Format of Opacity Renders
Posted: Fri Jun 08, 2018 5:53 pm
Greetings, I've been using OctaneRender for Unity to render various passes for a given scene.
The thing is, when rendered using the Info Channels kernel (and saving as beauty render pass) or the save button in the PBR viewport, the resulting image consists of 128 bits per pixel, with 4 channels: RGBA
However, when adding an opacity render pass and saving the image as an opacity render pass, it's saved differently, with 32 bits per pixel.
I'm using FreeImage in another program to read the rendered images and apparently there's trouble reading the alpha channel when the opacity is saved as a render pass (32bpp).
I would like to know which specific format is used to save images using the viewport button, the beauty render pass and the opacity render pass.
Thank you for your assistance
The thing is, when rendered using the Info Channels kernel (and saving as beauty render pass) or the save button in the PBR viewport, the resulting image consists of 128 bits per pixel, with 4 channels: RGBA
However, when adding an opacity render pass and saving the image as an opacity render pass, it's saved differently, with 32 bits per pixel.
I'm using FreeImage in another program to read the rendered images and apparently there's trouble reading the alpha channel when the opacity is saved as a render pass (32bpp).
I would like to know which specific format is used to save images using the viewport button, the beauty render pass and the opacity render pass.
Thank you for your assistance