Will 2.3 v6 be able to save out alpha channel?

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PeterCGS
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I have searched the forum, but failed to see if we will be getting alpha channel support in V6 or not?

Im doing three projects with 20s animation each, that I currently use Octane for, but doing a separate rendering for the alpha channels starts to get on my nerves.. They all include particles so there is alot of geometry going into the .obj file, and even though rendering the fake "alpha" pass, goes fast, the import/export takes almost 8 hour alone for my 750 frames of animation.

Im crossing my fingers and pray for alpha in V6 :)
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[gk]
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For the time beeing you can render the alpha mask out in your host app using a scanline approach for optimal alias. it should be a lot faster.

Ifyou happen to use Nuke or something down that road you can generate the mask on the fly when you composit.
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PeterCGS
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Octane and my host app doesn't align properly when it comes to rendering :/ So the alphas are mismatched if I do that.... I also a really really narrow DOF, and that doesn't translate at all when trying to work out an alpha channel from my host app.
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jamnique
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PeterCGS wrote:Octane and my host app doesn't align properly when it comes to rendering :/ So the alphas are mismatched if I do that.... I also a really really narrow DOF, and that doesn't translate at all when trying to work out an alpha channel from my host app.
Are you rendering to Square Pixels? Octane always does, so there will be inconsistancies if you try anything else for the alpha pass. There was a thread somewhere about it. For the narrow depth of field situation i would render a black and white pass in Octane and use it as a matte.

oops... sorry just read the last post.
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[gk]
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You can also leave DOF to post
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sathe
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what, with the imaginary Octane Zdepth pass?
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[gk]
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Using the host application naturally

Its a rather common asumption that once you engange a project only 1 render engine can be used. I have made animation with 3 render engines output composited together.

Light calculations of a random test mixed below as illustration..
Image
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