Alpha Channel Darkens the Colors #72677
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Reference: blender/blender#72677
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Blender Version
Short description of error
I want to use a map with colors and alpha channel in the Blender. But I want to use only the Colors(RGB) of this map.
But for some reason, RGB colors are always premultiplied by Alpha. Making the image dark when alpha is less than 1.0
In the picture you can see:
On the left - mesh with the material using the texture but not using alpha.
In the UV/Image editor - How the RGB and Alpha channel are.
In the Node Editor - The nodes of the Mesh material.
Here is the result in Eevee when alpha channel is used (problem "solved"):
Exact steps for others to reproduce the error
Open file:
Alpha Bug_Blender 2.81.blend
Added subscriber: @TSelman61
Added subscriber: @DanielBystedt
I get the same issue. Good find! See attached image for clarification
System Information
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-24 16:58, hash:
33eabb8220
It wasn't just me. 🤔A general problem?
I have two different computers, one desktop and one laptop, but both get the same error.
System Information for laptop
Like I said, it's weird. Because the same problem began to appear in versions of the old blender. So this isn't just the current Blender's problem.
Could it be from updates? So after the updates of Nvidia or Microsoft. (I updated all the drivers.)
Regarding the picture you show ...
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
The manual says:
But at Eevee it seems the opposite. The image is premultiplied by alpha if this is not being used.
In cycles the image is always premultiplied.
I can confirm that the behavior in cycles was the same in 2.79.
I am in a few confusion about this. I am not sure that there may be a lack of information as well. Blender 2.7x and blender 2.8x are slightly different from each other.
But there are inconsistencies in some issues.
I use Color and Alpha. As if there was no problem. As if the problem is solved. (This texture Alpha channel is actually on a specular map. But I don't want to separate them into two different textures.)
But I can't say the same for hair.
The black parts are still where they are. There was no change.
In Blender 2.7x, they were more stable.
This time I will use only color. But as you ca n see, there are still black parts. As I said first.
But there is an option to use the alpha map. You no longer see the alpha channel. (The downside is that the alpha map is completely disabled. So now he acts as if there is no alpha channel. )
But I don't think Blender 2.8x will have such an option. At least I couldn't find it. Is there an option like not using the alpha map like this?
Added subscriber: @EAW
So you want to use the R,G,B channels for color and the Alpha channel as a specular map, right?
You have to set the alpha channel to
channel packed
.In the node editor, select the
Image Texture
node. Then open the side panel by pressingN
. In theItem
tab change the alpha tochannel packed.
@TSelman61 Does that solve your issue?
This option was added May 18th 2019 in
7aaa7aa9dd
, so any blender build after that will have it.909b0ac16c
fixed an issue on May 26th with how Cycles handles this new feature.Channel packed alpha as specular
Channel packed, alpha not connected
Channel packed, alpha as specular and clearcoat using Cycles. I increased the size of the light to
1.0
in order to better show the different specular reflections in each section.@mano-wii it appears that section of the manual has not been updated since 2.79.
@mont29 Is this a bug or just a case of the documentation never being updated?
@Blendify Something to add to the
Undocumented changes
list?Added subscribers: @Blendify, @mont29
@EAW
How stupid I am. I was just expecting a button, as in 2.79. My fault.
This is really good. It separates the color and alpha and I can use the two separately.
I tried it on the models I had problems with, it works perfectly. I think that's what I wanted.
Thanks everyone. 😀
I believe this is a case where the documentation just needs to be updated, I created blender/documentation#73436 to keep track of this.
Changed status from 'Confirmed' to: 'Resolved'