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Can Fusion Studio export real alpha channels?

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Mixolydian

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Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 8:20 am

I'm puzzled by something, and I hope it's just a matter of not knowing that I had to check some option somewhere. I kept bringing an EXR sequence that I rendered in Blender and composited in Fusion Studio. In the right view monitor I see the final output from the saver:

Screenshot 2024-11-28 at 02.53.17.png
Screenshot 2024-11-28 at 02.53.17.png (286.15 KiB) Viewed 1862 times


Obviously this is not the project I'm working on, it was just a quick example to show that it's a shape with a glow, and the background is transparent, but you can clearly see there's the glow around it.

Now, when I render the saver, this is what I get:

Enter Render Name0000.png
Enter Render Name0000.png (81.37 KiB) Viewed 1862 times


And yes, in the saver under format the alpha channel is enabled.

So I'm puzzled because to export an alpha channel that only includes full black or white pixels, nothing in between, it's something you would expect from Microsoft Paint, not a professional software used to make movies. The manual gives me some hope:

"An alpha channel is an embedded fourth channel that defines different levels of transparency in an RGB image. Alpha channels are typically embedded in RGB images that are generated from computer graphics applications. In Fusion, white denotes solid areas, while black denotes transparent areas. Grayscale values range from more opaque (lighter) to more transparent (darker)."

I also read the section titled "Understanding Premultiplication" on page 421 and I understood the concepts, but when I try to apply them I don't get any real results, meaning, different degrees of transparency.

So my head is spinning. How do I get this to work?
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Sander de Regt

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 8:26 am

What happens if you press 'a' when viewing the output from the saver? This will show you the alpha.
A glow like this usually doesn't have an alpha channel because it's an additive effect i.e. it needs to be added to the image. If you want to see a transparent alpha, you should make the star itself (semi-)transparent - by for example blurring it a great deal - and then you will see the kind of alpha you're looking for.
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Sam Steti

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 9:05 am

What Sander wrote...
And BTW, what about telling more specifically what "And yes, in the saver under format the alpha channel is enabled. " is ?
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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 9:13 am

Yeah, I don't know why but the PNG always ignore glow effect in Fusion. Mov and Exr works fine in my experience.
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Jacob Danell

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 9:32 am

My guess is that png saves out as premulited to save space but as the glow has color but no alpha it becomes x*0, so no colors.

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 11:33 am

Jacob Danell wrote:My guess is that png saves out as premulited to save space but as the glow has color but no alpha it becomes x*0, so no colors.

Problem is fhe inverse: png stores unpremulted data and when it is read again in most cases premult is applied, resulting in that mult with zero. Exr on the other hand stores premulted data and if it already contains these additive pixels they are kept untouched.
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Bryan Ray

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 6:25 pm

Yes, thank you Hendrik. Don't use PNG as an intermediate format.

If you for some reason need a PNG as a final display format, and you have additive effects like glows or fire, you'll need to construct the alpha manually, like so:

Code: Select all
{
   Tools = ordered() {
      Text1 = TextPlus {
         Inputs = {
            GlobalIn = Input { Value = 1, },
            GlobalOut = Input { Value = 1, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            LayoutRotation = Input { Value = 1, },
            TransformRotation = Input { Value = 1, },
            Softness1 = Input { Value = 1, },
            StyledText = Input { Value = "FUSION", },
            Font = Input { Value = "Open Sans", },
            Style = Input { Value = "Bold", },
            Size = Input { Value = 0.3937, },
            VerticalJustificationNew = Input { Value = 3, },
            HorizontalJustificationNew = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 82.5 } },
      },
      XGlow1 = Fuse.XGlow {
         Inputs = {
            Gain = Input { Value = 0.433, },
            Input = Input {
               SourceOp = "Text1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 82.5 } },
         Version = 102
      },
      ChannelBooleans1 = ChannelBoolean {
         Inputs = {
            ToAlpha = Input { Value = 13, },
            Background = Input {
               SourceOp = "XGlow1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 715, 82.5 } },
      }
   }
}


edit: And don't use it as a texture format, either. Textures need mipmaps and tiling, which PNG doesn't support. I don't care what Adobe thinks; png is the wrong format for almost everything
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Mixolydian

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 8:28 pm

Sorry guys, I see that there's a misunderstanding about the saver format. You saw here a PNG. That was only for the purpose of posting it here, since this forum doesn't take EXRs directly. I always render to EXR, and in this case I just converted it quickly to PNG from the Finder. In this case, it looks exactly the same as the EXR.

But let me show you all what I mean. I did the same lame star test in the other two compositing programs I have, Apple Motion and After Effects CS6 (the last one you could actually own). I exported as EXR RGBA from both, then I brought the files into Resolve, threw in the generator called Hexagon Glow as a background to have some sort of a reference. When importing both, the one from After Effects showed perfectly fine. The one from Apple Motion had one minor issue, which was that it was interpreted as Premultiplied, so it showed a weird solid alpha but with some tiny hairs all around it, but as soon as I changed the alpha to straight, it showed correctly. Obviously I also brought in the EXR I had exported from Fusion. So here are the exports as frames from Resolve:

Fusion Studio:

Fusion star.jpeg
Fusion star.jpeg (196.62 KiB) Viewed 1590 times


Apple Motion:

Apple Motion star.jpeg
Apple Motion star.jpeg (174.2 KiB) Viewed 1590 times


After Effects CS6:

After Effects.jpeg
After Effects.jpeg (171.81 KiB) Viewed 1590 times


So my question, why is it a no brainer to export anything with different alpha levels from Apple Motion and After Effects, and it seems impossible in Fusion Studio, a program that is far more advanced than those other two? It's just something I'm missing, right?
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostThu Nov 28, 2024 9:05 pm

Its probably related to how different programs are set up by default to handle transparency. Not all settings are the same, and most who work with it After Effects and Apple Motion seems to be not very concerned with it and often don't pay attention to it, while Nuke and Fusion users pay more attention to it. If you are moving between applications its important to keep in mind how the transparency is treated both as input and output format.

Here are some resources to take a look into for more clarification.

**Understanding Premultiply, Unpremultiply and Alpha Divide ( Fusion 8 )**



**Transparency and Color - Alpha Multiplication in Resolve/Fusion**



**Straight vs. Premultiplied Alpha | 3D Graphics Overview**



**CD / The Horrors of the Alpha Channel**



 **What is Alpha Channel in Compositing**

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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostFri Nov 29, 2024 4:53 am

It should be no issue with EXR in Fusion. What the format setting do you use?
截屏2024-11-29 12.50.44.png
截屏2024-11-29 12.50.44.png (154.35 KiB) Viewed 1534 times

截屏2024-11-29 12.49.30.png
截屏2024-11-29 12.49.30.png (220.24 KiB) Viewed 1534 times
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Mixolydian

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Re: Can Fusion Studio export real alpha channels?

PostFri Nov 29, 2024 5:01 am

KrunoSmithy wrote:Its probably related to how different programs are set up by default to handle transparency. Not all settings are the same, and most who work with it After Effects and Apple Motion seems to be not very concerned with it and often don't pay attention to it, while Nuke and Fusion users pay more attention to it. If you are moving between applications its important to keep in mind how the transparency is treated both as input and output format.


Well, the thing to me is whatever program we're talking about, the display inside the interface that shows you the final output HAS to send that to whatever file you're rendering to, in the case of alpha that is as long as you selected a format that will allow an alpha channel. What I'm seeing in Fusion Studio is that the display in the GUI, whether it's view 2 or 3 depending on what you assign to the saver, shows one thing, but what gets exported, when brought into Resolve or any other editor, shows something different.

And yes, I'm familiar with alpha channels and their different types since I've been a videographer and motion graphics artist for about 25 years, but in all the programs I've used (Adobe, Final Cut Pro classic and X, even Grassvalley Edius) my problem with alpha channels could usually be solved by changing premultiplied to straight or viceversa.

But in After Effects, Motion and every other program I've used, if I have a checkerboard as a background, and the objects have some sort of glow or feather, as long as I set the file format to a file type that accepts alpha channels like EXR or PNG, or Prores 4444, the file or files I get have a proper alpha channel with all the levels of transparency exactly as I saw in the program itself.

But thanks for the videos, YouTube has imposed some sort of annoying obstacle that tells you that you need to be logged in to your Google account to watch the embedded videos, which appears even if you are logged in in the same browser. But I was able to find them by the titles. I only watched the one from VFX Study so far because I knew that guy knows a lot about Resolve and Fusion, and it was very educating.

But then I realized part of the problem was not completely related to Fusion, but to XGlow, which is a glow that you can download from Reactor. So I did another simple test, this time with text. I applied XGlow and I clicked on the Color/Alpha toggle button:

Fusion Xglow.jpg
Fusion Xglow.jpg (456.9 KiB) Viewed 1532 times


As you can see, even though we see, in the output from the saver set to view 2 that there's clearly a glow that extends past the shape of the text itself, when you preview the alpha channel, it stops at the text shape limits, it's either full black or full white. That to me is puzzling, how the viewer can show me there's clearly an area of the frame that has different levels of transparency, not either opaque or transparent. Yet, it doesn't show it in the alpha channel. Obviously I went through every setting in XGlow to find out if there was any alpha settings, but nothing. Also from the video I saw how the guy had put an alpha divide node before the effect and then an alpha multiply after the FX. That basically took away the glow outside the confines of the text. So I took out the two alpha nodes.

Then I replaced the XGlow node with the native Fusion glow. And what I saw gave me hope:

Fusion native glow.jpg
Fusion native glow.jpg (461.51 KiB) Viewed 1532 times


So I exported that, brought it into Resolve and I don't understand what's going on:

Fusion text with glow from Resolve.jpg
Fusion text with glow from Resolve.jpg (1017.31 KiB) Viewed 1532 times


And yes, composite is set to Normal and 100%. And I went through every page of the text node, it is all set to full opacity, and that's what it looks like in the viewer.

In fact, it has nothing to do with the text node because I tried the star from before, also fully opaque, and when I bring it into Resolve, it still shows the background partially. So what's the deal with that? If I export anything opaque with a feather or a glow from After Effects or Motion and bring into Resolve, it shows fine, even if the one from Motion requires changing the alpha to Straight. And I know what you're thinking, have you tried changing the alpha mode for the two files exported from Fusion?

Well, yes I did! And it makes them slightly better, almost fully opaque, but they still show the lines in the background.

So this whole thing is still confusing as hell. Earlier this year when I started this passion project, some people at the Blender forums told me that for such a project I didn't need render passes. But that's wrong, if you want to make something look as good as possible, you need render passes. And it's amazing what you can do when you have all these different elements that combined make a render but you can spread them apart and apply glows to just the emission for example. Or apply a remove noise node to just one of the three glossy nodes. All of that is great, and my project looks so much better because of it, but I wanted to export the main object without a background and do all the compositing in Resolve, and I can say I never had so much problems with a simple RGBA render.
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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostFri Nov 29, 2024 5:24 am

Mixolydian wrote:As you can see, even though we see, in the output from the saver set to view 2 that there's clearly a glow that extends past the shape of the text itself, when you preview the alpha channel, it stops at the text shape limits, it's either full black or full white.


In my opinion, you could check if "glow" apply in RGBA or only RGB.
截屏2024-11-29 13.19.01.png
截屏2024-11-29 13.19.01.png (89.46 KiB) Viewed 1529 times
Last edited by cat99_0 on Fri Nov 29, 2024 5:34 am, edited 1 time in total.
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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostFri Nov 29, 2024 5:30 am

Bryan Ray wrote:Yes, thank you Hendrik. Don't use PNG as an intermediate format.

If you for some reason need a PNG as a final display format, and you have additive effects like glows or fire, you'll need to construct the alpha manually, like so:

Code: Select all
{
   Tools = ordered() {
      Text1 = TextPlus {
         Inputs = {
            GlobalIn = Input { Value = 1, },
            GlobalOut = Input { Value = 1, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            LayoutRotation = Input { Value = 1, },
            TransformRotation = Input { Value = 1, },
            Softness1 = Input { Value = 1, },
            StyledText = Input { Value = "FUSION", },
            Font = Input { Value = "Open Sans", },
            Style = Input { Value = "Bold", },
            Size = Input { Value = 0.3937, },
            VerticalJustificationNew = Input { Value = 3, },
            HorizontalJustificationNew = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 82.5 } },
      },
      XGlow1 = Fuse.XGlow {
         Inputs = {
            Gain = Input { Value = 0.433, },
            Input = Input {
               SourceOp = "Text1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 82.5 } },
         Version = 102
      },
      ChannelBooleans1 = ChannelBoolean {
         Inputs = {
            ToAlpha = Input { Value = 13, },
            Background = Input {
               SourceOp = "XGlow1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 715, 82.5 } },
      }
   }
}


edit: And don't use it as a texture format, either. Textures need mipmaps and tiling, which PNG doesn't support. I don't care what Adobe thinks; png is the wrong format for almost everything


Thanks Bryan! This help me to figure out the PNG and Alpha problem long time to me actually.
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostFri Nov 29, 2024 1:38 pm

Mixolydian wrote:So this whole thing is still confusing as hell. .


I suggest you post a node tree of what the problem for you is. Upload the exported .exr and upload it somewhere for download. Explain with no assumption in a straightforward matter what you need or want to do and than rest of us can take a look at it and see what the problem might be.

..........................

I Made a Text + and xGlow in fusion. Saved it out as .exr. You can see it on both transparent and black background, but gradients are not smooth because of compression of the screenshots.

I open the exr in chaos player to preview exr in third party app. Works as expected. Both on transparent and black background.

Than I import in resolve, and works as expected in media pool and fusion. Where you can see it side by side.

sshot-1162ss.jpg
sshot-1162ss.jpg (779.05 KiB) Viewed 1461 times
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Re: Can Fusion Studio export real alpha channels?

PostFri Nov 29, 2024 11:32 pm

KrunoSmithy wrote:
Mixolydian wrote:So this whole thing is still confusing as hell. .


I suggest you post a node tree of what the problem for you is. Upload the exported .exr and upload it somewhere for download. Explain with no assumption in a straightforward matter what you need or want to do and than rest of us can take a look at it and see what the problem might be.

..........................

I Made a Text + and xGlow in fusion. Saved it out as .exr. You can see it on both transparent and black background, but gradients are not smooth because of compression of the screenshots.

I open the exr in chaos player to preview exr in third party app. Works as expected. Both on transparent and black background.

Than I import in resolve, and works as expected in media pool and fusion. Where you can see it side by side.

sshot-1162ss.jpg


Sure. Well, let's go to the simple one first, the text one that when I export to EXR and bring into Resolve, I still can see part of the background even though everything is set to full opacity:

Code: Select all
{
   Tools = ordered() {
      Saver1 = Saver {
         CtrlWZoom = false,
         Inputs = {
            ["QuickTimeMovies.Compression"] = Input { Value = FuID { "Apple ProRes 422 HQ_apch" }, },
            ["QuickTimeMovies.Advanced"] = Input { Value = 1, },
            ProcessWhenBlendIs00 = Input { Value = 0, },
            Clip = Input {
               Value = Clip {
                  Filename = "/Volumes/Samsung T9/NCC1701/Blender/Renders/Alpha Tests/Star with native glow.exr",
                  FormatID = "OpenEXRFormat",
                  Length = 0,
                  Saving = true,
                  TrimIn = 0,
                  ExtendFirst = 0,
                  ExtendLast = 0,
                  Loop = 1,
                  AspectMode = 0,
                  Depth = 0,
                  TimeCode = 0,
                  GlobalStart = -2000000000,
                  GlobalEnd = 0
               },
            },
            OutputFormat = Input { Value = FuID { "OpenEXRFormat" }, },
            ProcessMode = Input { Value = FuID { "FullFrames" }, },
            ["Gamut.ColorSpaceNest"] = Input { Value = 1, },
            ["Gamut.GammaSpaceNest"] = Input { Value = 1, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            VideoType = Input { Value = FuID { "NTSC" }, },
            Input = Input {
               SourceOp = "Glow1",
               Source = "Output",
            },
            ["OpenEXRFormat.Depth"] = Input { Value = 2, },
            ["OpenEXRFormat.Compression"] = Input { Value = 0, },
            ["OpenEXRFormat.ZipCompressionLevel"] = Input { Value = 4, },
            ["OpenEXRFormat.Channels"] = Input { Value = 1, }
         },
         ViewInfo = OperatorInfo { Pos = { 1920.75, -122.604 } },
      },
      Glow1 = Glow {
         Inputs = {
            Blend = Input { Value = 0.2, },
            Filter = Input { Value = FuID { "Fast Gaussian" }, },
            XGlowSize = Input { Value = 24.8, },
            Glow = Input { Value = 0.92, },
            ColorScale = Input { Value = 1, },
            Input = Input {
               SourceOp = "Text1",
               Source = "Output",
            }
         },
         ViewInfo = OperatorInfo { Pos = { 1697.55, -120.424 } },
      },
      Text1 = TextPlus {
         Inputs = {
            GlobalOut = Input { Value = 3000, },
            Width = Input { Value = 2048, },
            Height = Input { Value = 858, },
            Depth = Input { Value = 4, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            LayoutRotation = Input { Value = 1, },
            TransformRotation = Input { Value = 1, },
            Overlap1 = Input { Value = 0, },
            Green1 = Input { Value = 0.615686274509804, },
            Blue1 = Input { Value = 0.12156862745098, },
            Softness1 = Input { Value = 1, },
            StyledText = Input { Value = "It's an alpha\nconFusion", },
            Font = Input { Value = "Open Sans", },
            Style = Input { Value = "Bold", },
            Size = Input { Value = 0.1779, },
            VerticalJustificationNew = Input { Value = 3, },
            HorizontalJustificationNew = Input { Value = 3, },
            AdvancedFontControls = Input { Value = 1, }
         },
         ViewInfo = OperatorInfo { Pos = { 1488.71, -120.284 } },
      }
   }
}
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 12:00 am

I don't know what you are seeing, but to me it looks on import the same way as it did on export. Same is true for fusion studio. What is the problem?

sshot-1175.jpg
sshot-1175.jpg (209.9 KiB) Viewed 1400 times


Mixolydian wrote:That to me is puzzling, how the viewer can show me there's clearly an area of the frame that has different levels of transparency, not either opaque or transparent. Yet, it doesn't show it in the alpha channel.


Alpha channel is not mixed with RGB, so you only see alpha. The videos I posted earlier should explain it.
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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 12:56 am

KrunoSmithy wrote:I don't know what you are seeing, but to me it looks on import the same way as it did on export. Same is true for fusion studio. What is the problem?

The attachment sshot-1175.jpg is no longer available



Well, first off, your screenshot shows me you're using the Fusion page in plain Davinci Resolve, not Fusion Studio, exporting to EXR and then putting that EXR on a track above the track with the generator called Hexagon Glow. So those are different conditions, you're not replicating exactly what I did.

KrunoSmithy wrote:
Mixolydian wrote:That to me is puzzling, how the viewer can show me there's clearly an area of the frame that has different levels of transparency, not either opaque or transparent. Yet, it doesn't show it in the alpha channel.


Alpha channel is not mixed with RGB, so you only see alpha. The videos I posted earlier should explain it.


You're talking about the wrong glow. Like I showed in my tests yesterday, Xglow doesn't produce a proper alpha channel, even if you see the glow in the viewer in color mode, over the checkerboard, when you switch to alpha mode, it shows only the text shape with no glow. However, when I replace Xglow with the Fusion native glow, it shows in the alpha channel too. I bet you didn't notice there were scroll bars in my screenshots, I had to put two and two together because this forum only allows three pictures per post and it's a pain to upload them unlike most forums where you just drag and drop from the Finder/File Explorer.

My confusion is that when I export that text to EXR and bring it into Resolve Studio, I see the glow just fine, but the text is not fully opaque as it should be, you can see lines from that Hexagon background, and you shouldn't.

Fusion text with glow from Resolve.jpg
Fusion text with glow from Resolve.jpg (1017.31 KiB) Viewed 1392 times
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 1:23 am

Mixolydian wrote:Well, first off, your screenshot shows me you're using the Fusion page in plain Davinci Resolve, not Fusion Studio, exporting to EXR and then putting that EXR on a track above the track with the generator called Hexagon Glow. So those are different conditions, you're not replicating exactly what I did.


No difference. I tired to open it in fusion studio and as expected its the same.

I used what you posted. If you want something else, post what you want. If you want Xglow I already posted that example earlier in my posts.

KrunoSmithy wrote:My confusion is that when I export that text to EXR and bring it into Resolve Studio, I see the glow just fine, but the text is not fully opaque as it should be, you can see lines from that Hexagon background, and you shouldn't.


I think I know now what is happening. I assume its the same as what trips people up when they export transparent lower third animations from After Effects and its not looking like they expect in resolve.

I assume this is the problem you are talking about?

sshot-1184.jpg
sshot-1184.jpg (314.12 KiB) Viewed 1382 times


If you are bringing in the file via media pool. Right click on the file and choose appropriate alpha mode.

sshot-1185.jpg
sshot-1185.jpg (313.25 KiB) Viewed 1382 times


Alpha Mode: The options presented here depend (now there are four) on the format of the clip you’ve selected, since only certain formats (such as ProRes 4444, QuickTime Animation, OpenEXR, TIFF sequences, and so on) are capable of containing alpha channels. If you’ve imported clips with embedded alpha channels, this panel lets you enable or disable their use in DaVinci Resolve (by choosing None), choose the type of alpha channel (Premultiplied or Straight), or invert the alpha channel. If you select a clip that doesn’t contain an alpha channel, then most of these options don’t appear.

https://en.wikipedia.org/wiki/Alpha_com ... kin=vector

https://www.provideocoalition.com/alpha ... -straight/
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 1:40 am

One issue you may run into is for example with XGlow, which you may apply in fusion page or bring it with a loader, that in the edit page when you turn on transparency checkerboard preview for timeline, it will show correctly as it does in fusion page. This is with Resolve 19. Before we only had black background preview. So if your background node was transparent, or your bring in third party image with transparency, like png file with a logo or something , you would not see checkerboard, only black, background. With resolve 19 they added support for transparency on cut and edit page, but not color page. So you may run into visual problem.

Case in point.

Here is Xglow in fusion page, on a transparent background sent via mediaout to other page.

sshot-1186.jpg
sshot-1186.jpg (214.66 KiB) Viewed 1380 times


sshot-1187.jpg
sshot-1187.jpg (303.02 KiB) Viewed 1380 times


As you can see in the edit page and cut page as well, with checkerboard turned on for preview it looks as it does in fusion page.

But in the color page, you will see that it looks wrong in the transparent areas, which are now black, while when its over the character it looks correct.

sshot-1188.jpg
sshot-1188.jpg (232.25 KiB) Viewed 1380 times
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 1:52 am

As far as I understanding it, although I don't fully understand how color page is done from a developer point of view, but by default color page does not support alpha interpretation as it does in other pages, at least not entirely, same problem is in the deliver page, and I assume this will be updated as it does on edit and cut page. It seems to work partly.

For example if you switch over to certain tabs in the color page, like new slice tools, qualifiers and others it will work, but it won't work if you use curves tab and color wraper. I assume it has something to do with the way those tools work with the image and don't support transparency. Speaking of transparency, we don't have checkerboard background preview either, so its only going to be black. This is probably coming in the near future. If you don't have a transparent background in the fusion page for example, but black or something solid instead, than everything works as expected, and that it how most people use it.
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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 4:08 am

Aha, Let me clear.
1. there is nothing to do with color page
2. there is nothing to do with Viewer background ( Edit page )
3. no matter glow or Xglow ( sure Xglow is cool, but not the point )
4. Fusion page and Fusion studio export the same exr in my computer ( Do you test in your computer? )

I find one thing will change the result: "change alpha mode"
"Premultiplied" works fine to me. Why " straight "? Does Apple Motion have the option? I haven't notice it.
Maybe AE sucks in " Premultiplied " but DR not.
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Mixolydian

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 8:14 pm

KrunoSmithy wrote:I used what you posted. If you want something else, post what you want. If you want Xglow I already posted that example earlier in my posts.


Sorry, I meant if you see the two screenshots above that have scroll bars, you will see that the one that has Xglow, if you scroll inside the screenshot, you will see the screenshot I "collaged" with it, which shows what happens when I press the alpha toggle in the viewer. It shows no glow.

However, if you see the one right below and you scroll down inside the screenshot (I don't know why this forum doesn't just show the whole thing), you will see that when I toggle alpha, it does have a glow.


KrunoSmithy wrote:If you are bringing in the file via media pool. Right click on the file and choose appropriate alpha mode.


Yes, I know about alpha modes. Like I mentioned, I've been a videographer for 25 years, and that's pretty much one of the first things you need to learn, as a videographer, graphic designer, motion graphics artist, no matter which one, you have to know that stuff, is basic.

So let me show you what happens with the two modes that you can select, because obviously "ignore" and "invert" are useless for this, so it's either premultiplied or straight:

Alpha Premultiplied.jpeg
Alpha Premultiplied.jpeg (610.49 KiB) Viewed 1228 times


Alpha Straight.jpeg
Alpha Straight.jpeg (622.75 KiB) Viewed 1228 times


So as you can see, either option shows part of the background. I extended the screenshot to show the Composite module in the inspector so you can see that it's set to normal and 100%, so this simply should not happen. And in the exports from After Effects and Motion, it doesn't, it behaves as expected, the only issue was with the Motion export in that I had to switch from Premultiplied to Straight, but that was it. And 99% of the time, that's the main issue I've found until I started working with Fusion and Resolve.

So in the end, I resorted to just composite the whole thing in Fusion Studio. I wanted to keep the background in a separate track because I wanted to color grade the main object with the color page in Resolve, but I don't want to spend ages troubleshooting for a passion project that I wanted to finish months ago.
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KrunoSmithy

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Re: Can Fusion Studio export real alpha channels?

PostSat Nov 30, 2024 8:19 pm

I think I gave you all the information you would need. The rest is up to you.
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Sam Steti

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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 12:39 am

Oh no... Please add some 3 kms long posts...
This thread looked like a champions league of comments, we actually read some longer shots here around, but this one was really promising, it cannot stop so brutally.
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Mixolydian

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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 1:42 am

Right. Great attitude, fellas. And yet, nobody can tell me why the Hexagon background shows through when I export solid text from Fusion and bring it into Resolve.

I'm not trying to win an argument here, I'm really trying to figure out why that happens. I'm not even saying, you're wrong, I'm right. I'm just posting the screenshots to try to figure out why that happens.

And don't worry Sam, I'm not going to post another 3 kilometer long post, just four more screenshots merged into two to show what happens when I render the same text to Prores 4444XQ and PNG, when selecting either premultiplied or straight in Resolve.

I'm not forcing anybody to help me by the way.

Screenshot 2024-11-30 at 20.30.02.jpeg
Screenshot 2024-11-30 at 20.30.02.jpeg (538.79 KiB) Viewed 1083 times


And PNG shows solid, but also a mess in both alpha modes:

Screenshot 2024-11-30 at 20.30.30.jpeg
Screenshot 2024-11-30 at 20.30.30.jpeg (442.19 KiB) Viewed 1083 times
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Sam Steti

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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 1:59 am

:lol: No you won't, but he will, since the posts length I wrote about had nothing to do with you.
Calm down, again, I see you have a problem which obviously will be fixed soon, our preferred novelist is about to come back to fix it with a tsunami of YT clips and special pastes for sure, don't worry...
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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 3:35 am

I saw there is some different between EXR and Prores 4444 indeed.
截屏2024-12-01 11.28.09.png
截屏2024-12-01 11.28.09.png (699.77 KiB) Viewed 1045 times
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Hendrik Proosa

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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 11:51 am

Mixolydian wrote: And yet, nobody can tell me why the Hexagon background shows through when I export solid text from Fusion and bring it into Resolve.

If it shows through it ain’t solid.
a) examine the channel values in fusion, make sure alpha is 1.0
b) if above and Resolve shows wrong, it is either: Resolve CM applying some transform to alpha (plain stupid, but well, I’ve seen more); wrong blending going on; just a bug (unlikely imho). My bet is on CM being applied to alpha channel.

PS Premult interpretation has nothing to do with situations where solid areas turn semitransparent, premult can’t do that as mult or div with 1.0 is, well, a no-op.
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cat99_0

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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 12:57 pm

cat99_0 wrote:If it shows through it ain’t solid.
a) examine the channel values in fusion, make sure alpha is 1.0
b) if above and Resolve shows wrong, it is either: Resolve CM applying some transform to alpha (plain stupid, but well, I’ve seen more); wrong blending going on; just a bug (unlikely imho). My bet is on CM being applied to alpha channel.

PS Premult interpretation has nothing to do with situations where solid areas turn semitransparent, premult can’t do that as mult or div with 1.0 is, well, a no-op.


Cool!! I Checked the Alpha is almost 1.2 to 2.3 ( more than 1 ). I think that is why EXR shows weird here. I remember someone said use BCnode to clamp black and white could solve the alpha issue. It works in my test.
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Re: Can Fusion Studio export real alpha channels?

PostSun Dec 01, 2024 6:11 pm

Alpha above 1.0 will turn background contribution negative, which creates the imprint.
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