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We’ve been running into some issues stitching together frames that have varying opacity. Namely, clouds and particle systems. Originally when using a sequence of PNG’s we’d find ourselves having a seam around the stitched boarder. This was due to the alpha being added together at the seam line creating a 1-2 pixel boarder that had a combined opacity greater than the pixels around it.

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I realized the problem came with having the stitching software not being able to understand the alpha channel, and that if I controlled that myself rather than leaving it to the code I could remove this variable from the equation. So by out putting an opaque color pass and an opaque alpha pass I could use one to cut out the other as a luma matte in after effects.

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Thus, removing the seem issues, and having an alpha channel that could be independently manipulated.

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True this creates more files, but really doesn’t increase render time, as the alpha information is calculated in a render anyway and either mixed into a 32 bit frame, or simply discarded in a 24 bit frame. Though if you select Alpha Split in the .tga File set up when outputting, rather than discard the information it will save it as “A_[filename].tga” giving you the two opaque frames you need for stitching.

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Hope this is helpful, I know for us this is a great discovery, and kind of a “why didn’t I think of that before”, moment. I also realize that stitching isn’t the best solution, but sometimes is necessary.

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