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# 1 12-08-2012 , 08:04 PM
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Passing alpha to Render Target

Anyone else experience 100% predictable crashes when you try to pipe a render pass into a Render Target's alpha value? I can set the value manually across the whole image without a crash and it acts as expected but it fails if you try a standard connection.


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Peter Srinivasan
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# 2 12-08-2012 , 08:07 PM
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I forgot to add that it does NOT crash if you pipe a layered texture with 0 or 1 alpha into the target node. I have to assume Render Targets simply don't accept alpha variations?


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Peter Srinivasan
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# 3 12-08-2012 , 10:37 PM
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What are you trying to do? I don't even know what a render target is.

# 4 13-08-2012 , 12:11 AM
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Peter Srinivasan
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Last edited by petersrin; 13-08-2012 at 12:12 AM. Reason: Wrong link
# 5 13-08-2012 , 12:31 AM
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Hmmm, I didn't get a crash :s


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# 6 13-08-2012 , 01:12 AM
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Good. Glad SOMEONE didn't... I've since committed to doing it the "right" way but it'll definitely take a lot longer. Haven't started rendering and I have to deliver this 4m animation in a few days :O

Also, Genny, I finally clicked on your signature links. It was funny reading the FAQ and remembering "yep, that was X project Y months ago. And THAT question was Z project Q months ago." Etc. It's amazing how far you all, books, and constant projects that I don't know WTH I'm doing have taken me.


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Peter Srinivasan
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# 7 13-08-2012 , 07:01 AM
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Ah cool, thanks for the link. I don't think I'd use something like that. Just check my passes in imf_disp.

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