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Alpha Channel for Fire & Smoke passes
#1
Hi,

When I render seperate Smoke and Fire passes in 3dsMax 2011 64bit, the alpha channel is the same for both passes!? Is this correct?

If I disable Smoke and render Fire only (and vice versa), I get the correct alpha in the passes which allows more freedom in the comp.

I am confused as to why there is an option to render the elements if the alpha is the same.

Am I a missing a trick here in the comp stage or should the alpha's be different when rendering both smoke and fire together and saving the different elements?

I have searched as much as possible, and have not found an answer here, so apologies if a post exists.

Thanks
AlexC
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#2
Hello,

Did you try to put one RE on top of another and use multiply filter in Photoshop ?
That should work fine.

Kresimir
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#3
I have ended up turning the alpha spinner in the Fire follout in the Rend tab of FumeFX to 0 the you get a nice alpha for the smoke and then plus the fire over the smoke.
Though it would be good to get different alphas for fire and smoke.
Jordan Walsh
VFX Technical Director

Showreel 2012
Check out my scripts on ScriptSpot!
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#4
Thanks for the replies,

I have tried both methods, but still not exactly what I am after. I want the freedom in the Comp (using Nuke), to alter both completely seperately, using the alphas as masks. To me this seems to give the most freedom.

Can I add it to the wishlist for the next update please? Big Grin
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#5
It would be hard to tweak just fire or smoke alpha in post as those two channels are usually completely mixed during rendering on the camera axis.
It's like you have 4 layers of smoke, then 6 layers of fire, 2 layers of smoke, etc.
So, if you'd have just opacity of fire that does not include smoke at all, how you can blend it in ?

Kresimir
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