This means they wont work in UE4, because you actually need an alpha channel to get it to work properly. PNGs work, is they don’t really (afaik) actually have an alpha channel, they just treat a ‘null’ colour value as opacity. this is to do with how files are compressed in UE4. TIFF files for this instead, especially if I’m exporting them out of Photoshop. (opacity is a sliding scale of see-through to opaque, while masked is solid/invisible)īut the opacity/masked inputs are greyed out, meaning you havent set the material to be translucent or masked.Īlso: for me, ive always had trouble getting alpha channels to work with PNGs, I always prefer to use. you need to put the opacity channel in to the opacity or masked inputs on the material. Hopefully my code will help you guys decipher what is going on. It works fine for 24-bit PNG files (with no alpha channel), but when I use a 32-bit PNG file, something goes wrong. What you’ve done, is plugged the colours in to ‘base colour’, but base colour doesnt define opacity only colour. Basically, the images with alpha draw correctly when draw directly on top of a solid colored surface, however when it hits a region where the window is transparent, the PNG with alpha values start having a white background. to fix this, you’d have to add an ‘append’ node out of the top output and plug in the bottom alpha output in to the append to bring all 4 channels (r,g,b,a) in to it.īut i would suggest not doing that, as that doesnt help you here. that bottom output, alpha, isnt included there (dont ask why). In order to simplify the code, I only support 32 pixel depth PNG images. Instead you can try // if pixel is white int thres 245 // where thres is some value smaller but near to 255. But, it does not deal with transparent PNGs. As you can see, some 'white regions' are not transparent, this means your those pixel werent perfectly white in the input image. Currently the application supports saving the image in PNG format. Then the user may opt to save the transparent image locally. Once the operation is done, the transparent image will be displayed in the Scrollable Picture Box. Searching with the keyword 'PNG' in CodeProject, I found a demo named PNGView. This seems to work great unless src is loaded from an image with transparencies (such as GIF) or an alpha channel (such as PNG). If the user clicks that button it will take the loaded image and create transparency. This way the loading code can deal with palettes, grayscale, 16 bit per color channel and transparent color masks as well. The way that the ‘white’ top output on the texture sampler works is it only combines the red, green, and blue channels. Some days ago, I needed a component to display a transparent PNG image in my code. While loading the image file, libpng will be told to convert various image formats to RGB or RGBA, depending on whether they have transparency information. Here’s the thing about game dev: there’s always something new to learn!
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