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understanding the function of alpha channel


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Posted (edited)

hello,

 i want to understand this well , the alpha channel file present in the P47 D 28 template in channels is there so you use it to eliminate the bare metal glare  when for example doing OD paint camo schemes finish ? is this intended for this sole purpose ? i note that it regenerates when deleted  after having  flatened to DDS . below is an example of the result .

1.jpg

Edited by dog1
Posted

The alpha controls the shine, relflectiveness and bloom. Its present on all aircraft templates for the same pupose. You can use the greyshading in the alpha to bring out differences in metal polish, keep the dirt, grime and panel lines matte, enure holes are transparent where needed amd give stencil and markings a slighlty differnt quality to the paint. To a degree its also works in conjunction with the normal map to bring out or subdue the normal's variations such a stressed metal effects.

 

On NMF aircraft the alpha is is also an important part of ensruing that the stencils and codes have a matte quality and you need to the build a version of the alpha to suit each skin.

 

You add the alpha to the flattened or merged down skin. It shouldnt form part of the flattened skin itself (ie it doesnt or shouldnt exists in the layers as an active layer)

  • Like 1
Posted

SCG_BOO

 

right now i'm happy with the result which is removing the shine overall , no adjustments . From what you state above , i can  make adjustments using  the 16 options above in channels to the alpha channel  .  When i delete the alpha channel post flatening the files do i delete the others as well before going to DDS conversion ? So i can push towards any extreme  wether brighter or darker of a layer  wether stencils or panels . Right now i am only selecting the main color of the aircraft beeing the top side before flatening and  as you can see it flattens the whole aircraft not just the top side paint , so  if i wanted only the layer i chose to be flat  and the rest with the default shine how do i do that ? 

Posted

I have no idea about the "16 channels" you refer to nor is there any reason to delete the alpha channel. You build the alpha using the same method you'd build the main skin. In layers. The difference here is that each of the layers is in greyscale. Prety sure ICDP also produced an alpha channel template to help with this. 

 

There are tutorials by 5Kuka in the main skinning section on how to use the alpha. It applied to GIMP but the principles are the same. 

 

 

  • Like 1
Raptorattacker
Posted

@dog1 Once you have got your head around manipulating the alpha you won't look back, trust me. It really is as BOO says, just like manipulating the main skin file. You then flatten it, copy it and paste it over onto the alpha of your skin. A LITTLE bit more refined than that but that's pretty much the way it is. If your psd (or Gimp) file DOESN'T have a multi - layer alpha with it (and most of them DO) then merely convert your colour file to Grayscale and save it as the alpha mutli - layer and there you go, you can have shiny or matte bits wherever you want them!!

Posted (edited)

SCG_BOO

RAPTORATTACKER

 bellow is the image of the 15 windows for adjustments i was referring to , is this correct ?

I dropped GIMP years ago when i was skining IL2 because it was missing sections of panels and not as clear and precise as PS . I did notice the tutorial in the section but i thought it was only for GIMP . i will start studying it and practice  . 

i feel that getting more involved with P51 D and P47 D  templates bare metal and not requires a good understanding of this subject . This sim finally allows real bare metal to be displayed .

 

 

alpha.png

Edited by dog1

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