Is it possible to output a correct alpha channel for transparent materials with RTX interactive?

When saving out png files with alpha channel transparent objects always get opaque alpha channel. Is it possible to output an alpha channel similar to the iray output?

Here is a comparison:

The top is RTX, the bottom is iray. Bonus points for tips on the reason for the white edge

Thanks in advance,
Thorsten

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Yes you should be able to save out of RTX Interactive (PT) with an alpha channel. I cannot reproduce your error here in 106.5, for either RT or PT rendering.

I notice that white edge as well. That is usually because you have tried to use the Composition system in Post Process. That is designed for just viewing ONLY. Once you have aligned your comped background with your scene and all is good, and its time to render, please disable this whole XR Composition system and just output over black. For reference you always want to output any transparency over black, for any software package, to avoid matted pixels that pick up the background color.

There is one option that you do want ON in the Compositing toolbox. See IMAGE BELOW.

Can you send me your scene so I can take a look?

What version of Composer are you using? Maybe you are using an old version. Can you download the new 106.5 from GitHub - NVIDIA-Omniverse/kit-app-template: Omniverse Kit App Template

Make sure this option is ON

To be clear, i can output the alpha channel. The issue is that the alpha is always opaque even for transparent objects against the background (as opposed to iray which does transparency to alpha).

I tried with both 106.5 and the current stable. I will get you a scene as soon as i can. Thanks!

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Ah I see what you mean. You mean that “glass” has the same solid white alpha channel as “brick”, and does not represent any background blend at all. I see. Hmm, I will have to test that. I would then try those options in Compositing and see if that makes a difference. Especially those two above the one I have circled.

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