Im trying to make these graphics as sprites. Why does the image look so dark and washed out in the first image. I have nothing in the compositor. If you eed any more information, please ask. My theory is the alpha value is just very low so its just blending with the background. Is there a fix for this?
You are running into a common problem here: most image formats like PNG can’t do additive transparency.
Explanation:
There are 2 types of transparency
Alpha transparency. It partially hides what’s behind it, like a fog.
Additive transparency. This one is produced by emissive materials used as volume and bloom/glare effects. It is composed of pure light and brightens what’s behind it without hiding anything.
Most file formats only do alpha transparency and don’t capture additive. For this reason, it’s better not to render additive effects on a transparent background if you can avoid it.
Blender’s own render window is able to display it correctly, because it internally works like the EXR format, which is able to capture additive transparency correctly.
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Now let’s discuss possible solutions.
Render in EXR format if your use case allows it. If you are making this as sprites, I guess this is for a game engine? This most likely isn’t a solution that will work in that situation.
Don’t just use an emission shader as volume, make sure there is actual density, actual thick smoke along with the emission. Emissive volumes will display much more correctly if there is some more opaque smoke density behind the fire to support it.
Render it on a black background (without transparency) and then setup the sprite as additive when you use it (provided the render engine supports that). The black background will disappear and the original result from the render will be restored. Note that doing things this way will make a fire that becomes almost invisible in bright daylight (and it’s actually realistic, a perfectly transparent and smokeless gas flame does that in real life).
Use the compositor to boost the alpha’s opacity. This will cause some of the background color to leak into the flame, so the background color matters if you do that and the result will be a bit different from the render.
Thx, the method for boosting the alpha in the compositor worked and yeah, some smaller changes exist but I can clean those up. I will try the other methods too. Srry I took a while to respond. Really appreciate the response ^w^