I am trying to merge a RGB color node with a float node which will be the alpha, although it’s not really alpha but I am using it in my game engine to represent data for the shadows. I do not want the alpha channel to affect the RGB channels in any way, and it seems like a bug to me that it would, except when visualizing with the RGBA enabled of course.
However, that is not the case in my test scene. When I visualize RGB only, I can see a halo outline of where the edge of the shadow is in white, this is also what I get when I output my image. If you know how to solve this, I’d love to know as I am trying to submit this for a deadline.
Again, what I expect when merging an alpha channel with an RGB image is that the RGB data channels do not change. What you see here is if you visualize the RGB output and uncheck “use alpha” the RGB image changes.
I tried messing with linear color space inputs instead of sRGB, which does actually look more like what I was getting in photoshop, and the unwanted halo is smaller, but still there.
Link to download the blend file with packed images: http://1drv.ms/1kKjgiE