Mesh with transparent material does not show up when i save rendered image

I have a fire mesh that have a transparent material based on a tutorial i followed

I have transparent background ticked on (due to project) and when i render it, the mesh does show up in viewer

but when i save image to a folder, the mesh is not there

I tried ticking the transparent glass under the transparent option which is under film, but no dice. I can technically render this individually with black background and add a screen effect but the colours in the fire get muted

How do i render this and ensure the mesh would be visible when i save it with transparent background?

The flames are there!! You just need to enable pre-multiplied alpha.

hello, i have no idea what that means (i am very sorry)

can you clarify? Like, what and how should i do that?

When you save emissive volumes to an image format that uses Alpha, Blender stores the color of the volume in the RGB channels, but sets the Alpha to full transparency…
In order to see the colors again, you need to set the Alpha mode of your saved image, from ‘Straight’ to ‘Pre-Multiplied’ (in the Image Editor > Sidebar > Image Tab).

This is how it shows up on my screen

EDIT: wrong screenshot posted earlier, should be correct one now

Saving the file to Exr is better in this kind of situations…
Also, the transparency is… transparent. you need something behind the image to really see the whole thing.

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I tested these out and you are right, the fire IS there. Exr works for image editor and both png and exr works with the compositor set up.

This only proves that the fire is present inside of blender, though. I’ll have to figure out how to mimic this effect outside of blender (like Photoshop and After effects)

Is there really no other way to have the fire visible with transparent background in saved images? I need to use this specific fire for both still images and animation in future projects.

Due to the nature of transparent emission, it’s also possible to render just the emission volumes over a black background and then composite them just by adding the color… (the same way, dark smoke should be rendered over a white bg, and then multiplied)
The problem is that a RGBA image alone doesn’t fully encode the properties of such effects, and most of the times you need to find clever ways to do the composition.
I’m not an Adobe user, but at least AE should be able to handle this.

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ah thats the screen (blend mode) method i mentioned before. Guess it really is down to rendering with a black background and doing some composition magic to make it work.

Oh well, while it wasnt a solution I was looking, thank you very much for explaining how premultiply alpha works. I learned something out of this at least :+1:t4:

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