Alpha channel of Textures can't be deactivated in UV Editor #84898

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opened 2021-01-20 14:16:07 +01:00 by RH · 17 comments

System Information
Operating system: Windows10
Graphics card:Geforce GTX 970M

Blender Version
Broken: 2.91.0
Worked: 2.83.0

Short description of error
When you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black.
It worked in older Versions from 2.80 up to 2.83, there you only have to click on Color in Display Channel options.

Only areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel.

Exact steps for others to reproduce the error
just load any Texture with Alpha channel in UV editor viewport

Here an Screenshot from Blender 2.83.0 where it worked
44.jpg

and here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works
14.JPG

**System Information** Operating system: Windows10 Graphics card:Geforce GTX 970M **Blender Version** Broken: 2.91.0 Worked: 2.83.0 **Short description of error** When you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black. It worked in older Versions from 2.80 up to 2.83, there you only have to click on **Color** in **Display Channel** options. Only areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel. **Exact steps for others to reproduce the error** just load any Texture with Alpha channel in UV editor viewport Here an Screenshot from Blender 2.83.0 where it worked ![44.jpg](https://archive.blender.org/developer/F9589508/44.jpg) and here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works ![14.JPG](https://archive.blender.org/developer/F9589512/14.JPG)
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Added subscriber: @lichtwerk

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Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
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Is this only happening for DDS textures?

We already had 0badb7f82d, but I cannot reproduce this in current master and 2.91 release.
Here is a dds with alpha that I used:
BlenderDesktopLogo.dds

Does this work for you?
If so, please share the dds that fails.

Please also check this in a fresh build from https://builder.blender.org/download/

Is this only happening for DDS textures? We already had 0badb7f82d, but I cannot reproduce this in current master and 2.91 release. Here is a dds with alpha that I used: [BlenderDesktopLogo.dds](https://archive.blender.org/developer/F9589521/BlenderDesktopLogo.dds) Does this work for you? If so, please share the dds that fails. Please also check this in a fresh build from https://builder.blender.org/download/
Author

Thanks for the fast reply

Is this only happening for DDS textures?

It also happens with .PNG and .TGA format.

Here is a dds with alpha that I used:
Does this work for you?

The Blender Desktop Logo image does work properly in all versions, I checked it out in GIMP to see if there is any difference.
I tried different compression types and one without on my texture, but that didn't change anything.
Blender_Logo.jpg

If so, please share the dds that fails.

In this one I made some parts of the Alpha channel white, to make it better visible
Hull_Armor_Thick.dds

I made tests with the 2.83, 2.91.0, 2.91.1 BETA, 2.92.0 BETA and 2.93 ALPHA versions
only in 2.83 the texture is shown correctly with click on Color inDisplay Channel options.

Blender version: 2.83
Blender_2.83.jpg

Blender version: 2.91.0
Blender_2.91.jpg

Blender version: 2.91.1 BETA
Blender_2.91.1_BETA.jpg

Blender version: 2.92.0 BETA
Blender_2.92_BETA.jpg

Blender version: 2.93 ALPHA
Blender_2.93_ALPHA.jpg

Thanks for the fast reply > Is this only happening for DDS textures? It also happens with .PNG and .TGA format. > Here is a dds with alpha that I used: > Does this work for you? The Blender Desktop Logo image does work properly in all versions, I checked it out in GIMP to see if there is any difference. I tried different compression types and one without on my texture, but that didn't change anything. ![Blender_Logo.jpg](https://archive.blender.org/developer/F9589625/Blender_Logo.jpg) > If so, please share the dds that fails. In this one I made some parts of the Alpha channel white, to make it better visible [Hull_Armor_Thick.dds](https://archive.blender.org/developer/F9589624/Hull_Armor_Thick.dds) I made tests with the 2.83, 2.91.0, 2.91.1 BETA, 2.92.0 BETA and 2.93 ALPHA versions only in 2.83 the texture is shown correctly with click on **Color** in**Display Channel** options. Blender version: 2.83 ![Blender_2.83.jpg](https://archive.blender.org/developer/F9589628/Blender_2.83.jpg) Blender version: 2.91.0 ![Blender_2.91.jpg](https://archive.blender.org/developer/F9589630/Blender_2.91.jpg) Blender version: 2.91.1 BETA ![Blender_2.91.1_BETA.jpg](https://archive.blender.org/developer/F9589632/Blender_2.91.1_BETA.jpg) Blender version: 2.92.0 BETA ![Blender_2.92_BETA.jpg](https://archive.blender.org/developer/F9589634/Blender_2.92_BETA.jpg) Blender version: 2.93 ALPHA ![Blender_2.93_ALPHA.jpg](https://archive.blender.org/developer/F9589636/Blender_2.93_ALPHA.jpg)
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Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscriber: @rjg

Added subscriber: @rjg

I can reproduce the behavior.

It also happens with .PNG and .TGA format.

Can you provide an example for this as well? How did you create those image files that are affected by the problem?

I can reproduce the behavior. > It also happens with .PNG and .TGA format. Can you provide an example for this as well? How did you create those image files that are affected by the problem?

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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While I am on shaky ground in regards to associated vs unassociated alpha (if that even has to do with the issue), I think there is indeed something wrong:

  • If I set the Alpha mode to None on Hull_Armor_Thick.dds, blender does not seem to ignore the Alpha channel (instead, this seems to be the case for Premultiplied Alpha mode?
  • sidenote: I am getting the following for any dds texture:

Unable to find a suitable DXT compression, falling back to uncompressed.

While I am on shaky ground in regards to associated vs unassociated alpha (if that even has to do with the issue), I think there is indeed something wrong: - If I set the `Alpha` mode to `None` on `Hull_Armor_Thick.dds`, blender does not seem to ignore the Alpha channel (instead, this seems to be the case for `Premultiplied` `Alpha` mode? - sidenote: I am getting the following for any dds texture: >Unable to find a suitable DXT compression, falling back to uncompressed.
Author

Can you provide an example for this as well? How did you create those image files that are affected by the problem?

I personally use GIMP in the newest version 2.10.22, but that image wasn't made by me but by someone I know of that he is using Photoshop.
It regardless affects all textures, made by me or others using different tools.
The Compression type we use is DXT5, but I tried without compression too and well Blender 2.8 builds have no problem with compression types.
g1.JPG

here the same texture but as .png and .tga (exported in Gimp with standardsettings)
Hull_Armor_Thick.tga
Hull_Armor_Thick.png

Edit: with the right node setup the textures work fine in 3d view, just not in UV Editor wich makes working on UV maps not possible. In this case tileable textures are used quite often and you have to place UVs accurately

> Can you provide an example for this as well? How did you create those image files that are affected by the problem? I personally use GIMP in the newest version 2.10.22, but that image wasn't made by me but by someone I know of that he is using Photoshop. It regardless affects all textures, made by me or others using different tools. The Compression type we use is DXT5, but I tried without compression too and well Blender 2.8 builds have no problem with compression types. ![g1.JPG](https://archive.blender.org/developer/F9590927/g1.JPG) here the same texture but as .png and .tga (exported in Gimp with standardsettings) ![Hull_Armor_Thick.tga](https://archive.blender.org/developer/F9590930/Hull_Armor_Thick.tga) ![Hull_Armor_Thick.png](https://archive.blender.org/developer/F9590931/Hull_Armor_Thick.png) Edit: with the right node setup the textures work fine in 3d view, just not in UV Editor wich makes working on UV maps not possible. In this case tileable textures are used quite often and you have to place UVs accurately

The PNG is displayed correctly. The pixels where alpha is zero also has RGB set to zero, hence it displays pure black in these areas when viewing the color channels.

The PNG is displayed correctly. The pixels where alpha is zero also has RGB set to zero, hence it displays pure black in these areas when viewing the color channels.
Author

sorry for double Post, I made some more tests with the Blender logo image provided by Philipp.

This one I did export with DXT5 compression like I use and it works without problems in UV editor.
BlenderDesktopLogoV2.png

This one I did export with an all black Alpha channel and now it has the same issue like the Hull armor image posted by me
BlenderDesktopLogoV3.dds

Another try with a selfmade Alphachannel, made it black with a white horizontal line, so when I make Alphachannels on my own it makes problems in Blender 2.9 Builds, but it works in Blender 2.8 builds
111.jpg

here the texture exported in GIMP newest version, I hope this will help
BlenderDesktopLogoV6.dds

sorry for double Post, I made some more tests with the Blender logo image provided by Philipp. This one I did export with DXT5 compression like I use and it works without problems in UV editor. ![BlenderDesktopLogoV2.png](https://archive.blender.org/developer/F9590963/BlenderDesktopLogoV2.png) This one I did export with an all black Alpha channel and now it has the same issue like the Hull armor image posted by me [BlenderDesktopLogoV3.dds](https://archive.blender.org/developer/F9590968/BlenderDesktopLogoV3.dds) Another try with a selfmade Alphachannel, made it black with a white horizontal line, so when I make Alphachannels on my own it makes problems in Blender 2.9 Builds, but it works in Blender 2.8 builds ![111.jpg](https://archive.blender.org/developer/F9590986/111.jpg) here the texture exported in GIMP newest version, I hope this will help [BlenderDesktopLogoV6.dds](https://archive.blender.org/developer/F9590989/BlenderDesktopLogoV6.dds)

Added subscriber: @PolyTim-2

Added subscriber: @PolyTim-2

I am also having this problem. Tried with .png and the thought at first that the png didnt write color values for alpha = 0 but that wasnt the case. TGA also showed the same problem.
The only workaround at the time is to disable alpha in the image properties window to see the individual RGB Channels and enable it when you want to view Alpha seperately.
Is someone working on this? It's pretty inconvenient for our current workflow and hopefully easy to fix.

I am also having this problem. Tried with .png and the thought at first that the png didnt write color values for alpha = 0 but that wasnt the case. TGA also showed the same problem. The only workaround at the time is to disable alpha in the image properties window to see the individual RGB Channels and enable it when you want to view Alpha seperately. Is someone working on this? It's pretty inconvenient for our current workflow and hopefully easy to fix.

Added subscriber: @simon_lusenc

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Philipp Oeser removed the
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Reference: blender/blender#84898
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