Photoshop :: Adjusting Image To Compensate For Alpha Black Overlay
Jun 12, 2013
There is a touchscreen monitor in my car.It allows custom background wallpapers to be loaded via USB.The touchscreen automatically adds what would appear to be about a 25% alpha black layer in FRONT of the image so the touchscreen controls and icons are clearly visible.The problem is, I don't know what values I'm supposed to adjust on my image in order to get it to look the same way it does on my computer screen.Would you adjust the brightness? Contrast?Or is this simply not possible because the ~25% alpha black tint is placed OVER the wallpaper?
I have a 3d render that has some semi transparent areas (shadows on matte objects) I want to get rid off. In AE a can simple adjust the alpha levels and set everything under 25 to be 0 for example.
In PS the entire alpha channel seems to be out of reach.. it's not in the Channels tab? I can add one but PS fills it with an B&W version of my RGB image.. What trick I'm a missing here?
I was simply wondering the best means in Paint.Net to use a black and white image and use it as the alpha channel of my image, with white being opaque and black being fully transparent. I looked through the plugins on the site and didn't see anything that seemed to resemble what I was after.
I have an image I want to edit. It is a png tileset for a game, with opaque icons with semi-transparent background (yep the result in game is just as annoying as it sounds).
I'm not satisfied with background and want to make it more transparent (or maybe completely transparent). How do I do that?
There are adjustment tools in PDN that can modify separate channels; AFAIK alpha is technically identical to color channels but these tools only let me edit RGB.
Is there any visual tool in smoke so i can view the alpha/matte and rgb at the same time (by overlaying alpha on top of the rgb) ? I can't find a way to do it. Did i miss something ? or does this tool exist ?
How can I set transparency like when color is brighter it will be more transparent, eg. white is fully transparent, black is non-transparent, gray is 50% transparent, etc..
I've got some letters with a black inside stroke. These are 3D letters, therefore the stroke must be in the inside otherwise it spills out the edges if I put it outside or centered.
I've tried adjusting the cap/limit and all other options on the stroke menu without luck How can I fix these corner errors? I'm on Illustrator CS5.
making a alpha channel transparency; Funny thing is. I made it work once a few days ago. I went to bed and forgot to write down how i did it (Tried everything, almost)
In the link right here [URL] n i have 4 files; Q3a_arrow_gimp_ver4.tga (TGA that works as i want it, you'll notice ALL the alpha channels have a black layer channel in the channels tab, how do i recreate that?) Q3a_arrow_methodtry.tga (tried to recreate with THIS tutorial [URL] with no success P.S. i tried loooads of tutorials but this recreation seems rather close to the working .TGA i need) Q3a_arrow.ai (sourcematerial all vector from Adobe Illustrator) Q3a_arrow.png (picture with transparency intact if needed for comparison)
So; Now... What i did to make the working picture was making a .PNG - drag it into gimp.. I recall doing some Alpha and or masking or selection thing with it, then rendered it for .TGA since Illustrator does not support the kind of .TGA i needed. Worked flawlessly in the engine where i use a function called alphafunc GE128 (blend with black as invisible layer and white as solid)
I have a texture for an object that will be rendered. The RGB for the texture contains diffuse color, and the Alpha channel contains a special parameter for the shader. The value for the parameter is 0 for 99% of the pixels.
In my XCF I have diffuse color on one layer, and the special parameter on another layer (as a greyscale).
So I copy the diffuse layer and call the copy Final. Then I create a layer mask on the parameter layer using the greyscale value. I copy the layer mask from the param layer to the Final layer, and then I apply the layer mask to Final, which should simply write the mask to alpha.
I look at the channels window to be sure, and alpha is written correctly, BUT everywhere that alpha is black THE OTHER THREE CHANNELS ARE ALSO BLACK! I can't fix this! What do I do? I even tried exporting to see if it carries through to the output image, and it does!
What's more, I tried to trick it by putting a very low value (like 1/2) in the pixels that are supposed to be 0 in alpha, and then I get an even weirder effect, wherein most of the color is kept, but some pixels color information is trashed anyway. Is there an export mode which will tell GIMP not to trash the color information on fully transparent pixels? Or better yet, can I tell it that alpha is not transparency?
How do I get the handles to appear on the actual image for adjusting a colour and transparency gradient?
I know how to adjust a gradient in the gradient editor, but I need to adjust the position of the colours and the transparency bands on the actual image. what I clicked in the tools pallette to get the handles to appear.
discovered the pleasures of Edit>Convert to Profile command. When I convert to a new profile (I have belatedly discovered paper profiles) from adobe RGB to Hahnelmule Photorag to be precise there is a loss of saturation I am having trouble recovering. I will avoid this problem by starting with the correct profile however I have a lot of work in the wrong profile. To keep things simple I have flattened the image.
I'm trying to make a texture for a model in a video game, and I want some of it to be transparent. This is done by editing a text file that tells the model to use the textures alpha channel. things in the alpha channel that are white are transparent and things that are black aren't.
But I don't really know how to edit the textures alpha. Here is a video I've seen that explains how to make one in photoshop: [URL]......
How to do exactly what he does in gimp? whenever i duplicate one of the rgb layers, it isn't black and white like it is in ps. i'm also not sure how to have it turn into the alpha.
If I go on adjusting a psd-file which has been flattened, will the file´s image quality go worse?
Meaning that I´ve had a TIFF-file (made from a RAW-file) that I have adjusted with plenty of layers. After all the adjustments, I´ve made a copy of it, flattened the copied file, cropped it to the wanted size (no interpolation), and made some changes again with cloning tools and gaussian blur.
But after this, I find I still have to make another version of the image with different adjustments of lightness (curves) and colors (color balance, saturation) and I´m pondering if I have to go back to the file with layers, or can I continue with the cropped file and make new adjustment layers on this flattened image. Would be better for the work flow and my nerves...
If I have an image that's too big to fit on the printer page, how do I set my printer settings to adjust the image to the right size (i.e. without scaling the image manually)?
I have a PNG image with only one layer as a start point. It has a faded map on it.
I have a second PNG image with a hex grid on it. I do colour to Alpha to establish transparency on the hex grid for white filled hexes (others are not filled with white).
Now, I wish to overlay a portion of the first image with the faded map with the non-transparent part of the second image.
So I select by colour (for the hexes not filled with white) on the second image (the overlay) and I then paste to the first image (after creating a transparency layer and selecting it to receive the overlay).
I see the desired overlay section (minus any transparent stuff as expected), however it is centered over the map in the first image, not where I want it to be. It is a floating selection and must be anchored. So I select the anchor icon in the layer dialog and I think I anchor it into the transparency layer on the first image (that's what I'm trying to do anyway).
And then my problem:
I want to move the thing I just pasted in to the right place with respect to the underlying faded map. I attempt to use the move tool, but all I move is the background map (pretty much the opposite of what I want).
Nothing I do seems to let me reselect the pasted-in overlay so that I can move it.
Why I can't ever reposition the pasted in overlay? It should be in the transparency layer I created but even if I select all, I don't seem to be able to move anything other than the background image.
I have one main image and what i now want to do is have a much smaller image, that will overlay the main one and place it in the corner say of the main image, so you can see both images,
Is it possible to use the crop tool but have an image fill overlay instead of a grid overlay? I do a lot of photo editing where the image has to be in certain boundaries but also has a complicated background, and I'd like to reduce a step.
My Art teacher has just got Photoshop Elements 4.0, and needs to know how to 'overlay' one image on top of the other, for example, placing a leaf over a picture of a face and fading it slightly so that you can still see the face.
How do you take a text image with a white background and make it invisible so when you put it on top of another image, only the text shows. The text has a shadow and a reflection, and it is it's own image.
Also, does photoshop have any kind of wordart? I used powerpoint to add shadow and reflection and glow to my text, but it would be perfect if photoshop had some kind of alternative (I'm sure it does, I just couldn't find it).
I have 2 x *.dds files. One is a default model texture (with no alpha channel) and the other is a lightmap, which has different visible graphics to that of the texture file. However, the alpha channel of the lightmap uses the texture file detail.
My question, as I need to recreate these from scratch, how do I import an existing image to another existing image and use it as a alpha channel. So far each time i have tried the original information is overwritten.
Here's a screengrab of what I'm trying to achieve. To recap, I'm trying to use image 1 as an alpha channel in image 2 (as shown)...
i have an image which has an alpha channel which allows certain parts of the image to be more transparent than others.
When you de-select RGB channel and only leave the Alpha channel selected you'll notice that the image has now turned into a black and white alpha image, where black shows complete transparency, and white shows no transparency. Is it possible to save this black and white alpha image? Incase you dont understand what im trying to do heres a picture.
I just took that pic off the net as an example of what i want (incase your wondering), so basically, all i want to know is, how do you save an image (like above) which shows the levels of transparency.
At the moment, i have to use the printscreen key on the keyboard to capture the image, which is very annoying because its extra work and if the image is larger than the screen it requires alot of aligning.
I cannot find much on the web about it, how to use an alpha channel. However, none of them address this issue.
I use photoshop cs3 extended.
I am using png and tga image formats
When using an alpha channel, you can set the alpha to absolutely transparent. However, when you do and save the image it removes the other channel information on the rgb channels. This is problematic because I have to use a 1 transparency value to retain my rgb channels. This causes issues as I need the full alpha but also the texture information.
This is for texture work on a game and the engine uses the alpha channel for a team color overlay on top of the rgb image. So I need all 4 channels rgb for texture, and the alpha is a team color overlay.