I’m currently working on UE 5.7.4 to render a logo for a client, I won’t be able to post screenshots of the actual logo as I’m not allowed to share it anywhere, but the issue is quite simple :
I want to render the logo with a transparent background, which works perfectly, except for the emissive, the background is transparent, the logo isn’t, but it looks like the emisssive isn’t even rendered.
what’s the alpha output? is it sharp edge? this seems like the same issue the blender compositor is producing. bloom does not influence the alpha channel. it’s only applied to the diffuse color. so you would have to blur or “bloom” the alpha channel seperately.
descriptive pictures. it’s not ue, but… you get the gist?
Thanks for your answer, what do you mean by “what’s the alpha output? is it sharp edge?” ? Thats not really familiar to me, I’m just using an empty Unreal scene with the logo I want to render and some lights to make it look it right, and in the movie render queue I ask it to render it with alpha so the background is transparent. Which works great, except for the emissive & glow that isn’t captured into the alpha I guess.
I tried compositing it in Photoshop with 2 renders, one being the logo only without the emissive/glow on a transparent background, and the other being the logo WITH emissive/glow but on a black background, and then with the Linear Dodge (Add) in photoshop it works, but it doesn’t look like I can export that to a .PNG sadly.
@glitchered is likely correct here. Bloom, the haze around the actor, is not represented in the alpha channel. And the default windows image viewer premultiplies the alpha when you look at it.
I would try another viewer and see if its there. If you need an alpha channel with the bloom just change the emissive material to white and then you can change the color in PS or Nuke or something.