I know I have rendered with an alpha channel before but that was like 4.17 now i cannot seem to get it to work.
opacity does not render the alpha , sep translucency alpha isnt it - How is it not available to render out to alpha when there are all those render pass choices !
this is the opacity layer which makes absolutely no sense - its not rendering all that black lines and hair . It Should be solid white - her skin isnt opaque -
Having the same issue - it feels like being able to render with alpha would be very useful! At the moment using a green background and getting quite good results with keying in premiere but that means no screen space reflections.
So ridiculous - seems like you have to use a combination of passes to finagle an alpha - so absurd when exr has an alpha compnent but for some reason unreal chose not to implement . its the most needed componet of a render but you probably gotta use several different things to fake it . I saw you can add a stencil something in the material and that will generate something then probably combine with transluency and opacity or use the normal map as its pretty solid - gotta test out now
I think having an alpha channel on your renders or embedded on a PNG file is still not possible in UE4. What I been doing if I need a separated object is just use a green/blue screen method.
We super need an alpha channel implementation especially for those who use the sequencer to render.
This is the first time I’ve looked into this. I am rendering panoramic images of my environment and want to have the animated objects exported separately as png sequences on a transparent background (rendered with the same lens as the same panoramic camera). I thought this would take 2 minutes to implement. I’ve spent 16 hours researching this and have no plan. I can’t believe transparency/alpha is not supported in exported pngs by Unreal - in 2019 ??