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Note Alpha Depth of Binary or Tertiary just cuts a load of alpha out. Don't use for the blood one. Might work better when we want to eliminate the "white edges" in grass and leaves above since it leaves a hard edge in the final result.
The options are described a little in cupscale but in more detail here: https://github.com/JoeyBallentine/ESRGAN/blob/master/README.md
--alpha-mode 1: Fills the alpha channel with both white and black and extracts the difference from each result.--alpha-mode 2: Upscales the alpha channel by itself, as a fake 3 channel image (The IEU way) then combines with result.--alpha-mode 3: Shifts the channels so that it upscales the alpha channel along with other regular channels then combines with result.
| File | Source | Alpha Mode 1 (Differential Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 2 (Separated Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 3 (Channel Alpha) Alpha Depth Full (8-Bit) | Notes |
|---|---|---|---|---|---|
plc_trans.tga Used in model "Scorch Mark" and "Bloodstain" placeable. | More obvious inside of Cupscale (with the squares background). Mode 1 differential: This makes the left hand "web" quite transparent (actually more noticeable in cupscale). It also alters the colour of the red symbol to be very dark red. Mode 2 separated: This seems to be the best balance and colour representation. The alpha around things isn't as extreme, only thing is the top right wolf symbol has a fair bit of white around its now more apparent edges Mode 3 channel: This seems to messy up the detail of the textures. The red symbol especially is a complete blurry mess. Problem: In game mode 2 doesn't seem to work so well: Also messes up the bloodstain somehow...makes it look like a blast mark?? |
Alpha Mode 1 (Differential Alpha)
Alpha Depth Full (8-Bit)
Alpha Mode 2 (Separated Alpha)
Alpha Depth Full (8-Bit)
Alpha Mode 3 (Channel Alpha)
Alpha Depth Full (8-Bit)
More obvious inside of Cupscale (with the squares background).
Mode 1: This removes a lot of the left hand "web" which is messy.Issues on Blood
Looks weird - transparent! Edit: Found the issue (or at least what it could be) the TGA source I used was beta files which were altered for Final. Probably should redo the TGA source using the game TGA if it is the highest (or equal highest).
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