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Transparent Sprites are Black in Mixed Reality Videos

One of our experiences has particle system effects, and mixed reality captured video doesn't do it justice since each particle comes out as a black square while it is supposed to be transparent. Someone mentioned that mixed reality capture doesn't do alpha blending for performance reasons, so sprites come out black. Is there a quick fix or a workaround we could apply?

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    ContextVRContextVR ✭✭✭

    Has anyone else had issues capturing particle systems using mixed reality capture?

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    sptspt ✭✭
    edited September 2016

    I am having this problem too. I am just doing additive blending, Blend One One.

    This is a pretty serious problem I think, we need a way to work around!

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    Per the docs here, please try the following
    "
    ◾Change any content that is showing up as opaque black to have an alpha value of 0.
    ◾Ensure that the app is clearing to transparent black.
    ◾Unity defaults to clear to clear automatically with the HoloToolkit, but if it’s a non-Unity app you should modify the color used with ID3D11DeiceContext::ClearRenderTargetView(). You want to ensure you clear to transparent black (0,0,0,0) instead of opaque black (0,0,0,1).
    "

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    In particular, even when using additive blending for the particle system, you should make sure that the texture used for the sprite is set to use the alpha channel if it has one.

    If the texture doesn't have an alpha you can often times create one with an "Alpha from Color" option in an image editor. This generally works well for particle system textures in particular because they tend to mostly be black and white.

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