Problem with exporting texture with blurred edges for a video game vfx

Hello,

I’m trying to export a texture on a transparent background to use in a flame vfx. I’m following this tutorial that uses photoshop and trying to emulate the workflow in krita.

Tutorial

At 3:30, he applies motion blur to all his color channels.

At 4:04, he creates a new channel for the alpha, paste the value from the blue channel and export the picture.

The result is a sprite with the edge fading into transparency.

Trying to replicate this workflow in Krita I had some issues. I noticed that blur is applied to the alpha channel only rather than to each color channel, and that I cannot copy and paste a channel into another.

What I first tried was :

  1. Create a new project with a background and a transparent layer

  2. Unlock background, Ctrl + I to set it black, lock background

  3. Draw a shape with a white brush on the transparent layer

  4. Blur it

  5. Deactivate background (eye icon)

  6. Export, preserving the alpha channel

Unfortunately, when I import them into Unity they do not look as desired. If I untick the “Alpha is transparency” option, they have a white outline, like if they were blurred into white rather than into transparency.

If I tick the option, I get this weird visual :

So far the workflow I found that almost works is :

  1. Create a new project with a background and a transparent layer

  2. Unlock background, Ctrl + I to set it black, lock background

  3. Draw a shape with a white brush on the transparent layer

  4. Deactivate background (eye icon)

  5. Image > Split Image with the following settings

Settings for separate image

  1. On each channel, use Filter > Color to Alpha with black as color to remove the black background

  2. Export as png, preserving the alpha channel.

This achieves the desired result (a sprite with a smooth, fading edge) as long as I don’t use blur. If I use blur, I get a scrambled background like this.

Hello,

I’m trying to export a texture on a transparent background to use in a flame vfx. I’m following this tutorial that uses photoshop and trying to emulate the workflow in krita.

At 3:30, he applies motion blur to all his color channels.

At 4:04, he creates a new channel for the alpha, paste the value from the blue channel and export the picture.

The result is a sprite with the edge fading into transparency.

Trying to replicate this workflow in Krita I had some issues. I noticed that blur is applied to the alpha channel only rather than to each color channel, and that I cannot copy and paste a channel into another.

What I first tried was :

  1. Create a new project with a background and a transparent layer

  2. Unlock background, Ctrl + I to set it black, lock background

  3. Draw a shape with a white brush on the transparent layer

  4. Blur it

  5. Deactivate background (eye icon)

  6. Export, preserving the alpha channel

Unfortunately, when I import them into Unity they do not look as desired. If I untick the “Alpha is transparency” option, they have a white outline, like if they were blurred into white rather than into transparency.

If I tick the option, I get this weird visual :

So far the workflow I found that almost works is :

  1. Create a new project with a background and a transparent layer

  2. Unlock background, Ctrl + I to set it black, lock background

  3. Draw a shape with a white brush on the transparent layer

  4. Deactivate background (eye icon)

  5. Image > Split Image with the following settings

image

  1. On each channel, use Filter > Color to Alpha with black as color to remove the black background

  2. Export as png, preserving the alpha channel.

This achieves the desired result (a sprite with a smooth, fading edge) as long as I don’t use blur. If I use blur, I get a scrambled background like this.

This is after using the color to alpha filter - the scramble is made of white pixel.

What is the least cumbersome workflow I could use in Krita to emulate the one that’s in the tutorial ?

Thank you for your attention

That ‘scramble’ happens in krita when you split the alpha from a blurred image. It has a 512 x 512 tile structure, or almost.


Did you see it happening in Unity or in krita?

It happened in Krita.

Finally I managed to make something work by exporting my sprite normally, then switching the shader I was using in Unity to a different Alpha Blend mode.