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I have a problem and I can not find an answer in internet. So basically I have a candle with animated candle flame (made with texture nodes and I added a point light source) and I want to render only the flame animation, because other things are static, and then combine the static image with the animated. So I need candle flame to be with a RGBA information. However, when I render it, it gives very weird result. So this is how it looks in my viewport:

enter image description here

And this is how it looks while rendering:

enter image description here

And it is the same in Cycles or Eevee. Could someone please tell how to fix that, if it is even possible?

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  • $\begingroup$ blender.stackexchange.com/questions/154188/… $\endgroup$
    – susu
    Dec 2, 2020 at 19:06
  • $\begingroup$ blender.stackexchange.com/questions/42939/… $\endgroup$
    – susu
    Dec 2, 2020 at 19:06
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    $\begingroup$ If I'm not mistaken this should work properly in 2.91. $\endgroup$
    – Robert Gützkow
    Dec 2, 2020 at 19:19
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    $\begingroup$ Hello! Yes, so working with OpenEXR worked like a charm. OpenEXR is not so handy format though, for me. And then I downloaded 2.91 it seemed that it works with PNG as well, at least in render viewport. But when I saved it in PNG, it was again weird. So, I guess, just need to stick to the OpenEXR then. $\endgroup$ Dec 2, 2020 at 21:15
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    $\begingroup$ PNG is a terrible format, it can't deal with associated alpha: It will not allow you to have pixels that are emissive and transparent at the same time. $\endgroup$
    – susu
    Dec 2, 2020 at 21:56

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