I know that recently a patch went out that moved the health bars in the UI in LIV to the background layer, and thanks for that. I think I may have spotted a possible issue though. I noticed that when my orbs were moving past the health bar, that part of them would still disappear. I checked my fusion filters on the foreground layer and sure enough, there is a "cutout" where the health bar would be when you move past it.
#LIV health bars
1 messages · Page 1 of 1 (latest)
Anymore moving the bars back on the rendering layer may cause unforseen issues but I will look into this again
Yea this is obviously a very minor issue but I thought it was worth reporting. I don't think anyone but myself is doing manual composition with LIV dump mode nowadays so I'm not sure anyone else would have noticed it.
There are plenty of folks doing that; but they generally run in Immersive Mode.
looking into this, the bars are on the transparent layer so it makes sense why they are rendering over everything
I've also been experimenting with Resolve trying to find the best way to actually use the alpha layer that LIV exports. I was doing something dumb before, just using a luma keyer directly on the cropped foreground video which kinda works but loses all the black information from that layer. This is what I've got going on now, using luma keyer on the alpha layer, then using that as the mask input on a matte control tool. The nice thing about the other method was that I didn't have to touch the fusion composition which makes it easier to copy and paste the effects to another clip, but that's just a project organization thing that I can figure out.
It still seems to be there in the alpha layer though, which makes sense given what you said:
This is fixed in 3.5.16a2 - available now in open beta (see #news-and-updates )
Awesome, thank you!
I will test it when I get a chance. My PSVR2 is acting up in bigger ways now though so not sure when I will be able to get to that
Confirmed fixed! Thanks all!
Just look at that beautiful alpha layering