This is a limit in the API, and saving at different bit-depths should be possible, for a quick workaround you could set scene render settings and use Image.save_render method (which is intended for render-engine integration but I think it would work in your case).
On Thu, May 9, 2013 at 6:06 AM, patrick boelens <p_boel...@msn.com> wrote: > Hi everyone, > > I've run into a bit of a problem here. I want to use Blender for some batch > image-processing but found a bug in saving. If the image loaded in does not > have an alpha channel, calling image.save() on it will not add one, even if > it does show up correctly in the UV/Image Editor. Saving the image manually > from the Editor it works, but that kind of defeats the purpose of the batch > processing. ;) > > Image.save seems to call IMB_saveiff(), while the menu entry seems to call > IMAGE_OT_save(). It's a bit too deep in for me to figure out though, any help > on getting this to work would be very much appreciated. > > Thanks! > -Patrick > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers -- - Campbell _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers