I've been using FF a lot recently to make transparent textures for 3D models and then saving them in Targa format. To save a TGA in Photoshop CS with alpha channels, you need to create a fourth channel for the Alpha then flatten the image. This can be done manually or automatically when saving as a copy.
When doing this automatically, or when flattenning a single layer with transparency, Photoshop will automatically use a white background for the areas where there was image transparency. Unfortunately, this means that anywhere that was even partially transparent will be lightened slightly because of the white background (the more transparent a pixel was, the greater the effect of the white background, but also the less you will see the pixel in the end.)
This means that by default, alpha images end up with nasty white halos around them. It's often not too hard a workaround to select a similar colour as the filter and fill the transparent areas with this colour before flattening. But for filters with more colour variation, this doesn't work. For these filters, I have to render them once with no alpha channel, render the FF alpha channel to a new layer, and then copy it to a new Alpha channel in Photoshop.
I'd like to see (if possible) an option to render a texture to Photoshop in RGBA format, so that the RGB channels are transferred without any alpha. This would cut out the tedious re-rendering processes. Is it even possible?
The attached image shows how these halos look (right) compared with the image generated with two FF passes (left). It's a lot better on the left in both versions - with a white background, the wires appear thinner than they should because the halo blends in with the background.