Hi, just reread your previous response and some how I did not see the paragraph below which talks about painting the rgb layer out beyond the alpha channel and that after doing that we still save the file flattened.
Yes this makes sense to me and have used this technique in the past when I did not have access to a tool which can unpremultiply a flattened image with an alpha channel.
Its great news to hear that Maya 6.5 as a solution for this. I look forward to that feature when I am able to upgrade to that version.
Thank you so much for your feedback. It helps me confirm that I'm not overlooking something in Maya or Photoshop that would solve this.
I am still however, interested in seeing if there is a shader setup that would unpremultiply the file texture. I have experimented unsuccessfully with the multiply/divide node.
Do you have anysuggestions to try in Maya's shader setup to overcome this? Thank you so much for your time.