AgentStack
SKILL verified MIT Self-run

Transparent Cutout Cleanup

skill-0xheycat-isometric-game-skills-transparent-cutout-cleanup · by 0xheycat

Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.

No reviews yet
0 installs
7 views
0.0% view→install

Install

$ agentstack add skill-0xheycat-isometric-game-skills-transparent-cutout-cleanup

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

Are you the author of Transparent Cutout Cleanup? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

Transparent Cutout Cleanup

Overview

AI-generated sprites come on a background. Naive removal leaves a colored halo or jagged edge that screams amateur when tiles are placed together. This skill produces clean, premultiplied-safe alpha cutouts.

When to Use

  • Any generated sprite needs a transparent background.
  • Placed sprites show a white/gray halo or fringe.
  • Edges look jagged or have leftover background color.

Process

  1. Generate on a PLAIN flat background (easier to key out than a busy one).
  2. Use a background-removal model (e.g. InSPyReNet / rembg) rather than a hard color key.
  3. Inspect edges at 400% zoom for halo or fringe pixels.
  4. Defringe / decontaminate edge color so no background tint remains.
  5. Erode the alpha by 1px if a faint halo persists.
  6. Save as PNG with straight alpha; verify on both light and dark backgrounds.
  7. Batch the cleaned sprites for the atlas packer.

Pair this with the ComfyUI rembg node in seamless-isometric-terrain/scripts.

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "A white halo is barely visible" | On a dark tile it is glaring. Defringe every sprite. | | "Hard color-key is faster" | It eats anti-aliased edges and looks jagged. Use a proper matting model. |

Red Flags - STOP if you catch yourself:

  • Visible halo/fringe when placed on a contrasting background.
  • Jagged, aliased cutout edges.
  • Background color contaminating semi-transparent pixels.

Verification

You are NOT done until every box is checked:

  • [ ] Edges are clean at 400% zoom on light AND dark backgrounds.
  • [ ] No background-color contamination on semi-transparent pixels.
  • [ ] All sprites exported as straight-alpha PNG.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

No reviews yet — be the first.

Versions

  • v0.1.0 Imported from the upstream source.