diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py
index 423ad33a42ae21b74495c561d862bc0d6a2a8d6e..1168e3352ae2b22d02b57a2dc7964b6e63abe437 100644
--- a/io_mesh_uv_layout/export_uv_png.py
+++ b/io_mesh_uv_layout/export_uv_png.py
@@ -113,7 +113,7 @@ def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
 
     # scene render settings
     scene.render.use_raytrace = False
-    scene.render.alpha_mode = 'STRAIGHT'
+    scene.render.alpha_mode = 'TRANSPARENT'
     scene.render.image_settings.color_mode = 'RGBA'
 
     scene.render.resolution_x = image_width
diff --git a/render_povray/render.py b/render_povray/render.py
index a92aafb8da96b84acb5392b55fa53471b6168107..2d58b0f10b32d543777ed5977677b7c38cc6245a 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -1697,15 +1697,16 @@ def write_pov(filename, scene=None, info_callback=None):
             if not world.use_sky_blend:
                 # Non fully transparent background could premultiply alpha and avoid anti-aliasing
                 # display issue:
-                if render.alpha_mode == 'PREMUL':
+                if render.alpha_mode == 'TRANSPARENT':
                     tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0.75>}\n" % \
                              (world.horizon_color[:]))
                 #Currently using no alpha with Sky option:
                 elif render.alpha_mode == 'SKY':
                     tabWrite("background {rgbt<%.3g, %.3g, %.3g, 0>}\n" % (world.horizon_color[:]))
                 #StraightAlpha:
-                else:
-                    tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
+                # XXX Does not exists anymore
+                #else:
+                    #tabWrite("background {rgbt<%.3g, %.3g, %.3g, 1>}\n" % (world.horizon_color[:]))
 
             worldTexCount = 0
             #For Background image textures
@@ -1776,10 +1777,11 @@ def write_pov(filename, scene=None, info_callback=None):
                     # for skysphere..5.5
                     tabWrite("gradient y\n")
                     tabWrite("color_map {\n")
-                    if render.alpha_mode == 'STRAIGHT':
-                        tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
-                        tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
-                    elif render.alpha_mode == 'PREMUL':
+                    # XXX Does not exists anymore
+                    #if render.alpha_mode == 'STRAIGHT':
+                        #tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.horizon_color[:]))
+                        #tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 1>]\n" % (world.zenith_color[:]))
+                    elif render.alpha_mode == 'TRANSPARENT':
                         tabWrite("[0.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.horizon_color[:]))
                         # aa premult not solved with transmit 1
                         tabWrite("[1.0 rgbt<%.3g, %.3g, %.3g, 0.99>]\n" % (world.zenith_color[:]))