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Nodes · Color

BS_HueQualifier

Colorv2coreNeeds full inputForge

Overview

Pulls a matte by colour the way a colourist does: three soft windows — hue, saturation and luminance — multiplied together, so a colour qualifies only if it satisfies all three. The selection is drawn ON the spectrum bars, so you see what you're taking. Drag to move the centre, Shift+drag for width, Alt+drag for falloff.

How to

How-to

  1. Arm 💧 Pick source and Ctrl+click the colour in the viewer (Ctrl+drag over a patch takes its range) — the three bands snap to it.
  2. Refine on the spectrum bars: drag moves the centre, Shift+drag the width, Alt+drag the falloff; link the falloffs for one-handed softness.
  3. view = matte to judge the take; output as image + alpha, matte, or premultiplied.
  4. Clean it with black_clip / white_clip, then matte_grow and matte_blur.

Inputs

InputWhat it takes
inthe image this node works on

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
source_colorColor[0.5, 0.5, 0.5, 1.0]The colour you picked — 💧 Pick source, then Ctrl+click it in the viewer (Ctrl+drag over a patch takes its range). The three bands snap to its hue, saturation and luminance; this swatch remembers what you took.
viewChoiceimageimage is the picture with the qualification in alpha, matte the matte alone (white = taken) for fast refinement, overlay the matte painted magenta over the picture so the take reads in place. imagematteoverlay
outputChoiceimage + alphaWhat leaves the node: the image with the matte in alpha (a Merge or a masked Grade takes it straight), the matte alone in every channel, or the picture premultiplied by the matte — the qualified pixels and nothing else. image + alphamattepremultiplied
falloff_linkChoicesymmetricLock the three shoulders together for one-handed refinement: symmetric gives every band the same softness as a fraction of its range, proportional keeps their ratio while one is dragged. off for surgical control of each. Drag any band's shoulder (Alt+drag) or the softness slider. offsymmetricproportional
lum_rangeFloat1.0The top of the luminance bar. 1 for display-referred plates (SDR), 4.2 for scene-linear (HDR), or press Analyze to size it to this frame's brightest pixel. The bar and its handles rescale; the matte is unchanged.
black_clipFloat0.0Matte values at or below this go to 0 — clean the near-misses out of the black (Resolve's clean black).
white_clipFloat1.0Matte values at or above this go to 1 — solidify the core (Resolve's clean white).
matte_growFloat0.0Grow (positive) or shrink (negative) the matte by this many pixels before the blur — a morphology, so an edge moves without softening.
matte_blurFloat0.0Soften the matte's edge by this many pixels, after the grow. A qualifier edge blurred a touch stops aliasing when a grade goes through it.
hue_centerFloat0.0The hue the band is centred on, degrees on the wheel — 0 red, 120 green, 240 blue. Drag on the bar above, or pick the source.
hue_widthFloat60.0How many degrees of hue take fully, centred on hue_center. Shift+drag on the bar.
hue_falloffFloat30.0Degrees of soft shoulder past the width on each side, smoothstepped. Alt+drag on the bar; linked to the other shoulders when falloff_link is on.
sat_centerFloat0.5The saturation the band is centred on, 0 grey to 1 pure.
sat_widthFloat1.0How much saturation takes fully, centred on sat_center.
sat_falloffFloat0.25Soft shoulder past the saturation width, each side.
lum_centerFloat0.5The luminance (Rec.709 Y, scene-linear) the band is centred on.
lum_widthFloat1.0How much luminance takes fully, centred on lum_center — in the plate's own units, so see lum_range for what the bar spans.
lum_falloffFloat0.25Soft shoulder past the luminance width, each side.
invertBoolfalseTake everything the bands do NOT select.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also