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Nodes · Atelier

ObjectApply

Atelierv1coreNeeds full input

Overview

Texture to screen, every frame: gathers a bake back through this frame's UV pass, re-matted by its cryptomatte, and composites it over the stream - the node that makes paint ride the shot through camera moves and deformation.

How to

How-to

  1. ← the bake path from an ObjectBake; the textures gather back through this frame's UV pass.
  2. objects limits which; erode trims the edge; opacity / blend comp it over the stream.
  3. A ⚠ stale bake still applies and says so.

Inputs

InputWhat it takes
inthe image this node works on

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
bake_pathTextThe ObjectBake's bake directory to gather from. ← in the panel copies the upstream bake's; ⚒ Bake fills it for every ObjectApply downstream.
objectsTextOnly these objects' textures (comma-separated); empty = every object in the bake.
uv_layerTextautoThe UV pass the apply samples the baked texture through — auto takes the stream's uv/st layer, or name one. Must match what the bake read, which the sidecar records.
crypto_layerTextautoThe cryptomatte family the apply scopes objects by — auto finds CryptoObject, or name one.
erodeInt1Erode the cryptomatte coverage this many px before it mattes the paint — keeps anti-aliased halos off the edges.
opacityFloat1.0How much of the ridden paint lands.
blendChoicenormalHow the paint lands on the picture: over, add, multiply, screen. normaladdmultiplyscreen
outputChoicecompositecomposite: the paint over the stream. paint: the ridden paint alone (premultiplied). compositepaint
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).