Nodes · Keying
SpillKill
Keyingv2coreConcat: Pointwise
Overview
Removes green/blue spill bounced onto the subject, keeping luminance. Run it on the fill, separate from the matte.
How to
How-to
- Wire the keyed foreground; pick the screen and set
limit/biasfor what counts as spill. amountremoves it,luma_preservekeeps brightness,respill_saturationtints the edge to the new background.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
| respill | — |
| mask | limits the effect to this matte — the engine's universal mask slot, applied for every node that declares it |
Outputs
| Output | Type |
|---|---|
| out | Image |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| screen | Choice | green | The screen colour to key: green or blue. greenblue |
| limit | Choice | average | How the screen channel is limited: to the average of the other two, their max (gentler), or their min (harder). averagemaxmin |
| bias | Float | 0.0 | Shifts the limit: positive keeps more screen colour, negative removes more. |
| amount | Float | 1.0 | How much of the computed spill to remove. 1 = all of it. |
| luma_preserve | Bool | false | Put back the brightness the despill took away, so edges don't go dark. |
| respill_saturation | Float | 1.0 | Saturation of the colour that replaces the removed spill. |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap). |