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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

  1. Wire the keyed foreground; pick the screen and set limit / bias for what counts as spill.
  2. amount removes it, luma_preserve keeps brightness, respill_saturation tints the edge to the new background.

Inputs

InputWhat it takes
inthe image this node works on
respill—
masklimits the effect to this matte — the engine's universal mask slot, applied for every node that declares it

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
screenChoicegreenThe screen colour to key: green or blue. greenblue
limitChoiceaverageHow the screen channel is limited: to the average of the other two, their max (gentler), or their min (harder). averagemaxmin
biasFloat0.0Shifts the limit: positive keeps more screen colour, negative removes more.
amountFloat1.0How much of the computed spill to remove. 1 = all of it.
luma_preserveBoolfalsePut back the brightness the despill took away, so edges don't go dark.
respill_saturationFloat1.0Saturation of the colour that replaces the removed spill.
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).