- Posts: 3
- Joined: Mon Jul 17, 2017 9:01 pm
Next, your ChannelBooleans is copying the UV channels into RGB. That actually shouldn't matter too much since you're replacing RGB with the new texture anyway, but it's one more thing to watch out for.
Since you've already masked off your inputs, you don't need to mask the Texture tool.
Finally, I'm not certain what that MatteControl is for. It's not set to do anything. You could pipe your alpha into it at the end to treat the poorly filtered edges you'll get from using Texture, though.
Without having access to your actual images, that's as much guidance as I can offer. I replaced the images with some Background tools to test things out, and it seems to be working.
Incidentally, if you are just uploading a comp, you don't need to zip it. You can just copy-and-paste your nodes directly into the forum between some code tags, like so:
- Code: Select all
{
Tools = ordered() {
U_channel = Background {
NameSet = true,
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
Type = Input { Value = FuID { "Horizontal" }, },
TopRightRed = Input { Value = 1, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 770, 214.5 } },
},
V_channel = Background {
NameSet = true,
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
Type = Input { Value = FuID { "Vertical" }, },
TopLeftGreen = Input { Value = 1, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 770, 247.5 } },
},
Texture1 = Texture {
Inputs = {
Input = Input {
SourceOp = "Shuffle_UV_into_Flow",
Source = "Output",
},
Texture = Input {
SourceOp = "Texture",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1155, 379.5 } },
},
Original_render = Background {
CtrlWZoom = false,
NameSet = true,
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
Type = Input { Value = FuID { "Gradient" }, },
GradientType = Input { Value = FuID { "Radial" }, },
Start = Input { Value = { 0.508771929824561, 0.493769470404984 }, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0.933333333333333, 0, 0, 1 },
[1] = { 1, 1, 0.139393939393939, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 770, 379.5 } },
},
UV_map = ChannelBoolean {
NameSet = true,
CustomData = {
Settings = {
[1] = {
Tools = ordered() {
ChannelBooleans1_1 = ChannelBoolean {
Inputs = {
Background = Input {
SourceOp = "RsAmbientOcclusion_090_MonumentValley_Car_BTY_",
Source = "Output"
}
},
Name = "ChannelBooleans1_1",
CtrlWZoom = false,
ViewInfo = OperatorInfo { Pos = { 440, -313.5 } },
CustomData = {
}
}
}
},
[2] = {
Tools = ordered() {
ChannelBooleans1 = ChannelBoolean {
Inputs = {
Operation = Input { Value = 1 },
ToAlpha = Input { Value = 4 }
},
CtrlWZoom = false,
ViewInfo = OperatorInfo { Pos = { 1265, 181.5 } },
CustomData = {
}
}
}
},
[3] = {
Tools = ordered() {
ChannelBooleans1 = ChannelBoolean {
Inputs = {
Operation = Input { Value = 2 },
ToAlpha = Input { Value = 4 }
},
CtrlWZoom = false,
ViewInfo = OperatorInfo { Pos = { 1265, 181.5 } },
CustomData = {
}
}
}
},
[4] = {
Tools = ordered() {
ChannelBooleans1 = ChannelBoolean {
Inputs = {
Operation = Input { Value = 6 },
ToAlpha = Input { Value = 4 }
},
CtrlWZoom = false,
ViewInfo = OperatorInfo { Pos = { 1265, 181.5 } },
CustomData = {
}
}
}
},
[5] = {
Tools = ordered() {
ChannelBooleans1_1 = ChannelBoolean {
Inputs = {
ToRed = Input { Value = 3 },
ToGreen = Input { Value = 3 },
Operation = Input { Value = 7 },
Background = Input {
SourceOp = "RsAmbientOcclusion_090_MonumentValley_Car_BTY_",
Source = "Output"
},
ToBlue = Input { Value = 3 },
ToAlpha = Input { Value = 4 }
},
CtrlWZoom = false,
ViewInfo = OperatorInfo { Pos = { 440, -313.5 } },
CustomData = {
}
}
}
},
}
},
Inputs = {
ToGreen = Input { Value = 6, },
ToBlue = Input { Value = 15, },
ToAlpha = Input { Value = 16, },
Background = Input {
SourceOp = "V_channel",
Source = "Output",
},
Foreground = Input {
SourceOp = "U_channel",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 880, 247.5 } },
},
Texture = Background {
NameSet = true,
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
Type = Input { Value = FuID { "Gradient" }, },
GradientType = Input { Value = FuID { "Cross" }, },
Start = Input { Value = { 0.507014028056112, 0.5 }, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 1155, 247.5 } },
},
Shuffle_UV_into_Flow = ChannelBoolean {
NameSet = true,
Inputs = {
ToRed = Input { Value = 4, },
ToGreen = Input { Value = 4, },
ToBlue = Input { Value = 4, },
ToAlpha = Input { Value = 4, },
EnableExtraChannels = Input { Value = 1, },
ToUTexture = Input { Value = 0, },
ToVTexture = Input { Value = 1, },
Background = Input {
SourceOp = "Original_render",
Source = "Output",
},
Foreground = Input {
SourceOp = "UV_map",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 880, 379.5 } },
}
}
}