- Posts: 27
- Joined: Sun Dec 22, 2019 10:08 pm
- Real Name: Chuba Obi
This is a common side-effect of the noise reduction spill suppression method used in DeltaKeyer. The Foundry's Keylight has the same problem sometimes. What I prefer to do is set Delta to output only the matte. Then I combine that matte with the original RGB in a MatteControl and use MatteControl's far superior spill suppression to reduce the green.
Here's a quick example. Obviously I haven't used any actual footage here, so it's not a real key. The Background node is a stand-in for a greenscreen plate:
- Code: Select all
{
Tools = ordered() {
DeltaKeyer1 = DeltaKeyer {
Inputs = {
ViewMode = Input { Value = FuID { "Matte" }, },
TuningRanges = Input {
Value = ColorCurves {
Curves = {
{
Points = {
{ 0, 1 },
{ 0.4, 0.2 },
{ 0.6, 0 },
{ 1, 0 }
}
},
{
Points = {
{ 0, 0 },
{ 0.4, 0 },
{ 0.6, 0.2 },
{ 1, 1 }
}
}
}
},
},
Input = Input {
SourceOp = "Background1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 751.333, 38.8788 } },
},
Background1 = Background {
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
},
ViewInfo = OperatorInfo { Pos = { 634.667, 85.5454 } },
},
MatteControl1 = MatteControl {
CtrlWZoom = false,
Inputs = {
MatteCombine = Input { Value = 4, },
Filter = Input { Value = FuID { "Fast Gaussian" }, },
SpillColor = Input { Value = 1, },
SpillSuppression = Input { Value = 0.874, },
SpillMethod = Input { Value = 2, },
Background = Input {
SourceOp = "Background1",
Source = "Output",
},
Foreground = Input {
SourceOp = "DeltaKeyer1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 854.667, 85.5454 } },
}
}
}