Oooh. I see what you've got. Yes, the Paint tool only works inside the boundary of the frame, so in that case what I proposed wouldn't work. I had assumed you were using the Rectangle tool, but as I look at the video you posted originally, that obviously couldn't be the case because it has a Background piped into it. A Rectangle tool doesn't even have a gold input.
Assuming this is the kind of thing you're attempting to build, I'll propose a different approach:
- Code: Select all
{
Tools = ordered() {
Rectangle2 = RectangleMask {
CtrlWZoom = false,
Inputs = {
MaskWidth = Input { Value = 1920, },
MaskHeight = Input { Value = 1080, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
Center = Input {
SourceOp = "Path1",
Source = "Position",
},
Width = Input { Value = 0.536931818181818, },
Height = Input { Value = 0.196969696969697, },
},
ViewInfo = OperatorInfo { Pos = { 350, 149 } },
},
Path1 = PolyPath {
DrawMode = "InsertAndModify",
Inputs = {
Displacement = Input {
SourceOp = "Path1Displacement",
Source = "Value",
},
PolyLine = Input {
Value = Polyline {
Points = {
{ Linear = true, LockY = true, X = 0, Y = 0, RX = -0.169981060606061, RY = 0 },
{ Linear = true, LockY = true, X = -0.509943181818182, Y = 0, LX = 0.169981060606061, LY = 0 }
}
},
},
},
},
Path1Displacement = BezierSpline {
SplineColor = { Red = 255, Green = 0, Blue = 255 },
NameSet = true,
KeyFrames = {
[0] = { 0, RH = { 17, 0.333333333333333 }, Flags = { Linear = true, LockedY = true } },
[51] = { 1, LH = { 34, 0.666666666666667 }, Flags = { Linear = true, LockedY = true } }
}
},
Merge1 = Merge {
Inputs = {
Background = Input {
SourceOp = "Background2",
Source = "Output",
},
Foreground = Input {
SourceOp = "Background3",
Source = "Output",
},
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 570, 262 } },
},
Background2 = Background {
Inputs = {
GlobalOut = Input { Value = 100, },
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 453, 262 } },
},
Background3 = Background {
Inputs = {
GlobalOut = Input { Value = 100, },
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
TopLeftGreen = Input { Value = 0.579268292682927, },
TopLeftBlue = Input { Value = 0.951219512195122, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
EffectMask = Input {
SourceOp = "Transform2",
Source = "Output",
}
},
ViewInfo = OperatorInfo { Pos = { 571, 150 } },
},
Transform2 = Transform {
Inputs = {
Center = Input { Value = { 0.866477272727273, 0.5 }, },
Input = Input {
SourceOp = "Rectangle2",
Source = "Mask",
},
},
ViewInfo = OperatorInfo { Pos = { 457, 150 } },
}
}
}
In this case, the Rectangle (a mask tool rather than the Paint node) is animated and used to mask a Background that contains the desired color. The Transform allows you to reposition the Rectangle without disturbing its relative motion path, but since the Background (which extends only to the edge of frame) isn't translated, you don't have the domain problem you're noticing.
In Resolve's Fusion panel, you can see the Domain of Definition (a frame around where pixels exist, regardless of whether they're in the visible raster) by right-clicking and choosing Region > Show DoD. That will tell you whether or not using a Transform like this will do you any good. In the nodes I posted, set your playhead to frame 1 and look at the difference between the DoD when viewing the Transform versus viewing Background3.
edit: And I just realized why your Inspector panel isn't showing the parameters. That's a Paint tool, so all the actual controls are in the Modifiers, not the Tool Controls. Paint tools can have layered elements, and each one goes on as a Modifier, which allows you to go back and change parameters for individual pieces of it.