apDespill v2.0
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13.1, 12.2, 12.1, 12.0, 11.3, 11.2, 11.1, 11.0, 10 or later
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apDespill v2.0 |
apDespill v2.0 is a blinkscript despiller and chroma keyer capable of picking a specific tone and with image-based input options for most of the controls. v2.0 lets you choose between a despilling and keying algorithm, bringing new options such as turning the despill into a color or using it as an iKeylight. |
If you just want a basic despill, its default values should already be enough and the tool will avoid any extra calculations.
v2.0 includes a new 'absolute' mode which lets you basically perform a key, or do a 'despill to color' operation. Also, the despill color, respill color and limit can now be plugged as image inputs if you wish, letting you perform a fully image-based despill or key, sort of iKeylight. Additionally, it allows you to perform the despill under a colorspace sandwich, for the artists who prefer to loop through different colorspaces in order to find one that works. Thanks to Tony Lyons the best feedback!
Image-based inputs
Image-based inputs let you use a single apDespill node for performing a different operation for every pixel of the image.
Absolute mode
With the new absolute mode you can change the despill algorithm (which removes the excess of a primary colour) for a chroma keying algorithm (which removes all of the presence of a specific tone), allowing for a despill-to-color operation or even using the tool for chroma keying (image based!).
Specific tone despilling
Since v1.0, the main distinct feature of apDespill is the possibility to despill a specific tone picked from the image, not being limited to pure red green or blue. This is internally performed via hue rotations.
apDespill is also part of Nuke Survival Toolkit: https://github.com/CreativeLyons/NukeSurvivalToolkit_publicRelease
Update Log:
apDespill v2.0 - 13 April 2021
New features:
- Image-based inputs for limit, color and respill.
- Absolute mode.
- Colorspace sandwich added for colorspace toggling.
- Added Rec.2020 spill math.
Bug fixes and enhancements:
- Compatible with Nuke 13 / Python 3.
- Not using GPU anymore.
- Blinkscript kernel optimized.
Comments
I've been using it as a standard for my despills but sometimes I had kernel issues.
I try to grab the errors but its only the red warning of the kernel and then nuke crashed I don't know if may be is nuke 10 the issue but I wonder if you know if I'm not setting it properly.
big thanks for the tool ! !
Including tutorial video too.
AddRGBA_spill.format_size: no such knob
AddRGBA_spill.true: no such knob
AddRGBA_color.format_size: no such knob
AddRGBA_color.true: no such knob
Ive included it in my keying workflow.
Only in big comps u cant render it cause the blink cash gets bigger and bigger untill nuke crashes or stops rendering.
And sometimes I get a few NaN pixels.
Some times after rendering 20 frames the remaining time goes from 8 minutes to 1 hour.
I have to stop the render, restart nuke, resume the render and then it gets fast again. But after 20 more frames I have to repeat this.
Is there anything I could try?
Colorspace {
channels {{{parent.Colorspace5.channels}}}
.
.
.
name Colorspace2
Hi! I've been having an issue...
When plugged into some footage it displays an error:
"apDespill.Shuf fle1: 'Shuffle2': unknown command.
This is most likely from a corrupt .nk file, or from a missing or unlicensed plugin. Can't render from that node. "
I'm using NukeX 10.5v4.
Any help will be appreciated.
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