From the course: NUKE NUGGETS
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100 Spill suppression using unspill - Nuke Tutorial
From the course: NUKE NUGGETS
100 Spill suppression using unspill
- [Steve] Hi, this is Steve Wright welcoming you to this week's Nuke Nugget, unspill, a different way to despill a blue screen or green screen. A green screen despill operation removes green, but one day I realized you can also achieve a despill by adding red and blue. I've developed what I call the unspill operation, and I'm going to share it with you today. Let me open up the unspill node here, show you how it works. The first thing you do is you select the screen color, green or blue. Now, in the alpha channel, it puts the spill map. The spill map is merely a map of all the pixels that are going to have the spill pulled out of it. You use the color mix slider here to control where it's going to hit your picture. You can see here, I'm going to be pulling spill out of the hair and the skin which I don't want to do, so I adjust this to balance out the spill to just the areas I want to affect. The soften slider has to do with grainy plates. Let me show you that here. Sometimes…
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- 104_slot_gags.zip
- 103_Reconcile3D_node.zip
- 102_node_ops.zip
- 101_grain_management.zip
- 100_Unspill.zip
- 099_wire_removal.zip
- 098_marker_removal.zip
- 097_log_sharpen.zip
- 096_Write_offset.zip
- 095_rate_curve.zip
- 094_speed_control.zip
- 093_transform_nodes.zip
- 092_perspective_paint.zip
- 091_planar_tracker_holdouts.zip
- 090_material_nodes.zip
- 089_Regrain_node.zip
- 086_dilate_erode.zip
- 085_render_UV_maps.zip
- 084_embossing.zip
- 083_roto_ripple_edit.zip
- 082_texture_map_sphere.zip
- 081_planar_track_pans.zip
- 080_luma_transfer.zip
- 079_track_out_of_frame.zip
- 078_wound_reveal.zip
- 077_color_nodes.zip
- 072_IBKGizmonode.zip
- 071_IBKColour_nodept2.zip
- 070_IBKColour_nodept1.zip
- 067_precorrect_greenscreen.zip
- 059_imagearray.zip
- 001_wireframe_over_2D.zip
- 002_lightglows.zip
- 003_orbiting_camera.zip
- 004_Reformat_tricks.zip
- 005_Grade_colormatch.zip
- 006_parameterfieldmath.zip
- 007_gradient_tricks.zip
- 008_3Dflag_animation.zip
- 009_nodeindicators.zip
- 010_unpremultiply_explained.zip
- 011_unpremultiply_workflows.zip
- 012_Merge_magic.zip
- 013_relative_addressing.zip
- 014_bump_map.zip
- 015_glam_pass.zip
- 016_demo_reel.zip
- 017_interlaced_video.zip
- 018_3_2_pulldown.zip
- 019_soft_clip.zip
- 020_Roto_clone.zip
- 021_path_of_motion.zip
- 022_light_flicker.zip
- 023_chroma_subsampling.zip
- 024_paint_in_picture.zip
- 026_plus_vs_screen.zip
- 027_starfields.zip
- 028_GenStar_gizmo.zip
- 029_GenStar_advanced.zip
- 030_productivity_tools.zip
- 031_expressions.zip
- 032_math_functions.zip
- 033_concatenation.zip
- 034_Grade_match.zip
- 035_masking_workflows.zip
- 036_timeline.zip
- 037_chromakey.zip
- 038_Roto_cornerpin.zip
- 040_velocity.zip
- 041_lumakeys.zip
- 042_screen_leveling.zip
- 043_feather_falloff.zip
- 044_user_knobs_intro.zip
- 045_user_knobs_advanced.zip
- 046_master_disable.zip
- 047_Grade_secrets.zip
- 048_conditionals.zip
- 049_search_replace.zip
- 050_viewer_wipe_controls.zip
- 051_textures.zip
- 052_viewer_productivity.zip
- 053_projections.zip
- 054_sidebyside.zip
- 055_gainwithoutgrain.zip
- 056_timemarkers.zip
- 057_positionpasstracking.zip
- 060_TimeEcho_cleanplate.zip
- 061_normal_relighting.zip
- 062_image_lineup.zip
- 063_viewer_magic.zip
- 064_about_timept1.zip
- 065_about_time_pt2.zip
- 066_hierarchical_roto.zip
- 068_curve_editor.zip
- 069_animation_time.zip
- 073_fog.zip
- 074_edge_grading.zip
- 075_resize_rotos.zip
- 076_edge_extension.zip
Contents
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097 Avoid artifacts by sharpening in log space5m 13s
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098 Easy marker removal with blur and grow7m 49s
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099 Easy wire removal with blur and grow7m 56s
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100 Spill suppression using unspill8m 16s
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101 Smart grain management workflows4m 24s
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102 Node operations to speed shot development5m 7s
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103 The mysterious Reconcile3D node6m 56s
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104 Make movie magic with slot gags7m 39s
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