
ANR Despill
Removes green or blue screen spill from a keyed element and brings back the brightness the spill took with it.
- Comp
- Comp & Depth pack
- 2 inputs
- 11 controls
Overview
Despill removes the green or blue that a screen spills onto the foreground: on skin, hair, clothes and edges. For green, each pixel's green is limited by its red and blue; the excess is the spill and is taken out, while neutral greys and whites are left alone. Blue works the same way, and Custom handles a screen colour that is not a pure green or blue.
Taking spill out also takes out brightness, which can leave edges dull or dark. Luminance Recovery puts that brightness back, tinted by Replacement Color. Spill Balance sets how strong the limit is, Spill Threshold leaves a little of the screen colour in, and Soft Edge Restriction limits the work to the soft edges of the matte. View: Spill Matte shows exactly what is removed.
It changes colour only: it does not build, erode or soften the key. Use it with your keyer, before ANR Edge Color and ANR Light Wrap.
Inputs
- Sourcerequired
The keyed element, premultiplied, with its matte in alpha. Pixels with no alpha are left as they are.
- Maskoptional
Limits where spill is removed, by its alpha. Use it to protect wanted green or blue, such as a green shirt.
Output. The Source with the spill removed and its alpha unchanged. View: Spill Matte shows the removed spill instead, as a greyscale image.
Quick start
- Add ANR Despill after your key and connect the keyed element to Source.
- Set Spill Color to Green or Blue. For another screen colour, choose Custom and pick the screen's colour from the plate into Custom Spill Color.
- Set View to Spill Matte to see what is removed, then go back to Result.
- Adjust Spill Balance: lower for a gentler despill, higher for a stronger one.
- If edges or skin look dull or dark, raise Luminance Recovery; keep Replacement Color white for a neutral result.
- Protect wanted green or blue with the Mask input, or raise Spill Threshold to leave a little of it.
The panel
The node's panel as Nuke shows it, with the values of a new node. Click any control to see what it does; tabs and sections work as in Nuke.
No control matches.
All controls
ANR Despill11 controls
Treatment
- AmountSlider
amount Effect strength. Zero returns the original image (Light Wrap Composite still performs an Over).
Spill
- Spill BalanceSlider
spillBalance Move from a permissive maximum of the other channels to a stronger minimum-channel limit.
For green spill: at
0green is limited to the larger of red and blue (gentlest), at0.5to their average, at1to the smaller (strongest). Blue spill works the same way against red and green.- Spill ThresholdSlider
spillThreshold Leave this much excess spill color untouched, in straight linear RGB.
- Soft Edge RestrictionSlider
edgeRestriction Zero treats the whole selected image. One concentrates suppression on partially transparent edges.
- Spill ColorMenu
spillPrimary Use Green, Blue, or the custom screen color.
- Custom Spill ColorColour
spillColor Screen color used when Spill Color is Custom.
Recovery
- Luminance RecoverySlider
luminanceRecovery Recover brightness lost during spill suppression using Replacement Color.
- Highlight ProtectionSlider
highlightProtection Reduce suppression of bright foreground highlights.
- Replacement ColorColour
replacementColor Color used to recover removed luminance. Neutral white avoids adding another colored fringe.
Only its colour matters, not its brightness: how much is recovered comes from the removed spill and Luminance Recovery. Black turns recovery off.
Output
Tips
- To despill only hair and other soft edges, raise Soft Edge Restriction toward
1: the solid parts of the element are then left alone. - Highlight Protection keeps bright highlights, such as a specular kick or a white shirt, from being changed.
- Tint Replacement Color toward the new background's colour when the edges should pick up that environment's light. White adds no new colour.
- Order in the comp: key, Despill, ANR Edge Color, ANR Light Wrap, then the Merge.
Good to know
- Only pixels with some alpha are treated. If nothing changes at all, check the Source's alpha.
- A premultiplied element can go straight in: the node unpremultiplies and premultiplies again by itself.
- Runs on the CPU: no GPU and no AI model needed.
Something unclear or missing? Write to [email protected].