
ANR Edge Color
Gives the soft edges of a keyed or rotoed element the colour of the background behind them, so they blend in, without touching the alpha.
- Comp
- Comp & Depth pack
- 3 inputs
- 13 controls
Overview
A keyed or rotoed element often keeps the colour of the place it was shot in at its edges: a green or blue tint from the screen, or the warm or cool light of another location. Edge Color re-colours those edge pixels with the new background behind them, so the edge blends into the shot. The matte itself is never changed: nothing is eroded, blurred or choked.
Three sliders work separately. Color from Background gives the edge the background's hue and saturation but keeps its own brightness and texture. Luminance from Background moves the edge's broad brightness toward the background's. Detail from Background replaces the edge's fine texture with the background's, at the scale set by Detail Size.
The edge is the partly transparent part of the matte, chosen with Soft Edge Strength. For hard cutouts, Inward Reach and Inward Feather carry the treatment a set distance into the solid part of the element. Where ANR Light Wrap adds the background's light on top of the edge, Edge Color replaces the colour the edge already has; the two work well together.
Inputs
- Foregroundrequired
The keyed or rotoed element, premultiplied and placed where it sits over the background. Its alpha decides which pixels are edge.
- Backgroundrequired
The new background, aligned with the Foreground. The edge takes its colour, and optionally its brightness and texture, from here. Without it the Foreground passes through unchanged.
- Maskoptional
Limits the treatment: white allows it, black protects. Use it to keep an edge whose colour is already right.
Output. The treated Foreground, premultiplied, with its alpha unchanged, ready for your Merge. View can also show it over the Background (Composite), where it is treated (Edge Matte) or the smoothed background colour it uses (Background Sample).
Quick start
- Add ANR Edge Color to the element after your key and despill, before its Merge over the background.
- Connect the element to Foreground and the new background to Background. Leave View on Foreground and keep your Merge.
- With the defaults the soft edge already takes the background's colour. Set View to Edge Matte to see which pixels are treated.
- Raise Soft Edge Strength to reach the denser part of the edge. For a hard cutout, raise Inward Reach and Inward Feather to carry the colour into the solid part of the element.
- If the edge is still too bright or too dark, raise Luminance from Background. If it still shows the old texture, such as a contaminated highlight, raise Detail from Background and set Detail Size to the size of that texture.
- Balance the result with Color Saturation, Color Tint and Mix.
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 Edge Color13 controls
Edge Transfer
- MethodMenu
treatment Color and Detail separates chroma from texture and always preserves foreground alpha. Legacy Replacement restores the pre-1.2 RGB blend and cleanup controls for older looks.
Leave this on Color and Detail. Legacy Replacement blends the edge toward the background's RGB instead and shows its own set of controls; use it only to match a look that was made with it.
- Color from BackgroundSlider
colorFromBackground Neutralizes the selected edge color and transfers background hue/saturation at the original foreground luminance. Does not copy background brightness or luminance texture. Black background supplies neutral color.
- Luminance from BackgroundSlider
luminanceFromBackground Transfers the broad background brightness independently from hue and texture. Zero keeps foreground shading; one matches the local background brightness base, retaining the texture selected by Detail from Background. Alpha stays unchanged.
- Detail from BackgroundSlider
detailFromBackground Replaces foreground luminance texture with background texture at the selected scale. Keeps edge hue/saturation and the brightness selected by Luminance from Background. All three transfer sliders zero bypass exactly.
- Detail SizeSlider
detailSize Full-resolution pixels separating broad luminance from fine texture. Smaller values isolate finer detail. At zero, detail transfer is off and luminance uses a one-pixel smoothing radius. Filtering is alpha-normalized.
Edge Selection
- Soft Edge StrengthSlider
softStrength Selects partially transparent key/roto pixels. Raise to treat denser soft edges. Alpha is preserved.
At
1, a pixel at half alpha gets half the treatment; at2it gets all of it.- Inward ReachSlider
innerWidth Extends a continuous soft fade into the foreground, in full-resolution pixels. There is no solid replacement band. Zero disables inward treatment; small values activate smoothly.
- Inward FeatherSlider
innerFeather Broadens the continuous inward fade. Even zero retains a smooth transition across Inward Reach. Foreground alpha stays unchanged.
Background Color
- Color Sample RadiusSlider
sampleRadius Smooths the background color source. Zero samples the aligned pixel. In Color and Detail mode this affects color only; Detail Size independently selects the texture scale.
- Color SaturationSlider
saturation Saturation of the transferred background color. Zero gives a neutral edge; above one intensifies environmental color.
- Color TintColour
tint Multiplies sampled background color for art-directed edge integration.
Output
- ViewMenu
output Foreground: corrected premultiplied element for Merge. Composite: corrected element over Background. Edge Matte: combined color/cleanup coverage. Background Sample: filtered color source.
- MixSlider
mix Overall treatment blend. The optional Mask input multiplies this using alpha: white allows, black protects.
Tips
- Hair and fine wisps: keep Inward Reach at
0and work with Soft Edge Strength. Solid objects with a hard roto: raise Inward Reach and Inward Feather, and check the result in Edge Matte. - Luminance from Background on its own keeps the edge's bright and dark texture, including a contaminated highlight. Add Detail from Background when that texture should go too.
- With the edge fully selected and all three sliders at
1, the edge matches the background completely and the element's own edge detail is gone. Keep them lower to keep some separation. - Lower Color Sample Radius to follow small colour changes in the background; raise it for a calmer, averaged colour.
- Order in the comp: key, ANR Despill, Edge Color, ANR Light Wrap, then the Merge.
Good to know
- View: Composite already contains the Background. Don't merge it over the background again; use Foreground for your own Merge.
- The edge takes colour only where the Background has alpha. If some edges stay untouched, check that the Background's alpha is solid there.
- A black background has no colour, so the edge turns neutral there. A flat background has no texture, so Detail from Background smooths the edge's texture at Detail Size.
- Use the Foreground and Background in the same format, aligned, and in scene-linear colour.
- Runs on the CPU: no GPU and no AI model needed.
Something unclear or missing? Write to [email protected].