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View Full Version : Gizmo: ShakeMask. Mask node ala Shake.



Francis Vega
August 8th, 2007, 05:18 AM
Hi all;

I'm new in comp/post and Nuke, but I "played" a little with Shake. I Created a gizmo to simulate the input mask in shake (M).

The node has two inputs: Mask and FG. Issue: If the FG image has not alpha channel we have to put one if not, the channel merge doesn't work. I don't know how to fix that.

MaskShake v0.1

set cut_paste_input [stack 0]
version 4.7300
push 0
push $cut_paste_input
Group {
inputs 2
name ShakeMask_v01
tile_color 0xffffff00
selected true
xpos 401
ypos 218
addUserKnob {20 User}
addUserKnob {41 Invert_Mask T Invert2.disable}
addUserKnob {41 Premult T Premult3.disable}
}
Input {
inputs 0
name Mask
xpos -210
ypos -119
number 1
}
add_layer {alpha rgba.alpha}
Invert {
channels alpha
name Invert2
xpos -210
ypos -63
}
Input {
inputs 0
name FG
xpos -100
ypos -117
}
ChannelMerge {
inputs 2
operation intersect
name BoolChannels
label "Mix Channels"
selected true
xpos -100
ypos -77
}
Premult {
name Premult3
xpos -100
ypos 20
}
Output {
name FG_Masked
xpos -100
ypos 120
}
end_group

Aruna
August 9th, 2007, 04:36 PM
So how is this different from just a ChannelMerge Node? The Input Mask in Shake is on the side of every node, used as a mask when colorcorrecting or any other image processing, so just doing what you're doing is just Channel Merging one node with another, you're not doing any processing except Premulting..

Francis Vega
August 10th, 2007, 01:22 AM
You are right Aruna, I just playing with nuke features :P Nothing news in this gizmo, just a group channelmerge, premult and invert.