IBKGizmo

The IBK keyer differs from many other keyers in that, instead of using a single color picker, it uses an input image (a clean plate with just the color variations of the background) to drive the key. This generally gives you good results when working with uneven blue- or greenscreens.

The IBK keyer consists of two nodes: IBKColor and IBKGizmo. IBKColor creates the clean plate from the blue- or greenscreen image, and IBKGizmo pulls the key.

Note:  The output from IBKGizmo is a premultiplied image with an alpha channel - it does not composite the foreground over the background. To perform the composite, connect IBKGizmo to a compositing node, such as Merge.

Note:  Pre-rendering output from IBKColor to some formats can result in loss of color information and incorrect results when the image is used as input to IBKGizmo. We recommended that the .exr format is used for pre-rendered images as it supports full float data, reducing loss of information.

Inputs and Controls

Connection Type

Connection Name

Function

Input

bg

The background image. This is used in calculating fine edge detail.

c

Either:

An IBKColor node. This creates the clean plate (that is, takes the color that is keyed out and creates a smoother representation of that).

A clean plate that was shot on location. This is more accurate than using an IBKColor node, but in most cases a clean plate isn’t available.

If you have set screen type to pick, you do not need this input.

fg

The blue- or greenscreen image.

Control (UI)

Knob (Scripting)

Default Value

Function

IBK Tab

screen type

st

C-blue

Set this according to the screen type in your foreground image:

C-blue - select this if your foreground image is a bluescreen image and you want to use the c input (a clean plate) to drive the key.

C-green - select this if your foreground image is a greenscreen image and you want to use the c input (a clean plate) to drive the key.

pick - use the color picker below to replace the c input with a single color. This way, the IBK acts more like a traditional keyer, such as Primatte.

color

color

0, 0, 1

If you’ve set screen type to pick, use this control to pick a color that best represents the area you are trying to key.

red weight

red_weight

0.5

Sets how the red channel is weighted in the keying calculation. This affects the hardness of the matte in primarily red areas.

If you check screen subtraction and view the output, you often see discolored edges because the background hasn’t been fully removed from the original plate. This is not spill but the result of the matte being too strong. Lowering one of the weights will correct the edge of the foreground object in that color. For example, if a red foreground object has an edge problem, you should lower the red weight. This may affect other edges, so it’s often a good idea to use multiple IBKGizmos with different weights split with Keymix nodes (Merge > Keymix).

blue/green weight

blue_green_weight

0.5

Sets how the blue or green channel is weighted in the keying calculation. This affects the hardness of the matte in primarily blue or green areas.

If you’re using a bluescreen, this controls the green weight.

If you’re using a greenscreen, this controls the blue weight.

If your foreground and background are opposite extremes in color (for example, yellow on saturated blue), you need to take the weight all the way down, making everything transparent.

luminance match

lm_enable

disabled

Adds a luminance factor to the keying and helps to capture transparent foreground areas that are brighter than the background.

You can also use luminance match to lessen some of the screen area noise if you lower the screen range. However, pushing this control too far will eat into your foreground blacks.

You can use this to firm up the alpha channel in the lighter areas.

screen range

level

1

Lower this until it stops changing the background. If there’s too much noise left in the backing region, you may want to degrain the footage before pulling the key.

This may clear the noise from the backing region, but you may also end up hardening the edges of the matte.

luminance level

luma

0

Allows you to control the strength of the overall effect.

This is usually only effective in a small number of cases, generally you don’t have to adjust this.

enable

ll_enable

disabled

Check this to activate the luminance level control.

autolevels

autolevels

disabled

Can be used to reduce any hard edges from a foreground object with saturated colors. The same can be achieved with the weights, but the autolevels control affects only the saturated colors whereas the weights affect the entire image.

When using this control, it’s best to have this as a separate node that you can then split with other IBKGizmos as the weights controls will no longer work as expected.

If you actually have foreground colors you want to keep, you can check the equivalent color box to keep them. For example, you may have a saturated red subject against a bluescreen, which results in a magenta transition area. Autolevels eliminates this. However, if you have a magenta foreground object, autolevels makes the magenta more red. To keep the magenta, you need to check the magenta box.

This control is especially useful for when you have supersaturated colors in your image.

yellow

yellow

disabled

Check this to prevent autolevels from changing saturated yellow in your foreground elements.

cyan

cyan

disabled

Check this to prevent autolevels from changing saturated cyan in your foreground elements.

magenta

magenta

disabled

Check this to prevent autolevels from changing saturated magenta in your foreground elements.

screen subtraction

ss

enabled

To have the keyer subtract the foreground from the RGB, check this control.

To premultiply the original foreground with the generated matte, uncheck this control.

use bkg luminnance

ublu

disabled

To have the bg input affect the brightness of the edge, check use bkg luminance.

These controls are best used with the luminance match enable slider. They can also help with screens that exhibit some form of fringing artifact - usually a darkening or lightening of an edge on one of the color channels on the screen. To offset the effect, grade the bg input up or down with a Grade node (Color > Grade) just before input. If it’s just an area that needs help, draw a Bezier shape (Draw > RotoPaint) around the area and grade the bg input up or down locally to remove the artifact.

use bkg chroma

ubcr

disabled

To have the bg input affect the color of the edge, check use bkg chroma.

These controls are best used with the luminance match enable slider. They can also help with screens that exhibit some form of fringing artifact - usually a darkening or lightening of an edge on one of the color channels on the screen. To offset the effect, grade the bg input up or down with a Grade node (Color > Grade) just before input. If it’s just an area that needs help, draw a Bezier shape (Draw > RotoPaint) around the area and grade the bg input up or down locally to remove the artifact.

Step-by-Step Guides

Image-Based Keying

Video Tutorials

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