Keying is a compositing technique used in visual effects and post-production to separate a subject from its background. This process involves creating a matte or mask that isolates the subject, allowing compositors to replace the background with a new image or scene.

There are many different types of keying, and they can be used together to achieve

HSV Color Scale

The HSV (which stands for Hue / Saturation /Value) scale provides a numerical readout of your image that corresponds to the color names contained therein.

It separates color information (hue) from the grayscale (value/lightness), allowing for more straightforward adjustments to color intensity and brightness.

R = HUE: Hue literally means colour, measured in degrees from 0 to 360

G = Saturation: Saturation pertains the amount of white light mixed with a hue. It measures the intensity or purity of the color, ranging from 0% (gray) to 100% (full intensity)

B = Luminance/Value (Brightness). Luminance is a measure to describe the perceived brightness of a colour, from 0% (black, no light) to 100% (full brightness, maximum light).


Colorspace node

Colorspace node can be used to convert RGB channels from Linear color space to HSV color space to help analyze color of the plate.


HueCorrect Node

HueCorrect node can be used to mute, suppress or desaturate colors

Mute: Shift color to another color, tone down color, keep luminence

Suppress: Remove color entirely, with luminence

Desaturated: Reduce color


Keyer (Luminance Key) node

The Keyer (luminance key) node analyzes the luminance values of the footage, allowing you to select a range of brightness to create a matte or mask based on the brightness levels within an image.

Different operation options to choose to create alpha from

Key Features:

  • Flexibility: Allows for keying based on luminance, is especially useful in monochromatic scenes or when dealing with unevenly lit backgrounds.
  • Detail Preservation: Capable of preserving fine details in the keyed element, such as hair or edges, by carefully adjusting the luminance range and softness of the key.
  • Spill Suppression: While primarily focused on luminance, additional nodes may be used in conjunction with the Keyer to manage spill or color cast from the background, ensuring a clean and natural integration with the new background.
Color grading using Saturation key results in more natural result than without a mask

IBK Gizmo/Colour

In Nuke, IBKGizmo and IBKColour are keying nodes designed to work together for extracting high-quality mattes from footage, especially useful in complex keying scenarios where traditional chroma key methods may struggle.

IBK stands for Image Based Keyer. It operates with a subtractive or difference methodology

IBKGizmo

  • Is the core node used for generating mattes, handling difficult keying challenges.
  • Example: fine hair details, uneven background tones, severely motion blurred edges etc…

IBKColour

  • Works in tandem with IBKGizmo to address color spill issues.
  • After a matte is generated using IBKGizmo, IBKColour helps to neutralize or remove color spill from the background, ensuring that the foreground elements integrate seamlessly with a new background.

ChromaKeyer Node

  • Uses an eyedropper to select the background color you wish to key out
  • Works well with evenly lit screens of saturated color.
  • Takes advantage of GPU devices for efficient processing.

Keylight Node

  • Provide high-quality keys with detailed edge control and effective spill suppression.
  • For challenging keying scenarios, consider using EdgeBlur or Roto to address specific issues or enhance the key.

Primatte Node

  • 3D keyer that uses a special algorithm in 3D color space
  • Offers an Auto-Compute feature for step-by-step alpha data extraction.

Green Despill

Blue Despill

Clamp node: used for clamping/control max/min value of color

Despill madness gizmo

EdgeExtend node: Premult by default, automatically detects the edges within an image and extends them outward, filling in empty or problematic areas.

with EdgeExtend
without EdgeExtend

addmix vs merge over:

Tips for Effective Keying in Nuke:

Clean Plates: Whenever possible, use clean plates to help with the keying process, especially for difference keying.

Preprocessing: Adjusting the input footage for contrast or color balance can significantly improve keying results.

Combination of Tools: Often, the best results come from combining several keying tools, leveraging the strengths of each to address different aspects of the keying challenge.

Reflection:

I was quite confused about the concept of HSV color space and working with luminance at first, but after going through example nodes and reading about it, it makes sense how useful it is in ensuring high-quality, detail-rich mattes for complex visual effects sequences.

Luminance keying is particularly useful for isolating elements from either a very bright (high luminance) or very dark (low luminance) background when traditional chroma keying (based on color) is not feasible.

ReadGeo node

  • Used to Read/Import Alembic (.abc) / .obj / .usd files
  • Can be rendered through ScanlineRender

StMap node

Functionality:

  • An STMap is used for image distortion based on a UV map (STMap).
  • It works by using the red and green channels of an image to define the new X and Y coordinates for pixel remapping
  • The STMap node takes an input image and an ST map and warps the input image according to the coordinates defined by the ST map.


PositionToPoints node

  • Converts a position pass (an image where RGB values represent 3D coordinates) into a 3D point cloud.
  • Useful for visualizing the spatial layout of a scene rendered from 3D applications within Nuke.

Import 3D geometry and texture:

  • Use the ReadGeo node to import 3D model into Nuke. Connect the ReadGeo node to a Scene node to include the model into 3D scene.
  • Apply the STMap node to warp or adjust a 2D texture based on the UV mapping specified in the STMap image, using UV Expression . Connect your texture to the STMap node as the source.

Relative Path: Reconnect or keep plates’ directory by copy the project directory (found in project setting)

Example: [python {nuke.script_directory()}]

Paste this before the root of the folder

Example: C:/Users/23037923/OneDrive – University of the Arts London/Nuke/Week_13_CG Nuke/Images/LegoCar_No_PPlane_V3.exr

to [python {nuke.script_directory()}]/Images/LegoCar_No_PPlane_V3.exr

-> This will ensure the link of directory even when you move the folder around

Tip: you can Copy/Paste a node or a setup as python code to share

For this garage project, I have come up with this idea of intergrating a plant communication machine into the scene. I used AI to visualize and come up with some interesting shapes in mind of how this machine is going to look like. I want the look to be sci-fi but not with heavy machinery, rather more organic modelling. If I have more time at the end I want to make some complex wire connection with some human intergrated into the scene as well.

Through this project, I want to have a better understanding of how to work with CG in Nuke, combining 2D and 3D elements together seamlessly, as well as improving my modelling and texturing skills. I am very happy with the idea and looking forward to bring it to life 🙂

Variation 1:

Block out shapes
Visualizing with emission and simple materials

At the first blocking out and testing textures stages, I figured I didn’t like the shape of this variation very much. Imagining placing it in the Garage plate, I opt for a design that is wider horizontally, also to look for some hard surface machinery details to make the model more complex and realistic.

Machinery Research

After looking at a few references on Pinterest, I proceeded to try sketching some ideas on top of the plate.

Final Design Visualization:

Eventually, I decided to use AI to visualize some more designs that are tailored to my vision.

1
4
6

2
3
5
7

I ended up choosing design 6 & 7, I think they look pretty and not too complex, yet can still convey the overall look that I have been looking for.

Most challenging parts:

  • Pipes, I thought they would be easy to make but turns out there are so many different techniques that could be used depending on your needs. I eventually found one that works best for me, so I used it throughout the whole design.
  • Importing Quixel Bridge Assets into Blender: Textures error/no Texture (Resolved)

Test render: