hello vvvvunny vvvvolks,
how can i mask my video or is it possible to use an embeded alpha channel? i have seen there is already a luma and chromakey.fx but is that really the only way to solve that?
i work with several silhouettes of acting people on a clean white background (recorded on green-screen and already keyed in after-effects). i want these to interact with each other but i have always that damn white background rectangle around.
maybe there is a simple trick or a node i don’t know yet?!
thanks in advance
May be a tricky combination of blend mode.nodes is what you need. Like Photoshop you can use a sort of multiply, which copies only the dark part of overlapping images.
Actually its a simple comination ;D
blendmode.v4p (12.5 kB)
The lumakey can inverse luma and so keyout the white, is that not working for you? Effectivly what they do it say white (or black) within a threshold is the alpha channel…
thanks for the replies.
the lumakey is working but it makes a very pixelated outline.
i hoped there is a possibility to use the video alpha channel cause it has very smooth edges.
You maybe can try using two videos…
One with the masking channel as a black and white video and one with the original video, and mixit usng the blend fx, using color as alpha (or color as inverse alpha).
I tried this effect with non animated masks images with very good results, maybe it can work with video inputs either.
I just noticed that the blend fx that i am using came with tonfilm´s svvvvitcher
for the reason that there are no example files from you i only can guess:
if you make use of DX9Texture (EX9.Texture) (or related nodes) see the pin Format which is hidden by default. maybe another setting like e.g. A8R8G8B8 already helps enabling an alphachannel.
as a second one of my very first shader-attempts perhaps is helpful here:
scroll far down at kalle.Shader to find it.
@drakko and @kalle
i will check your suggestions out on monday when i have access
to the video footage again and tell you about the results.
I think the way to do it might be to change the col.a=alpha line in the template shader to col.a=col.r;
This will copy the B/w values straight into the alpha channel, see if that gives you a better outline…
I’m not infront of a pc at the moment so can’t be exact, but hope that helps…