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The output mask

From: Nuke 6 New Features

Video: The output mask

It's now time to take a look at this output mask here, something we talked about earlier, but we said we were going to look at it later. Well, it's later. Here's the issue. When you're painting, the RotoPaint node will make a nice mask for you. Put him in the alpha channel so that you can use it later if you want to do like a regrain. But what about our blur or sharpen? So, let's take a look at that situation. I want to select the Brush tool and increase by brush size and paint up here.

The output mask

It's now time to take a look at this output mask here, something we talked about earlier, but we said we were going to look at it later. Well, it's later. Here's the issue. When you're painting, the RotoPaint node will make a nice mask for you. Put him in the alpha channel so that you can use it later if you want to do like a regrain. But what about our blur or sharpen? So, let's take a look at that situation. I want to select the Brush tool and increase by brush size and paint up here.

Now, the output of the RotoPaint node right here is set for rgba. So, this paint shows up in the alpha channel. There is the alpha channel of the viewer, okay? That's well and good. Of course, Marcie is a three-channel image. However, I'm going to go over here and turn on the Eyedropper, then Command+Click on the screen to select this red, and paint that. Now let's look at the alpha channel. Oops! There is no alpha for this. Why is that? The reason is when I used the color picker to pull up this red, I pulled up by three-channel red.

There is no alpha channel on this image, so the brush painted a three-channel red, no alpha channel. So now, I don't have a mask if I need it to regrain this. Similarly, let's look at the Blur tool. Let me turn the effect up to 15, and if I run a great big blur across here, again, nothing in the alpha channel. Select RGB, and one more, the Smear tool, and we'll smear this. And still nothing in the alpha channel. But the RotoPaint node is creating a mask for every single stroke you do.

It's called the output mask right here and you can place this one channel mask anywhere you wish. For example, if I go over to none, to the pop-up and say put the output mask into the rgba.alpha channel of this image, right? Now, when I switch the alpha channel, there they are. Every single brush stroke I did now has a mask. I can use it to regrain or anything I want. I can also turn it off. However, I could also say I want you to put that output mask into the mask.a channel.

The mask.a channel is kind of a special reserved channel in Nuke that you can use to temporarily throw any masks in you want. So, I'm going to put the output mask into the mask.a channel. It has disappeared out of the alpha channel. Where is it? If I go over here and say put mask.a channel into the viewer alpha channel, there they are. So, the output masked option will give you a mask for every single brush stroke you do in the RotoPaint node. Next, let's take a look at the Dodge tool.

Show transcript

This video is part of

Image for Nuke 6 New Features
Nuke 6 New Features

59 video lessons · 5804 viewers

Steve Wright
Author

 
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  1. 7m 45s
    1. Welcome
      1m 56s
    2. What is NukeX?
      5m 0s
    3. Using the exercise files
      49s
  2. 1h 11m
    1. Learning the interface
      5m 15s
    2. Drawing shapes
      1m 41s
    3. Editing shapes
      5m 1s
    4. Keyframe animation
      6m 4s
    5. Property panel tabs
      7m 8s
    6. The shape list
      4m 26s
    7. Output settings
      1m 11s
    8. Workflow examples
      5m 33s
    9. Creating garbage mattes
      4m 55s
    10. Drawing strokes
      4m 16s
    11. Editing strokes
      4m 30s
    12. The Clone tool
      1m 37s
    13. Editing the Clone tool
      2m 54s
    14. The Reveal tool
      9m 2s
    15. The Blur tool
      2m 21s
    16. The output mask
      2m 57s
    17. The Dodge tool
      2m 32s
  3. 27m 38s
    1. Basic compositing
      3m 51s
    2. Using the Screen controls
      2m 50s
    3. Using the Screen Matte controls
      3m 37s
    4. The Crop feature
      2m 28s
    5. Holdout and garbage mattes
      2m 19s
    6. The Tuning controls
      1m 58s
    7. The Bias controls
      2m 37s
    8. Screen replacement
      2m 15s
    9. Multipass keying
      4m 37s
    10. Color-correcting the foreground
      1m 6s
  4. 17m 8s
    1. Basic setup
      3m 24s
    2. The Ultimatte workflow
      5m 18s
    3. Using the matte tools
      4m 16s
    4. Spill suppression
      4m 10s
  5. 28m 8s
    1. Overview
      2m 42s
    2. Pre-processing the greenscreen
      3m 25s
    3. Creating specialized keys
      7m 14s
    4. The preliminary composite
      6m 14s
    5. Creating supplemental keys
      6m 22s
    6. Alternative workflows
      2m 11s
  6. 24m 39s
    1. Editing control points
      4m 49s
    2. Editing the warp grid
      2m 52s
    3. Keyframe animation
      4m 42s
    4. Morphing
      10m 7s
    5. Additional tabs
      2m 9s
  7. 33m 20s
    1. Drawing splines
      6m 3s
    2. Drawing open splines
      2m 0s
    3. Limiting the warp
      7m 1s
    4. Warping to a target image
      5m 54s
    5. Morphing
      8m 1s
    6. The correspondence points
      4m 21s
  8. 9m 3s
    1. The MotionBlur2D node
      5m 55s
    2. Using the VectorBlur node
      3m 8s
  9. 10m 29s
    1. The ZBlur node
      6m 33s
    2. Image-based blurs
      3m 56s
  10. 11m 13s
    1. Navigating the Dope Sheet
      5m 17s
    2. Shifting keyframes
      5m 56s
  11. 5m 22s
    1. Making a group
      2m 50s
    2. Making a gizmo
      2m 32s

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