GM_PATCH HUSSAR
The Problem
Sometimes due to a certain camera setups information on certain channels get damaged to a level that it can be brought back by treating the channel. It usually appears as a reflection of a BG color on different surfaces that is part of the FG.
Solution
As the damaged channel will be no use it is better to swap with a different one and treat that to match the colour but not harming the texture.
What the Patch Hussar does is separates the texture from the color first. Then, it uses a common despill expression on the texture. Swaps the channel on the color. Then puts the two back again. And that`s the core thing. In a bit more detail let`s see what you can do with this node and how to use it:
First, about the inputs:
- plate: This is where the image goes.
- mask: This one is for a garbage matte to select the area you want to treat.
MAIN / Screen Type:
In order to use a right despill operation and swap the right channels first select the BG color.
MAIN / Multiply:
This is where you can adjust the color of the patch. As you will notice it affects all the pixels regardless if it is part of the damaged or the good area so make sure you select it accurately.
MAIN / Exposure:
Here you can adjust the brightness of the patch.
EDGES
Here you can modify the area you want to treat using a Key Chew`s method.
MASK / Mask Ignore
Here you can turn off the `mask` input and use the treatment on the whole `plate` input.
MASK / Mix
Here you can adjust the overall mix level of the treated and the original area.
RANGES / Color by ranges
Here you can use the same `Multiply` operation but on the different ranges separately.
RANGES / Exposure by ranges
Here you can use the same `Exposure` operation but on the different ranges separately.
RANGES / Range Blur
Here you can adjust the blur between all three of the ranges.
RANGES / Ranges
If it seems like the selection of a certain range should be modified here you can do that using luma keyers.
Here's an example of how using a node should effect your comp:
This node can be used at any place in your script.
example image is from FXPhd ©