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Selective Settings

Controls Menu

Pipeline Selection option

Select Serial to create a linear pipeline of Matchbox Selective FX, based on the order defined in the Priority Editor. Select Comp for a single Comp operation, regardless of the number of Matchbox nodes, with control on transparency and source. Select Parallel to blend parallel Selective nodes, grouped in the Priority Editor, in an additive process.

Transparency

Sets the transparency of the composition. 0 is transparent, 100 is opaque. Enabled if the Pipeline Selection box is set to Comp.

Original option

Select Original to apply the effects of the selective to the original source. Select Previous Result to apply the effects of the selective to the previous result. Use the Priority Editor to set rendering order. Enabled if the Pipeline Selection box is set to Comp.

Blend Mode option

Select the blend mode to use. A blend mode defines the types of blending available in the Blend Selection box. Enabled if the Pipeline Selection box is set to Comp.

Blend Selection option

Select how the front and matte clip, or the front and back clip, are combined. Enabled if the Pipeline Selection box is set to Comp.

Matte Selection field

Sets the Input Matte used by the selective. The value displayed is a layer index from the Media list.

Input Matte Channel Selection option

Select Off to disable the Input Matte. Select a channel to use the Input Matte: RGB is from the front of the layer, Alpha is the matte of the layer, and luminance is the RGB luma value.

Invert

Enable to invert the Input Matte.

Unique Id field

Identifies the selective. This is the ID used in the Selective Manager, the Schematic, the HUD, and the Priority Editor. An ID is unique to each surface and camera.

Invert

Enable to invert the overall result of the selective, blending together GMasks, Input Matte and Keyer.

GMask Menu

Blur X

Blur the input matte and the GMasks along the x-axis.

Blur Y

Blur the input matte and the GMasks along the Y-axis.

Proportional

Enable to affect the Blur x- and y-axis proportionally.

GMask Invert

Enable to invert the GMasks.

Blending Mode option

Select the blending mode to blend the Input Matte and Gmask together with the selective Keyer and 3D AOV matte. Blend constrains the Keyer and the AOV matte, Add expands, Multiply subtracts.

Create a Circular GMask

Add to the Selective a circular GMask at the centre of the image, with a softness.

Create a Square GMask

Add to the Selective a square GMask at the centre of the image, with a softness.

Create an Horizontal Line GMask

Add to the Selective an horizontal GMask at the centre of the image, with a softness.

Create a Vertical Line GMask

Add to the Selective a vertical GMask at the centre of the image, with a softness.

Adding a GMask to a Selective

FunctionFlame ShortcutSmoke Classic Shortcut
Create Circle GMask Selective PresetSpace - SNot assigned
Create Square GMask Selective PresetCtrl - Space - SNot assigned
Create Horizontal Line GMask Selective PresetShift - Space - SNot assigned
Create Vertical Line GMask Selective PresetShift - Ctrl - Space - SNot assigned

Keyers Menu

Diamond Keyer

Keyer Type option

Select the keyer to create a matte for the selective.

Active

Enable to apply the key to the selective.

Pick Colour

Define the matte based on a sample from the image. Drag the cursor over the image to define the initial matte.

Red

Define the matte range based on the red channel.

Green

Define the matte range based on the green channel.

Blue

Define the matte range based on the blue channel.

Cyan

Define the matte range based on the cyan channel.

Magenta

Define the matte range based on the magenta channel.

Yellow

Define the matte range based on the yellow channel.

Shadows

Define the matte range based on the dark areas in the image.

Midtones

Define the matte range based on the midlevel areas in the image.

Highlights

Define the matte range based on the bright areas in the image.

Adjustment option

Select Tolerance to add tolerance to the matte, +Softness to add softness to the matte, or -Softness to remove softness from the matte using the Sample button.

Sample

Define the Tolerance, +Softness, or -Softness. The edited value depends on the selected Adjustment option.

Tolerance

Enable to apply the grey tolerance indicator on the hue widget.

Low Tolerance field

Displays the minimum value for the tolerance range.

High Tolerance field

Displays the maximum value for the tolerance range.

Softness

Enable to apply the black softness indicator on the hue widget.

Low Softness field

Displays the minimum value for the softness range.

High Softness field

Displays the maximum value for the softness range.

Tracer Keyer

Keyer Type option

Select the keyer to create a matte for the selective.

Active

Enable to apply the key to the selective.

Add

Add a tracer at a specific frame.

Delete

Delete an existing tracer.

Previous

Jump to the previous tracer.

Next

Jump to the next tracer.

Foreground Softness field

Displays the amount of 3D colour volume around the foreground colour range.

Background Softness field

Displays the amount of 3D colour volume around the background colour range.

Add Background Sampling

Add more background colour sampling boxes to define the background 3D colour volume.

Add Foreground Sampling

Add more foreground colour sampling boxes to define the foreground 3D colour volume

Delete Selected

Delete the current colour sampling box selection, and remove it from either the foreground or background 3D colour volume.

Semantic Keyer

The Semantic keyer uses a machine learning model to automatically extract a matte out of skies, human bodies, human faces, or human heads.

Analysis Type option

Select the feature to detect.

Threshold

Default value (0.5) has no effect. Move toward 0.0 to fill semi-transparent regions with black. Move toward 1.0 to fill with white.

Human Face Isolation option

The face feature to detect. If there is more than one talent in the shot, use the Selective Input view (F9) to select the talent with the widget.

Target Isolation option

All creates a matte with every human head or body in the surface. Selected allows you to choose the human head or body to include in the matte. Use the Selective Input view (F9) to display the widget and select the subject.

Position X fied

Sets the X position of the widget used to choose the human head or body to include in the matte.

Position Y field

Sets the Y position of the widget used to choose the human head or body to include in the matte.

Minimum Brightness field

Sets the minimal brightness to include in the matte. Clean up the matte by removing semi-transparency from undesirable features. Enabled when Target Selection is set to Selected.

Maximum Brightness field

Sets the maximal brightness to include in the matte. Clean up the matte by strengthening the transparency of the selected subject. Enabled when Target Selection is set to Selected.

Salient Position X field

Sets the X position of the Salient Bounding Box. View the Bounding Box in the Selective views (F9).

Salient Position Y field

Sets Y position of the Salient Bounding Box. View the Bounding Box in the Selective views (F9).

Salient Width field

Sets Width of the Salient Bounding Box. View the Bounding Box in the Selective views (F9).

Salient Height field

Sets Height of the Salient Bounding Box. View the Bounding Box in the Selective views (F9).

Reset Bounding Box

Reset the Salient Bounding Box.

Display ROI

Display the region of interest (ROI). The ROI can only appear in a viewport set to Object (F8) or Selective (F9) view.

Active ROI

Enable to analyze only the area defined by the Region Of Interest (ROI). A well-defined ROI can improve performance, caching, and the quality of the analysis.

ROI Position X field

Sets the centre position of the Region Of Interest along the x-axis.

ROI Position Y field

Sets the centre position of the Region Of Interest along the y-axis.

Reset ROI

Reset the Region Of Interest (ROI) to the full image and delete any ROI keyframe.

Automatic Caching

Enable to cache the analysis as each frame is displayed, making scrubbing or playback faster. Turn off if you run out of space on your framestore.

Clear

Cear the cache.

CPU Processing

Enable to perform the analysis with the CPU instead of the GPU. Using the CPU helps with stability on computers equipped with minimal amounts of VRAM.

32-bit fp Processing

Enable to analyze with 32-bit fp floating point precision. Disable this option if you run out of framestore space because of caching. The cache will use less space, but use 16-bit floating point precision.

Keyers Rendering Controls

Invert

Enable to invert the result of the key.

Shrink field

Use to reduce the spatial extent of the keyer's result.

Dilate field

Use to increase the spatial extent of the keyer's result.

Blur field

Sets the blur amount applied to the keyer's result.

Sharpness field

Sets the sharpness amount of the Diamond keyer's key.

3D AOV Menu

Type

3D AOV Type option

Set the 3D AOV image segmentation type. Each type requires a specific AOV data pass, such as Distance requires a Z-depth map.

Active

Activate the image segmentation. Automatically turns on when you edit any of the Controls.

Create Map

Attach to the surface the map required by the 3D AOV Mode box, such as Z-depth for Distance, and set the map to the Analysis mode.

Controls - Range

Origin field

Sets where the segmented volume starts in the camera space.

Range field

Sets the depth of the segmented volume.

Gain field

Applies a gain to control the intensity of the output segmentation.

Falloff field

Controls the smoothness of the transition to and from the segmented volume.

Controls - Distance

Type option

Select the algorithm that decays the transition between the near and far clipping planes.

Amount field

Modulates the rate at which the transition decays for the chosen decay algorithm.

Gain field

Applies a gain to control the intensity of the output segmentation.

Controls - Near/Far

Near field

Sets the near clipping plane for the depth segmentation.

Far field

Sets the far clipping plane for the depth segmentation.

Gain field

Applies a gain to control the intensity of the output segmentation.

Falloff field

Controls the smoothness of the transition to and from the segmented volume.

Controls - Normals

Direction field

Sets the direction of the incoming light.

Incidence field

Sets the slant, from the z-axis, of the incoming light. The higher value, the more oblique the incoming light is.

Gain field

Applies a gain to control the intensity of the output segmentation.

Threshold field

Sets the range of the normals used to segment the image. Matches the dark area on the trackball.

Falloff field

Controls the smoothness of the transition to and from the segmentation.

Controls - Motion

The Motion mode requires access to Motion Vector data. The data can come from a Motion Vector texture map (if connected to the Surface) or from the Action Motion Vector output (if connected to the Camera). The Motion mode isolates part of the Motion data using direction and motion min/max fields, and then create a matte out of it.

Direction field

Controls what direction of the motion is included in the resulting matte.

Motion Min field

Filters out smaller motions from the selected direction the resulting matte.

Since the process of creating Motion Vector results includes a lot of small motion, you'll probably need to increase this value to get a precise motion segmentation result.

Motion Max field

Filters out the larger motions from the selected direction in the resulting matte.

Angular Threshold field

Defines the angle of the motion range included in the defined Direction.

Falloff field

Sets the shape of the curve that defines the motion range from the centre of the define direction and the limit of the Angular Threshold. While Linear interpolation is the default, increasing the Falloff creates a logarithmic-type interpolation.

Gain field

Applies a gain to control the intensity of the output segmentation.

Motion Vector widget

Controls the Direction and Motion Min settings.

Controls - Primitive

Use a primitive to precisely extract an object from the depth, something that cannot be done with other depth-based segmentation tools.

Shape Type option

Set the shape used to isolate part of the depth data. Grey in the shape indicates areas that do not circumscribe any depth information. Yellow indicates areas that circumscribe some depth information. Use the F8 or F9 views to display the shape.

Position button

Use World to position the shape using absolute XYZ coordinates. Use Camera to position the shape relative to the camera.

Position X field

Sets the shape position along the x-axis.

Position Y field

Sets the shape position along the y-axis.

Position Z field

Sets the shape position along the z-axis.

Relative Position X field

Sets the shape position relative to the camera, along the x-axis.

Relative Position Y field

Sets the shape position relative to the camera, along the y-axis.

Relative Depth field

Normalizes the distance from the camera to the centre of the shape.

Radius field

Sets the size of the shape

Ratio Y field

Changes the 3D Shape along the y-axis.

Ratio Z field

Changes the 3D Shape along the z-axis.

Falloff field

Sets the smoothness of the transition to and from the segmented volume.

Gain field

Applies a gain to control the intensity of the output segmentation.

Selectives Navigation Panel

Go To Selective

Click a blue number to display the Selective. Click a grey number to create Selective.

Previous Selectives

Displays the previous set of Selectives.

Next Selectives

Displays the next set of Selectives.

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