State:New|TargetRelease:No Target|icon_bug|icon_nuke|database:public|Resolution:Fixed|BugID:241882|
Problem summary
Ultimatte GM does not support feather in the roto paint Node
Customer reported version
nuke.10.0v4
Customer reported platform
windows10
Steps to reproduce
1) read in fg and bg footage
2) add Ultimatte node
3) connect to fg and bg
4) use color picker to key out background color
5) add RotoPaint node.
6) connect Ultimatte gm to Roto
7) Add a RotoPaint bezier shape to the scene and select invert curves in the shape list header in the Roto Paint properties
8) Adjust a feather point on the bezier shape item - You should now see the issue
9* Optionally you can add a Blur between the Ulitmatte and RotoPaint on the gm pipe - When adjusting the size in the Blur properties you can see this node isn't respected either.
Workaround
1. Read in fg and bg footage
2. Create a keylight node
3. Use colour picker from 'Screen Colour' knob to select the colour you wish to key (you can also drag select an area, see documentation for more info: https://help.thefoundry.co.uk/nuke/Default.html#comp_environment/keying_with_keylight/keying_keylight.html?Highlight=keylight)
4. Set view to composite
5. Create a roto node and connect to OutM (this is the same as the garbage mask in ultimatte: https://help.thefoundry.co.uk/nuke/Default.html#reference_guide/keyer_nodes/keylight.html?Highlight=keylight)
6. Roto around character and then set roto to inverse
7. In Keyllight node, set OutM Component to Alpha
8. Feather the roto using cmd+drag roto point
Result: roto feathers and can add blur also if required
Reproduced by support
10.0v3 - 10.0v4
Expected behaviour
Rotopaint to properly apply feather to selection
Actual behaviour
Feather behaves no differently than adjusting the curve
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