Despill
Removes green or blue spill by limiting the screen channel to what the other two allow: their average (balance) or their maximum (limit).
| Node | Despill |
|---|---|
| Menu | Keyer › Despill |
| Names in each format | |
| .oink comp (JSON) | "type": "OC_N_despill" |
| .nk script | Despill (how .nk import works) |
| Python | nuke.createNode("Despill") |
| Assistant (MCP) | create_node(type="Despill") |
| Tab search | despill |

Inputs and outputs
| Port | Name | Type |
|---|---|---|
| input 0 | Image | image |
| input 1 | mask | image |
| output 0 | Image | image |
Knobs
Panel tab Despill, in panel order.
| Knob | Label | Type | Default | Range / values | .nk knob | Description |
|---|---|---|---|---|---|---|
channels | channels | menu | rgb | rgba, rgb, alpha, all, none | Layer the op applies to: rgb, rgba, alpha, all, none, <layer> or <layer>.<ch> | |
screen_type | screen | menu | green | green, blue | screen_type | green or blue. |
method | method | menu | average | average, limit | method | average (balance mix of the other two) or limit (the larger of them). |
balance | balance | float | 0.5 | 0 to 1 | balance | weight of red in the average. |
amount | amount | float | 1 | 0 to 1 | amount | how much of the spill to remove. |
restore_luminance | restore luminance | bool | false | restore_luminance | add the removed brightness back to all channels. | |
mask_channel | mask | menu | none | none, rgba.alpha, rgba.red, rgba.green, rgba.blue | Mask channel, e.g. rgba.alpha (none = no mask) | |
inject | inject | bool | false | Copy the mask into mask.a for nodes downstream | ||
invert_mask | invert | bool | false | invert_mask | ||
fringe | fringe | bool | false | Only apply the effect at the edges of the mask | ||
unpremult | (un)premult by | menu | none | none, rgba.alpha | ||
invert_unpremult | invert | bool | false | (Un)premultiply by 1 - alpha | ||
mix | mix | float | 1 | 0 to 1 | mix |
Other knobs (Python, .nk and the assistant; not on the panel)
| Knob | Label | Type | Default | Range / values | .nk knob | Description |
|---|---|---|---|---|---|---|
gl_color | Viewer Controls Color | float ×3 | 0, 0, 0 | 0 to 1 | ||
postage_stamp_frame | Static Frame | int | 1 | -2147483648 to 2147483647 | ||
lifetimeStart | Lifetime Start | int | 0 | -2147483648 to 2147483647 | ||
lifetimeEnd | Lifetime End | int | 100 | -2147483648 to 2147483647 | ||
useLifetime | Use Lifetime | boolean | false | |||
cached | Cached | boolean | false | |||
bookmark | Bookmark | boolean | false | |||
dope_sheet | Dope Sheet | boolean | false | |||
clone_group | Clone Group | string | ||||
link_source | Link Source | string | ||||
link_overrides | Link Overrides | string | ||||
split_views | Split Views | string |
Examples
Open these from Help › Examples…, or from the ? menu in this node's Properties panel.
- Greenscreen: ScreenKey, Despill, comp over a sky (
examples/keying/greenscreen_key_despill.oink): Tears of Steel plate 08_3a (CC BY 3.0, Blender Foundation, mango.blender.org): an actor on a green screen that falls off towards the frame edges. ScreenKey pulls the key from a screen colour picked over the open screen (Ctrl+click or Ctrl+Shift+drag in the Viewer with its panel open), with screen gain 1.1 and clip black / white 0.1 / 0.9 for the uneven screen; its own despill is off so the Despill node (average) does it. The premultiplied result goes over a Poly Haven sky (CC0) reformatted to the plate. The same chain ships as the Keying ToolSet.