Chroma keying and matte work in Aphelion Editor
Keying is a pipeline, not a button. Aphelion splits it into nodes that each do one thing — pull the matte, refine it, clean the spill, combine it with another — so you can see and control each stage instead of tuning a single opaque control.
The keying pipeline
- 1KeyPick the screen colour and the keyer separates foreground from background. Because the keyer is a node, the signal it sees is whatever is wired into it — you can grade the plate before keying rather than after.
- 2Refine the matteChoke pulls the matte in to remove a fringe; feather softens it to sit against motion blur. Both act on the matte, not the image, so you can see the alpha on its own while you tune it.
- 3Suppress spillGreen or blue bounced onto the subject is desaturated toward neutral without desaturating the rest of the frame, which is the difference between a key that holds on hair and one that does not.
- 4CombineA second matte — a garbage matte from a roto shape, or a second key — is merged with the first by add, subtract, intersect or maximum, so one matte can clean up what the other could not.
- 5PremultiplyPremultiply and unpremultiply nodes are available for the points in a graph where an element's RGB has to be consistent with its alpha, such as before a blur.
Masks are first-class, not an afterthought
A matte node outputs a mask on its own socket, separate from the frame. That means a mask can be routed independently of the image it came from: into an effect's mask input to limit where it applies, into a combine node to be merged with another matte, or into a Viewer to be inspected as a greyscale image.
This is why a chroma key rarely needs to be perfect on its own. A key that holds everywhere except a shadow on the floor can be combined with a hand-drawn roto matte that covers that region, and the result is one clean mask without re-tuning the key.