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Handbook/ Chroma-key profiles/ FX / Glow (Soft Matte)

FX / Glow (Soft Matte)

Cleanly cut out translucent glowing effects — glow, smoke, sparks, energy — with soft alpha instead of a hard 0/255 cut.

Summary

FX / Glow (Soft Matte) cleanly cuts out translucent, glowing effect assets (glow, smoke, sparks, energy) from any chroma key — green, magenta, or custom. Instead of a hard 0/255 cut it produces a soft, fractional alpha and an area-wide despill, so soft wisps and halos are preserved and no key tint is left behind as color dirt.

When to use it

  • Your asset is a translucent effect with soft transitions — the hard Sprite profiles cut off your sparks/wisps and leave a fringe.
  • The key tint (green/magenta cast) stays in the see-through areas as color mush with normal profiles.
  • You're working with mixed keys (green and magenta) and want a profile that measures both.

When not FX / Glow:

  • You need crisp, hard pixel-art edges → a Sprite profile (Green Sprite / Magenta Sprite). FX deliberately does not guess Sprite-vs-FX.
  • You have a classic, opaque green screen → Green Sprite.

How it works

FX / Glow is key-agnostic and measures the key color from the image border (median of the saturated edge pixels). The thresholds scale to the real key difference — which works robustly even when the key fills 95% of the image (no percentile anchor that tips over).

From that measurement comes a soft chroma matte: the alpha is fractional (alpha = clip((t_bg − diff)/(t_bg − t_fg), 0, 1)), the thresholds are key-relative. An area-wide despill pulls the key tint out of the see-through areas (not just in the edge band), and an optional Color recovery (unmultiply) makes the glow stronger again.

Settings

Slider Effect
Matte mode Soft (Glow) (default) keeps fractional alpha; Hard (0/255) thresholds at 0.5 — the despill stays active.
Matte hardness Key-relative background threshold. Default 82 (range 60–95).
Soft band How far below the key the foreground anchor sits. Default 10 (range 0–60).
Despill strength Off · Soft · Normal (default) · Strong — removes the key tint from the foreground colors.
Color recovery Unmultiply for a stronger glow. Default on (--no-fx-recover turns it off).

The defaults nail the hard cases out of the box (Normal despill / hardness 82 / Soft band 10 / recovery on / soft) — validated across 13 real assets.

Recommended settings by use case:

Asset type Recommendation
Glow/smoke/sparks, soft wisps Default (Soft, Despill Normal)
Strong key tint in the area Despill Strong
Glow looks pale Color recovery on (default)
Effect with a clearly defined edge wanted Hard (0/255) (despill stays active)

CLI / Automation

Headless, you cut out the same way (soft matte) — invocation and shared flags in the CLI overview. You pick this profile with --profile fx_glow; the key is measured from the image border (no --key-color).

Relevant flags (mirroring the sliders above): --fx-matte-mode {soft,hard}, --fx-hardness 60–95 (Matte hardness, default 82), --fx-softband 0–60 (Soft band, default 10), --fx-despill {off,max,mean,min} (Despill strength) and --fx-recover / --no-fx-recover (Color recovery, default on).

Example:

clean_sprite_chromakey.py glow.png glow_out.png --profile fx_glow

FAQ

Do I have to pick the key color with the eyedropper? No — FX / Glow measures the key from the image border. A manual key override with the eyedropper is deliberately not provided for this profile.

How does FX / Glow relate to the "Auto" profile? Auto measures the key per image and applies the same soft matte — ideal for mixed green/magenta batch folders; images with no key it passes through unchanged. Auto does not guess Sprite-vs-FX (shown by a measurement run to be unreliably separable) — for hard pixel-art edges you pick a Sprite profile yourself.

My magenta background wasn't removed at all before. Older Magenta profiles silently removed 0 pixels when the key didn't touch the image border. A global magenta fallback now keys the background even then — deliberately conservative, so enclosed magenta details of normal sprites stay protected.

Limits

  • Doesn't guess Sprite-vs-FX — crisp pixel-art edges stay a manual Sprite choice.
  • No manual key override (eyedropper) for FX — the key is measured.
  • No denoise floor for the finest residual noise and no edge trim for the ~1 px bright image fringe of some assets.

Examples

FX/Glow: left, translucent FX on a green screen; right, soft matte on a dark background with the glow preserved.

Soft matte instead of 0/1 alpha: the green screen is gone, the soft glow/translucency are preserved.

Related features

  • Auto — measures the key per image and applies the same soft matte (mixed batch folders).
  • Magenta FX / Water — the Sprite/FX profile for magenta-keyed water/effect assets.