Maybe there should be a clamp option in 'merge3'. I think divide has similar 
issues. That would allow for backward compatibility to 'merge2'. 

Clamping for matte purposes is valid isn't it?

Howard

> On 28 Jan 2015, at 7:53 pm, Deke Kincaid <d...@thefoundry.co.uk> wrote:
> 
> Mads:
> 
> When you say we changed it, did we at one time have a merge2 node that did 
> not clamp and we changed the formula on the Merge2 node to then clamp?
> 
> I suspect this predates The Foundry's involvement in Nuke (Merge2 node was 
> introduced before 2007) and anyone who did make the modification has long 
> since left.  I looked through our bug database and no one has filed a bug 
> though I did find a previous post on this list asking the same question back 
> in 2012.  The trouble is if no one emails support and files a bug then it 
> does not exist as a feature request/bug.  
> 
> Nuke-Users is not an official Foundry channel for filing bugs/features, it is 
> just a channel for like minded users to converse with each other.  You should 
> send this into supp...@thefoundry.co.uk and get this logged.
> 
> 
> --
> Deke Kincaid
> Media & Entertainment OEM Development Manager
> The Foundry
> Skype: dekekincaid
> Tel: (310) 399 4555 - Mobile: (310) 883 4313
> Web: www.thefoundry.co.uk
> Email: d...@thefoundry.co.uk  
> 
>> On Wed, Jan 28, 2015 at 9:31 AM, Mads Lund <madshl...@gmail.com> wrote:
>> But i guess that leads back to the original question.
>> I can't find a single reason (artistically or technically) why they changed 
>> this to clamp between 0-1.
>> 
>>> On Wed, Jan 28, 2015 at 6:03 PM, Ivan Busquets <ivanbusqu...@gmail.com> 
>>> wrote:
>>> For more crude / unclamped versions of some merging operations (including 
>>> "overlay"), you can also use the olde "Merge" node (as opposed to the 
>>> default "Merge2".
>>> 
>>> Merge {
>>>  inputs 2
>>>  operation overlay
>>>  name Merge1
>>>  selected true
>>>  xpos -254
>>>  ypos 199
>>> }
>>> 
>>> 
>>>> On Wed, Jan 28, 2015 at 8:34 AM, Mads Hagbarth Lund <madshl...@gmail.com> 
>>>> wrote:
>>> 
>>>> It's just bad with the overlay thing, as it is a pretty useful way to add 
>>>> grain and do dodge/burn effects. It works out of the box in Photoshop, 
>>>> Fusion and AfterEffects but you have to make your own overlay gizmo to 
>>>> make it work in Nuke.
>>>> 
>>>> 
>>>>> Den 28/01/2015 kl. 17.11 skrev Daniel Short <danisnotsh...@gmail.com>:
>>>>> 
>>>> 
>>>>> I wondered how the screen would need to be calculated differently since 
>>>>> the invert function might get you some crazy values in float space.
>>>>> It makes sense that they changed it to give us a visually accurate result 
>>>>> when a mathematical one would look like an error.
>>>>> 
>>>>>> On Wed, Jan 28, 2015 at 10:49 AM, John Mangia <j...@johnmangia.com> 
>>>>>> wrote:
>>>>>> Looks like the nuke screen algorithm has a low pass to allow for values 
>>>>>> over 1 to comp more naturally.  You can see the difference if you expose 
>>>>>> down.
>>>>>> 
>>>>>>> On Wed, Jan 28, 2015 at 10:37 AM, Mads Lund <madshl...@gmail.com> wrote:
>>>>>>> Ahh ok, so the "Screen" operation in the merge node does not just 
>>>>>>> screen.
>>>>>>> 
>>>>>>> Screen is the same as the Merge node, only with operation set to screen 
>>>>>>> by default. It layers images together using the screen compositing 
>>>>>>> algorithm: A+B-AB if A or B ≤1, otherwise max(A,B). In other words, If 
>>>>>>> A or B is less than or equal to 1, the screen algorithm is used, 
>>>>>>> otherwise max is chosen. Screen resembles plus. It can be useful for 
>>>>>>> combining mattes and adding laser beams.
>>>>>>> 
>>>>>>> However i still don't see why they don't apply this to the overlay 
>>>>>>> method aswell. (why would you want clamp the image?)
>>>>>>> And it also doesnt explain why it clamps at 0 (since multiply does not 
>>>>>>> clamp at 0)
>>>>>>> 
>>>>>>> 
>>>>>>> 
>>>>>>>> On Wed, Jan 28, 2015 at 2:46 PM, John Mangia <j...@johnmangia.com> 
>>>>>>>> wrote:
>>>>>>>> Screen is also a multiplicative operation, it's just inverted images 
>>>>>>>> multiplied together and re-inverted.
>>>>>>>> 
>>>>>>>> 
>>>>>>>>> On Wed, Jan 28, 2015 at 8:35 AM, Ron Ganbar <ron...@gmail.com> wrote:
>>>>>>>>> The math used in Nuke for Screen makes it inheritingly clamp (it 
>>>>>>>>> doesn't really clamp, but can not produce colors brighter than 1).
>>>>>>>>> 
>>>>>>>>> 
>>>>>>>>> 
>>>>>>>>> Ron Ganbar
>>>>>>>>> email: ron...@gmail.com
>>>>>>>>> tel: +44 (0)7968 007 309 [UK]
>>>>>>>>>      +972 (0)54 255 9765 [Israel]
>>>>>>>>> url: http://ronganbar.wordpress.com/
>>>>>>>>> 
>>>>>>>>>> On Wed, Jan 28, 2015 at 2:15 PM, Mads Lund <madshl...@gmail.com> 
>>>>>>>>>> wrote:
>>>>>>>>>> According to the documentation:
>>>>>>>>>> 
>>>>>>>>>> • overlay - Image A brightens image B. 
>>>>>>>>>> Algorithm: multiply if B<.5, screen if B>.5
>>>>>>>>>> 
>>>>>>>>>> However Nuke also clamps the colors between 0 and 1.
>>>>>>>>>> It seem that all other compositing software does not clamp between 0 
>>>>>>>>>> and 1, so i am wondering if this is a bug in Nuke?
>>>>>>>>>> 
>>>>>>>>>> 
>>>>>>>>>> _______________________________________________
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>>>>>>>>> 
>>>>>>>>> 
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>>>>>>>> 
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>>>>>> 
>>>>>> 
>>>>>> -- 
>>>>>> John Mangia
>>>>>> 
>>>>>> 908.616.1796
>>>>>> j...@johnmangia.com
>>>>>> 
>>>>>> _______________________________________________
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>>>>> 
>>>>> 
>>>>> 
>>>>> -- 
>>>>> Daniel Short
>>>>> www.danisnotshort.com
>>>>> 215.859.3220
>>>>> _______________________________________________
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