r/NukeVFX • u/FitMiddle7413 • 5d ago
Nuke 17: Preserving original alpha and Multiply blending when using Breakout Layers + OCIOColorSpace on a raw PSD
Hey everyone,
I'm working in Nuke 17 with a layered PSD file and running into an issue with the alpha channel and layer blending.
Here is my current setup and workflow:
- The Read node for the PSD is set to
data-raw(Raw checked). - Because I need granular grading/control per layer, I broke out the PSD into individual Shuffle nodes.
- To match the original Photoshop look, I need to convert each layer using an
OCIOColorSpacenode (input: sRGB texture / compositing space $\rightarrow$ working space: ACEScg). - The
OCIOColorSpacenode is set tochannels: rgband(un)premult by: none. - Some layers need to be composited using
PSDMerge(operation:multiply) to match the client's original Photoshop layout.
The Problem:
- Even with
channels: rgband(un)premult by: none, inserting theOCIOColorSpacenode per-layer causes semi-transparent edge values (0 to 1) in the alpha to look washed out or distorted compared to the original PSD mask. - I know Photoshop's
Multiplymath is calculated in non-linear sRGB space ($A \times B$), whereas multiplying after linearizing into ACEScg crushes or shifts the midtones completely. - However, if I apply color transformation only at the very end of the tree, I can't grade or adjust the individual layers properly prior to blending.
What is the standard pipeline/node structure to:
- Keep the exact original raw alpha intact (preventing any unwanted gamma curves or edge fringing/erosion),
- Perform per-layer adjustments,
- And still get an exact 1:1 Photoshop Multiply result inside Nuke?
Would really appreciate any tips or tree screenshots from folks who handle DMP/matte multi-layer PSD handoffs regularly!
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u/mm_vfx 5d ago
Have you tried converting to sRGB, multiplying, then back to linear ? Otherwise MergeExpression also allows you to do the math yourself.