What it solves
Green/blue/red reflection that remains on the subject after the matte exists.
A focused colour-cleanup Resolve FX for removing red, green or blue screen spill that remains on a subject after keying, matting or rotoscoping.
What Despill actually does
A green or blue background can illuminate the subject and leave coloured contamination on hair, skin, transparent fabric and reflective edges even after the background itself has been keyed out. The standalone Despill Resolve FX targets that remaining cast.
Green/blue/red reflection that remains on the subject after the matte exists.
Bad alpha edges, missing hair detail, holes, chatter or a poorly isolated background.
It can be placed after an existing key, matte or roto and adjusted independently from the key itself.
Panel controls
Set the spill colour first, tune the suppression amount second, and use Global Blend only after the effect is already technically correct.
Key Color defines the colour channel that Despill should suppress. Resolve offers Red, Green and Blue. For conventional chroma keying, choose the screen colour: Green for green screen and Blue for blue screen. Red is useful in unusual cases where the contamination is genuinely red. This is not an arbitrary colour picker; the effect works from the three primary choices.
Strength controls how strongly Resolve removes the selected spill. A value of 1.000 corresponds to the full despill action; lower values preserve more of the original colour information. This matters on skin, hair, translucent fabric and reflective edges, where aggressive green or blue suppression can make colour look grey, magenta or unnaturally warm.
Blend mixes the final Despill result with the node's original state. It is useful as a final safety control once the basic setting is already correct but the correction feels slightly too sterile. Blend and Strength are not identical: Strength changes the despill calculation itself, while Global Blend mixes the already computed result back with the original.
Despill vs neighbouring tools
Suppresses reflected red/green/blue screen colour after the subject has already been isolated.
Builds the chroma key/matte and also includes its own despill workflow; use it when the key itself still needs work.
Restricts where Despill is allowed to act when legitimate scene colour resembles the selected Key Color.
General colour balancing for the shot. They are not a dedicated screen-spill model and can disturb unaffected regions.
Production workflow
Treat spill as a colour contamination problem after the key. Fix the matte first, select the correct channel, then remove only as much contamination as the shot actually needs.
Spill is coloured light reflected from the screen onto the subject. Despill can clean that colour cast, but it does not rebuild a broken matte, recover missing hair detail or repair chatter on the alpha edge.
Use Green for green-screen contamination, Blue for blue-screen contamination, and Red only when the unwanted reflected cast is genuinely red. Do not choose a colour merely because the subject contains it.
Start below the maximum and increase until the green/blue edge contamination stops attracting attention. Hair, skin, translucent fabric and metallic reflections are the first areas where excessive despill becomes obvious.
A green garment, blue prop or coloured practical can be legitimate scene colour. If Despill weakens it, isolate the subject region more precisely with a node matte, Window, Qualifier or the keyer's own routing rather than simply pushing Strength lower everywhere.
Use the Viewer, RGB Parade and Vectorscope together. The goal is not to force numerical neutrality; it is to remove the reflected screen cast without turning believable skin or edge colour into a different hue.
Once Key Color and Strength are correct, reduce Blend only if the effect still feels a little too clean. Review the full moving shot before finalising because spill changes with pose, hair motion and the subject's distance from the screen.
Common failures
Cause: Strength is too high and genuine green/blue contribution in the skin or reflected environment is being suppressed along with the unwanted spill.
Fix: Back Strength down first. If only one region still needs stronger cleanup, isolate that region rather than increasing the global amount.
Cause: The matte removed the background but bounced green light is still physically present in hair, skin or semitransparent edges.
Fix: This is exactly the intended Despill case: choose Green and raise Strength until the rim becomes believable, then inspect hair detail and skin.
Cause: Despill is being applied to image content that contains legitimate colour similar to the chosen Key Color.
Fix: Constrain the FX spatially or through the subject matte. Do not expect a standalone despill filter to know which green/blue belongs to the screen and which belongs to the production design.
Cause: The amount of physical spill varies with motion, distance to the screen, changing reflections or a matte that exposes different edge pixels over time.
Fix: Judge the whole clip, not one still. Stabilise the matte first if needed, then choose a conservative Strength or keyframe the node/effect only when the shot genuinely requires it.
The most useful mental model for Despill is post-key colour cleanup. A chroma key removes the background through a matte, but physically reflected screen light can remain in the subject's RGB values — especially in hair, skin, translucent materials and reflective edges. Despill suppresses the selected red/green/blue contamination without rebuilding the matte.
| Layer | What it means | How to verify |
|---|---|---|
| Key Color | Selects which primary spill channel to suppress: Red, Green or Blue. In chroma-key work this normally matches the physical screen colour. | Match the real contamination source. Green screen → Green, blue screen → Blue; use Red only for genuinely red spill. |
| Strength | Amount of Despill. 1.000 corresponds to the full despill action; lower values preserve more of the original colour information. | Inspect skin hue, hair translucency, reflective edges and legitimate colours near the selected channel; over-despill often appears as grey/magenta/warm shifts. |
| Global Blend | Mixes the computed Despill output with the node's original state. This is a post-effect mix, not a spill-channel selection. | Set Key Color and Strength at Blend 1.000, then use Blend only as a final perceptual trim. |
| Matte / spatial isolation | Not a parameter of the FX itself, but it determines where Despill is allowed to alter RGB. This is critical when legitimate green/blue/red objects exist. | Inspect alpha/matte and RGB together; if legitimate object colour is affected outside the contaminated edge, restrict the node key/window/qualifier. |
Likely cause: Strength is too high and is removing legitimate colour information along with the spill.
Fix: Reduce Strength; if stronger cleanup is needed only at the edges, constrain Despill with an appropriate matte/Window.
Likely cause: Strength is insufficient, Key Color is wrong, or the fringe is partly a matte/edge problem rather than colour spill.
Fix: Verify Green/Blue selection, temporarily raise Strength for diagnosis and inspect the alpha edge separately. If the fringe follows the matte, repair the key.
Likely cause: The standalone FX is acting on legitimate colour resembling the selected Key Color.
Fix: Feed the subject matte into the node, constrain the area with a Window/Qualifier, or separate despill and production-colour restoration across nodes.
Likely cause: The mix of foreground, semitransparent edge and background spill is changing, or the upstream matte itself is unstable.
Fix: Check matte stability first, then choose a conservative Strength; keyframe only when the shot genuinely requires varying cleanup.
Despill generally belongs after key/matte generation and before creative colour shaping that could hide the spill. On the Color page it is often a dedicated labelled node receiving the correct subject matte. If the key was created upstream in Fusion/compound/alpha workflows, standalone Despill can be applied to the already keyed RGB+alpha element.
The Viewer remains primary because despill is perceptual edge/skin cleanup. RGB Parade helps reveal excessive channel suppression, while Vectorscope exposes unwanted skin hue/saturation shifts. Alpha/matte view is also required so a colour problem is not confused with a key problem.
Despill is not a colour-management transform and does not replace RCM/ACES technical conversion. It should still operate on a correctly normalised grading signal. Do not use it to compensate for wrong gamma, a double transform or a general white-balance error.
explicit conversion between colour-space/gamma descriptions, including tone/gamut mapping
node-level input/output through the standardised ACES transform set
conversion between white points / illuminants through a CAT model
compressing hue/saturation/luminance variation around a selected Target Color
temporal matching of unwanted brightness/white-balance drift around a chosen reference and analysis region
selective increase or reduction of local contrast at a chosen structure scale and within a controlled tonal range
programmable host for custom transform code whose maths, UI and signal contract are defined by the selected DCTL/DCTLE
depth-weighted reduction of smog/airlight/haze through a simulated depth matte and coupled colour/contrast correction
spatial display of exposure zones through camera-matched or creative false-colour mapping and a legend
final hard-clipping of chromaticities to a specified delivery/QC gamut boundary
tone/gamut remapping through luminance roll-off, saturation compression/clip and OOTF without a separate input/output colour-space conversion
simple independent inversion of Red/Green/Blue/Alpha channels for creative and technical channel/key operations
AI-assisted SDR→HDR mapping with an explicit input/output signal contract, Middle Gray, target peak luminance and creative shaping
procedural Pan/Tilt/Rotation/Zoom motion with waveform, randomness, pauses and blanking handling
creative optical-look effect combining spatial diffusion, coloured Tone Lights, tonal protection, a falloff mask and a LUT-compatible subset
procedural texture/look effect combining blur/colour drift, vignette, changing dirt and up to five scratches with motion/flicker
procedural film-style texture with gauge presets, grain geometry, composite modes, tonal/RGB weighting and final mix
integrated scene-referred film-emulation environment combining a baked-in Blackmagic film response, colour shaping, halation/bloom/grain/flicker/gate weave and a LUT-compatible subset
dedicated temporal exposure modulation with tonal flicker modes, RGB selection, smoothness, randomness, pauses and a deterministic seed
film-style highlight scatter using an isolation matte, chromatic dye-layer reflections, secondary glow and optional grain
creative shadow/highlight colour separation through Natural/Strong/Custom modes, Pivot, Hue Angle, neutral protection and colour-space overrides
edge framing and visual-attention control through Basic/Advanced geometry, position, colour and compositing
solid-colour generation for Layer Mixer, masks, fills and simple colour washes
How to constrain Despill when production colour matches the Key Color.
RGB Parade/Vectorscope for channel balance and skin-hue validation.
A dedicated post-key cleanup node and correct matte/key routing.
Why Despill should not repair wrong gamma or a broken technical transform.
Panel names are cross-checked against the Resolve 21 screenshots already shown on each page. Where Blackmagic does not publish proprietary implementation math, the article describes documented signal semantics and observable behaviour rather than inventing an algorithm.
FAQ
No. It removes colour contamination left on a subject, typically after green/blue-screen keying. It does not create the alpha matte by itself.
It is useful when footage is already keyed, matted or rotoscoped, or when another keying tool does not provide the despill control you need. It also lets you isolate colour cleanup on a dedicated node.
No. Blackmagic explicitly notes that values below full strength can preserve more original colour information and may give a better result depending on the grade.
It can remove the colour cast on that edge, but it cannot reconstruct a poor matte, missing fine hair, hard clipping or edge chatter. Those are keying/matte problems.
Next steps
Previous FX
The previous documented Resolve FX Color entry.
Restrict the cleanup when legitimate scene colour resembles the selected spill channel.
Watch channel balance and skin hue while suppressing reflected screen colour.
Next FX
Continue directly to False Color: camera-matched exposure zones, ISO and legend controls.