RESOLVE FX · KEY
HSL
Keyer.
Choose the dimensions.
Then clean the matte.
HSL Keyer splits keying into auditable stages: sampling defines the target color family, Hue/Saturation/Luminance switches decide which dimensions participate, Matte Finesse cleans the resulting alpha, and Garbage Matte plus Output constrain and validate the result.
5 sampling tools
H · S · L independently
Matte → Composite
The lab is an independent HSL teaching approximation. It demonstrates component gating, range vs softness, matte cleanup and output states without claiming Resolve’s internal math.
Range + softness
Matte cleanup
The cleanup controls here are deliberately simplified. They exist to show why selection and matte cleanup are separate stages, not to imitate Resolve numerically.
Educational model only. The HSL conversion, range falloff and cleanup math are independent and do not claim Resolve’s proprietary sampling geometry, internal color processing, GPU implementation or exact parameter scaling.
No native HSL Keyer Inspector capture exists in the supplied source archive; the page uses an explicit control map instead of inventing one.
Hue · Saturation · Luminance01SELECTION FIRST, MATTE SECOND
Three separations make HSL Keyer predictable.
Treat sampling, dimension criteria and matte cleanup as separate jobs. Most broken keys become confusing when those stages are mixed.
Build the range before cleanup
The Sample Eyedropper establishes the base range. Add/Subtract Color Range change the fully selected core, while Add/Subtract Softness affect only the transition around it. Repairing a poor sample with Clip and Blur can make a matte look cleaner in a still frame while destroying natural edges and motion stability.
H/S/L are three matching dimensions
Use Hue, Use Saturation and Use Luminance are not quality controls; they are matching criteria. Disabling a component broadens the set of pixels that can qualify. Hue-only, saturation-only and luminance-only workflows are useful precisely when an irrelevant dimension hurts separation.
Matte Finesse does not replace a correct key
Bank 1 works on density and edge quality of the resulting alpha; Bank 2 performs morphology. Clean Black/White and Clip should repair residual defects after selection, not become a way to hide an overly broad HSL range.
Official workflow cross-check: Blackmagic Design · Resolve FX Key ↗
02CONTROL MAP, NOT A FAKE SCREENSHOT
The source archive has no native HSL Keyer capture, so the interface evidence boundary is explicit.
The left panel is a navigable map of the control names already present in this project and supported by Blackmagic documentation. It deliberately does not imitate pixels, values or layout that were not captured.
Selection tools
Five sampling tools + polarity/reset
- Sample Eyedropper
The primary eyedropper creates the initial HSL range. A click samples one value; a drag gathers a range. A short representative stroke is usually safer than a large sweep across a heterogeneous subject.
CheckCover variation in the target area first; avoid similar foreground colors unless required.
- Add Color Range
Expands the fully selected core with additional sampled colors. Use it for target regions that genuinely belong inside the key.
CheckAfter each addition, check skin, clothing and reflections: the range expands by color similarity, not only at the click location.
- Subtract Color Range
Removes mistakenly captured colors from the core selection. Useful when background and foreground partially overlap in HSL.
CheckIf many similar regions need subtraction, first reconsider the active H/S/L dimensions or rebuild the sample.
- Add Softness
Expands the soft outer falloff around the selected range without turning the entire extension into a fully selected core. Useful for variation, motion blur and semi-transparent color transitions.
CheckSelection softness is not matte Blur Radius. Refine color falloff first, then blur the matte only if needed.
- Subtract Softness
Tightens the transition zone when the soft outer range starts touching similar foreground colors.
CheckAn overly tight transition turns hair and motion blur into a stepped alpha.
- Invert
Flips the polarity of the existing key so selected and unselected sides exchange roles without resampling.
CheckInvert does not fix holes, chatter or spill; it only changes the meaning of the same matte.
- Reset
Clears the sampled range so the selection can be rebuilt without removing the entire FX instance.
CheckUse it after a strategy change instead of accumulating contradictory Add/Subtract strokes.
HSL dimensions
Which pixel properties participate in matching
- Use Hue
Includes hue in the key criteria. Hue-only is useful when the target maintains a recognizable hue despite large changes in brightness and saturation.
CheckIf subject and background share a similar hue, Hue alone is usually insufficient.
- Use Saturation
Includes color intensity. A saturation-only workflow can isolate strongly colored regions from gray or white areas regardless of hue and luminance.
CheckCheck skin and saturated practical lights; they may fall into the same saturation range.
- Use Luminance
Adds brightness as the third criterion. H+S+L is the most constrained combination; L-only turns the task into a luminance key.
CheckDo not enable Luminance by habit: uneven lighting can split a good chroma range into multiple brightness bands.
Matte Finesse · Bank 1
Density, clipping and edge refinement
- Pre Filter
Pre-smooths problematic source structure before key evaluation. It can help with macroblocking or noise, but excessive filtering removes fine detail.
CheckKeep it minimal on clean footage; raise only until the matte stabilizes.
- Clean Black
Pushes gray contamination in the transparent/background side of the matte toward pure black.
CheckWatch semi-transparent hair and motion blur: Clean Black can erode them quickly.
- Clean White
Densifies the bright foreground side of the matte toward pure white and closes small dark holes.
CheckToo much can thicken the opaque edge and destroy transparency.
- Black Clip
More aggressively forces dark gray alpha toward black. The documented Resolve FX Key model uses a 0–100 range with a default of 0.
CheckUse after Clean Black; heavy clipping quickly turns a soft edge into a hard step.
- White Clip
More aggressively forces light gray alpha toward white. The documented range is 0–100 with a default of 100; lowering it makes more values fully opaque.
CheckDo not compensate for an overly narrow sample with White Clip; fix the selection first.
- Blur Radius
Softens the finished matte and can reduce fine chatter. It is a post-selection edge control, not sampling softness.
CheckUse the minimum sufficient value; heavy Blur creates halos and detached edges.
- In/Out Ratio
Biases edge processing inward or outward and can reposition the edge after blur.
CheckAlways check on bright and dark backgrounds; the bias may be subtle in a B/W matte.
Matte Finesse · Bank 2
Morphology for matte geometry
- Operation
Chooses Shrink, Grow, Opening or Closing. These are geometric operations on an existing alpha, not a new color selection.
CheckOpening helps against white specks; Closing helps against black holes. Heavy morphology destroys thin detail.
- Shape
Circle, Square or Diamond define the morphology kernel and differ most around corners and diagonals.
CheckShape is not a quality selector; change it only when edge geometry genuinely benefits.
- Radius
Sets the spatial scale of the morphology operation. Increase only until the specific defect is fixed.
CheckHair, straps, finger gaps and motion blur are the first places to check for collateral damage.
- Iterations
Repeats the morphology operation, increasing its effect without changing the operator type.
CheckRepeated passes accelerate topology loss; if large Iterations are required, the upstream key often needs repair.
Frame constraint + output
Garbage Matte and diagnostic Output
- Matte Shape
None, Rectangle or Ellipse coarsely restrict the region the keyer needs to solve. Enabling a shape exposes geometry/softness controls and Open FX Overlay.
CheckUse for screen edges, stands, booms and set areas; do not trace a complex subject with it like roto.
- Edge Softness
Softens the Garbage Matte boundary; the official Resolve FX Key description specifies a default of 50 and a 0–100 range.
CheckA hard garbage edge can become visible when the subject or camera moves.
- Garbage Matte Invert
Inverts the coarse geometric matte while keeping the HSL selection logic inside the opposite frame region.
CheckRecheck the overlay after inversion; it is easy to leave the subject on the wrong side of the mask.
- Center X / Y · Bounding Width / Height
Numerically position and size the Rectangle/Ellipse and can be keyframed.
CheckIf the subject moves substantially, the coarse matte must follow or be wide enough to remain safe.
- Output
Alpha Highlight shows transparent regions as gray, Alpha Highlight B/W displays the black/white matte itself, and Final Composite shows the keyed result over the lower video track.
CheckTune in the order B/W → Alpha Highlight → Final Composite. A believable composite over a similar background does not prove the alpha is clean.
- Use Alpha
Determines whether alpha participates in output compositing. It is a common OpenFX control in the Resolve FX Key family.
CheckIf Final Composite unexpectedly resembles the source, check routing/output and Use Alpha before rebuilding the key.
03DIMENSION STRATEGY
Disabling a component broadens the rules in a specific way.
The useful question is not “should all three be on?” but “which dimensions genuinely distinguish target from non-target in this shot?”
H only
Hue ✓ Sat — Lum —The target keeps a recognizable hue while brightness and saturation vary widely.
Any foreground with a similar hue also becomes a candidate.
S only
Hue — Sat ✓ Lum —You need strongly saturated regions regardless of their exact color.
Different vivid objects of unrelated hues may all enter the same key.
L only
Hue — Sat — Lum ✓The task is fundamentally tonal: highlights, lamps, skies or luminance mattes.
Equally bright objects of different colors become indistinguishable.
H + S + L
Hue ✓ Sat ✓ Lum ✓All three properties improve separation and the target is stable enough in each dimension.
Uneven lighting can make the selection unnecessarily narrow in Luminance.
Blackmagic describes HSL Keyer as useful for targeting different combinations of hue, saturation and brightness. The lab turns that principle into a visible approximation, but its numeric widths are not Resolve parameter values.
04UPSTREAM BEFORE DOWNSTREAM
Build the selection, then spend edge information only where needed.
The second graph mode is equally important: it shows when to change H/S/L criteria or rebuild sampling instead of piling more cleanup onto a failing key.
Decide which dimensions matter
Disable Hue, Saturation or Luminance when that dimension hurts separation. This is the defining strength of HSL Keyer: the criteria are explicit rather than hidden in one tolerance number.
Teaching workflow, not a literal Resolve node graph. The governing rule is upstream before downstream: establish the HSL selection, then refine matte density/geometry, then validate the real composite.
Related tools: 3D Keyer ↗ · Alpha Matte Shrink and Grow ↗ · Qualifier / Windows / Tracker ↗
05REPEATABLE KEYING TASKS
Four exercises that expose what each HSL dimension actually buys you.
Each recipe starts from a separation problem and ends with a concrete matte/composite check rather than an arbitrary slider target.
Uneven green screen
Capture the screen without losing legitimate green foreground detail.
PrepareForeground over a replacement background; Output = Alpha Highlight B/W.
- 01
Sample a short midtone region of the green screen.
- 02
Add Color Range only for shadow/highlight screen variation.
- 03
If skin or clothing enters the key, try Luminance or Subtract Color Range instead of endless widening.
- 04
Use Clean Black/White only after the HSL selection already covers the screen.
Background is near black in B/W, subject near white, hair keeps a gray transition, and Final Composite shows no obvious halo.
Hue-only neon isolation
Isolate one neon hue despite large brightness variation.
PrepareA frame with a bright colored practical and darker regions of the same hue.
- 01
Keep Use Hue; temporarily disable Saturation and Luminance.
- 02
Sample the hue and inspect false positives in B/W.
- 03
Re-enable Saturation only if gray or weak-color areas are incorrectly included.
- 04
Add selection Softness for color falloff; use Blur Radius only for edge chatter.
The neon remains one coherent selection across exposure changes while unrelated colors stay outside the matte.
Luminance-aware sky key
Separate a pale sky from ground objects with similar hue.
PrepareSky and foreground partially overlap in hue but differ in brightness.
- 01
Start with H + S and a sampled sky range.
- 02
Enable Use Luminance only after checking the overlap.
- 03
If the horizon breaks up, add Softness instead of excessive Color Range.
- 04
Inspect fine branches and haze before any hard Clip.
The sky separates without turning the horizon into a hard cut, and fine branches remain believable.
Saturation-only selective grade
Build a matte of saturated regions for a local grade rather than a transparency composite.
PrepareA frame with colored signs/graphics and a neutral environment.
- 01
Disable Hue and Luminance, leaving Use Saturation.
- 02
Sample a saturated region and extend Color Range only to the required intensity band.
- 03
Use Subtract Color Range for skin or objects captured only because of saturation.
- 04
Use B/W Output for QC; judge the final grade in the normal image.
The matte responds to color intensity rather than a specific hue, and the local grade does not break across brightness changes.
06PICK THE SIMPLEST CORRECT KEYER
HSL is powerful because its criteria are explicit—not because it should solve every matte.
Switching tools early can preserve detail that would otherwise be destroyed by downstream compensation.
| Tool | Selection model | Prefer it when |
|---|---|---|
| HSL Keyer | Explicit Hue / Saturation / Luminance criteria + sampled range | You can describe the separation in terms of which H/S/L dimensions matter |
| 3D Keyer ↗ | Sample-driven multidimensional color-volume key. | When a chroma key is easier to build by overall color-space proximity than explicit H/S/L dimensions. |
| Luma Keyer ↗ | Luminance-only key. | When color should not participate at all and the task is entirely tonal. |
| Alpha Matte Shrink and Grow ↗ | Post-process geometry of an existing alpha. | When selection is already correct but the matte needs a small shrink/grow/open/close operation. |
07WHEN A CLEANER MATTE IS ACTUALLY A WORSE KEY
Use failures to identify the wrong stage.
False positives belong to selection logic; disappearing hair often belongs to cleanup; halo belongs to composite edge evaluation. Solve the stage that caused the failure.
01The key captures skin or clothing with a similar color+
First decide which H/S/L component improves separation. Try enabling Saturation or Luminance, then use Subtract Color Range. Do not start with hard Clip; it cannot understand why the false positive entered the selection.
02The screen stays gray or patchy in Alpha B/W+
Add representative screen variations with Add Color Range. If variation is mostly brightness-driven, check whether Use Luminance is working against you. Apply Clean Black only after the real range is covered.
03Hair or motion blur disappears after cleanup+
Back off Black/White Clip, Clean Black/White and morphology. Restore selection Softness if the problem is the color transition. Real semi-transparency should remain gray in the matte where it exists in the footage.
04The matte looks clean in B/W but the composite has a halo+
Check Blur Radius/In-Out Ratio, spill/color contamination and the edge against two contrasting backgrounds. A B/W matte shows density but does not prove the RGB edge is correct.
05The Garbage Matte cuts into the subject during motion+
Increase Bounding Width/Height or keyframe Center X/Y. The coarse matte should only exclude definitely irrelevant regions, not replace tracking/roto for a moving complex subject.
06Heavy Clip and morphology are both required+
Return upstream to sampling and H/S/L dimensions. When several downstream controls need extreme values, the selection is usually wrong or the source needs a different keyer/roto strategy.
B/W is not the finish
Alpha Highlight B/W is ideal for technical matte inspection, but always return to Final Composite: edge, spill and color contamination reveal themselves only in context.
Review in motion
HSL ranges and compressed chroma can chatter between frames. Playback reveals instability faster than a perfect paused frame.
Minimum intervention
Every Clip, Blur and morphology operation spends edge information. If a smaller value already works, more is not better.
08FAQ
Practical HSL Keyer questions.
How is HSL Keyer different from 3D Keyer?
3D Keyer builds a sampled region in a multidimensional color representation. HSL Keyer explicitly separates Hue, Saturation and Luminance and lets you disable any dimension, making deliberate hue-only, saturation-only and luminance-aware workflows straightforward.
Why disable Use Hue / Saturation / Luminance?
To remove a dimension that does not help separation. Disabling one makes the key broader in the remaining criteria, so it is a deliberate trade-off rather than an automatic quality improvement.
How is Add Color Range different from Add Softness?
Color Range expands the fully selected core. Softness expands the transition around that core. Confusing the two often makes the matte either too broad or too hard.
Which Output is best for tuning?
Start with Alpha Highlight B/W for density and holes, then Alpha Highlight for transparency context, and finish with Final Composite over the real background.
Why is there no Inspector screenshot on this page?
The source archive for this site version contains no native HSL Keyer Inspector capture. The page therefore uses an explicit text control map based on the existing control names plus official Blackmagic documentation rather than fabricating a screenshot.
09SOURCES & BOUNDARIES
Official Blackmagic material anchors the stable workflow; absent UI evidence is not fabricated.
This page distinguishes documented Resolve FX behavior from the independent teaching lab. The archive contains no native HSL Keyer Inspector capture, so current pixel layout and captured values are intentionally not claimed.
The interactive lab uses a standard HSL conversion plus independent range/falloff math. It demonstrates relationships between dimensions, selection and matte cleanup; it does not reproduce Resolve’s proprietary sampling geometry, processing color space or exact scale.