Renee's Object Obliterator
Remove small imperfections from your clips using a classic technique trusted by compositors for over a decade.
This is a port of the widely acclaimed Autodesk Flame setup of the same name, created by Renee Tymn. The technique pulls colors from the area surrounding your mask to fill in and hide unwanted elements.
Overview
Renee's Object Obliterator provides fast, controllable object removal:
- Classic Technique - Proven blur/divide method used in hundreds of commercials and videos
- Directional Control - Add directional blur to match motion or pull colors from a specific direction
- Retexture - Steal texture from another part of the frame for seamless blends (originally added by Ted Stanley in his matchbox shader implementation).
- Grain Matching - Add grain to help the patched area blend with surrounding footage
- Real-Time Performance - Fast enough for interactive tuning on the timeline
Quick Start
- Create a mask around the object you want to remove
- Track the mask to follow the object through the shot, if needed.
- Apply the effect to your clip
- Connect your mask to the "Matte" input (the second input of the node, in the color page).
- Increase the Obliteration-> Blur Amount until the object disappears
- Fine-tune with directional blur, retexture, or grain as needed
Inputs
| Input | Required | Description |
|---|---|---|
| Source | Yes | The image to process |
| Matte | Yes | Alpha mask defining the area to obliterate. White = remove, Black = keep. The image will be tinted red if there's no matte, as in indication that the matte is required. |
Parameters
Source Offset
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| Source Offset | vec2 | 0.0, 0.0 | -2.0 to 2.0 | Shifts where colors are pulled from while the mask stays in place |
Use Source Offset when the colors immediately surrounding your mask aren't ideal. This lets you pull replacement colors from a different area of the frame - useful when the object you're removing is near an edge or color boundary.
Obliterate
The core controls for the blur/divide operation.
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| Blur Amount | float | 50.0 | 0.0 - 1000.0 | Primary blur amount in pixels. Increase until the masked area fills in. |
| Directional Amount | float | 0.0 | 0.0 - 400.0 | Additional directional blur in pixels |
| Directional Angle | float | 0.0 | -180.0 to 180.0 | Angle of directional blur in degrees |
| Directional Bias | float | 0.0 | -1.0 to 1.0 | Shifts where the colors are pulled from. If 0, pulled evenly from both sides; from the left when -1.0, from the right at +1.0 - useful when the object you're removing has a clean area on one side but not the other. |
Blur Amount
This is the main control. If this is at 0, you'll see a black hole where your matte is. As you increase this amount, you'll see the edges of the matte being "sucked in" to the center, removing the object, and replacing it with the pixels surrounding it. Start with the default and increase until the masked area is completely filled in. The right amount depends on the size of your mask - larger masks need more blur, and you might need to animate this value across a shot, as the mask changes shape or size.
Directional Blur
Add directional blur when you want to pull colors from a specific direction. This is particularly useful if there are strong edges in the area you want to preserve - for instance, if the target object is sitting on a shelf. In such a case, using the directional blur, and adjusting the direction to be parallel to the shelf will effectively preserve the shelf, but remove the object. The bias control shifts where the blur samples from along the direction axis.
Post Blur
Optional smoothing applied after the main obliterate operation.
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| Enable Post Blur | bool | false | - | Enable additional smoothing |
| Post Blur Amount | float | 10.0 | 0.0 - 100.0 | Smoothing amount in pixels |
| Post Directional Amount | float | 0.0 | 0.0 - 200.0 | Additional directional blur for post smoothing |
| Post Directional Angle | float | 0.0 | -180.0 to 180.0 | Angle of post directional blur |
| Post Directional Bias | float | 0.0 | -1.0 to 1.0 | Shifts post blur center along direction |
Post blur can help smooth out any artifacts or "puckering" from the main operation.
Retexture
Transfer texture and fine detail from another part of the frame to make the obliterated area match its surroundings.
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| Enable Retexture | bool | false | - | Enable texture transfer |
| Retexture Offset | vec2 | 0.0, 0.0 | -2.0 to 2.0 | Where to sample texture from |
| Retexture Blur | float | 5.0 | 0.0 - 50.0 | Controls which detail frequencies transfer (higher = coarser detail) |
| Retexture Strength | float | 100.0 | 0.0 - 200.0 | Intensity of texture transfer as percentage |
Retexture Blur
This controls the frequency of detail that gets transferred: - Lower values (1-5): Fine detail like skin pores and film grain - Higher values (10-20): Coarser texture and patterns
Grain
Add film grain to help the patched area blend with the surrounding footage.
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| Enable Grain | bool | false | - | Add film grain to the obliterated area |
| Grain Amount | float | 0.5 | 0.0 - 2.0 | Intensity of grain |
| Grain Size | float | 1.0 | 0.01 - 5.0 | Size/coarseness of grain particles |
| Grain Chromatic | float | 0.0 | 0.0 - 1.0 | Color variation (0 = monochrome, 1 = full RGB variation) |
Match the grain characteristics of your footage to make the repair invisible.
Edge Handling
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| Reflect Edges | bool | false | - | Off = clamp/stretch edges, On = reflect edges |
Controls how the blur handles samples near the edge of frame. Reflect mode can produce more natural results when working near frame boundaries.
Tips & Tricks
Beauty Work Workflow
For removing blemishes while preserving skin texture:
- Create a soft-edged mask around the blemish
- Track if necessary
- Increase Obliterate->Blur Amount until the blemish disappears
- Enable Retexture and point Retexture Offset to nearby clean skin
- Adjust Retexture Blur to match the scale of skin texture (typically 3-8)
- Fine-tune Retexture Strength (start at 100%, adjust to taste)
Directional Blur
When removing objects from situations where there are strong edges that you don't want to remove:
- Use Directional Amount to blur directionally
- Tune the Directional Angle to match the angle of the edges you want to keep - like shelves, window frames, etc.
- Adjust Directional Bias to pull colors from the leading or trailing edge
When Results Look Too Smooth
If the obliterated area looks too clean compared to surrounding footage:
- Enable Grain and match your footage's grain characteristics
- Enable Retexture to add back fine detail
- Try Post Blur with a small amount to blend edges
Credits
Concept & Original Flame Setup: Renee Tymn - The technique and original Autodesk Flame setup that this effect is based on.
Retexture Feature: Ted Stanley - The idea to incorporate texture transfer within the object obliterator workflow, as seen in his Matchbox shader implementation.
Limitations
This technique works best for: - Small imperfections (blemishes, removing small objects like distant storefront signs, tracking marks, minor distractions) - Areas surrounded by similar colors and textures - Situations where speed and predictability matter
Consider other tools for: - Large or complex object removal - Objects crossing varied backgrounds - Reconstructing detail that doesn't exist elsewhere in frame