Placing cutouts in the scene

Cutouts are placed through the scene camera, in the Ground & Depth subpanel.

Place on Ground (P)

Click where the feet go. The layer gets its real height (1.75 m by default, remembered on the image) and is sized and leaned by the camera. Transparent padding in the image is ignored.

  • With On Ground set, G walks the layer along the floor, shrinking as it recedes, and S changes its height. R tips it off the ground.
  • The floor is the scene's own geometry under the click: a floor at any height, a stair, a terrain. Walls and ceilings are refused. Where the click hits nothing, the plane at Ground Height stands in.
  • Moving the camera, or changing its lens or the resolution, re-places every grounded layer. Update from Camera does it by hand.

Place on Surface (Shift+P)

Click a wall, a table, a screen or the floor. The layer is corner-pinned onto that surface at its real Height: a poster hangs straight on a wall seen at an angle, a rug lies flat on the floor. No corners to drag, and it follows the camera.

Only on the Surface (on by default with the Depth pass): the layer shows only where the render shows that surface. A chair in front of the wall covers the poster, and a poster hanging past the wall's edge stops at the edge.

Depth and Behind Objects

  • Every image layer has a Depth, in metres from the camera, set for you when it's placed. Pick Depth reads it from the render where you click.
  • Behind Objects hides the layer wherever the render is closer, so a person walks behind a column with no mask. Softness fades the cut.
  • Enable Passes turns on the Depth and Cryptomatte Object passes and links Depth to the CS Layers node. Render once after enabling them.
  • Haze and Focus adds the scene's haze for the layer's depth and blurs it as the camera's depth of field would.
Placing cutouts in the scene · Layer Comp · Fulford