When I shrink something in 2d transform, I can repeat the last pixel out to create a nice neat edge on the fill. Like the attached image. I would like to do this with an image I have tracked. Can you think of how I can do this? The extrapolation in flame isnt quite doing it since it gives mirror repeat and Pixel Spread have some aberration to do with the filtering.
I’ve done something like this before, just making your bigger canvas in 2d transform before it gets piped into action, then using the edit track channel function under the vertices of the bilinear or perspective surface to just change one frame of the corner pins so they’re pinned where they need to be and remain there without ditching all my shape keyframes or having to adjust every keyframe again. Results will certainly vary.
You can do this with replicate. It’s a little convoluted, but I’ll try to explain.
Add a replica node to the image.
Set replications to 100
Set z position to -1
Go to the priority menu, select all layers and select z sort
return to replica and set z translation back to 0
adjust scale in the replica menu to taste. small increments are best. It might take some math to figure out what the value should be to replicate just the last pixel.
If you don’t like the fact that it scales unevenly in x and y, then go to the y scale in animation and add this expression: ((x-100)*[aspect ratio])+100. So if it was a normal HD image, [aspect ratio] would equal 1.7778. Turn proportional scaling off.
I actually made a simple little rig in Action a couple months ago that does exactly this procedurally. Someone had asked similar in another post and I posted the setup of you want to find it. Or I can send it when I get back in town Monday.
If your transform is in a single axis you could always still use 2D transform…
This was an hd source into a UHD backplate with an planar track driven transform from action. Just copy and paste the relevant transform data, manually set the output resolution to match the backplate size and set to last.
Well if you want to add surface transforms like bilinear or whatnot, track the surface into place, distort it with whatever surface type you want, then make a copy of the surface with all the axis transforms included and assign it to a uv action output only. Make sure to hide it from your comp output.
View the UV output and expand the copied surface’s extents with a stupid high number so that the uv’s of that surface cover the whole rendered frame.
Add a Uv transform matchbox (or whatever it’s called), plug your original surface in and you should have exactly what you’re after.