Overview
Repair Frame rebuilds the current frame by interpolating from the neighboring frames through motion vectors. If a defect (scratch, dust) appears only on frame N and not on N-1 or N+1, the node can replace it based on the neighbors.
Advantage: optical flow built into the node, no complex chain needed. Drawback: a heavy computation on every frame (vs an external OF that can be cached).
Where to find this node
- Effects Library:
Tools > Optical Flow > Repair Frame - Quick add: right-click in the Node Editor →
Add Tool > Optical Flow > Repair Frame
Inputs
- Input (orange) - the primary 2D image to repair.
- Effect Mask (blue) - optional. Limits the repair to specific areas (e.g. only the identified scratch).
Setup
Repairing an isolated scratch:
MediaIn → Effect Mask (scratch area) → Repair Frame
→ MediaOut
General dust busting cleanup:
MediaIn → Repair Frame (Source Frame = Prev/Next blended)
→ MediaOut
= removes one-off defects on a few frames
With an animated mask:
MediaIn → Roto/Mask Paint (defect areas animated per frame)
→ Repair Frame (mask applied)
→ MediaOut
Multi-pass repair:
MediaIn → Repair Frame (1st pass)
→ Repair Frame (2nd pass for remaining defects)
→ MediaOutControls tab
- Depth Ordering (Fastest On Top / Slowest On Top)
- Sets the render priority based on the speed of the motion vectors. Fastest On Top brings fast elements to the front.
- Clamp Edges
- Removes transparent edge gaps in interpolated frames. Can introduce stretching artifacts. Use it sparingly for minor gaps.
- Edge Softness (0.01-0.03 recommended)
- Reduces the stretching artifacts from Clamp Edges. ~0.01 with multiple sources, ~0.03 with a single source.
- Source Frame & Warp Direction
- Four options: Prev Forward, Next Forward, Prev Backward, Next Backward. They can be blended to interpolate from multiple sources.
- Optical Flow Options
- Parameters mirroring the Optical Flow node (Classic / Advanced controls). Smoothness, Search Range, etc.
Settings tab
The Settings tab is shared with the other Optical Flow nodes and exposes common blending and masking controls:
- Blend (0.0 - 1.0)
- Mix between the original input image and the repaired result. 0 = pass-through, 1 = full repair. Useful to tone down a repair that is too aggressive.
- Process When Blend Is 0.0
- Processes the node even when Blend = 0. Useful for scripted operations.
- RGBA Channel Selectors
- Limit the repair to specific channels (e.g. repair only the Alpha of a damaged key).
- Apply Mask Inverted / Multiply by Mask
- Options for the Effect mask. Inversion or multiplication by the mask channel.
- Use Object / Use Material
- Enables the Object ID / Material ID channels of EXR files as masks to target the repair by ID.
- Correct Edges
- Edge handling toggle for multi-object images.
- Object ID / Material ID Sliders
- Selectors for a specific ID value, with a Sample picker button.
- Hide Incoming Connections
- Hides the input wires for a cleaner node tree.
- Comments
- Node annotation, shown through a tooltip.
- Scripts
- 3 fields for render-time operations (pre/render/post).
Use cases
- Removing scratches from film archives - historical film scans with scratches: Repair Frame masks the scratch and rebuilds it from the neighboring frames.
- Dust busting - isolated dust particles: Repair Frame with a mask on the defect area.
- Temporarily damaged frame - a capture problem on a single frame (camera glitch): rebuilt from the neighbors.
- Live action cleanup without complex roto - a few isolated defects: a fast alternative to roto + manual paint.
- Archive restoration - an automated cleanup pipeline for old, degraded footage.
Tips
- Mask the defect area - without an Effect Mask, the node changes the whole frame (not ideal). Always mask to target it.
- It destroys auxiliary channels - the node destroys AOVs (Z, normals, etc.) after processing. If you need to keep them, do the repair in parallel and then use Channel Booleans.
- Use Clamp Edges sparingly - only for minor edge gaps. Too much = visible stretching.
- Balanced Edge Softness - 0.01 minimum, 0.03 max. Beyond that the softness becomes too visible.
- Multiple Source/Warp for robustness - blending several warp directions = a more stable reconstruction, but it amplifies the edge softness.
- Heavy on CPU/GPU - built-in OF = recalculated on every frame. For long pipelines, an alternative: a cacheable external OF + manual Vector Distortion.
- For persistent defects (scratches over several consecutive frames), Repair Frame can fail because the neighbors have the defect too. Prefer manual paint or a specialized AI tool.
