PxF_SmokeBox

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  • Опубликовано: 13 янв 2025

Комментарии • 22

  • @glmstudiogh
    @glmstudiogh Год назад +1

    oh my God, you've fixed a problem I had been facing. and that's the card not facing the camera bit. Thank you so much for this and Thank you so much for all these tools....

  • @Pinionistus
    @Pinionistus Год назад +1

    This is brilliant ! Can't wait to use this in my next project !

  • @theDyingArts
    @theDyingArts Год назад +1

    This is awesome, I've done the fade out to camera angle / distance by expression on every card (so when moving forwards in Z, cards will fade out before they hit the camera and pop off) but that's so tedious to manage .. this is a great time-saver.
    Can I suggest a setup like this with a custom input option that can take advantage of the sweet box setup -- but for use with fire/smoke/dust elements on cards? I could see this working really well for that too!

    • @codexdelux
      @codexdelux Год назад +1

      Since scanline renders deep, you can technically just colorcorrect the alpha using a deepcolorcorrect with a limit on z, but it can little fiddly, and has a few gotcha's that i seem to forget between each time i do it :P (but its great when flying into clouds f.ex)

  • @glmstudiogh
    @glmstudiogh Год назад

    I'm having a general problem, where some funny glitches happen when I use the FogBox, especially for a reveal large scale while focusing on a subject camera move type. It looks more like the edges of the cards are showing through

  • @stevenhigton2919
    @stevenhigton2919 Год назад +1

    Awesome Gizmo, would it be possible to implement a way to also fade away a card the closer the camera gets ? so u could possibly do a fly through.

    • @pixelfudger
      @pixelfudger  Год назад +1

      You can use a DeepColorCorrect after your ScanlineRender to do a 'soft' clipping plane in front of the camera.
      Gain = 0
      Masking tab:
      limit_z = on
      A,B,C = 0
      D = How many units in front of camera you want the soft area to be.
      Dont forget to put a DeepToImage after your DeepColorCorrect.
      This will fade anything coming close to camera.

    • @stevenhigton2919
      @stevenhigton2919 Год назад

      @@pixelfudger amazing thx

  • @КоролеваМарго-э6с
    @КоролеваМарго-э6с Год назад +1

    Very nice! Thanks!

  • @АлексейКиселев-я1с

    thank you so much for this gizmo! Foundry should be ashamed that in 2023 users have to multiply cards to make 3d noise.
    It's scary to think how long it would take for a script to make that kind of noise out of particles in Nuke.

    • @pixelfudger
      @pixelfudger  Год назад

      Hehehe thanks. Actually point render engines in BlinkScript can be fast... Check this out:
      higx.net/point_render/
      I built PxF_SmokeBox because I needed Deep Image support though (and I suck at BlinkScript). :-)

    • @АлексейКиселев-я1с
      @АлексейКиселев-я1с Год назад

      @@pixelfudger ❤️

  • @jannovak6987
    @jannovak6987 Год назад +1

    The trick with lowering opacity of cards sideways to the camera is genius. Was it hard to code? I suppose you used some goniometric functions or something?

    • @pixelfudger
      @pixelfudger  Год назад +3

      SmokeBox is using ColorMatrix to compare the Camera rotation matrix vs the input axis rotation matrix. If they are perpendicular (card facing cam) you get 1, parallel you get 0 etc...

    • @jannovak6987
      @jannovak6987 Год назад +1

      @@pixelfudger absolutely amazing idea

    • @pixelfudger
      @pixelfudger  Год назад +2

      I needed some help for that part. Thanks to the person who helped me figure this out on the Nuke forums! ;-)

  • @Mtojay
    @Mtojay Год назад

    is this broken in nuke 14? it doesnt align the cards to the camera for me. (using classic 3d nodes of course)

    • @pixelfudger
      @pixelfudger  Год назад

      It works for me in Nuke 14.0. However, this tool is limited in Nuke Indie/NC because of Python limits imposed by Foundry. The new 3.2 (november 2023) release of Pixelfudger now warns you and disables knobs that do not work in Indie/NC. You should still be able to use SmokeBox though (including fading cards not facing camera) in NC/Indie, you just wont be able to adjust the number of cards.

  • @glmstudiogh
    @glmstudiogh Год назад

    hi, so how about occlusions, any plans of adding something like that later on? betterstill, how do I go bout that?

    • @pixelfudger
      @pixelfudger  Год назад +1

      ScanlineRender can render your smokebox cards as a DeepRender and you can use DeepMerge/Holdout with a RGBAZ image converted to Deep with DeepFromImage to holdout occlusions.

    • @pixelfudger
      @pixelfudger  Год назад +1

      I talk about it around 1h41m in this video: ruclips.net/video/SC738kv_Kb4/видео.html

    • @glmstudiogh
      @glmstudiogh Год назад

      @@pixelfudger thank you