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....
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!
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)
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
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.
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.
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). :-)
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?
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...
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.
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.
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....
This is brilliant ! Can't wait to use this in my next project !
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!
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)
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
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.
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.
@@pixelfudger amazing thx
Very nice! Thanks!
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.
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). :-)
@@pixelfudger ❤️
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?
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...
@@pixelfudger absolutely amazing idea
I needed some help for that part. Thanks to the person who helped me figure this out on the Nuke forums! ;-)
is this broken in nuke 14? it doesnt align the cards to the camera for me. (using classic 3d nodes of course)
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.
hi, so how about occlusions, any plans of adding something like that later on? betterstill, how do I go bout that?
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.
I talk about it around 1h41m in this video: ruclips.net/video/SC738kv_Kb4/видео.html
@@pixelfudger thank you