PxF_SmokeBox

  Рет қаралды 3,371

Pixelfudger

Pixelfudger

Жыл бұрын

This Nuke gizmo is part of the Pixelfudger suite available here:
www.pixelfudger.com
www.nukepedia.com/gizmos/filt...
You can find more videos about Pixelfudger gizmos (including installation instructions) here:
• Pixelfudger Nuke Gizmos
About the Author:
Pixelfudger gizmos are created by Xavier Bourque
/ xbourque

Пікірлер: 22
@Pinionistus
@Pinionistus Жыл бұрын
This is brilliant ! Can't wait to use this in my next project !
@glmstudiogh
@glmstudiogh Жыл бұрын
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....
@user-yw3xz4ty3c
@user-yw3xz4ty3c Жыл бұрын
Very nice! Thanks!
@theDyingArts
@theDyingArts Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@pixelfudger amazing thx
@jannovak6987
@jannovak6987 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@pixelfudger absolutely amazing idea
@pixelfudger
@pixelfudger Жыл бұрын
I needed some help for that part. Thanks to the person who helped me figure this out on the Nuke forums! ;-)
@Mtojay
@Mtojay Жыл бұрын
is this broken in nuke 14? it doesnt align the cards to the camera for me. (using classic 3d nodes of course)
@pixelfudger
@pixelfudger 8 ай бұрын
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 Жыл бұрын
hi, so how about occlusions, any plans of adding something like that later on? betterstill, how do I go bout that?
@pixelfudger
@pixelfudger Жыл бұрын
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 Жыл бұрын
I talk about it around 1h41m in this video: kzbin.info/www/bejne/iXSaZGuhq8R-mJY
@glmstudiogh
@glmstudiogh Жыл бұрын
@@pixelfudger thank you
@user-vb2gm2zu4x
@user-vb2gm2zu4x Жыл бұрын
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 Жыл бұрын
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). :-)
@user-vb2gm2zu4x
@user-vb2gm2zu4x Жыл бұрын
@@pixelfudger ❤️
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