Gizmos

Chromatic Abberations

chromatic_abberations()

Simulate chromatic abberation lens effects.

The effect is masked by a built-in radial that can be adjusted in softness and scale in the Effect section of the UI. By default the mask will ensure that the effect is more pronounced towards the edges of the image than in the centre. This can be overridden by plugging in a custom mask and switching Effect > Use Mask Input on.

The standard weights will produce magenta/green chromatic abberations but can be tweaked in the Advanced > Weights section of the UI.

By default, the aspect ratio is 1.0 on all channels, this can be tweaked in the Advanced > Aspect Ratios section of the UI to get a horizontally/vertically “squished” effect.

_images/chromatic_abberations.png

Global:

Parameters:
  • Amount (float) – Overall strength of the effect, i.e. separation of RGB channels, default: 0.003
  • Mix (float) – Mix or opacity value, default: 1.0

Switches:

Parameters:
  • Preview_Effect (bool) – Display the effect only, default: False
  • Use_Mask_Input (bool) – Use node’s mask input instead of built-in radial mask, default: False

Mask:

Parameters:
  • Softness (float) – Softness of falloff of built-in radial mask, default: 1.0
  • Scale (float) – Scale of built-in radial mask, default: 2.0

Advanced > Weights:

Parameters:
  • Weight_R (float) – Relative strength of the effect on the R channel, default: 2.5
  • Weight_G (float) – Relative strength of the effect on the G channel, default: 1.5
  • Weight_B (float) – Relative strength of the effect on the B channel, default: 2

Advanced > Aspect Ratios:

Parameters:
  • Aspect_R (float) – Height/width ratio of the effect on the R channel, default: 1.0
  • Aspect_G (float) – Height/width ratio of the effect on the G channel, default: 1.0
  • Aspect_B (float) – Height/width ratio of the effect on the B channel, default: 1.0

Effect example:

_images/chromatic_abberations_result.png

Grade Layer

grade_layer()

In multi-pass compositing, passes or layers are usually shuffled out, tweaked and re-combined to build the beauty render. For pre-comps or other simple composites however, this might be an overhead and the artist will work directly with the multichannel EXR beauty instead.

This gizmos allows the grading of a specific pass/layer, e.g. Reflection, even if passes have not been shuffled out and the result is being re-composited correctly back into the main beauty. It mirrors the Nuke Grade node, the only addition being the Layer drop-down menu from which the artist can select the pass/layer to grade.

_images/grade_layer.png

Global:

Parameters:Layer (str) – Pass/Layer to be graded and re-composited, default: rgb

Photoshop Curves

photoshop_curves()

When co-working with stills retouching teams, mood frames and colour grades might have been done in Photoshop using curves. These curves were therefore applied in sRGB and not in linear colour space as compared to Nuke’s built-in ColorLookup.

This gizmo wraps a standard Nuke ColorLookup and performs a Colorspace conversion to and from sRGB before and after so the ColorLookup works almost exactly like Photoshop Curves.

_images/photoshop_curves.png

Refraction Diffusion

refraction_diffusion()

Calculation spectral light effects can be very expensive if calculated in a 3D renderer.

This gimzo simulates a spectral “Refraction Diffusion” effect and requires three separate channels inputs:

  • Refraction RGB
  • Refraction/IOR vectors with a low IOR, default: 1.0
  • Refraction/IOR vectors with a higher (glass-like) IOR, default: 1.5

The Refraction/IOR vector passes can be rendered as a V-Ray SamplerInfo Render Element as described below. Adjust the Refract IOR value for each of the Refraction/IOR vector passes.

_images/refraction_3d_setup.png

The rendered result should should look roughly like this (IOR 1.0 and 1.5):

_images/refraction_vector10.png _images/refraction_vector15.png

From this the gizmo will calculate a Refraction/IOR mask that is the basis of the effect. The mask can be previewed by toggling the Preview Mask switch in the UI:

_images/refraction_mask.png

Adjusting the parameters described below will yield results similar to the effect example image at the the end of this section. The effect can be previewed by toggling the Preview Effect switch in the UI.

_images/refraction_diffusion.png

Channels:

Parameters:
  • Refraction_RGB (str) – Refraction RGB pass, default: VRayRefraction
  • Low_IOR (str) – Refraction vector pass with lower IOR value, default: RefractionVector10
  • High_IOR (str) – Refraction vector pass with higher IOR value, default: RefractionVector15

IOR Mask:

Parameters:
  • Preview_Mask (bool) – Display the IOR/refraction mask only, default: False
  • Gain (float) – IOR/refraction mask multiplier, default: 1.8
  • Gamma (float) – IOR/refraction mask gamma, default: 0.35
  • Blur (float) – IOR/refraction mask overall blur in pixels, default: 2.5

Diffusion:

Parameters:
  • Preview_Effect (bool) – Display the effect only, default: False
  • Amount (float) – Overall strength of the effect, i.e. separation of RGB channels, default: 1.0
  • Blur (float) – Effect RGB blur in pixels, default: 5.0
  • Gain (float) – Effect RGB multiplier, default: 0.5
  • Gamma (float) – Effect RGB gamma, default: 1.5
  • Saturation (float) – Effect RGB saturation, default: 2.0
  • Mix (float) – Effect mix or opacity value, default: 1.0

Advanced > Blur Weights:

Parameters:
  • Blur_R (float) – Relative strength of the effect blur on the R channel, default: 1.0
  • Blur_G (float) – Relative strength of the effect blur on the G channel, default: 2.0
  • Blur_B (float) – Relative strength of the effect blur on the B channel, default: 3.0

Advanced > Diffusion Weights:

Parameters:
  • Diffusion_R (float) – Relative strength of the effect on the R channel, default: 1.25
  • Diffusion_G (float) – Relative strength of the effect on the G channel, default: 1.0
  • Diffusion_B (float) – Relative strength of the effect on the B channel, default: 1.5

Effect example:

_images/refraction_result.png

V-Ray Tonemapper

vray_tonemapper()

This gizmo implements the V-Ray Reinhard and Exponential tone mappers. Documentation.

_images/vray_tonemapper.png

Global:

Parameters:Tonemapper (str) – Tone mapping algorithm to be used

Reinhard:

Parameters:
  • Multiplier (float) – The overall multiplier when the Tonemapper is set to Reinhard.
  • Burn (float) – Adjusts the blend of mapping between linear and exponential style for the Reinhard tone mapper. If Burn Value is 1.0, the result is linear color mapping; if Burn Value is 0.0, the result is exponential-style mapping.

Exponential:

Parameters:
  • Dark_Multiplier (float) – The multiplier for dark colors.
  • Bright_Multiplier (float) – The multiplier for bright colors.