Amazing and really well explained. I've been avoiding some of the more maths heavy operations like matrices but having watched this really want to take a deep dive into them
Is there a tutorial on the full fdm_3d noise node tree, cause I would like to see what the shuffle attributes look like to be able to recreate that group node.
This is great, thank you for sharing. I was trying to to get it to work with a Pref pass and I'm having trouble generating a particle cloud. has any one mannaged to do this? Do I have to add any extra nodes etc... to get it to work? Thanks.
Depending on how you setup your Pref, it might not be positioned within view of your render camera? you might have a texture reference object at your asset origin? Try setting up a position to points in nuke to see where the Pref is positioned in relation to your camera. You might need to offset the Pref values somehow so they align with the world position values, then the points should stick with your animation and deformations. Also check that you have an alpha value.
Great effect! Can this script work with Position passes from other render engine? (Arnold etc?) The Blink Script doesn't seem to work with an non-filtered P pass from Arnold
Yes, will work from any renderer. Make sure the alpha channel is coming thru correctly and that the Z position isn't being negated like the redshift example I demonstrated.
@@mattlavoy2671 I am currently trying to use this script using unreal engine 5 worldposition but it indeed doesn't seem to work. I am unable to display the particles using the expression (rint). Leading to nothing to display using the blinkscript.
This is incredible! Thanks! Everything is working as it should in my script. The only thing that I'd like to change is the flickering. Many of the points from the world position pass are flickering, which is then driving the brush strokes to flicker. Is there a way to stabilize the world position points so that there is no flickering, and the brush strokes remain relatively stable throughout the sequence?
Is there a way to not have the brushstrokes continuously recalculate their rotation per frame? Once a brushstroke is created, can we have it just stay at the same angle? How would we do this?
Not really, the blinkscripts dont allow for storing any values from other timesteps, so you’d have to find a way to cheat the static rotation frame values into your data input. You could try frame holding the read inputs and keep the camera animating. Or you could try frameblending over a long duration to mitigate the change in rotation values. Or you could try adding a copy of the first blinkscript and editing it to output static rotation values instead of position values and refactoring that into the data input.
we need more of these type of videos. Really informative !
This is a super awesome effect and so well-explained. Thanks so much for this tutorial, Matt!
get back to work!
@@JadanDuffin127 But I thought watching Nuke tutorials was work...?
Matt is the best!
Amazing and really well explained. I've been avoiding some of the more maths heavy operations like matrices but having watched this really want to take a deep dive into them
Is there a tutorial on the full fdm_3d noise node tree, cause I would like to see what the shuffle attributes look like to be able to recreate that group node.
This is excellent stuff!
Great tips and tricks! Thanks!
Hi, does anyone tryed it with the P from Arnold ? I've a problem when i'm using the first expression, my P stay the same :/
This is great, thank you for sharing. I was trying to to get it to work with a Pref pass and I'm having trouble generating a particle cloud. has any one mannaged to do this? Do I have to add any extra nodes etc... to get it to work? Thanks.
Depending on how you setup your Pref, it might not be positioned within view of your render camera? you might have a texture reference object at your asset origin? Try setting up a position to points in nuke to see where the Pref is positioned in relation to your camera. You might need to offset the Pref values somehow so they align with the world position values, then the points should stick with your animation and deformations. Also check that you have an alpha value.
@@mattlavoy2671 Thanks for the reply, I'll give it a go.
Super Impressive!
do you mind sharing how this set up works with Pref - it does work with P but i dont get updates motion of the first Blink script in your set up
Great effect! Can this script work with Position passes from other render engine? (Arnold etc?) The Blink Script doesn't seem to work with an non-filtered P pass from Arnold
Yes, will work from any renderer. Make sure the alpha channel is coming thru correctly and that the Z position isn't being negated like the redshift example I demonstrated.
@@mattlavoy2671 I am currently trying to use this script using unreal engine 5 worldposition but it indeed doesn't seem to work. I am unable to display the particles using the expression (rint). Leading to nothing to display using the blinkscript.
same
@@thomasbonte2914
This is incredible! Thanks! Everything is working as it should in my script. The only thing that I'd like to change is the flickering. Many of the points from the world position pass are flickering, which is then driving the brush strokes to flicker. Is there a way to stabilize the world position points so that there is no flickering, and the brush strokes remain relatively stable throughout the sequence?
@@awaken-oo3dj not yet, sorry.
@@kid113 anything new on this? still having the same issue :(
Can I ask how you make the first script (position to particle) work? THANK YOU!!
Have you solved it? I have the same problem.
Thanks !
what about arnold render? does it only work for vray and redshift? thank you
yeah use the P aov in arnold!
anybody knows how to generate a camera from exr file
I used an fbx file as a referenec from maya and it worked
Can I make him stop flickering?
Is there a way to not have the brushstrokes continuously recalculate their rotation per frame? Once a brushstroke is created, can we have it just stay at the same angle? How would we do this?
Not really, the blinkscripts dont allow for storing any values from other timesteps, so you’d have to find a way to cheat the static rotation frame values into your data input. You could try frame holding the read inputs and keep the camera animating. Or you could try frameblending over a long duration to mitigate the change in rotation values. Or you could try adding a copy of the first blinkscript and editing it to output static rotation values instead of position values and refactoring that into the data input.
awesome!
Create a cam from metadata doesn''t work for me... We tried with a physical cam with Vray
Yes!
My brain hurts