Nuke TO HOUDINI
Houdni 20.5 New Copernicus Pack of Great Node But We Still Need To Custom For Artist Working More Easily
Vignette NODE
The Glow Node In Houdini & Nuke it’s not good Enough
So People usually use Exponentail Glow & etc
Personally I Prefer apGlow so I implement one for Houdini
EXPOSURE NODE
The Glow Node In Houdini & Nuke it’s not good Enough
So People usually use Exponentail Glow & etc
Personally I Prefer apGlow so I implement one for Houdini
The Glow Node In Houdini & Nuke it’s not good Enough
So People usually use Exponentail Glow & etc
Personally I Prefer apGlow so I implement one for Houdini
GRADE NODE
The Glow Node In Houdini & Nuke it’s not good Enough
So People usually use Exponentail Glow & etc
Personally I Prefer apGlow so I implement one for Houdini
TECNICAL REFERENCE AND CODE
THE EXPOSURE NODE
The math of exposure is super easy than I thought as I quick research is just IMAGE * 2^stop just that!!!!
#bind layer src? val=0 #bind layer !&dst #bind layer exp_value? float val=0 #bind parm Exposure float val=0 @KERNEL { //////// INPUT //////// float4 src = @src; float4 ori = src; //////// Exposure math //////// float4 output = ori * pow(2,@Exposure); //////// OUTPUT //////// @dst.set(output); }
CODE
#bind layer src? val=0 #bind layer !&dst #bind layer gamma? float val=1 #bind parm BlackPoint float val=0 #bind parm WhitePoint float val=1 #bind parm lift float val=0 #bind parm gain float val=1 #bind parm multiply float val=1 #bind parm offset float val=0 #bind parm gamma_parm float val=2.2 @KERNEL { //////// gamma math //////// float4 src = @src; float4 ori = src; float gamma = @gamma * @gamma_parm; gamma = 1.0 / gamma; float4 gmmasrc = pow(src, gamma); //////// lift math //////// float lift = @lift; float4 lift_src = (lift*(1-ori)); //////// Final OUTPUT Math //////// float4 output = ((( ((src-@BlackPoint) / (@WhitePoint - @BlackPoint)) * ((@gain*@multiply)-lift_src) + lift_src )+@offset)); @dst.set(output); }