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);
}