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The Blacksmith family

Tools that do a whole job instead of a whole operation.

BS_MasterColor

The whole colour page in one node: balance, tonal wheels, contrast about a pivot, mixer, saturation and hue, six vector zones, curves and a qualifier — in a fixed order, because the order is the craft. One node because a grade is one thought.

BS_MotionMatte

Forges mattes of everything moving independently of the camera — the CameraTracker's subject detector as a standalone node. ⚒ Analyze tracks the shot, finds the movers, and refines dense-flow silhouettes; the result flows downstream as matte / matteId channels for garbage mattes, holdouts, and per-subject grades.

BS_DayToNight

Day-for-night that reads as night, not as a dark blue day. Moves the white point toward moonlight instead of tinting, simulates the Purkinje shift (rods desaturate warm hues faster than cool ones as light falls), and protects practical lights from the exposure drop so lamps stay on and warm. Every analysis matte is viewable from the view dropdown — it is never a black box.

BS_HueQualifier

Pulls a matte by colour the way a colourist does: three soft windows — hue, saturation and luminance — multiplied together, so a colour qualifies only if it satisfies all three. The selection is drawn ON the spectrum bars, so you see what you're taking. Drag to move the centre, Shift+drag for width, Alt+drag for falloff.

BS_EdgeExtend

Pushes edge colour outward smoothly — as far as you like, up to filling the whole frame. Blacksmith's answer to the dilate-based extends that streak and die after a few dozen pixels. Use before a defocus (so it drags colour, not black), to fill depth-pass holes, or to extend despilled edge colour. Alpha is never touched.

BS_RoughenEdges

Breaks a matte's edge into an organic contour with fractal noise — torn, corroded or wind-wobbled instead of drawn. erode eats bites out of the edge; distort wobbles it without losing area. evolution animates it so it crawls rather than flickers, and the core stays solid.

BS_EdgeBreakup

The "CG is too perfect" fixer: procedural texture breakup on surfaces and along mattes. Unlike a plain noise×matte (which fades the noise out exactly at the edge), the invert→merge-from→clamp structure keeps edge detail defined. Wire a position pass and switch to world space and the breakup sticks to the surface as the object moves — tracking for free.

BS_ExpoGlow

Bloom that behaves like a lens: many octaves of scatter summed with an exponential falloff — tight core, wide halo, wider veil — instead of one gaussian. The bright-pass stays scene-linear so an HDR highlight glows in proportion to how bright it really is, and the result is added rather than screened, because light sums.

BS_HeatHaze

Animated refraction shimmer — heat off tarmac, exhaust, underwater. It displaces rather than blurs, so the image stays sharp and simply arrives from slightly the wrong place. rise biases the motion upward, which is what makes it read as heat instead of water; evolution animates it so it crawls rather than boils.

BS_ChromaBlur

Blurs colour and leaves luminance alone. The eye resolves luma far more finely than chroma, so sensor colour noise, compression blocks and blue-screen mottling all die here at no visible cost to sharpness.

BS_FireflyKill

Removes path-tracer fireflies — single pixels that won the sampling lottery and landed orders of magnitude too bright. Statistical, not a blur: a pixel is replaced only when it is wildly brighter than the median of its neighbours, and the fix keeps its hue so you don't get a grey dot.

BS_VectorBake

Analyses the plate once: dense vectors at frame distances 1..64, forward and back, each with a baked CONFIDENCE plane (Nuke bakes none), written to EXR beside the project. Wire an optional matte to exclude a subject. Then warp anywhere with BS_VectorWarp.

BS_VectorWarp

SmartVector-class propagation: pick a reference frame, paint on it, and this carries the patch to every frame through the bake — routing on confidence around bad flow, composing ONE map, filtering once. Wire a matte and the route is judged over THAT region only. Outputs warped / stmap / confidence / error (the round-trip heatmap: green comes home, red slips, blue left frame — read it BEFORE painting to pick the reference frame). Occluded pixels hold and fade instead of smearing; `untrackable` marks spans the solver must hop over rather than walk through; `edge` says whether a route leaving the plate fades (default) or drags the border in. List several frames in `references` and each pixel takes whichever route was most confident — the keymix rig Foundry's own docs tell you to build, in one node; the `winner` view colours who owns what.

BS_Disintegrate

Mask-driven disintegration, automatic and modular: wire the plate and a subject alpha, set start + duration (or key `progress`), pick the front (directional / edge-in / core-out / blotch / spread) — the body erodes behind an organic front, chunks tear off and tumble, dust drifts away in the body's own colours, a hot rim glows, and the background is revealed (a wired bg, else an inpaint estimate). Every stage is its own output layer for grading.

What a Blacksmith node is

An ordinary node family answers "what operation do you want?". Blacksmith nodes answer "what job are you doing?" — the edge treatment, the day-for-night, the disintegration. Each carries its technique in the panel, so the node explains its own craft rather than assuming you know it.

Lifecycle

BadgeMeans
ForgeThe tool works and is in use, but its shape is still moving. Knobs may change
TemperedSettled. Its knobs and behaviour are a promise

The family

Every node below has a page; the badge on it tells you which half of the promise you are standing on.

Known edges