Nodes · Keying
BS_EdgeBreakup
Keyingv1coreForge
Overview
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.
How to
How-to
- Wire the plate, a
matteof the surface, and aPpass if you want the noise nailed to the surface (space = world). - Set
amountandnoise_size; keepdefined_edgeat 1 so the edge stays sharp while the core breaks up. output = mattegives the broken matte alone; keyevolutionfor a boil.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
| matte | the alpha that drives this node |
| P | — |
Outputs
| Output | Type |
|---|---|
| out | Image |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| output | Choice | applied | applied breaks up the picture's edge; matte outputs the broken-up matte alone, to drive something else. appliedmatte |
| space | Choice | screen | Where the noise lives: screen in pixels (slides across a moving object), world at each pixel's position from the wired P pass, so the breakup is nailed to the surface and travels with it. screenworld |
| amount | Float | 0.35 | Strength of the effect. 1 = as designed; 0 = none. |
| defined_edge | Float | 1.0 | Dial between the naive soft-mask multiply (0 — the noise fades exactly where the eye looks) and the full invert→merge-from→clamp structure (1 — the edge stays defined, the core keeps its detail). |
| noise_size | Float | 32.0 | The noise's feature size in pixels (or world units under space = world). |
| noise_detail | Float | 4.0 | Octaves of noise: 1 is smooth, 6 adds fine grit to every bite. |
| evolution | Float | 0.0 | Animate the noise pattern — key it for an edge that seethes. |
| seed | Float | 0.0 | The random pattern's starting point. Change it for a different pattern of the same character; keep it to reproduce a frame exactly. |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap). |
See also
- The Blacksmith family — Tools that do a whole job instead of a whole operation.