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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

  1. Wire the plate, a matte of the surface, and a P pass if you want the noise nailed to the surface (space = world).
  2. Set amount and noise_size; keep defined_edge at 1 so the edge stays sharp while the core breaks up.
  3. output = matte gives the broken matte alone; key evolution for a boil.

Inputs

InputWhat it takes
inthe image this node works on
mattethe alpha that drives this node
P—

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
outputChoiceappliedapplied breaks up the picture's edge; matte outputs the broken-up matte alone, to drive something else. appliedmatte
spaceChoicescreenWhere 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
amountFloat0.35Strength of the effect. 1 = as designed; 0 = none.
defined_edgeFloat1.0Dial 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_sizeFloat32.0The noise's feature size in pixels (or world units under space = world).
noise_detailFloat4.0Octaves of noise: 1 is smooth, 6 adds fine grit to every bite.
evolutionFloat0.0Animate the noise pattern — key it for an edge that seethes.
seedFloat0.0The random pattern's starting point. Change it for a different pattern of the same character; keep it to reproduce a frame exactly.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also