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Nodes · Fathom

FathomMatch

Fathomv1core

Overview

Put an element in the plate's air and focus at the element's own depth: Koschmieder haze (so a blue haze is blue) and thin-lens defocus. ⚒ Fit from plate measures both from the plate and draws the data it fitted, so the numbers are something to look at; every value stays a knob.

How to

How-to

  1. Wire the element and the analysed plate.
  2. Press ⚒ Fit from plate: haze and defocus are measured from the plate, and the data it fitted is drawn so you can judge it.
  3. Adjust any value by hand; fog_base and fog_falloff make the haze thin with height (this needs the plate's camera). See fathom.

Inputs

InputWhat it takes
element—
platethe original plate, for measurement

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
airlightColor[0.0, 0.0, 0.0, 1.0]The haze's colour: what the air adds as distance grows (Koschmieder's A). Fit from plate measures it from the plate's far pixels.
betaColor[0.0, 0.0, 0.0, 1.0]How fast the haze thickens with distance, per channel (per world unit). 0 = a clear day: nothing changes.
hazeFloat1.0A multiplier on beta: 1 = the plate's own air, 0 = none.
focus_distanceFloat0.0The plate's focus distance (world units). 0 = no defocus. Fit from plate measures it; an Unreal shot can use its camera's.
coc_scaleFloat0.0Circle-of-confusion scale: blur radius in pixels = coc_scale x |1/focus - 1/depth|.
defocusFloat1.0A multiplier on the defocus: 1 = the plate's own lens.
max_radiusFloat24.0The largest blur radius (pixels) the defocus will use.
fog_baseFloat0.0Height fog: the world height (usually the ground) where the fog is as dense as beta says.
fog_falloffFloat0.0Height fog: how many world units up the fog thins by a factor of e. 0 = the same fog at every height. Above 0 the node needs the plate's camera (wire an analysed Fathom into plate).
fittedTextWhat the last fit measured (the haze and blur samples by depth) - drawn in the panel.
bake_pathTextThe plate's Fathom bake, where the camera comes from (linked automatically).
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).