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Nodes · Fathom

FathomPlace

Fathomv1core

Overview

Put an element into the shot in depth: click where it stands (the green foot in the viewer) and give its real height, and it is scaled by true perspective, sits on the plate's surface, and carries its own depth - so in a FathomMerge whatever of the plate is nearer hides it, with no roto. It arrives already in the shot's air and focus (match) and casts a shadow onto the plate (shadow). Wire the element into element and an analysed Fathom into plate.

How to

How-to

  1. Wire the element into element and an analysed Fathom into plate.
  2. Click where the element stands (the green foot in the viewer) and set its real height; it is scaled by true perspective and stands on the plate.
  3. Choose *follow track* to pin the foot to a 2D track as the camera moves.
  4. Turn on match (the plate's haze and focus at its depth) and shadow (a contact shadow on the plate), then merge in a FathomMerge. See fathom.

Inputs

InputWhat it takes
element—
platethe original plate, for measurement

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
contactFloat2[960.0, 900.0]The plate pixel where the element stands. Drag the green foot in the viewer: the element slides along the plate's surface, rescaling and re-depthing as it goes. Keyframe it, or link it to a Tracker.
heightFloat1.8The element's real height (world units, e.g. 1.8 for a person): the height of its alpha, or of its frame when it has none.
orientationChoiceuprightupright: a card facing the camera, standing on the surface. ground: a card lying on the surface, foreshortened (a puddle, a decal, a shadow). uprightground
matchBooltruePut the element in the plate's air and focus at its own depth (haze and defocus from the knobs below; ⚒ Fit look from plate sets them).
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.
shadowBooltrueCast a shadow onto the plate's own surface (carried to FathomMerge as fathom_shadow, which darkens the plate there).
light_azimuthFloat135.0The light's direction around the world's up axis (degrees). Drag the sun handle in the viewer.
light_elevationFloat45.0The light's height above the horizon (degrees): low light, long shadows.
shadow_densityFloat0.6How dark the shadow is (0..1). Match it to one of the plate's own shadows.
shadow_softnessFloat2.0The light's size (degrees): the penumbra widens with distance from the element.
contact_occlusionFloat0.5Darkening where the element meets the surface, the way a foot darkens the floor right under it.
contact_radiusFloat0.3How far (world units) the contact darkening reaches.
bake_pathTextThe plate's Fathom bake, which carries the camera. Linked automatically when the plate's Fathom is analysed (↻ Link camera in the panel).
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).