To complement last article about the Vector tools, I’m going to post 4 mini-tutorials to inspire possible uses for these Tools.

1 – Heat Haze

Quite frequently I’ve had to add heat haze into a shot. Whether it’s for a fire, a plane’s jet engine or just a hot weather, that’s a common effect to do.

While I could use a noise node as a base for the effect, I’m going to use particles here (textured with a noise) as a starting point. Nothing fancy, just a bit of spread and random velocity.

2016-04-15_13h32_29 2016-04-15_13h31_39

Then using the Luma_to_Normals tool, I extract some Normals from that. As I don’t need perfect 3D normals for relighting but just 2D vectors for distortion, I can turn off “Legalize” and don’t need to worry about the blue channel:

2016-04-15_13h42_52

Finally, I need to copy these Red and Green Channels into the image I want to distort, and use an iDistort node.

2016-04-15_13h47_13 2016-04-15_13h47_22

Here’s the full script:

set cut_paste_input [stack 0]
version 9.0 v8
Camera2 {
inputs 0
translate {20.2948761 12.54060268 24.43356323}
rotate {-11.27799897 41.19998453 0}
name Camera1
selected true
xpos -207
ypos 78
}
push $cut_paste_input
Reformat {
format "1024 1024 0 0 1024 1024 1 square_1K"
name Reformat1
selected true
xpos 39
ypos -109
}
set N38d2800 [stack 0]
Noise {
center {512 512}
name Noise1
selected true
xpos 39
ypos -61
}
push $N38d2800
Radial {
area {4 -6 1016 1020}
name Radial1
selected true
xpos 135
ypos -62
}
Merge2 {
inputs 2
operation multiply
name Merge1
selected true
xpos 39
ypos 5
}
push 0
push 0
ParticleEmitter {
inputs 3
rate 30
rate_variation 0.15
velocity_variation 0.415
rotation_velocity 0.062
size 2
spread 0.16
name ParticleEmitter1
selected true
xpos -71
ypos 5
}
push 0
ScanlineRender {
inputs 3
conservative_shader_sampling false
motion_vectors_type distance
name ScanlineRender1
selected true
xpos -71
ypos 98
}
Dot {
name Dot2
selected true
xpos -36
ypos 171
}
set N191f800 [stack 0]
Group {
name Luma_to_Normals
help "Performs a Sobel filter on the Luminance channel of an image to extract an approximation of a Normal map.\n\nFor a mathematical conversion of a displacement map to normals, do not use Details separation."
selected true
xpos -70
ypos 199
addUserKnob {20 luma_to_normals l "Luma to Normals"}
addUserKnob {26 div_pre l Pre-Process}
addUserKnob {7 blur R 0 10}
addUserKnob {7 gain}
gain 15
addUserKnob {26 div_details l "Details Separation"}
addUserKnob {7 size t "Bigger sizes will separate high and low frequencies more." R 0 100}
size 34.5
addUserKnob {7 details_weight t "How much the details affect the final output"}
details_weight 0.765
addUserKnob {26 div_out l Output}
addUserKnob {4 value_check t "Some big values might create impossible normals. Use gain and Blur to ensure there are no error values.\n\nValues in red on error check represent a vertical normal (parallel to the camera) which would not normally be visible to the camera." M {Result "Check Errors" "" "" "" ""}}
addUserKnob {6 normalize t "Switch between -1 to 1 range or 0 to 1 range" +STARTLINE}
addUserKnob {6 legalize t "Normal maps should generally be represented with a vector magnitude of 1.\nTurning on legalization will scale all vectors to ensure they all have a magnitude of 1.\n\nYou may want to disable it for more interesting effects when generating normals for a fake refraction through an iDistort, where having vectors of different length adds depth." -STARTLINE}
addUserKnob {26 ""}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.1 - Part of VectorTools by Erwan Leroy"}
}
Input {
inputs 0
name Input1
xpos -576
ypos -296
}
Saturation {
saturation 0
name Saturation1
xpos -576
ypos -237
}
Blur {
size {{parent.blur}}
name Blur2
xpos -576
ypos -196
}
Multiply {
value {{0.5*parent.gain}}
name Multiply1
xpos -576
ypos -134
}
set Nee7f5c00 [stack 0]
Blur {
size {{parent.size}}
name Blur1
xpos -576
ypos -83
}
Dot {
name Dot2
xpos -542
ypos -45
}
set Nee7f5400 [stack 0]
Matrix {
matrix {
{2 0 -2}
{1 0 -1}
{2 0 -2}
}
name Matrix1
xpos -576
ypos 38
}
push $Nee7f5400
Dot {
name Dot3
xpos -432
ypos -45
}
set Nee7f4c00 [stack 0]
Matrix {
matrix {
{-2 -1 -2}
{0 0 0}
{2 1 2}
}
name Matrix2
xpos -466
ypos 37
}
Dot {
name Dot4
xpos -432
ypos 92
}
ShuffleCopy {
inputs 2
red red
blue black
alpha black
name ShuffleCopy1
xpos -575
ypos 88
}
Multiply {
value {{(1-parent.details_weight)*(parent.size/10+1)}}
name Multiply2
xpos -577
ypos 128
}
push $Nee7f4c00
push $Nee7f5c00
Dot {
name Dot1
xpos -319
ypos -124
}
Merge2 {
inputs 2
operation from
name Merge1
xpos -353
ypos -49
}
Dot {
name Dot5
xpos -319
ypos -23
}
set N25731000 [stack 0]
Matrix {
matrix {
{2 0 -2}
{1 0 -1}
{2 0 -2}
}
name Matrix3
xpos -353
ypos 31
}
push $N25731000
Dot {
name Dot6
xpos -181
ypos -23
}
Matrix {
matrix {
{-2 -1 -2}
{0 0 0}
{2 1 2}
}
name Matrix4
xpos -215
ypos 33
}
Dot {
name Dot7
xpos -181
ypos 87
}
ShuffleCopy {
inputs 2
red red
blue black
alpha black
name ShuffleCopy2
xpos -353
ypos 83
}
Multiply {
value {{parent.details_weight}}
name Multiply3
xpos -353
ypos 119
}
Dot {
name Dot8
xpos -319
ypos 188
}
Merge2 {
inputs 2
operation plus
name Merge2
xpos -577
ypos 184
}
Expression {
temp_name0 mag
temp_expr0 sqrt(pow(r,2)+pow(g,2)+pow(b,2))
expr0 mag>1?r/mag:r
expr1 mag>1?g/mag:g
name Expression3
xpos -577
ypos 221
disable {{1-parent.legalize}}
}
set N268ccc00 [stack 0]
Dot {
name Dot9
xpos -400
ypos 225
}
Remove {
operation keep
channels rgb
name Remove2
xpos -434
ypos 271
}
Expression {
temp_name0 facing
temp_expr0 sqrt(-pow(r,2)-pow(g,2)+1)
expr0 isnan(facing)?1:0
expr1 0
name Expression1
xpos -434
ypos 314
}
Dot {
name Dot10
xpos -400
ypos 378
}
push $N268ccc00
Expression {
temp_name0 facing
temp_expr0 sqrt(-pow(r,2)-pow(g,2)+1)
expr2 isnan(facing)?0:facing
name Expression2
xpos -577
ypos 247
}
Remove {
operation keep
channels rgb
name Remove1
selected true
xpos -577
ypos 273
}
Grade {
white 0.5
add 0.5
name Grade1
xpos -577
ypos 313
disable {{1-parent.normalize}}
}
Switch {
inputs 2
which {{parent.value_check}}
name Switch1
xpos -576
ypos 374
}
Output {
name Output1
xpos -577
ypos 418
}
end_group
Blur {
size 0.2
name Blur1
selected true
xpos -70
ypos 239
}
Dot {
name Dot1
selected true
xpos -37
ypos 297
}
push $N191f800
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos 253
ypos -127
}
Blur {
inputs 1+1
size 9
name Blur2
selected true
xpos 253
ypos 161
}
Copy {
inputs 2
from0 rgba.red
to0 forward.u
from1 rgba.green
to1 forward.v
name Copy1
selected true
xpos 253
ypos 280
}
IDistort {
uv motion
uv_scale 25
name IDistort1
selected true
xpos 253
ypos 357
}

2 – Relaxing SplineWarps

Another way I use these tools is to relax SplineWarps.

relax_0001

By adding a UV map into one of the layers passing through the SplineWarp, I’m able to obtain a dirtorted UV map. By applying this UV map to the original footage would give me the exact same result as what is coming out of the SplineWarp.
However, I’m also able to convert this distorted UV map to Vectors. Once in vector format, we are free to do whatever we want with it, notably relaxing it (by blurring) or reducing its intensity (by multiplying down).
It can then be re-applied with an iDistort, or converted back to UVs and applied as STMap.

Here’s the full script:

[/fusion_builder_column]
[code collapse=”true”] set cut_paste_input [stack 0] version 9.0 v8
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos 926
ypos -179
}
Dot {
name Dot4
selected true
xpos 960
ypos -83
}
set Nace2c400 [stack 0] Dot {
name Dot3
selected true
xpos 822
ypos -83
}
Group {
name UV_Map_Layer
selected true
xpos 788
ypos -34
addUserKnob {20 UVMap l "UV Map"}
addUserKnob {41 out l UV_Layer T ShuffleCopy1.out}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 – Part of VectorTools by Erwan Leroy – 2016"}
}
Input {
inputs 0
name Input1
xpos 555
ypos 346
}
set N191ec00 [stack 0] Expression {
expr0 (x+0.5)/width
channel1 {-rgba.red rgba.green -rgba.blue none}
expr1 (y+.5)/height
channel2 {-rgba.red -rgba.green rgba.blue none}
name Expression1
xpos 672
ypos 424
}
push $N191ec00
ShuffleCopy {
inputs 2
in2 none
red red
green green
alpha black
out motion
name ShuffleCopy1
xpos 555
ypos 427
}
Output {
name Output1
xpos 555
ypos 511
}
end_group
SplineWarp3 {
colorOverlay {0 0 0 0}
curves {{{v x3f99999a}
{f 0}
{n
{layer Root
{f 2097152}
{t x44700000 x44070000}
{a pt1x 0 pt1y 0 pt2x 0 pt2y 0 pt3x 0 pt3y 0 pt4x 0 pt4y 0 ptex00 0 ptex01 0 ptex02 0 ptex03 0 ptex10 0 ptex11 0 ptex12 0 ptex13 0 ptex20 0 ptex21 0 ptex22 0 ptex23 0 ptex30 0 ptex31 0 ptex32 0 ptex33 0 ptof1x 0 ptof1y 0 ptof2x 0 ptof2y 0 ptof3x 0 ptof3y 0 ptof4x 0 ptof4y 0 pterr 0 ptrefset 0 ptmot x40800000 ptref 0}
{cubiccurve Bezier3 0 bezier
{cc
{f 8224}
{px x41400000
{xc3280000 xc2c40000}
{x43f50000 x43ca0000}
{x43280000 x42c40000}
{xc2380000 x42900000}
{x445b0000 x43e10000}
{x42380000 xc2900000}
{xc2d00000 0}
{x448ec000 x44070000}
{x42d00000 0}
{xc2840000 xc2000000}
{x44afc000 x43ae0000}
{x42840000 x42000000}
{x40800000 xc0000000}
{x44dfc000 x442b8000}
{xc0800000 x40000000}}}
{tx x41400000 0}
{a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 ltn x41400000 ltm x41400000 pt 0 ab 1}}
{cubiccurve Bezier2 512 bezier
{cc
{f 8224}
{px x41400000
{xc3280000 xc2c40000}
{x43f50000 x43ca0000}
{x43280000 x42c40000}
{xc2380000 x42900000}
{x445b0000 x43e10000}
{x42380000 xc2900000}
{xc2d00000 0}
{x44834000 x43920000}
{x42d00000 0}
{xc2840000 xc2000000}
{x44afc000 x43ae0000}
{x42840000 x42000000}
{x40800000 xc0000000}
{x44dfc000 x442b8000}
{xc0800000 x40000000}}}
{tx x41400000 x448c4ccd x43da0000}
{a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 ltn x41400000 ltm x41400000 pt 0 ab 1}}
{cubiccurve Bezier4 512 bezier
{cc
{f 8224}
{px x41400000
{0 0}
{x43f90000 x43fd0000}
{0 0}
{xc1000000 xc0000000}
{x44310000 x442d0000}
{x41000000 x40000000}
{xc1200000 x41000000}
{x44934000 x440a0000}
{x41200000 xc1000000}
{xc2780000 xc1d00000}
{x44a70000 x43d20000}
{x42780000 x41d00000}
{0 0}
{x44c5c000 x44308000}
{0 0}}}
{tx x41400000 x44848ccd x440fcccd}
{a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 ltn x41400000 ltm x41400000 pt 0 ab 1}}
{cubiccurve Bezier1 512 bezier
{cc
{f 8224}
{px x41400000
{0 0}
{x43f90000 x43fd0000}
{0 0}
{xc1000000 xc0000000}
{x44310000 x442d0000}
{x41000000 x40000000}
{xc1200000 x41000000}
{x44c8ffff x444cffff}
{x41200000 xc1000000}
{xc2780000 xc1d00000}
{x44a70000 x43d20000}
{x42780000 x41d00000}
{0 0}
{x44c5c000 x44308000}
{0 0}}}
{tx x41400000 x44848ccd x440fcccd}
{a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 ltn x41400000 ltm x41400000 pt 0 ab 1}}}}
{edge Bezier2 Bezier3
{cp x40800000 x40800000 0 0 0
{{{{x41400000 0}}
{{x41400000 0}}}
{{{x41400000 x3faaaaab}}
{{x41400000 x3faaaaab}}}
{{{x41400000 x402aaaab}}
{{x41400000 x402aaaab}}}
{{{x41400000 x40800000}}
{{x41400000 x40800000}}}}}
{a}}
{edge Bezier1 Bezier4
{cp x40800000 x40800000 0 0 0
{{{{x41400000 0}}
{{x41400000 0}}}
{{{x41400000 x3faaaaab}}
{{x41400000 x3faaaaab}}}
{{{x41400000 x402aaaab}}
{{x41400000 x402aaaab}}}
{{{x41400000 x40800000}}
{{x41400000 x40800000}}}}}
{a}}}}
toolbar_preview_mode "persistent preview"
name SplineWarp3_1
selected true
xpos 788
ypos 20
}
Group {
name UV_to_Vectors
help "Transforms a distorted UV Map to Motion Vectors corresponding to the distortion."
selected true
xpos 788
ypos 88
addUserKnob {20 UV_to_Vectors}
addUserKnob {41 in l UV_Layer t "Select the layer containing your UV_map" T UV_Channel.in}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 – Part of VectorTools by Erwan Leroy – 2016"}
}
Input {
inputs 0
name Input1
xpos -291
ypos -63
}
set N8b7bb800 [stack 0] Shuffle {
in motion
name UV_Channel
selected true
xpos -151
ypos -17
}
Expression {
expr0 -x+r*width-0.5
expr1 -y+g*height-0.5
channel2 {-rgba.red -rgba.green -rgba.blue none}
channel3 {none none none -rgba.alpha}
name UV_to_Vectors1
selected true
xpos -151
ypos 97
}
push $N8b7bb800
ShuffleCopy {
inputs 2
in2 none
red red
green green
alpha black
out {{{parent.UV_Channel.in}}}
name ShuffleCopy1
selected true
xpos -291
ypos 97
}
Output {
name Output1
xpos -291
ypos 167
}
end_group
Blur {
size {{curve x1 0 x5 150 x8 500}}
name Blur3
selected true
xpos 788
ypos 135
}
set Nace2cc00 [stack 0] Group {
name Vectors_to_UV
selected true
xpos 788
ypos 197
addUserKnob {20 User}
addUserKnob {41 in l Vector_Layer t "Pick the layer containing your motion vectors." T UV_Channel.in}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 – Part of VectorTools by Erwan Leroy – 2016"}
}
Input {
inputs 0
name Input1
xpos -303
ypos 114
}
set Nb9b27c00 [stack 0] Shuffle {
in motion
name UV_Channel
xpos -163
ypos 114
}
Expression {
expr0 (r+x+0.5)/width
expr1 (g+y+0.5)/height
channel2 {-rgba.red -rgba.green -rgba.blue none}
channel3 {none none none -rgba.alpha}
name Vectors_to_UV
xpos -163
ypos 228
}
push $Nb9b27c00
ShuffleCopy {
inputs 2
in2 none
red red
green green
alpha black
out {{{parent.UV_Channel.in}}}
name ShuffleCopy1
selected true
xpos -303
ypos 228
}
Output {
name Output1
xpos -303
ypos 299
}
end_group
Shuffle {
in motion
name Shuffle1
label "\[value in]"
selected true
xpos 788
ypos 231
}
push $Nace2c400
STMap {
inputs 2
uv rgba
name STMap1
selected true
xpos 926
ypos 231
}
push $Nace2cc00
push $Nace2c400
Dot {
name Dot5
selected true
xpos 1161
ypos -83
}
Copy {
inputs 2
from0 forward.u
to0 forward.u
from1 forward.v
to1 forward.v
name Copy2
selected true
xpos 1127
ypos 128
}
IDistort {
uv motion
name IDistort2
selected true
xpos 1127
ypos 233
}
StickyNote {
inputs 0
name StickyNote1
label "STMap seems to have slightly nicer filtering,\nIDistort offers controls to the UV scale (which can still be controled \nby multiplying down the vectors before converting back to UVs)"
selected true
xpos 867
ypos 295
}[/code]

3 – Background distortion

When working with refractive objects on green-screen, it’s common that the object would just refract green, which as a result would make the object purely transparent. An easy fix can be to generate just one frame of refractive distortion (through grid/spline warps, transforms, or a render from CG) then animate that “distortion shape”.

A manually generated distortion map

A manually generated distortion map

By converting the UV map to Vectors, like we did before for the relax, we are able to manipulate the distortion map, and on top of blurring or grading it like we did previously, we are also able to transform them. While a normal transform would give some results, the rotation wouldn’t act as expected. However, using the “VectorTransform” node, we are able to apply a proper transformation to the vectors.bottle

Here’s the full script:

[code collapse=”true”] set cut_paste_input [stack 0] version 9.0 v8
push $cut_paste_input
Roto {
output alpha
curves {{{v x3f99999a}
{f 0}
{n
{layer Root
{f 2097152}
{t x44700000 x44070000}
{a fx xc2ac0000 fy xc2ac0000 pt1x 0 pt1y 0 pt2x 0 pt2y 0 pt3x 0 pt3y 0 pt4x 0 pt4y 0 ptex00 0 ptex01 0 ptex02 0 ptex03 0 ptex10 0 ptex11 0 ptex12 0 ptex13 0 ptex20 0 ptex21 0 ptex22 0 ptex23 0 ptex30 0 ptex31 0 ptex32 0 ptex33 0 ptof1x 0 ptof1y 0 ptof2x 0 ptof2y 0 ptof3x 0 ptof3y 0 ptof4x 0 ptof4y 0 pterr 0 ptrefset 0 ptmot x40800000 ptref 0}
{curvegroup BSpline4 512 bspline
{{cc
{f 8192}
{px 1
{{a t
{{1 x3f808312}} rp
{{1 1}} te
{{1 x40800000}}} x448a0000 x422f3f84}
{{a t
{{1 x3f810625}} rp
{{1 1}} te
{{1 x40800000}}} x4488c000 x43048000}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44860000 x437077cf}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44874000 x43a86f1a}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44884000 x43cb2353}
{{a t
{{1 x3f810625}} rp
{{1 1}} te
{{1 x40800000}}} x44884000 x43e52a7e}
{{a t
{{1 x3f818937}} rp
{{1 1}} te
{{1 x40800000}}} x44848000 x43f1b2af}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44814000 x43e14f5b}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44814000 x43b7dba5}
{{a t
{{1 x3f7ef9db}} rp
{{1 1}} te
{{1 x40800000}}} x44820000 x438e67ef}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x4482c000 x43460d50}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44828000 x42d6df3b}
{{a t
{{1 x3f78d4fe}} rp
{{1 1}} te
{{1 x40800000}}} x44834000 x41e31a9f}}} idem}
{tx 1 x44526276 x438ad89e}
{a osw x41200000 osf 0 str 1 spx x44700000 spy x44070000 sb 1 tt x40c00000}}
{curvegroup BSpline3 512 bspline
{{cc
{f 8192}
{px 1
{{a t
{{1 x3f7be76d}} rp
{{1 1}} te
{{1 x40800000}}} x4473fffe x43f1b2ae}
{{a t
{{1 x3f7ef9db}} rp
{{1 1}} te
{{1 x40800000}}} x447d0000 x43e80ed8}
{{a t
{{1 x3f810625}} rp
{{1 1}} te
{{1 x40800000}}} x447f8000 x43d2d999}
{{a t
{{1 x3f808312}} rp
{{1 1}} te
{{1 x40800000}}} x447d0000 x43a77851}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x447e8000 x4349e872}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44808000 x42c3978d}
{{a t
{{1 x3f839581}} rp
{{1 1}} te
{{1 x40800000}}} x4480c000 x421fd2f1}
{{a t
{{1 x3f820c4a}} rp
{{1 1}} te
{{1 x40800000}}} x44758000 x41b4d4fd}
{{a t
{{1 x3f808312}} rp
{{1 1}} te
{{1 x40800000}}} x44708000 x4289c083}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44710000 x43235916}
{{a t
{{1 1}} rp
{{1 1}} te
{{1 x40800000}}} x44710002 x43782e13}
{{a t
{{1 x3f808312}} rp
{{1 1}} te
{{1 x40800000}}} x44720000 x43aa5caa}
{{a t
{{1 x3f808312}} rp
{{1 1}} te
{{1 x40800000}}} x446efffe x43db86a6}}} idem}
{tx 1 x44641d8a x43810000}
{a osw x41200000 osf 0 str 1 spx x44700000 spy x44070000 sb 1 tt x40c00000}}
{curvegroup BSpline2 512 bspline
{{cc
{f 8192}
{px 1
{{a t
{{1 x3f7be76d}} rp
{{1 1}} te
{{1 x40800000}}} x44688002 x43f7ffff}
{{a t
{{1 x3f7ef9db}} rp
{{1 1}} te
{{1 x40800000}}} x445f8000 x43ee0000}
{{a t
{{1 x3f810625}} rp
{{1 1}} te
{{1 x40800000}}} x445d0000 x43d80000}
{{a t
{{1 x3f808312}} rp
{{1 1}} te
{{1 x40800000}}} x445f8000 x43ab0000}
{{a t
{{1 1}} rp
{{1 1}} te
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}
grids_manually_moved true
source_grid_transform_center {960 540}
destination_grid_transform_center {960 540}
name GridWarp3_1
selected true
xpos 1628
ypos -79
}
Group {
name UV_to_Vectors1
help "Transforms a distorted UV Map to Motion Vectors corresponding to the distortion."
selected true
xpos 1628
ypos -15
addUserKnob {20 UV_to_Vectors}
addUserKnob {41 in l UV_Layer t "Select the layer containing your UV_map" T UV_Channel.in}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 – Part of VectorTools by Erwan Leroy – 2016"}
}
Input {
inputs 0
name Input1
xpos -291
ypos -63
}
set Na637f000 [stack 0] Shuffle {
in motion
name UV_Channel
selected true
xpos -151
ypos -17
}
Expression {
expr0 -x+r*width-0.5
expr1 -y+g*height-0.5
channel2 {-rgba.red -rgba.green -rgba.blue none}
channel3 {none none none -rgba.alpha}
name UV_to_Vectors1
selected true
xpos -151
ypos 97
}
push $Na637f000
ShuffleCopy {
inputs 2
in2 none
red red
green green
alpha black
out {{{parent.UV_Channel.in}}}
name ShuffleCopy1
selected true
xpos -291
ypos 97
}
Output {
name Output1
xpos -291
ypos 167
}
end_group
Shuffle {
in motion
name Shuffle2
label "\[value in]"
selected true
xpos 1628
ypos 33
}
Grade {
inputs 1+1
white 5
black_clamp false
name Grade1
selected true
xpos 1628
ypos 84
}
Group {
name VectorTransform
help "Transforms an image assuming it is a motion vector in RGBA.\nCompared to a regular transform, this will edit the pixel colors to compensate for vector direction and magnitude."
selected true
xpos 1628
ypos 123
addUserKnob {20 transform l "Transform Vectors"}
addUserKnob {41 matrix T Transform1.matrix}
addUserKnob {41 translate T Transform1.translate}
addUserKnob {41 rotate T Transform1.rotate}
addUserKnob {41 scale T Transform1.scale}
addUserKnob {41 skewX l "skew X" T Transform1.skewX}
addUserKnob {41 skewY l "skew Y" T Transform1.skewY}
addUserKnob {41 skew_order l "skew order" T Transform1.skew_order}
addUserKnob {41 center T Transform1.center}
addUserKnob {41 invert_matrix l invert T Transform1.invert_matrix}
addUserKnob {41 filter T Transform1.filter}
addUserKnob {41 clamp -STARTLINE T Transform1.clamp}
addUserKnob {41 black_outside l "black outside" -STARTLINE T Transform1.black_outside}
addUserKnob {41 motionblur T Transform1.motionblur}
addUserKnob {41 shutter T Transform1.shutter}
addUserKnob {41 shutteroffset l "shutter offset" T Transform1.shutteroffset}
addUserKnob {41 shuttercustomoffset l "" -STARTLINE T Transform1.shuttercustomoffset}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 – Part of VectorTools by Erwan Leroy – 2016"}
}
Input {
inputs 0
name Vectors
xpos -482
ypos -5
}
Expression {
expr0 r*Transform1.scale.w
expr1 g*Transform1.scale.h
name Magnitude
selected true
xpos -482
ypos 35
}
Expression {
temp_name0 angleRad
temp_expr0 radians(Transform1.rotate)
expr0 "r * cos(angleRad) – g * sin(angleRad)"
expr1 "r * sin(angleRad) + g * cos(angleRad)"
name Direction
selected true
xpos -482
ypos 62
}
Transform {
translate {{curve x1 -626 x10 -550} {curve x1 -104 x10 -24}}
rotate {{curve x1 0 x10 -82.11540222}}
scale 0.6949999928
center {1480 472}
name Transform1
xpos -482
ypos 96
}
Output {
name Output1
xpos -482
ypos 196
}
end_group
Group {
name Vectors_to_UV1
selected true
xpos 1628
ypos 156
addUserKnob {20 User}
addUserKnob {41 in l Vector_Layer t "Pick the layer containing your motion vectors." T UV_Channel.in}
addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 – Part of VectorTools by Erwan Leroy – 2016"}
}
Input {
inputs 0
name Input1
xpos -303
ypos 114
}
set Na70bfc00 [stack 0] Shuffle {
name UV_Channel
xpos -163
ypos 114
}
Expression {
expr0 (r+x+0.5)/width
expr1 (g+y+0.5)/height
channel2 {-rgba.red -rgba.green -rgba.blue none}
channel3 {none none none -rgba.alpha}
name Vectors_to_UV
xpos -163
ypos 228
}
push $Na70bfc00
ShuffleCopy {
inputs 2
in2 none
red red
green green
alpha black
out {{{parent.UV_Channel.in}}}
name ShuffleCopy1
selected true
xpos -303
ypos 228
}
Output {
name Output1
xpos -303
ypos 299
}
end_group
Dot {
name Dot7
selected true
xpos 1662
ypos 197
}
push $Nbca57400
STMap {
inputs 2
uv rgba
name STMap2
selected true
xpos 1832
ypos 187
}[/code]

4 – Custom Motion Blur

Finally, another useful way to use these tools is to create a custom motion blur.

By drawing the movement as a splineWarp, I’m able to once again convert the distortion to Vectors, which will then be used for VectorBlur.

I added some pins to reduce the area affected by the distortion

I added some pins to reduce the area affected by the distortion

2016-04-25_14h47_38

Source Image: https://pixabay.com/en/baseball-man-player-male-sport-731103/

Here’s the full script:

set cut_paste_input [stack 0]
version 9.0 v8
Read {
 inputs 0
 file F:/test_footage/baseball-731103_960_720.jpg
 format "941 720 0 0 941 720 1 "
 origset true
 name Read1
 selected true
 xpos 2246
 ypos -173
}
Dot {
 name Dot8
 selected true
 xpos 2280
 ypos -87
}
set Na0ca7000 [stack 0]
Group {
 name UV_Map_Layer2
 selected true
 xpos 2246
 ypos -46
 addUserKnob {20 UVMap l "UV Map"}
 addUserKnob {41 out l UV_Layer T ShuffleCopy1.out}
 addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 - Part of VectorTools by Erwan Leroy - 2016"}
}
 Input {
 inputs 0
 name Input1
 xpos 555
 ypos 346
 }
set Na27e5000 [stack 0]
 Expression {
 expr0 (x+0.5)/width
 channel1 {-rgba.red rgba.green -rgba.blue none}
 expr1 (y+.5)/height
 channel2 {-rgba.red -rgba.green rgba.blue none}
 name Expression1
 xpos 672
 ypos 424
 }
push $Na27e5000
 ShuffleCopy {
 inputs 2
 in2 none
 red red
 green green
 alpha black
 out motion
 name ShuffleCopy1
 xpos 555
 ypos 427
 }
 Output {
 name Output1
 xpos 555
 ypos 511
 }
end_group
SplineWarp3 {
 colorOverlay {0 0 0 0}
 curves {{{v x3f99999a}
 {f 0}
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 {cubiccurve Pin28 262656 bezier
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 {f 8224}
 {px 1
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 {x4419c000 x4423a000}
 {0 0}}}
 {tx 1 x4419c000 x4423a000}
 {a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 pt 0 ab 1}}
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 {px 1
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 {f 8224}
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 {a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 pt 0 ab 1}}
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 {f 8224}
 {px 1
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 {0 0}}}
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 {a ro 0 go 0 bo 0 ao 0 mbo 0 mb 1 mbs x3f000000 mbsot 0 mbso 0 fo 1 fx 0 fy 0 ff 1 ft 0 osw x41200000 osf 0 str 1 pt 0 ab 1}}
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 {edge Pin28 Pin27
 {cp 0 0 0 0 0
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 {edge Pin26 Pin25
 {cp 0 0 0 0 0
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 {cp 0 0 0 0 0
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 {edge Pin10 Pin9
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 {edge Pin8 Pin7
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 {edge Pin6 Pin5
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 {a}}
 {edge Pin4 Pin3
 {cp 0 0 0 0 0
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 {a}}
 {edge Pin2 Pin1
 {cp 0 0 0 0 0
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 {{{1 x3f000000}}
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 {edge Bezier1 Bezier2
 {cp x41a80000 x41a80000 0 0 0
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 toolbar_preview_mode "persistent preview"
 name SplineWarp3_2
 selected true
 xpos 2246
}
Group {
 name UV_to_Vectors2
 help "Transforms a distorted UV Map to Motion Vectors corresponding to the distortion."
 selected true
 xpos 2246
 ypos 64
 addUserKnob {20 UV_to_Vectors}
 addUserKnob {41 in l UV_Layer t "Select the layer containing your UV_map" T UV_Channel.in}
 addUserKnob {26 copyright l "" t www.erwanleroy.com +STARTLINE T "v1.0 - Part of VectorTools by Erwan Leroy - 2016"}
}
 Input {
 inputs 0
 name Input1
 xpos -291
 ypos -63
 }
set N7c6dbc00 [stack 0]
 Shuffle {
 in motion
 name UV_Channel
 selected true
 xpos -151
 ypos -17
 }
 Expression {
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 expr1 -y+g*height-0.5
 channel2 {-rgba.red -rgba.green -rgba.blue none}
 channel3 {none none none -rgba.alpha}
 name UV_to_Vectors1
 selected true
 xpos -151
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 }
push $N7c6dbc00
 ShuffleCopy {
 inputs 2
 in2 none
 red red
 green green
 alpha black
 out {{{parent.UV_Channel.in}}}
 name ShuffleCopy1
 selected true
 xpos -291
 ypos 97
 }
 Output {
 name Output1
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 ypos 167
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end_group
push $Na0ca7000
Dot {
 name Dot9
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 xpos 2423
 ypos -87
}
Copy {
 inputs 2
 from0 forward.u
 to0 forward.u
 from1 forward.v
 to1 forward.v
 name Copy3
 selected true
 xpos 2389
 ypos 51
}
VectorBlur {
 uv motion
 name VectorBlur1
 selected true
 xpos 2389
 ypos 135
}