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Old network
As of Houdini 20.5, use Copernicus nodes instead of Compositing nodes. Though both networks still exist, the Compositing network is now designated as COP Network - Old
. The Compositing network and its nodes will be deprecated and then removed in a future Houdini release.
This operation deforms an image by moving the underlying UV coordinates. An input plane is used to define the deformation. This plane can define the deformation in several ways:
UV Map
The plane contains the UV coordinates to map to. (Hint: Use a UV Map generator to create a base UV map to manipulate)
UV Shift
The plane contains per-pixel translations to apply to the image. Floating point deform plane or planes with negative values work best with this method.
UV Gradient
The plane is a 1 channel mask. Pixels are moved in the direction of the gradient (2D vector pointing in the direction of greatest value increase). (Hint: Try using a concentric ramp as a deform plane)
This operation can also be thought of as a per-pixel transform.
Parameters ¶
Deform Plane
The input plane that describes the deformation.
Deform
How to interpret the deform plane’s data.
UV Map
The plane contains the UV coordinates to map to. (Hint: Use a UV Map generator to create a base UV map to manipulate)
UV Shift
The plane contains per-pixel translations to apply to the image. Floating point deform plane or planes with negative values work best with this method.
UV Gradient
The plane is a 1 channel mask. Pixels are moved in the direction of the gradient (2D vector pointing in the direction of greatest value increase). (Hint: Try using a concentric ramp as a deform plane)
Scale
The scale applied to the UV Shift or UV Gradient method transformations.
Image Wrap
How UV coordinates above 1 or below 0 are wrapped back into the 0 to 1 range, if at all.
Repeat
The image is repeated, by mapping the UV value back into the 0-1 range.
Clamp
The UV value is clamped at 0 or 1, which holds the edge values.
Black
UV Values outside 0-1 are replaced with black.
Mirror
The image is repeated, by mapping the UV value back into the 0-1 range. The image is flipped every other repetition.
Mask ¶
A mask can be chosen to limit the effect of the operator to areas defined by the mask. The mask can be taken from the mask input (side input) or from the first input itself.
Effect Amount
If no mask is present, this blends the output with the input by a constant amount (0 = all input, 1 = all output).
If a mask is present, this amount multiplies the mask.
Operation Mask
Selects the mask plane to use as a mask from the mask input. The mask can be selected from:
A mask can be a component of a plane or an entire plane. If a vector plane is supplied as a mask, its components are multiplied by the images' components.
Scalar Mask ('A', 'C.r')
C.r = I.r * M C.g = I.g * M C.b = I.b * M
Vector Mask ('C')
C.r = I.r * M.r C.g = I.g * M.g C.b = I.b * M.b
First Input
Useful for masking the operation to the image’s own alpha plane.
Mask Input
Selects the mask from the side mask input.
Off
Turns off masking, without requiring disconnection of the mask input (useful for temporarily disabling the mask).
Resize Mask to Fit Image
If the mask image is a different resolution than the output image, turning on this parameter will scale the mask to the output image’s resolution.
If this node is changing constantly, and the mask is not, it is somewhat faster to put a Scale COP down to do the resize for the mask image. Otherwise, the scale will occur every time this node cooks.
Invert Mask
Inverts the mask so that all fully 'masked' portions become unmasked. This saves you from inserting an Invert COP after the node with the mask.
Scope ¶
Plane Scope
Specifies the scope for both the RGB components of Color, Alpha, and other planes. The (C)RGBA mask only affects Color components and Alpha. 'C' will toggle all the RGB components.
For planes other than Color and Alpha, the plane name (plus component, if applicable) should be specified in the string field. The pulldown menu can be used to select planes or components present in this node.
A plane is specified by its name. A component is specified by both its plane and component name. The '*' wildcard may be used to scope all extra planes. Any number of planes or components can be specified, separated by spaces.
Examples:
P N.x N.y P N Pz
Frame Scope ¶
Frame Scope
Allows scoping of specific frames in the frame range. This is in addition to the plane scope (so a plane at a certain frame must be both plane scoped and frame scoped to be modified).
All Frames
All frames are scoped.
Inside Range
All frames inside a subrange are scoped.
Outside Range
All frames outside a subrange are scoped.
Even Frames
Even numbered frames are scoped.
Odd Frames
Odd numbered frames are scoped.
Specific Frames
A user-defined list of frames are scoped.
Frame Range
For Inside/Outside range, this parameter specifies the subrange of the sequence to scope (or unscope). This can be edited in Timeline viewer mode (⌃ Ctrl + 2 in viewer).
Frame Dropoff
For Inside/Outside Range, this parameter specifies certain number of frames before and after to slowly ramp up to scoped. The operation will be blended with its input to 'ease in' or 'ease out' the scoping effect over a number of frames. This can be edited in Timeline viewer mode (⌃ Ctrl + 2 in viewer).
Non-scoped Effect
For unscoped frames, this sets the blend factor between the input and modified images. Normally this is zero (use the input image). By setting this to a non-zero value, you can make unscoped frames be 'slightly' unscoped. The value can vary between 0 (unscoped) and 1 (scoped).
Frame List
The frame list for 'Specific Frames'. Frame numbers should be separated by spaces.
Automatically Adjust for Length Changes
If the sequence range changes, enabling this parameter will adjust the subrange and frame dropoff lengths to fit the new range.
Locals ¶
L
Sequence length
S
Start of sequence
E
End of sequence
IL
Input sequence length
SR
Sequence frame rate
NP
Number of planes in sequence
W,H
Width and height of image
I
Image index (0 at start frame)
IT
Image time (0 at start frame)
AI
Current plane array index
PI
Current plane index
PC
Num of channels in current plane
CXRES
Composite Project X resolution
CYRES
Composite Project Y resolution
CPIXA
Composite Project pixel aspect ratio
CDEPTH
Composite Project raster depth
CBP
Composite Project black point
CWP
Composite Project white point
Examples ¶
MakeRipples Example for Deform compositing node
This example demonstrates how to create a ripple effect using the Deform COP. A custom animated displacement map is created using the Ramp, Gamma, and Noise COPs. The displacement map is then used by the Deform COP to alter the image.