
ANR Arc Branches
Draws a crackling electric arc between two points, with forks and glow, for lightning, energy beams and sci-fi effects.
- Creative
- Comp & Depth pack
- 3 inputs
- 16 controls
Overview
Arc Branches draws a jagged arc of light from a start point to an end point. The two ends stay where you put them; in between, the path wanders and writhes by itself as the shot plays. Side forks split off the main arc, and a glow surrounds the bright core.
Use it for lightning, electricity jumping between two objects, energy beams, magic and title effects. Positions are fractions of the frame: 0, 0 is the bottom-left corner and 1, 1 the top right. The arc is drawn over Source, or alone on transparency when nothing is connected there.
Connect a matte to Obstacle and the main arc is pushed away from it, so a bolt can curve around a character or a logo.
Inputs
- Sourceoptional
The plate the arc is drawn over. Leave it empty to render the arc alone on transparency and merge it yourself.
- Obstacleoptional
A matte the main arc steers away from, such as an actor or a logo the bolt should go around. The node reads its alpha.
- Maskoptional
Limits where the arc appears: where the mask's alpha is black, Source shows unchanged.
Output. The arc, its forks and glow over Source, or alone on transparency, with an alpha. In float, the core keeps values above 1.
Quick start
- Add ANR Arc Branches. Connect your plate to Source, or leave it empty to render the arc on its own.
- Set Start X, Start Y, End X and End Y to the two points the arc joins.
- Set Wander for how far the path strays from a straight line, and Forks for the number of side branches.
- Set the look with Core Width, Glow Radius, Intensity and Color.
- Play the shot: the arc moves by itself. Raise Evolution Speed for a nervous crackle, lower it for a slow writhe, or set it to
0to freeze the shape. - Change Seed for a different arc with the same settings.
The panel
The node's panel as Nuke shows it, with the values of a new node. Click any control to see what it does; tabs and sections work as in Nuke.
No control matches.
All controls
ANR Arc Branches16 controls
- Start XSlider
startX Project-relative origin.
- Start YSlider
startY Project-relative origin.
- End XSlider
endX Project-relative endpoint.
- End YSlider
endY Project-relative endpoint.
- WanderSlider
roughness Path displacement in full-resolution units.
- ForksSlider
branches Number of secondary arcs.
- Core WidthSlider
width Core radius in full-resolution units.
- Glow RadiusSlider
glow Outer light falloff.
- IntensitySlider
intensity Float output retains HDR light.
Brightness of the arc. Above 1, the core's values go past 1 in float, which a glow after the node picks up.
- Evolution SpeedSlider
speed Noise evolution per second.
- Obstacle AvoidanceSlider
avoid Deflect paths away from Obstacle alpha. This is a soft steering force, not a collision guarantee.
- ColorColour
color The colour of the core, the glow and the forks. Intensity multiplies it.
- SeedSlider
seed Deterministic pattern seed, rounded down.
- Frames per SecondSlider
fps Playback timing; set to your project frame rate.
- Start FrameSlider
start Frame corresponding to time zero.
- MixSlider
mix Blend with unmodified Source; multiplied by optional Mask alpha.
Tips
- Key Seed with constant (stepped) keys to make the bolt jump to a new shape on chosen frames, like separate strikes.
- Key Intensity for flashes and flicker.
- The arc is pushed along the slope of the Obstacle alpha, so blur that matte: a hard edge only deflects the arc right at the border, and a path through the middle of a large solid shape is not moved. Raise Obstacle Avoidance for a stronger push.
- Add a glow after the node, for example ANR Glow, for a soft bloom around the bolt.
- To pass the arc behind something in the plate, connect an inverted matte of that object to Mask.
- Key the start and end points to keep the arc on moving objects.
Good to know
- Only the main arc steers around the Obstacle; forks can still cross it. The steering is a soft push, not a guaranteed miss.
- Nothing is simulated or cached: each frame depends only on its own frame number and inputs, so scrubbing, render order and farm renders all give the same frames.
- The output always covers the project format.
Something unclear or missing? Write to [email protected].