ANR Tools

ANR Depth Look

Adds what a depth pass makes possible to the plate: fog and haze by distance, a near and far grade, ambient occlusion, a new light with cast shadows.

  • Utility
  • Comp & Depth pack
  • 2 inputs
  • 60 controls

Overview

Depth Look changes the plate by distance, using the distance pass of ANR Depth Prep. Choose one Effect per node and stack nodes for more.

Atmosphere adds fog and haze that thicken with distance, with optional height fog that thins upward and drifting fog banks; Colour From Plate takes the haze colour from the farthest part of the shot. Depth Grade blends a near grade into a far grade by distance; its default is a gentle aerial perspective. Ambient Occlusion darkens creases and contact areas.

Relight adds a directional or point light to the plate, with soft cast shadows worked out from the depth, and Cast Shadows gives only the shadows that light would throw. Positions and sizes are in the Depth Prep's units, and the lens comes from the Depth Prep unless you set a custom one.

Inputs

SourceDepthDepth LookOutput
  1. Sourcerequired

    The plate to change.

  2. Depthrequired

    An ANR Depth Prep with Output on Depth; its focal length and aperture are read through the wire. Any other image is read as distance from its red channel, with the Custom lens.

Output. The plate with the effect applied, blended by Mix. Output > Pass Only gives just the effect's own pass (fog amount, grade blend, occlusion, light or shadow) in every channel, to use in your own comp.

Quick start

  1. Make a distance pass with ANR Depth Prep (Output on Depth), calibrated to real units if you can.
  2. Add ANR Depth Look. Connect the plate to Source and the Depth Prep to Depth.
  3. With Effect on Atmosphere, raise or lower Density until the far distance hazes the way you want; Start keeps the foreground clear.
  4. For a new light, set Effect to Relight, open Light, and set Azimuth and Elevation (or choose Point and drag Position in the viewer).
  5. Use Mix, or Output > Pass Only with your own Merge, to balance the result.

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.

ANR_Depth_Look1
StatusConnect an ANR Depth Prep (Output = Depth) to the Depth input.
EffectAtmosphere
OutputResult
Mix1
LensFrom Depth Prep
Focal Length35
Horizontal Aperture36
QualityHalf
Fog Colour0.55000001190.62000000480.6999999881
Colour From Plate
Density0.03
Start0
Max Opacity1
Height Fog
Ground Height-1.5
Height Fall-off0.5
Noise0
Noise Size4
Driftx0.01999999955y0z0
Fog The Sky
Near2
Far30
BlendEven To The Eye
Near Gain1
Near Offset0
Near Gamma1
Near Saturation1
Far Gain0.85000002380.89999997621
Far Offset0.019999999550.025000000370.03500000015
Far Gamma1
Far Saturation0.7
Radius0.5
Strength1
Directions8
Steps8
Bias0.15
Blur2
Occlusion Colour0
LightDirectional
Azimuth45
Elevation35
Positionx614.4y1089.2
Distance4
Colour10.92000001670.8000000119
Intensity1
Fall-offQuadratic
Fall-off Distance3
ModeAdd Light
Ambient0.35
Wrap0.2
Specular0
Shininess24
Normals Smoothing3
Shadows
Shadow Strength0.8
Shadow Softness2
Object Thickness1
Shadow Length10
Shadow Steps48
Shadow Colour0.1500000060.18000000720.25

All controls

ANR Depth Look60 controls
StatusStatusstatus

Where the distances and the lens come from.

EffectMenudlEffect

Atmosphere: fog and haze by distance.
Depth Grade: a near grade and a far grade, blended by distance.
Ambient Occlusion: darkening in creases and where things meet.
Relight: a new directional or point light on the plate.
Cast Shadows: only the shadows that light would throw.

Default: AtmosphereOptions: Atmosphere Depth Grade Ambient Occlusion Relight Cast Shadows

OutputMenudlOutput

Pass Only: just the effect's own pass (fog amount, grade blend, occlusion, light, shadow) in every channel, to use in your own comp.

Default: ResultOptions: Result Pass Only

MixSliderdlMix

Blend the result over the plate.

Default: 1

Lens

LensMenudlLensFrom

From Depth Prep: use the Focal Length and Aperture on the Depth Prep feeding the Depth input.

Default: From Depth PrepOptions: From Depth Prep Custom

Focal LengthSliderdlFocal

Custom lens, mm.

Default: 35

Horizontal ApertureSliderdlAperture

Custom film back, mm.

Default: 36

QualityMenudlResolution

Resolution for Ambient Occlusion and shadows. Half is usually indistinguishable and four times faster.

Default: HalfOptions: Full Half Quarter

Atmosphere

Fog ColourColourdlFogColour

The colour of the haze.

Default: 0.5500000119 0.6200000048 0.6999999881

Colour From PlateCheckboxdlFogFromPlate

Take the fog colour from the farthest tenth of the plate each frame (sky, horizon), so it matches the shot.

Default: on

DensitySliderdlFogDensity

How thick, per unit of distance. 0.03 hides about half of what is 23 units away.

Default: 0.03

StartSliderdlFogStart

No fog nearer than this.

Default: 0

Max OpacitySliderdlFogMax

The most the fog may cover.

Default: 1

Height FogCheckboxdlFogHeight

Thicker near the ground, thinning with height (camera-space Y).

Default: off

Ground HeightSliderdlFogGround

Height Fog: where the fog is its full Density, in camera-space Y (the camera is 0).

Default: -1.5

Height Fall-offSliderdlFogFalloff

Height Fog: how fast it thins going up.

Default: 0.5

NoiseSliderdlFogNoise

Break the fog up into drifting banks.

Default: 0

Noise SizeSliderdlFogNoiseSize

Size of the fog banks, in distance units.

Default: 4

DriftXYZdlFogDrift

How far the fog banks move each frame (X, Y, Z).

Default: 0.01999999955 0 0

Fog The SkyCheckboxdlFogSky

Also cover the sky (infinitely far) with Max Opacity.

Default: off

Depth Grade

NearSliderdlGradeNear

Where the Near grade is fully on.

Default: 2

FarSliderdlGradeFar

Where the Far grade is fully on.

Default: 30

BlendMenudlGradeCurve

How the grades mix between Near and Far. Even To The Eye blends in 1/distance.

Default: Even To The EyeOptions: Linear Even To The Eye Smooth

Near GainColourdlNearGain

Multiplies the plate's colour where the Near grade is fully on: at the Near distance and closer.

Default: 1

Near OffsetColourdlNearOffset

Added to the colour after the gain, at the Near distance and closer.

Default: 0

Near GammaSliderdlNearGamma

Gamma of the Near grade, applied after gain and offset; above 1 lifts the mid-tones, below 1 darkens them.

Default: 1

Near SaturationSliderdlNearSat

Saturation of the Near grade: 1 keeps the colour, 0 is grey, above 1 is richer.

Default: 1

Far GainColourdlFarGain

The default is a gentle aerial perspective: cooler, flatter, lifted.

Default: 0.8500000238 0.8999999762 1

Far OffsetColourdlFarOffset

Added to the colour after the Far gain, at the Far distance and beyond, including the sky. The default lifts the blacks slightly toward blue.

Default: 0.01999999955 0.02500000037 0.03500000015

Far GammaSliderdlFarGamma

Gamma of the Far grade, applied after gain and offset; above 1 lifts the mid-tones.

Default: 1

Far SaturationSliderdlFarSat

Saturation at the Far distance and beyond; the default 0.7 flattens distant colour.

Default: 0.7

Ambient Occlusion

RadiusSliderdlAoRadius

How far around each point to look for occluders, in distance units.

Default: 0.5

StrengthSliderdlAoStrength

Multiplies the occlusion before it darkens the plate: 0 turns it off, above 1 darkens creases more.

Default: 1

DirectionsSliderdlAoDirections

More is smoother and slower.

Default: 8

StepsSliderdlAoSteps

Samples along each direction.

Default: 8

BiasSliderdlAoBias

Ignore gentle slopes: raise it if flat ground goes grey.

Default: 0.15

BlurSliderdlAoBlur

Depth-aware smoothing, in pixels.

Default: 2

Occlusion ColourColourdlAoColour

What fully occluded multiplies toward. Black is classic AO.

Default: 0

Light

LightMenudlLightType

Directional: like the sun, set by Azimuth / Elevation. Point: a bulb at Position.

Default: DirectionalOptions: Directional Point

AzimuthSliderdlLightAzimuth

Directional: 0 is from the camera, 90 from the right, -90 from the left, 180 from behind.

Default: 45

ElevationSliderdlLightElevation

Directional: 0 is level, 90 is straight down from above.

Default: 35

PositionPositiondlLightPos

Point light: where it is in the frame. Distance says how far from the camera.

Default: 614.4 1089.2

DistanceSliderdlLightDist

Point light: distance from the camera.

Default: 4

ColourColourdlLightColour

The colour of the new light. It multiplies the plate's own colours, as light falling on the surfaces would.

Default: 1 0.9200000167 0.8000000119

IntensitySliderdlLightIntensity

Brightness of the new light and its highlight.

Default: 1

Fall-offMenudlLightFalloff

Point light: how it fades with distance.

Default: QuadraticOptions: None Linear Quadratic

Fall-off DistanceSliderdlLightFalloffDist

Point light: the distance scale of the fade.

Default: 3

ModeMenudlLightMode

Add Light: the plate plus the new light. Relight: the plate dimmed to Ambient, then lit.

Default: Add LightOptions: Add Light Relight

AmbientSliderdlAmbient

Relight: how much of the plate survives unlit.

Default: 0.35

WrapSliderdlWrap

Let light creep round the terminator; softer.

Default: 0.2

SpecularSliderdlSpecular

A highlight in the light's colour.

Default: 0

ShininessSliderdlShininess

Smaller is a broader highlight.

Default: 24

Normals SmoothingSliderdlNormalSmooth

Pixels of smoothing on the normals the light uses.

Default: 3

ShadowsCheckboxdlShadows

Relight: let the depth cast shadows.

Default: on

Shadow StrengthSliderdlShadowStrength

How much light a shadow blocks: 1 blocks it all, 0 shows no shadow.

Default: 0.8

Shadow SoftnessSliderdlShadowSoftness

Degrees of blur in the light's direction.

Default: 2

Object ThicknessSliderdlShadowThickness

A depth map only sees front faces; this is how deep things are assumed to be. Too big and shadows smear behind objects, too small and thin gaps leak light.

Default: 1

Shadow LengthSliderdlShadowLength

The farthest a shadow is cast, in distance units. Small values give contact shadows.

Default: 10

Shadow StepsSliderdlShadowSteps

More catches thinner occluders.

Default: 48

Shadow ColourColourdlShadowColour

Cast Shadows: what full shadow multiplies toward.

Default: 0.150000006 0.1800000072 0.25

Tips

  • Fog Density, occlusion Radius and Shadow Length are all in the Depth Prep's units, so the same values look very different on a depth in metres and one in arbitrary units. Calibrate the Depth Prep first.
  • Height Fog with Ground Height below the camera (negative) and Height Fall-off gives ground mist that thins upward.
  • Fog Noise with a small Drift breaks the fog into banks that move each frame.
  • If flat ground turns grey in Ambient Occlusion, raise Bias.
  • Quality > Half works out occlusion and shadows at half size, about four times faster and usually indistinguishable.
  • In Relight, Mode > Relight dims the plate to Ambient before the light is added, for a real change of lighting rather than an added light.

Good to know

  • The node runs no AI model and needs no graphics card.
  • A depth map only sees the fronts of things, so occlusion and shadows come from the visible surfaces only.
  • The sky and empty background get no occlusion, shadow or new light (with Mode on Relight they are still dimmed to Ambient). Fog covers them only with Fog The Sky on.

Something unclear or missing? Write to [email protected].