ANR Tools

ANR Image Fibers

Grows hair-like strands out of an image's alpha, coloured by the image and swaying in the wind, for furry logos, grassy titles and organic textures.

  • Creative
  • Comp & Depth pack
  • 3 inputs
  • 12 controls

Overview

Image Fibers grows short strands from a grid of roots across the frame. Strands grow where the Source alpha is, or where the Emission matte is when you connect one, and each takes the colour of the image at its root. They vary in length, taper toward the tip and bend sideways in a gentle, animated wind.

Use it to turn logos and text into fur or grass, to fringe the edge of a shape, or to give graphics a fuzzy, organic texture. It draws strands; it is not a hair simulation, so strands do not collide or react to the motion of the image.

Inputs

SourceMaskEmissionImage FibersOutput
  1. Sourceoptional

    The image that colours the strands, usually a cutout such as a logo or a title. Without Emission, strands grow wherever its alpha is.

  2. Maskoptional

    Limits the final effect: where its alpha is black, Source shows unchanged.

  3. Emissionoptional

    A matte that decides where strands grow: white alpha grows full strands, grey fainter ones, black none. Its colour is ignored. Without it, the Source alpha decides.

Output. The strands over Source (as much of it as Source Background keeps), or strands alone on transparency, covering the project format.

Quick start

  1. Add ANR Image Fibers and connect a logo, title or cutout with alpha to Source.
  2. Set Direction (90 grows straight up), Length and Width.
  3. Lower Root Spacing for denser strands, raise it for sparse ones.
  4. Set Bend for how far the tips sway and Wind Speed for how fast.
  5. Set Source Background to 1 to keep the image under the strands, or 0 for strands alone, to merge and grade separately.
  6. To grow strands only in some places, connect a matte to Emission.

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_Image_Fibers1
Root Spacing12
Length45
Width1
Direction90
Bend20
Wind Speed0.8
Source Background1
Fiber Color1
Seed1
Frames per Second24
Start Frame1
Mix1

All controls

ANR Image Fibers12 controls
Root SpacingSliderspacing

Grid spacing between strand roots.

Default: 12

LengthSliderlength

Strand length.

Default: 45

WidthSliderwidth

Strand radius.

Default: 1

DirectionSliderangle

Growth direction in degrees.

0 grows to the right, 90 up, 180 left, -90 down.

Default: 90

BendSliderbend

Wind bend in project units.

How far, in pixels, the strand tips sway sideways at most. 0 keeps the strands straight.

Default: 20

Wind SpeedSliderspeed

Wind evolution per second.

Default: 0.8

Source BackgroundSlidersourceBackground

Amount of Source behind the fibers. Set 0 for fibers on transparency.

Default: 1

Fiber ColorColourfiberColor

Strand color for Emission-only rendering or where Source has no visible RGB. A connected visible Source supplies its own colors.

Only used when Emission is connected, for roots where Source is empty or transparent. Without Emission, strands always take the Source's colours.

Default: 1

SeedSliderseed

Deterministic pattern seed, rounded down.

Default: 1

Frames per SecondSliderfps

Playback timing; set to your project frame rate.

Default: 24

Start FrameSliderstart

Frame corresponding to time zero.

Default: 1

MixSlidermix

Blend with unmodified Source; multiplied by optional Mask alpha.

Default: 1

Tips

  • Connect an edge-only matte of the logo to Emission for a fringe along its outline.
  • With Emission connected and Source empty, Fiber Color colours the strands: quick grass or fur from any matte.
  • Direction -90 hangs the strands downward, for fringes and moss.
  • Set Wind Speed to 0 to freeze the strands in their bent shape.
  • Stack two nodes with different Seed, Length and Direction for a thicker, less regular coat.

Good to know

  • Small Root Spacing, long strands and large formats raise render times.
  • Source and Emission are used at their own size and position: Reformat them to the project format if they differ.
  • 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.

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