
ANR Lightning 3D
Branching 3D lightning and electric arcs between points you place, seen through your camera, with glow, strikes and optional smoke, fire and sparks.
- Simulations
- Simulations pack
- 2 inputs
- 89 controls
Overview
The node draws a branching bolt from A to B in real 3D space, and through up to three more points, C, D and E, each with its own depth. Side branches fork off the main channel and taper towards their tips. The core and the glow have their own colours, and the result is linear HDR light.
Use it for lightning in a stormy sky, electric arcs between two objects, a bolt from a hand or a device, or a discharge that grows along a path. Animation grows the bolt with Draw progress, makes it a continuous flickering arc or timed strikes, and changes its shape over time.
Connect your shot camera to Camera and place the points on the Camera reference frame: the bolt then stays fixed in the scene while the camera moves. Without a camera, Orbit Y, Orbit X and Zoom show the bolt's 3D shape.
The bolt can also leave a trail. Emission adds real 3D smoke and fire, simulated from its head, its body or its branch tips, and Sparks throws sparks from its tips. Both are optional and off by default.
Inputs
- Backgroundoptional
Optional plate. With Output set to Add to background, the smoke goes over it and the lightning is added on top; with Lightning only it is not used.
- Cameraoptional
Optional perspective Nuke Camera, such as your solved shot camera. It drives the view, with its animation, parent transforms and lens; the points are placed on its Camera reference frame, at Camera distance plus each point's depth.
Output. Linear HDR lightning, with any smoke, fire and sparks, on transparent black: add it over the plate with a Plus merge, or let Output > Add to background do it. Render layers adds lightning, sparks, fire and smoke layers.
Quick start
- Add ANR Lightning 3D and view it: the bolt appears straight away.
- With the node's controls open and Viewer overlays on, drag the A and B handles to where the bolt starts and ends. Raise Extra points to bend it through C, D and E.
- For a moving shot, connect the camera to Camera and set Camera reference frame on View to the frame you place the points on.
- Shape it on Shape: Jagginess, Branches, Branch length, Bolt count.
- Set Bolt width, Brightness, the core and glow colours and the glow on Look.
- On Animation, choose Continuous arc, Repeated strikes or Single strike, and keyframe Draw progress from 0 to 1 to grow the bolt.
- Add it to the plate with a Plus merge, or connect the plate to Background and set Output to Add to background.
- Optional: choose Emit from on Emission for smoke and fire, and Head sparks on Sparks.
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.
Status, the A to E points and their depths, the seed, Preview or Render quality, the output mode and render layers.
The discharge: jagginess, branches, depth spread, bolt count and detail.
The bolt's width, brightness, core colour, moving head, glow and colour fringe. A second Look, after Motion, sets the smoke's density and colour and the flame brightness.
Draw progress and trail, continuous arc or strikes and their timing, shape changes and flicker.
Optional 3D smoke and fire from the bolt: where it emits, how much, its breakup, and when the simulation starts.
How the emitted smoke moves: rise, turbulence, disturbance and dissipation.
The bolt's width, brightness, core colour, moving head, glow and colour fringe. A second Look, after Motion, sets the smoke's density and colour and the flame brightness.
Lighting of the emitted smoke: ambient, the key light and its direction, and the fire's light inside the smoke.
Optional sparks from the bolt's tips: birth, motion and look.
The camera input's reference frame and distance, or the built-in orbit and zoom, and the Viewer handles.
No control matches.
All controls
Bolt17 controls
Status, the A to E points and their depths, the seed, Preview or Render quality, the output mode and render layers.
Status
- StatusStatus
status A fixed reminder that the bolt renders by itself; smoke, fire and sparks are optional extras.
Placement
- APosition
startPoint Drag the native Viewer handle, or enter XY pixels in the default front view. Use the matching depth control for 3D placement.
- A depthSlider
startDepth Distance behind the default image plane, in world units. Changing depth keeps this anchor in place in the front view.
- BPosition
endPoint Drag the native Viewer handle, or enter XY pixels in the default front view. Use the matching depth control for 3D placement.
- B depthSlider
endDepth Positive pushes the endpoint away from the camera. The bolt and branches exist in real 3D space.
- Extra pointsSlider
bendCount Zero uses A to B. Add C, D and E to extend the curved path in alphabetical order.
- CPosition
bend1 Drag the native Viewer handle, or enter XY pixels in the default front view. Use the matching depth control for 3D placement.
- C depthSlider
bend1Depth Depth of point C.
- DPosition
bend2 Drag the native Viewer handle, or enter XY pixels in the default front view. Use the matching depth control for 3D placement.
- D depthSlider
bend2Depth Depth of point D.
- EPosition
bend3 Drag the native Viewer handle, or enter XY pixels in the default front view. Use the matching depth control for 3D placement.
- E depthSlider
bend3Depth Depth of point E.
Variation
- SeedSlider
seed Deterministic pattern; identical time and settings produce identical geometry.
- New variationButton
newSeed Steps Seed to the next value: a new bolt pattern with the same settings.
Output
- QualityMenu
quality Preview renders at most640 pixels and removes glow, preserving the full 3D shape.
- OutputMenu
outputMode Includes optional smoke/fire. Add to background places smoke over Background and adds emissive lightning. Lightning is added to the volume image; there is no deep bolt/volume occlusion.
- Render layersCheckbox
layerPasses Expose lightning, sparks, fire and smoke RGBA layers. RGB sums reconstruct beauty without Background. One simulation; extra volume rendering and image memory when enabled.
Shape6 controls
The discharge: jagginess, branches, depth spread, bolt count and detail.
Discharge structure
- JagginessSlider
jaggedness Irregular displacement around the guided path. Zero gives a smooth curve through the anchors.
- BranchesSlider
branches Number of main side branches per bolt. Zero produces a single unbranched arc.
- Branch lengthSlider
branchLength Branch length relative to the complete bolt path.
- Depth spreadSlider
depthSpread How much random structure extends in Z. Zero flattens random displacement; authored anchor depths remain.
- Bolt countSlider
bolts Additional discharge channels between the same anchors.
- DetailSlider
detail Recursive path detail. Preview keeps the same geometry.
Look11 controls
The bolt's width, brightness, core colour, moving head, glow and colour fringe. A second Look, after Motion, sets the smoke's density and colour and the flame brightness.
Channel
- Bolt widthSlider
width Main-channel diameter at 1920 pixels wide and the default camera. Branches taper toward their tips.
- Tip widthSlider
endWidth Width at the final point relative to A. Branches also taper.
- BrightnessSlider
brightness Linear HDR emission. Use a Plus merge or Add to background.
- Core colorColour
coreColor Colour of the bolt's bright core.
Moving head
- Head widthSlider
headWidth Width multiplier at the moving main tip. One preserves the current bolt; larger values thicken the head following Draw progress. Render only.
- Head lengthSlider
headLength Fraction of the full path that blends into the thicker moving head. Render only.
Halo
- Glow strengthSlider
glow Layered corona and broad bloom from the complete stroke. Preview omits bloom.
- Glow radiusSlider
glowRadius Spread of the seven-scale GPU bloom. Independent of bolt width.
- Glow colorColour
glowColor Colour of the glow around the bolt, independent of the core colour.
Color fringe
- Chromatic aberrationSlider
chromaticAberration Red/blue separation in pixels at 1920 width. Zero disables it. Applied only to lightning, before adding Background.
- Aberration angleSlider
aberrationAngle Direction of red/blue separation, in degrees.
Animation9 controls
Draw progress and trail, continuous arc or strikes and their timing, shape changes and flicker.
Draw A to B to C
- Draw progressSlider
progress Keyframe 0 to 1 to grow the bolt from A through the enabled points. Branches grow only after the leading edge reaches them.
- Trail lengthSlider
tail Fraction of the path retained behind Draw progress. One leaves the complete trail; smaller values make a travelling pulse.
Timing
- AnimationMenu
animation Continuous arc stays visible; strikes flash and fade for the specified duration. Optional smoke/fire keeps simulation history and replays when scrubbing backward.
- First strikeSlider
startFrame First active frame in Single/Repeated strike modes.
- Strike durationSlider
duration Visible frames per strike, including a fading return stroke.
- Strike intervalSlider
interval Frames between repeated strikes. Never shorter than Strike duration.
Variation
- Shape changes / secondSlider
rate How often a continuous arc changes shape. Set zero to freeze shape; flicker can still animate brightness.
- EvolutionSlider
evolution Offset the discharge pattern. Each integer selects a new deterministic shape. Animate or change Seed for variations.
- FlickerSlider
flicker Random brightness variation. Zero freezes brightness in Continuous arc mode.
Emission10 controls
Optional 3D smoke and fire from the bolt: where it emits, how much, its breakup, and when the simulation starts.
Source
- Emit fromMenu
emissionMode Optional real 3D smoke/fire. Head emits only while Draw progress increases. Body emits from visible segments; Branch heads emits visible branch tips, All heads includes main tips. Branch/All heads also emit while stationary. Turning this off releases Flow memory.
- Smoke amountSlider
smokeAmount Smoke emitted by the selected part of the bolt. Zero emits no new smoke.
- Fire amountSlider
fireAmount Add hot fuel and flames to the emitted smoke. Zero gives smoke only.
- Emission radiusSlider
emissionRadius World-space radius around the 3D bolt. Very thin sources are limited by the voxel size.
Source breakup
- Emission turbulenceSlider
sourceTurbulence Roughens the source boundary before simulation. Broad, stable 3D lobes; independent of fluid turbulence.
- Source edge roughnessSlider
sourceDisturbance Roughens only the emitter at birth. Use Smoke disturbance under Motion to break up the moving plume.
- Emission evolutionSlider
sourceEvolution Offset the 3D source breakup. Keyframe to evolve its shape; animated changes rebuild source voxels.
Simulation
- Emission startSlider
smokeStart First smoke/fire and spark emission frame. Backward scrubbing rebuilds from here; shading and camera changes reuse the current simulation.
- Simulation detailSlider
smokeResolution Voxels across 10 world units. Higher is finer and more expensive. Preview only reduces rendering quality.
- Reset emissionButton
resetSmoke Throws away the smoke, fire and sparks simulated so far; the next render simulates them again from Emission start.
Motion5 controls
How the emitted smoke moves: rise, turbulence, disturbance and dissipation.
- RiseSlider
smokeRise Upward source velocity in simulation voxels per frame.
- TurbulenceSlider
smokeTurbulence Swirling motion in the emitted volume.
- Smoke disturbanceSlider
smokeDisturbance Breaks up smooth smoke edges throughout the simulation using fine-grid curl transport and small eddies. Zero disables disturbance; 5 is moderate and 50 is strong. Changes re-simulate.
- Disturbance sizeSlider
smokeDisturbanceSize Size of the small smoke eddies in simulation cells. Lower values give finer edge breakup; larger values give broader curls. Limited by the simulation resolution. Changes re-simulate.
- DissipationSlider
smokeFade How quickly smoke disappears. Higher values shorten the trail.
Look6 controls
The bolt's width, brightness, core colour, moving head, glow and colour fringe. A second Look, after Motion, sets the smoke's density and colour and the flame brightness.
- Smoke densitySlider
volumeDensity Render-only smoke density; does not restart simulation.
- Smoke colorColour
volumeColor Colour of the emitted smoke. Render only: changing it does not re-simulate.
- AbsorptionSlider
volumeAbsorption Render-only smoke extinction.
- Flame brightnessSlider
volumeFireBrightness Render-only flame brightness; independent of lightning brightness.
- Cool temperature (K)Slider
volumeKelvinMin Blackbody color at the cool end of the flames.
- Hot temperature (K)Slider
volumeKelvinMax Blackbody color at the hot end of the flames.
Light9 controls
Lighting of the emitted smoke: ambient, the key light and its direction, and the fire's light inside the smoke.
- Ambient fillSlider
volumeAmbient Soft ambient illumination of the smoke.
- Key lightSlider
volumeKey Directional light strength.
- Light XSlider
volumeLightX Direction toward the key light in world space.
- Light YSlider
volumeLightY Direction toward the key light in world space.
- Light ZSlider
volumeLightZ Direction toward the key light in world space.
- Fire illuminationSlider
volumeFireLight Light from flames inside the smoke. Render quality only.
- Light spreadSlider
volumeLightSpread Radius of internal fire lighting.
- Light penetrationSlider
volumeScattering Controls the spread of fire illumination through smoke.
- Ambient occlusionSlider
volumeAO Darkens dense smoke interiors.
Sparks10 controls
Optional sparks from the bolt's tips: birth, motion and look.
Birth
- Head sparksMenu
sparkMode CUDA particles born at the moving 3D tip. Forming head emits only as Draw progress increases; Head while visible also emits from a stationary tip. Branch heads selects side-branch tips; All heads includes the main tip. Independent of smoke/fire.
- Sparks / secondSlider
sparkRate Birth rate from the leading tip of the main bolt. Independent of smoke/fire emission.
- Spark lifetimeSlider
sparkLife Maximum lifetime in seconds. Old sparks fade and expire; history is bounded to three seconds.
Motion
- Spark speedSlider
sparkSpeed Launch speed in world units per second, with natural random variation.
- Spark spreadSlider
sparkSpread Cone half-angle around the bolt head direction. 180 scatters in all directions.
- Spark gravitySlider
sparkGravity World Y acceleration. Negative makes sparks fall.
Look
- Spark sizeSlider
sparkSize Diameter in pixels at 1920 width and the default camera distance. Render only.
- Spark brightnessSlider
sparkBrightness Linear HDR spark brightness. Render only.
- Spark streakSlider
sparkStreak Velocity-based streak length, in shutter frames. Zero renders points. Render only.
- Spark colorColour
sparkColor Colour of new sparks; they cool to a darker, warmer tint as they age.
View6 controls
The camera input's reference frame and distance, or the built-in orbit and zoom, and the Viewer handles.
Camera input
- Camera reference frameSlider
referenceFrame Place A/B/C in this camera frame. The bolt then stays in world space while the connected camera moves.
- Camera distanceSlider
cameraDistance Distance of the reference image plane in camera units. Each point Depth adds to this distance.
Built-in camera
- Orbit YSlider
orbitY Rotate around the 3D bolt. Anchors remain in world space; Viewer handles follow their projected positions.
- Orbit XSlider
orbitX Tilt around the bolt. Near edge-on views can make anchor dragging unstable.
- ZoomSlider
zoom Camera focal-length multiplier. Does not regenerate the bolt.
- Viewer handlesCheckbox
showHandles Shows the A to E point handles in the Viewer while the node's controls are open.
Tips
- New variation picks another bolt pattern; Evolution steps through patterns over time.
- Shape changes / second at 0 freezes the bolt's shape while Flicker still varies its brightness; set Flicker to 0 as well for a completely still bolt.
- For a travelling pulse, animate Draw progress and lower Trail length.
- Head width above 1 thickens the moving tip as Draw progress advances, for a bright leading head.
- Quality Preview renders at most 640 pixels and leaves out the glow, keeping the full 3D shape, for fast placement.
- Depth spread sends the random structure into depth; 0 flattens it while the depths you set on the points stay.
- A pixel or two of Chromatic aberration gives the bolt a lens-like colour fringe without touching the background.
- For smoke left behind by a strike, set Emit from to Whole body or Forming head; raise Fire amount for flames as well.
- With Render layers on, write all channels to an EXR. The layers' RGB adds up to the beauty without the background.
Good to know
- The node needs an NVIDIA graphics card of the Turing generation or newer, such as the GeForce RTX 20 series and later, with a current driver.
- The bolt and the sparks need no cache: the same frame and settings always give the same result, in any order.
- The smoke and fire are simulated live from Emission start: playing forward carries on, going back simulates again from there, and nothing is written to disk. Keep Emission start close to the effect; the smoke can run at most 2000 frames after it.
- Setting Emit from or Head sparks to Off frees their GPU memory.
- The bolt does not light its smoke or the plate, and there is no depth occlusion between the bolt, the smoke and the plate: Add to background is an image composite.
- Camera takes a perspective camera with default window translate, scale and roll; the camera's near and far clipping are not used.
Something unclear or missing? Write to [email protected].