
ANR Normals Light
Relights a plate through its normals: up to three new lights with shadows, an HDRI environment, a matcap, or refraction of a background through the surface.
- Utility
- Comp & Depth pack
- 6 inputs
- 69 controls
Overview
Normals Light shades the plate as if new light fell on it, using the surface directions from ANR Normals Prep. The plate stands in for the surface colour, so a light brightens its own colours the way real light would.
Lights gives up to three directional, point or spot lights, with wrap, specular highlights and a fresnel rim. Connect an ANR Depth Prep to Depth and point and spot lights sit at real distances and can cast shadows. Aim At Highlight points a light from a highlight you drag onto in the plate, so the new light matches the old.
HDRI lights the plate from a lat-long environment on the Environment input, with blurred reflections. Matcap shades it from a lit-sphere image on the Matcap input. Refraction bends the Background input (or the plate) through the normals, for glass, water or heat.
Mode > Add Light adds the new light to the plate; Relight first dims the plate to Ambient (or, with HDRI, lights it only by the environment).
Inputs
- Sourceoptional
The plate to light. Without it, the light is shown on a mid-grey surface.
- Normalsrequired
An ANR Normals Prep with Output on Normals. A pass wired in directly is read as camera-space normals; turn on Normals Are Packed (0-1) if it is packed.
- Depthoptional
An ANR Depth Prep with Output on Depth: real distances for point and spot lights, cast shadows, and the Depth Prep's lens. Without it, every surface is taken to be at Surface Distance and there are no shadows.
- Environmentoptional
HDRI only: a lat-long environment image. Its centre is straight ahead of the camera and its top is up; Rotate turns it.
- Matcapoptional
Matcap only: a lit-sphere image to shade the surfaces with.
- Backgroundoptional
Refraction only: the picture seen through the surface. Empty uses the plate.
Output. The plate with the new light, blended by Mix. Output > Pass Only gives just the light (or the matcap colour, or the refraction offsets) for your own comp.
Quick start
- Prepare the normals with ANR Normals Prep (Output on Normals). For shadows and point lights, also make a distance pass with ANR Depth Prep.
- Add ANR Normals Light. Connect the plate to Source, the Normals Prep to Normals and, if you have it, the Depth Prep to Depth.
- With Effect on Lights, set Light 1's Azimuth and Elevation, or drag Highlight onto a highlight in the plate and press Aim At Highlight.
- Set the light's Colour and Intensity; turn on Light 2 or Light 3 for fill or rim lights.
- With a Depth input, turn on Shadows in Surface.
- 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.
No control matches.
All controls
ANR Normals Light69 controls
- StatusStatus
status Where the normals, depth and lens come from.
- EffectMenu
nlEffect Lights: up to three lights. HDRI: light from a lat-long on the Environment input. Matcap: shade from a lit-sphere image on the Matcap input. Refraction: bend the Background (or the plate) through the normals.
- OutputMenu
nlOutput Pass Only: just the light (or matcap, or the refraction offsets) for your own comp.
- MixSlider
nlMix Blend the result over the plate.
- ModeMenu
nlMode Add Light: the plate plus the new light. Relight: the plate dimmed to Ambient (Lights) or lit only by the HDRI, then lit.
- AmbientSlider
nlAmbient Relight: how much of the plate survives unlit.
- Normals Are Packed (0-1)Checkbox
nlPacked On for a packed pass wired in directly (not through Normals Prep).
- Directions InMenu
nlSpace World Space: light directions and the HDRI stay put in the world as the camera moves. Needs a Normals Prep with a world-space pass and its Camera.
Light 1
- OnCheckbox
nlL1On Use this light.
- TypeMenu
nlL1Type Directional: the sun, set by Azimuth / Elevation. Point: a bulb at Position. Spot: a bulb at Position shining away along Azimuth / Elevation.
- ColourColour
nlL1Colour The light's colour; it multiplies the plate's own colours where the light falls.
- IntensitySlider
nlL1Intensity Brightness of the light, its highlight and its rim.
- AzimuthSlider
nlL1Azimuth Where the light comes from: 0 from the camera, 90 from the right, 180 from behind.
- ElevationSlider
nlL1Elevation 90 from straight above.
- PositionPosition
nlL1Position Point / Spot: where the light is in the frame.
- DistanceSlider
nlL1Distance Point / Spot: distance from the camera, in the depth's units.
- Cone AngleSlider
nlL1Cone Spot: half-angle of the full beam.
- Cone SoftnessSlider
nlL1ConeSoft Spot: degrees of edge fall-off.
- Fall-offMenu
nlL1Falloff Point / Spot: how it fades with distance.
- Fall-off DistanceSlider
nlL1FalloffDist Point / Spot: the distance over which the light fades, in the Depth Prep's units. With Linear fall-off the light is gone at this distance; with Quadratic it is at half strength here.
Light 2
- OnCheckbox
nlL2On Use this light.
- TypeMenu
nlL2Type Directional: the sun, set by Azimuth / Elevation. Point: a bulb at Position. Spot: a bulb at Position shining away along Azimuth / Elevation.
- ColourColour
nlL2Colour The light's colour; it multiplies the plate's own colours where the light falls.
- IntensitySlider
nlL2Intensity Brightness of the light, its highlight and its rim.
- AzimuthSlider
nlL2Azimuth Where the light comes from: 0 from the camera, 90 from the right, 180 from behind.
- ElevationSlider
nlL2Elevation 90 from straight above.
- PositionPosition
nlL2Position Point / Spot: where the light is in the frame.
- DistanceSlider
nlL2Distance Point / Spot: distance from the camera, in the depth's units.
- Cone AngleSlider
nlL2Cone Spot: half-angle of the full beam.
- Cone SoftnessSlider
nlL2ConeSoft Spot: degrees of edge fall-off.
- Fall-offMenu
nlL2Falloff Point / Spot: how it fades with distance.
- Fall-off DistanceSlider
nlL2FalloffDist Point / Spot: the distance over which the light fades, in the Depth Prep's units. With Linear fall-off the light is gone at this distance; with Quadratic it is at half strength here.
Light 3
- OnCheckbox
nlL3On Use this light.
- TypeMenu
nlL3Type Directional: the sun, set by Azimuth / Elevation. Point: a bulb at Position. Spot: a bulb at Position shining away along Azimuth / Elevation.
- ColourColour
nlL3Colour The light's colour; it multiplies the plate's own colours where the light falls.
- IntensitySlider
nlL3Intensity Brightness of the light, its highlight and its rim.
- AzimuthSlider
nlL3Azimuth Where the light comes from: 0 from the camera, 90 from the right, 180 from behind.
- ElevationSlider
nlL3Elevation 90 from straight above.
- PositionPosition
nlL3Position Point / Spot: where the light is in the frame.
- DistanceSlider
nlL3Distance Point / Spot: distance from the camera, in the depth's units.
- Cone AngleSlider
nlL3Cone Spot: half-angle of the full beam.
- Cone SoftnessSlider
nlL3ConeSoft Spot: degrees of edge fall-off.
- Fall-offMenu
nlL3Falloff Point / Spot: how it fades with distance.
- Fall-off DistanceSlider
nlL3FalloffDist Point / Spot: the distance over which the light fades, in the Depth Prep's units. With Linear fall-off the light is gone at this distance; with Quadratic it is at half strength here.
Surface
- WrapSlider
nlWrap Let light creep round the terminator.
- SpecularSlider
nlSpecular Highlights in the light's colour.
- RoughnessSlider
nlRoughness Small is a tight, glossy highlight.
- Rim (Fresnel)Slider
nlRim Edges catching light from the side and behind.
- Surface DistanceSlider
nlSurfaceDistance With no Depth input: how far the surfaces are assumed to be, for point and spot lights.
- ShadowsCheckbox
nlShadows With a Depth input: lights cast shadows.
- Shadow StrengthSlider
nlShadowStrength How much light a shadow blocks: 1 blocks it all, 0 shows no shadow. Needs a Depth input and Shadows on.
- Shadow SoftnessSlider
nlShadowSoftness Degrees.
- Object ThicknessSlider
nlShadowThickness How deep things are assumed to be behind their front face.
- Shadow LengthSlider
nlShadowLength Farthest a shadow is cast.
- LensMenu
nlLensFrom From Depth Prep: the focal length and aperture of the Depth Prep on the Depth input, used to place point and spot lights. Custom: the two values below.
- Focal LengthSlider
nlFocal Custom lens, mm.
- Horizontal ApertureSlider
nlAperture Custom film back, mm.
Aim At Highlight
- HighlightPosition
nlHighlight Drag onto a highlight on the plate; the chosen light is aimed so it would make it.
- Highlight IsMenu
nlHighlightKind A Reflection: a shiny highlight -- the light is where the view bounces. The Brightest Spot: a matte surface lit head-on -- the light is along the normal.
- Light To AimMenu
nlHighlightLight Which of the three lights Aim At Highlight sets. That light is also turned on.
- Aim At HighlightButton
nlAimAtHighlight Set the chosen light's Azimuth / Elevation from the highlight.
HDRI
- IntensitySlider
nlEnvIntensity Brightness of the HDRI's light and reflections.
- RotateSlider
nlEnvRotate Turn the environment about the vertical.
- ReflectionSlider
nlEnvReflection How much of the environment is reflected.
- Reflection BlurSlider
nlEnvRoughness 0 a mirror, 1 fully blurred.
Matcap
- Matcap ModeMenu
nlMatcapMode How the matcap meets the plate: Replace shows the matcap shading alone; Multiply, Add and Screen combine it with the plate's colours.
- Sphere SizeSlider
nlMatcapZoom How much of the matcap image is the sphere (less than 1 keeps off its dark rim).
Refraction
- StrengthSlider
nlRefractStrength Pixels of bend at a fully tilted surface.
- DispersionSlider
nlRefractDispersion Split red and blue for a glassy fringe.
Tips
- Highlight Is > A Reflection suits a shiny highlight (the light sits where the view bounces off the surface); The Brightest Spot suits a matte surface lit head-on.
- With the panel open, dragging the Highlight point aims the chosen light as you drag.
- A Spot light sits at Position and Distance and shines along its Azimuth and Elevation; Cone Angle and Cone Softness shape the beam.
- Rim (Fresnel) lets edges turning away from the camera catch the light from the side and from behind, like a backlight.
- Roughness shapes the highlight: small is tight and glossy. Specular is 0 by default; raise it for shiny surfaces.
- In HDRI, Reflection and Reflection Blur add the environment as a reflection; Rotate lines the environment up with the plate.
- For Refraction, Strength is the bend in pixels at a fully tilted surface; a little Dispersion gives a glassy colour fringe.
Good to know
- The node runs no AI model and needs no graphics card.
- Positions and distances are in the Depth Prep's units; calibrate the Depth Prep if you want metres.
- Lights and the HDRI are fixed to the camera. With Directions In on World Space and a Camera named in the Normals Prep's Camera Node, they stay put in the world as the camera moves.
- The normals only know the visible surfaces, and shadows come from the depth's front faces: Object Thickness says how deep things are assumed to be.
Something unclear or missing? Write to [email protected].