ANR Tools

ANR Relief Surface

Lights the image as a bumpy surface, from its own brightness or a Height input, with highlights and optional glass-like distortion.

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

Overview

Relief Surface reads a height map and treats it as a surface: bright is high, dark is low. It lights that surface from one direction, adds a highlight, and can bend the image along the slopes like thick glass. The result is an embossed, plastic or glassy look.

Without a Height input, the node uses the brightness of Source, so the image looks pressed out of the page. Connect your own map to Height, such as a blurred title, a noise pattern, a texture or water ripples, to shape the surface yourself.

Relief sets how bumpy the surface is and Detail Radius how fine the bumps are. Distortion bends the image along the slopes; set it to 0 to shade without distortion.

Inputs

SourceHeightMaskRelief SurfaceOutput
  1. Sourcerequired

    The image to shade and distort.

  2. Heightoptional

    A height map: bright is high. Height Channel chooses whether its luminance, alpha or red is read. Without it, the node reads Source.

  3. Maskoptional

    Limits the effect: where its alpha is black, Source passes through unchanged.

Output. The shaded and distorted Source, premultiplied, with the same bounding box as Source.

Quick start

  1. Add ANR Relief Surface after the image. With nothing in Height, it embosses the image by its own brightness.
  2. For a shape of your own, connect a map to Height and set Height Channel. For a bevelled title, use a blurred copy of the text with Height Channel set to Alpha.
  3. Set Relief for the depth of the bumps, and Detail Radius: small for fine texture, larger for broad, smooth forms.
  4. Place the light with Light Azimuth (0 from the right, 90 from above) and Light Elevation (lower values give raking light).
  5. Shape the shine with Highlight and Gloss, and tint it with Light Color.
  6. Set Distortion for glass-like bending, or 0 for shading only. On a full-frame plate, set Outside Source to Clamp or Mirror so the edges do not pull in transparent gaps.

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_Relief_Surface1
Height ChannelLuminance
Detail Radius2
Relief8
Distortion15
Light Azimuth-45
Light Elevation45
Ambient0.3
Diffuse0.7
Highlight0.8
Gloss32
Light Color1
Outside SourceTransparent
Mix1

All controls

ANR Relief Surface13 controls
Height ChannelMenuheightChannel

Read this channel from Height, or Source when Height is disconnected.

Default: LuminanceOptions: Luminance Alpha Red

Detail RadiusSliderscale

Distance between height samples, in full-resolution units.

How far apart the height is sampled, in pixels. Small values pick up fine texture; larger values smooth it into broad forms.

Default: 2

ReliefSliderrelief

Strength of the height gradients used to construct the surface normals.

Default: 8

DistortionSliderrefraction

Displacement along the surface normal, in full-resolution units.

Default: 15

Light AzimuthSliderazimuth

Light direction around the image: zero from the right, 90 from above.

Default: -45

Light ElevationSliderelevation

Light angle above the image plane: 90 faces the surface.

Default: 45

AmbientSliderambient

Constant base illumination.

Default: 0.3

DiffuseSliderdiffuse

Directional surface illumination.

Default: 0.7

HighlightSliderspecular

Additive highlight strength.

Default: 0.8

GlossSlidergloss

Higher values make a tighter highlight.

Default: 32

Light ColorColourcolor

Colour of the highlight only. The rest of the shading keeps the colours of the image.

Default: 1

Outside SourceMenuborder

How to sample beyond the source bounds. Does not expand the output canvas.

Default: TransparentOptions: Transparent Clamp Mirror

MixSlidermix

Blend with the source. Optional Mask alpha further limits the effect.

Default: 1

Tips

  • For a glass title over a plate: plate in Source, a slightly blurred copy of the text in Height with Height Channel set to Alpha, Distortion raised, and the text as the Mask.
  • For a lit, rippling water surface, connect ANR Ripple Tank with its Distort Source at 0 to Height. Faint waves may need a Relief far above the slider: you can type larger values.
  • Noise, Ramp and Radial nodes write their pattern into the alpha: read such maps with Height Channel set to Alpha.
  • A low Light Elevation darkens flat areas. Raise Ambient to bring the overall brightness back.

Good to know

  • Height is used at its own size and position, not fitted to Source: give it the same format.
  • Luminance and Red are unpremultiplied by the map's alpha, and fully transparent areas read as the lowest height.

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