
ANR Tile Choreography
Cuts the image into a grid of tiles that turn and move in perspective, in waves led by a grey control map, for mosaic transitions and moving backgrounds.
- Creative
- Comp & Depth pack
- 3 inputs
- 10 controls
Overview
Tile Choreography splits the frame into a grid of Columns by Rows tiles. As Phase rises, every tile turns, moves in depth and spreads away from the centre of the frame, drawn in perspective. At Phase 0 the picture is whole. Behind the tiles the result is transparent.
Without a Control input, all the tiles move together: they turn out to their furthest at Phase 0.5 and are back flat at 1. Connect a grey map to Control and the tiles move at different rates, brighter areas faster, so the motion runs across the frame in waves.
Use it for mosaic and video-wall transitions, photo reveals, and moving backgrounds for titles and music videos.
Inputs
- Sourcerequired
The image cut into tiles.
- Controloptional
An opaque grey map (alpha
1) that sets each tile's pace: tiles over brighter areas run ahead. Without it, all tiles move together. - Maskoptional
Limits the effect: where its alpha is black, Source passes through unchanged.
Output. The moving tiles, premultiplied and covering the project format, transparent behind them. At Phase 0 Source passes through unchanged.
Quick start
- Add ANR Tile Choreography after the image, and merge its result over a background.
- Set Columns and Rows for the grid.
- Key Phase at
0, then at0.5a second or two later: the tiles turn out to their furthest. Key it back to0to put the picture together again. - Set Rotation for how far the tiles turn, Travel for how far they move towards the camera, and Spread for how far they move apart.
- For waves, connect a grey map with an alpha of
1to Control, such as a gradient across the frame. Map Influence sets how much it changes the tiles' pace.
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 Tile Choreography10 controls
- ColumnsSlider
columns Tile grid width.
- RowsSlider
rows Tile grid height.
- PhaseSlider
progress Animate this phase to move the tiles.
0shows the whole picture. Without a Control map, the tiles turn out to their furthest at0.5and are flat again at1; beyond that they turn and move the opposite way.- TravelSlider
amount Tile movement along depth.
How far the tiles move towards the camera at the peak of their motion, in pixels.
- RotationSlider
rotation Maximum tile rotation, in degrees.
- SpreadSlider
spread Separation between tile centers.
How far the tiles move apart at the peak, as a fraction of their distance from the centre of the frame.
- PerspectiveSlider
perspective Projection strength.
- Map InfluenceSlider
delay Control-map contribution to phase.
How strongly Control changes each tile's pace. At
1, a tile over white moves twice as fast as one over black; at0the map is ignored.- SeedSlider
seed Deterministic pattern seed, rounded down.
Has no visible effect on this node: the motion comes from Phase and the Control map.
- MixSlider
mix Blend with unmodified Source; multiplied by optional Mask alpha.
Tips
- For a transition, take Phase from
0to0.5on the outgoing shot and from0.5back to0on a second node with the same settings on the incoming shot, and cut between them at0.5. With Rotation near90and no Control map, the tiles are almost edge-on at the cut. - Use the footage itself, or a noise pattern, as the Control map for tiles that move in irregular groups.
- The node draws no motion blur. Add a TimeBlur after it if fast tiles need blur.
- Keep Spread small for a wall of tiles that turn in place, or raise it for tiles that fly apart.
Good to know
- With a Control map, all tiles are flat only at Phase
0: at any other value, some tiles are mid-turn. - Control is read as its colour divided by its alpha, so give the map an alpha of
1everywhere. A map whose alpha fades along with its brightness, as a default Ramp's does, reads as plain white. - Tiles have no thickness. When a tile turns past 90 degrees you see the image from behind, mirrored.
Something unclear or missing? Write to [email protected].