ANR Tools

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

SourceControlMaskTile ChoreographyOutput
  1. Sourcerequired

    The image cut into tiles.

  2. 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.

  3. 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

  1. Add ANR Tile Choreography after the image, and merge its result over a background.
  2. Set Columns and Rows for the grid.
  3. Key Phase at 0, then at 0.5 a second or two later: the tiles turn out to their furthest. Key it back to 0 to put the picture together again.
  4. 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.
  5. For waves, connect a grey map with an alpha of 1 to 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.

ANR_Tile_Choreography1
Columns12
Rows8
Phase0.5
Travel100
Rotation100
Spread0.1
Perspective1
Map Influence1
Seed1
Mix1

All controls

ANR Tile Choreography10 controls
ColumnsSlidercolumns

Tile grid width.

Default: 12

RowsSliderrows

Tile grid height.

Default: 8

PhaseSliderprogress

Animate this phase to move the tiles.

0 shows the whole picture. Without a Control map, the tiles turn out to their furthest at 0.5 and are flat again at 1; beyond that they turn and move the opposite way.

Default: 0.5

TravelSlideramount

Tile movement along depth.

How far the tiles move towards the camera at the peak of their motion, in pixels.

Default: 100

RotationSliderrotation

Maximum tile rotation, in degrees.

Default: 100

SpreadSliderspread

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.

Default: 0.1

PerspectiveSliderperspective

Projection strength.

Default: 1

Map InfluenceSliderdelay

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; at 0 the map is ignored.

Default: 1

SeedSliderseed

Deterministic pattern seed, rounded down.

Has no visible effect on this node: the motion comes from Phase and the Control map.

Default: 1

MixSlidermix

Blend with unmodified Source; multiplied by optional Mask alpha.

Default: 1

Tips

  • For a transition, take Phase from 0 to 0.5 on the outgoing shot and from 0.5 back to 0 on a second node with the same settings on the incoming shot, and cut between them at 0.5. With Rotation near 90 and 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 1 everywhere. 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].