FieldVortexRing
The FieldVortexRing node allows you to create vortex ring effects.
Note: This is a LABS node, indicated in Nuke with the tag: 
LABS nodes are experimental and not intended to be used for production.
Inputs and Controls
|
Connection Type |
Connection Name |
Function |
| No inputs. | ||
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
FieldVortexRing Tab |
|||
| Major Radius | inner_radius | 0.1 | Specify the major radius of the vortex. |
| Outer Radius | outer_radius | 1 | Specify the outer radius of the vortex. |
| Parallel | parallel | 0 | Specify the parallel of the vortex. |
| Parallel Falloff | parallel_falloff | 0 | Specify the falloff of the vortex's parallel. |
| Tangential | tangential | 0 | Specify the tangential vortex value. |
| Tangential Falloff | tangential_falloff | 0 | Specify the falloff of the tangential vortex. |
| Radial | radial | 0 | Specify the radial effect of the vortex. |
| Radial Falloff | radial_falloff | 0 | Specify the falloff of the radial effect of the vortex |
| Snap | snap_menu | N/A |
Set your geometry or pivot location to that of a selection within the scene: • Geo to selection (position): sets the position of your geometry to the selection within the scene • Geo to selection (position, orientation): sets the position and orientation of your geometry to the selection within the scene • Geo to selection (position, orientation, size): sets the position, orientation and size of your geometry to the selection within the scene • Pivot to selection (position): sets the pivot position to the selection within the scene • Pivot to selection (orientation): sets the pivot orientation to the selection within the scene • Pivot to selection (position, orientation): sets the pivot position and orientation to the selection within the scene |
|
Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
|
Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
|
Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists. |
|
Translate |
translate |
0, 0, 0 |
Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer. |
|
Rotate |
rotate |
0, 0, 0 |
Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
|
Scale |
scaling |
1, 1, 1 |
Lets you scale the object on the x, y, and z axes. |
|
Uniform Scale |
uniform_scale |
1 |
Lets you scale the object simultaneously on the x, y, and z axes. |
|
Pivot Translate |
pivot_translate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
|
Pivot Rotate |
pivot_rotate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
| Local Matrix | |||
|
Specify Matrix |
useMatrix |
off |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
|
Matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check specify matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |
| Display Tab | |||
| Draw Bounding Box | preview_bounds | off | Draw the bounding box of the field if it has one. |
| Draw Preview (SDF and Density only) | preview_on | off | Draw a rough preview of the field. |
| Preview Opacity | preview_opacity | 0.5 | The opacity at which to draw the preview. |
| Scale | preview_scale | 1 | A value by which the field is multiplied before drawing. You may need to increase this to display faint volumes for example. |
| Offset | preview_offset | 0 | A value added to the field before drawing (after scaling). |
| Detail | preview_detail | 1 | The detail level at which the preview is drawn. Large values are more accurate but slower to draw. |