Weave for Nuke, beta update.

December 19, 2016

I have been asked quite a few times about updates on the beta of Weave for Nuke, and the Fall 2016 release date. So i thought id’ just do a quick update on that one.



Silk for Nuke available this week.

December 15, 2016


Update: Its available now at Nukepedia


SILK have been on the shelf for a year now, along with a few other tools, but I finally finished it yesterday.  The tool is like a blur, godrays or any other 2d processing effect. You apply it to your footage and it outputs these silk streaks. This video from early last year shows this quite well. I don’t exactly know what it should be used for, but it looks quite interesting, so maybe someone is going to be able to use it for something.

It should be ready on Nukepedia any moment, and hope you can make use of it. (if you can.. please tell me)

Here is a little example video:

And here is a more indepth rundown of the features, most of which is being displayed on a fBm noise:

And the node itself…


This was the original demo posted 10 months ago:

Stickit in Nuke 10?

September 9, 2015

(At the 05:00 minute mark)

I have gotten a lot of mails regarding the “inclusion of stickit in Nuke 10” as demoed at Siggraph.
But no, its a coincidental same time development, and I have no involvement in that nor take any credit for their innovation.
Shortly after releasing the first demo of Stickit, i got a little note from “someone” at “some big company” that TheFoundry had privately demoed something that looks a lot like Stickit but using Ocula tech.
Intrigued by this i downloaded the Ocula demo, and made a tool to make a temporal offset vector from the Ocula vector generator, and it was a nearly identical result to what stickit could deliver, (because its mostly the same).

Im really looking forward to see their implementation and see if they could get around some of the shortcomings that i encountered.


StickIT – Digital Makeup Gizmo for Nuke

May 8, 2014

StickIT – A Digital Makeup Gizmo for Nuke. from Hagbarth on Vimeo.

In summer 2013, I was tasked with finding a way to easily add digital makeup to actors facees across multiple scenes (with alot of twitchy motion and super shallow-focus closeups), quickly and with as little effort as possible. That was where i came up with StickIT, a 2D optical flow(ish) solution for “warp” matchmoving a image onto another.


Most digital makeup solutions involves a 2D planar track or a 3D matchmove both with their own respective strengths and weaknesses. When doing face makeup with a actor talking or doing other rapid motions, both 3D and planar track solutions can easily take hours before a solid track is in place, and this is where the combination of the 2 comes in.

StickIT uses the Nuke Camera Tracker to generate a 2D pointcloud on the desired area. StickIT then generates a mesh of pins based on the density of points from the pointcloud. By triangulating the neareast points taking both movement and distance into account, StickIT calculates the best suitable motion for each and. It all becomes one big mesh that does’nt care for edges, regions, planes or perspective, but rather just the “optical flow” of the pixels underneath. This obviously have its disadvantages in certain situations, but makes it a simple 1 Click, set and forget approach.

Pulling a ST map into the warp you can generate a diffrence map and by that a ST map and Motion Vector map that can be used to not only creating motion blur and re-applying the effect multiple times in the same comp, but also gives the option to export the 2 and replicate the exact same results inside Fusion or AfterEffects for example.

With all that being said, StickIT is made to do things fast and dirty and won’t replace any of the other solutions if there is time for a proper matchmove. But when you are on a budget and got 100 more of these shots waiting in queue you might aswell just “do the clicks and se if it sticks”








The python source code took quite a few rounds of cleanup (the yellow parts) to bring down solve time to a few seconds.