Jeff Lait

jlait

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SideFX Staff
Since Jul 2005

My Tutorials

obj-image Masterclass
Building a Fluid Solver in Copernicus
obj-image Masterclass
H18 Pyro | Building a Combustion Model
obj-image Masterclass
Vellum Cloth Updates | H18 Masterclass
obj-image Masterclass
64 Bit Processing | H18 Masterclass
obj-image Masterclass
Attribute Paint | H18 Masterclass
obj-image Masterclass
Vellum Cloth | H17 Masterclass

Recent Forum Posts

Copernicus vs After Effects Oct. 1, 2026, 9:50 a.m.

Ah, understood. That does make sense. You have some "hot" interval you want cached, and out of range you want to pass through as you trust the upstream network to be fast (as you built it :>)

Definitely makes sense for Cache COP to have this directly rather than forcing you to build it yourself.

RFE: 160802

Copernicus vs After Effects Sept. 30, 2026, noon

Gaalvk
Short Cache Range: Currently the Cache node caches everything. If I only need a 50-frame range, I have to build workarounds with Switches and Nulls, otherwise it eats gigabytes of RAM. A built-in range limit would be very useful. Also, $F doesn’t work for filtering in Time Pack, and it constantly recooks the incoming “rasterize geo” even when caching only a few fixed frames. In its current state it’s not really usable as a cache.

Similar to the SOP Cache Node with the "Cache Any Frame" turned off?

If cooked outside the range, you'd expect it to just cook through, or are you not cooking outside the range?

Is the goal to allow you go hit the "Reload Playbar Range" without grabbing 240 frames, but only 50?

[h22] soften/feather edges issue Sept. 23, 2026, 12:42 p.m.

This is hard to answer as the goal could be many things...

Assuming you have some hard-ish cut-out that you want to soften.

Often this means there is no "data" in the cut-out parts - so things like blur that expand the softness outwards can't work, as there is no idea what the colours should be there.

This often thus requires a pure inward feather. This is what feather can do, the trick is you want to do it only on Alpha.

So, rgba -> rgb/a split. Then feather on a. Then rgb/a -> rgba to combine and re-multiply. If you have a zero-one alpha, you can use a remap to adjust the shape of the fall off to make it less "linear".

Attached shows this in action.