New Fluid Morph/Morph tool in 2025.2....BRAVO DEV TEAM!

I just used it on a job as well and the client loves it! It was pretty quick and easy to change as well when the edit “unlocked”. So I second the thank-you to the devs!

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I’m using the morph node extensively on a current project. Not to cover jump cuts but to smooth transitions.

One thing I’ve noticed in one shot, that over the 14 frame range the resulting images (comped back on full shot via Action & mask) is randomly moving up and down by 1 pixel creating noticeable jumps. Over the 14 frames there is like 3-4 frames were a 1 pixel shift occurs.

Is that a known limitation? Would be less noticeable if it were full-frame (can’t do that in this case). Temporal instability?

Besides this problem, it’s working really well.

The plot thickens. Seeing the same one pixel steps up and down in timewarp set to ML.

Ugh, that’s not good news.

Seems like there’s a rounding error in the code where it flips one way or the other for no apparent reason.

Must be time for a ticket… (unless you already created one?)

Just saw it. Checking if it’s in 16 and 32 caches

@allklier @cnoellert Please report it to support.

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Based on @cnoellert buried lead, I just switched my morph node to 32fp and it’s not happening there. It seems unique to processing in 16fp. Also Linux in GPU and ML Engine cache mode, though I haven’t tested it in other modes.

And yes, will report it once I get through this set of shots.

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I’ve road tested this thing for a bit now, and although I do have some nit picks, I have to say it’s been fantastic as a transition device on the timeline, and pretty good as a single node in batch. My biggest gripe is that as I scrub through a timeline which is frequently getting updated, I have to wait while some ML thing happens all over again.

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Second that. Have used it in complex situations on a feature film, and I’m impressed by the results.

One issue I had is that the morphed frames are sometimes a bit soft. When you go from texture A with speculars and edges to another version of the same, the inbetween frames lack the same character.

I wish we had an option similar to particles viewer/render where on could stipulate mix on scrub and ML in render. I’d upvote that one.

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It does have this option, is that not what you’re after?

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I have that set, but you can still trigger the issue when there are other soft effects forcing a render. Also for me it’s about the time warps more than anything. I was thinking of an option that wouldn’t initialize the cache until you actually hit the render button.

Think adaptive degradation for the timeline.

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Ah there is the setting. I remembered it existed, but forgot where it was, and kept looking in the nodes. Thx for triggering the memory.