Rim Light with ST Map Distortion

Would be great to replicate this in Flame.

Any ideas on how to make the ST map for this? I get the Matrix part to extract UV edge direction in theory (pipe the edge detect in the filter node using 3x3 matrix to produce both directions (R,G) and add them together. At this point I’m a bit stuck. Maybe my method is incorrect? Either way, am I to just blend this over a UV map? Kinda looks like what happening in the script and I get a result, but it looks nothing like the Nuke version!

Any ideas?

I’m wondering how far you can get to replicating what you want using the ExtractEdgeNormals and/or MapExtraction matchboxes along with lights in Action?

Good idea! I hadn’t thought of that.