Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add sideshowroberto/vfx-agent-toolkit --skill nuke-particle-blinkscriptgit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/nuke-particle-blinkscript)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/nuke-particle-blinkscript"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/nuke-particle-blinkscript/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/nuke-particle-blinkscript"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/nuke-particle-blinkscript.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00062 | $0.03095 |
| Opus 5.5 | $0.00025 | $0.01238 |
| Sonnet 5.5 | $0.00012 | $0.00619 |
| Haiku 4.5 | $0.00006 | $0.00310 |
Grade A, and why
nuke-particle-blinkscript scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured today.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 359 lines — stays where its author put it; the contents beside it link to each section on GitHub.
nuke-particle-blinkscript
Version: 1.0.1 Last Updated: 2026-03-11 Dependencies: NukeX 16+ (for ParticleBlinkScript node) OR Nuke 13+ (for procedural BlinkScript approach)
Two Approaches - Choose Based on What You Have
| Approach | Nuke Version | Node Used | What You Get |
|---|---|---|---|
| Procedural BlinkScript | Nuke 13+, any license | BlinkScript (ImageComputationKernel) |
GPU math-only particles - no sim, no caching, real-time |
| ParticleBlinkScript node | NukeX 16+ only | ParticleBlinkScript |
Real particle physics, Foundry gadget library, Blink API |
Decision rule:
- Need real physics (gravity, collisions, inter-particle forces)? -> ParticleBlinkScript node (NukeX 16+)
- Need atmospheric effects (snow, embers, sparks, dust)? -> Procedural BlinkScript (any Nuke, faster, easier)
- Don't have NukeX 16+? -> Procedural BlinkScript is your only option
Approach 1: Procedural BlinkScript (Any Nuke)
No particle node required. Mathematically generates particle positions per-frame using noise, sin/cos, and pseudo-random seeds. GPU-accelerated, zero caching, compositing-friendly.
Why this approach:
- No simulation time - renders immediately
- No caching - always current frame
- Works in any Nuke license
- Easily keyframable and art-directable
Core Pattern: Procedural Particles
kernel ProceduralParticles : ImageComputationKernel<ePixelWise>
{
Image<eRead, eAccessPoint, eEdgeClamped> src;
Image<eWrite, eAccessPoint> dst;
param:
float time; // Wire to frame/fps expression
float count; // Number of particles
float size; // Particle radius in pixels
float4 color; // Particle color (creates color picker)
float speed; // Fall/drift speed
float spread; // Horizontal spread
local:
int imgWidth;
int imgHeight;
float invWidth;
float invHeight;
void init() {
imgWidth = dst.bounds.width();
imgHeight = dst.bounds.height();
invWidth = 1.0f / (float)imgWidth;
invHeight = 1.0f / (float)imgHeight;
}
// Deterministic pseudo-random from seed
float rand(float seed) {
return fmod(sin(seed * 127.1f + 311.7f) * 43758.5453f, 1.0f);
}
void process(int2 pos) {
float4 output = src();
float px = (float)pos.x;
float py = (float)pos.y;
for (int i = 0; i < (int)count; i++) {
float fi = (float)i;
// Each particle gets a unique seed-based starting position
float startX = rand(fi * 1.7f) * (float)imgWidth;
float lane = rand(fi * 3.1f) * spread; // Horizontal drift
// Y position driven by time (wraps when off screen)
float yOffset = fmod(rand(fi * 2.3f) + time * speed * (0.5f + rand(fi * 0.9f) * 0.5f), 1.0f);
float particleX = startX + sin(time * 0.5f + fi) * lane;
float particleY = yOffset * (float)imgHeight;
// Wrap particle back to top when it exits bottom
if (particleY > (float)imgHeight) {
particleY = fmod(particleY, (float)imgHeight);
}
// Distance test (circular particle)
float dx = px - particleX;
float dy = py - particleY;
float dist = sqrt(dx * dx + dy * dy);
if (dist < size) {
// Soft edge fade
float alpha = (1.0f - dist / size) * color.w;
output.x = output.x * (1.0f - alpha) + color.x * alpha;
output.y = output.y * (1.0f - alpha) + color.y * alpha;
output.z = output.z * (1.0f - alpha) + color.z * alpha;
}
}
dst() = output;
}
};
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- today First seen · 359 lines · 62 tokens per session scan A d0f822ff8af0
nuke-particle-blinkscript is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 62 tokens to every session and 3,095 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-11-02.
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