nuke-particle-blinkscript

nuke-particle-blinkscript is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 62 tokens per session (3,095 once invoked), scanned A, original, MIT.

Builds particle effects in Nuke with the ParticleBlinkScript node (NukeX 16+) or procedural BlinkScript for snow, embers and dust on any Nuke. Use when asked for custom GPU particles, particle gadgets or atmospheric particle effects in Nuke.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/nuke-particle-blinkscript
Install

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.

Any agent
npx skills add sideshowroberto/vfx-agent-toolkit --skill nuke-particle-blinkscript
Clone the repo
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkit

Made for: Claude Code.

Wrote 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.

agentmods badge for nuke-particle-blinkscript

README.md
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Your own site
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Your own site · 80×15
<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>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,095 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin unknown No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured today against content hash d0f822ff8af0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

plugins/nuke-vfx/skills/nuke-particle-blinkscript/SKILL.md · 359 lines

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;
  }
};

Read the full file on GitHub · 359 lines

Changes

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.

  1. today First seen · 359 lines · 62 tokens per session scan A d0f822ff8af0

Subscribe to this mod's changes

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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