well if you hover over the icons it demonstrates I was/am neither angry nor irritated but was sighing - for this turning into a 'never ending story' and was also frustrated at you submitted a blurry pic asking what a specific user made render compound was when there was no background info on what you wanted it to do or what it did in the first place. - and dont mind me, Im a grumpy old git
and yes, to save any escalation of irritation from my behalf I will only suggest what I think it is once, having to repeat myself is what annoys me.
looked at 24:19 it seems like it could be some rendertree compound made up from store in channel / color 4 passthrough type render nodes - again for storing different datas into seperate framebuffers. I do hear him say 'incidence' at this point of describing the inputs to this node and one of them is clearly labelled 'masks framebuffer' but this is all for the cube shape that goes lumpy sequence.
think about that sequence, the cube shape morphs between various shapes, he could render lots of different materials out into separate framebuffers and use incidence and mattes to control which framebuffer or material appears where.
for the 2nd picture you submitted of particles / strands is a rgb matte framebuffer from 31:16 - which describes all the framebuffers and render layers used in Nuke on a completely different sequence of particles / strands.
what is it exactly you want to know about this because obviously the 2 pics you submitted are for two seperate sequences? attributes can be used to make clever mattes in the framebuffer distinguishing between particles and types of strands etc as well as something like this is pretty clever too
https://www.si-community.com/forum/v ... f=28&t=340