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#31094 Fusion Not Banned Anymore At Fxguide? (!)

Posted steve eyeon on 15 November 2011 - 03:36 PM

Deep Compositing : How it works in Fusion.
In the informative interviews done by Mike Seymour on FXGuide about deep compositing, he has described examples of fog and candle lights in a row as an explanation of deep composting. These can be achieved in Fusion with the Volume Fog Tool.

The volume Fog tool is a special case render that takes 3D camera and lighting along with ‘deep images’ and renders them out from the cameras point of view.
The ‘Deep Images’ have XY and Z so that it can fit a volume of a 3D scene. The WPP is used to occlude the depth, so beauty passes can be merged into the volume image.
So in Anonymous nonlinear fog volumes of varying density can be integrated with the 3D scene. A rendered beauty pass along with its WPP(RGBA-XYZ) is put into 3D environment of the Volume tool and reacts with the fog volume. Because of the World Position Pass makes a fixed reference in terms of its XYZ coordinates, a Fog volume will stay fixed correctly to the scene. Zbuffer on the other hand is from the cameras rendered point of view, so camera based depth cue fog is not fixed to the scenes point of view.

In Fusion, you can create volumes procedurally using tools like fast noise, or particles, you can also load them via EXR. By doing things procedurally or a mixture of loading and procedurally the amount of data to disk can be dramatically reduced.
In Fusion 6.3, adding lighting models to the Volume Fog tooling, takes what can be achieved in this new deep arena to a whole new level. GPU powering this development makes the Deep Volumes interactive/realtime when rendering.


#31116 Fusion Not Banned Anymore At Fxguide? (!)

Posted xmare on 17 November 2011 - 05:15 AM

thank You Steve for such in-depth explanation!
one learns everyday:)


#34891 Kak. Or Ibk For Fusion. It Sucks Less.

Posted samsoe on 01 November 2012 - 09:44 AM

Sorry… all this writing. Why not just create a KAVT (Kick Ass Video Tutorial)…? It is much faster than all of these technical descriptions.
Looking forward :o)
/Samsoe


#34681 Render Manager (manual Activate?)

Posted KellyGriffin_PortlandOR on 26 October 2012 - 02:04 PM

How do I load a render list (and/or revise that list) before rendering actually starts? Seems like "Add Comp" just loads 'n goes, and I don't want it to "go" until I'm ready (especially if I don't want an existing previous render to be overwritten!).

Thanks,

--Kelly


#34614 Free Flipbook Software (jefecheck 1.5)

Posted pingking on 24 October 2012 - 03:11 PM

the flipbook softwre jefecheck is now availible in version 1.5 and is no availible for free!

http://jefecheck.jefecorp.com/


#34383 Kak. Or Ibk For Fusion. It Sucks Less.

Posted Kristof on 10 October 2012 - 05:13 AM

So you have people in here mentioning "Kak" all the time, and how they love it. Sounds like your sense of humor alright, from what I remember :) Showed it to Jan E. earlier this week and he had to chuckle too.

Looking forward to give it a try and thanks for sharing.


#33973 Better Corner Pin - Gui Prototype

Posted Gringo on 12 September 2012 - 05:22 AM

Wow, it's so much better than the standard CornerPositioner!
Neat and logical interface.

But indeed, what I always missed in the CnP, was the possibility to drag multiple points at once.
And this tool still doesn't replace the Krokodove Positioner as it has no separate BG / FG inputs.

The advantage of Krokodove is that you can position corners of an image with different resolution over the background in the background's coordinates without preliminary reformatting.
Would be great to implement such functionality as the BG and FG image are often different resolutions and aspects.
So, if the FG isn't connected, the tool works just like it works now. If both image inputs are used, then it composites FG over BG and the points are transformed in the BG coordinates.
Perhaps, you could even borrow the Merge multibutton control from the Tracker to provide more output options (BG only / FG only / FG over BG (default) / BG over FG).

Concerning the Source / Destination choice, you may notice, that in the GridWarp when you switch to Source, it shows the original undistorted image which makes it easier to position the source points.
Although, you can always display the image from the previous node, so it's not so important...

In the standard CornerPositioner and in the Tracker the points are listed in the following order:
1. Upper-Left
2. Upper-Right
3. Bottom-Left
4. Bottom-Right
Do you also think it would be nice to stick to this standard?
I would even use those definitions (Upper-Left, Upper-Right, Bottom-Left, Bottom-Right) instead of the numbers to avoid confusion.

I hope, it doesn't sound as too much of critics, I wrote all this because I'm really looking forward to using this tool next time I need a corner positioning :)

Thank you once again!


#23378 On Facebook?

Posted Ray Smithers on 25 March 2010 - 11:51 PM

Join our Facebook site at Pigs Fly Forums

ALSO please "like us" on Facebook at FPRstudios.

Thanks

Ray


#7098 Color Correction

Posted shaily on 14 April 2006 - 08:15 AM

Pilalitos, on Apr 14 2006, 06:29 AM, said:

I tried to replicate it with another Wand tool and HLS gave me only HLS! Is it a F5 bug???

<{POST_SNAPBACK}>


indeed!
its hue
click on rgb then click on hls again

shaily.


#35273 3d Lighting Questions

Posted HDSLR GUY on 30 November 2012 - 01:20 PM

Hi guys. Ive just been sent some nightmare greenscreen footageof a young woman singing. It was shot on Canon 5d  out putting H.624 compression,I will use all the tricks I know to pull a key  however  she is singing facing straight to camera and the lighting is not very good, she has not been back lit in any fashion so she is looking very flat on the screen and so I am finding it quite difficult to make it even half convincing.  Are there any tricks I can use to pull her out  of the bg a bit more? To cheat some kind of back lighting ? Any suggestions guys?

uploading a still  so that you can feel my pain


#35122 Little Tweaks For Realtime Graphics

Posted alt on 12 November 2012 - 10:30 AM

Hello,

I like to grade/test/stylize textures and make ingame effects (rendered to spritesheets via excellent Quilt plugin) in a game environment mockup I build/import in Fusion. However some stuff that would be highly useful for game assets is missing, namely support for:
- vertex colors and vertex alpha (for transparency and texture blending)
- multiple uv-channels per mesh (current, disgusting workaround for lightmap grading is to export several meshes, one per uv-set, and composite renders)
- some way to build "shaders" (so I could vary textures by their world coordinates and mix textures by vertex colors of the mesh - maybe this could be done as a custom tool?)
- also Fusion seems to recalculate vertex normals of imported objects?

I think custom tool shader would be useful for vfx work too, and it's not that hard to invent uses for multiple uv-textures or vertex colors for motion graphics work.


#34836 Volight Still Work?

Posted French_Fry on 31 October 2012 - 03:46 PM

I was wondering if anyone was still using theotheo's Volight macro ( http://www.vfxpedia....ght_Description ) . I'm trying to find an alternative to the OCLRays fuse as I would like  to not have to use a box with openGL. It also has some pretty cool extra features.

It seems to work fine when I set it up, but when I close the comp and open it back up, it says it can't get parametersm or forground images, etc...

It is not compatible with Fusion 6.4?
Thanks


#34159 3d Ogl Render

Posted satknot on 27 September 2012 - 04:12 AM

Hello Everyvody,

I'm new here and I'm sorry for my poor english.

I'm currently making a basic 3d scene with an image plane, add some bump, displacement, lighting and a camera move.
After that I just want to render it with the OGL renderer.
everything work perfectly and it render well on my machine.

The problem is that when I send it to the render farm, it doesn't work.

In the consol of backburner, I have an error message:
Renderer3D1: warning - lighting mode is set per-vertex (reason: shaders not supported)
Renderer3D1: Render aborted

The strange thing is that my lighting is set to per-pixel.

If I switchit to per-vertex, I have another message:
Renderer3D1: fatal error - failed to create GL context
Renderer3D1: Render aborted


#33870 Lens Blur

Posted mixepix on 04 September 2012 - 08:32 AM

Hi,

Is it possible to use the nice Defocus-lens blur instead of the ugly depthBlur for depth maps or is Lenscare my only option?

Cheers
Mikael


#31826 Sound To Animation

Posted dunn on 07 February 2012 - 05:38 AM

Wow! Thanx for the example SecondMan :mf_dribble:
niicceee!


°Dunn


#30984 How To Do This Effect (Pixelated Image From Space-Distributed Particles)

Posted bfloch on 09 November 2011 - 04:33 AM

If you disable Merge1 you see the effect.
The problem is that the particles can only show either one bitmap or one color. The Rendered Gradient looks like single colors therefore you can only have one pixel per patch (disable Merge1 to see the pixel effect).
The real uvs on the other hand have the 0-1 gradients per patch but are all in local space from 0-1. Connect the Render3D1 to the Texture1 node directly to see the effect.

The trick is to divide the UV space to a fraction of patches add it. That's all folks. Probably a good trick to make a video tutorial from. I will do it. Now that ... :mf_Dr_Evil:

The BC_substractFraction is poop btw. Seems like it wasn't needed or there is a logical mistake. I did this in literally 5 minutes so excuse this flaw.


#30505 3Dgeometry + Cameraprojection From 2Cameras / Advise Needed

Posted Tilt on 03 October 2011 - 12:19 PM

Hi Vito! Welcome to the forums ;)

I have literally just begun working on a video tutorial about how to do this. Unfortunately the voiceover's not done yet, but here's a zip file with two images and a comp that might get you started.

What you need to take care of:
- In the projection tab of both cameras, set the mode to "Texture". Only this mode allows layering of multiple projections.
- Attach a Catcher tool to the fbx model's material input to catch the texture projections.
- Set color accumulation mode to "Blend".
- In one of the cameras, you need to increase the projection priority. This will be the foreground projection that will cover the other one.
- The Renderer3D needs to be set to Software Renderer. Unfortunately, the OpenGL one can't handle projections.
- Now you just need to mask the foreground projection before it's going into the camera. You  can use a channel boolean or a matte control for example.

Attached Files




#29640 I Am Fusion

Posted Tilt on 17 August 2011 - 08:19 AM

Here's something that could be featured. Found it somewhere on youtube.

http://www.youtube.c...bed/NYwatQ1AQuU


#2906 Warning:lee Stranahan Learning Digital Fusion Scam

Posted gmccomiskie on 30 August 2004 - 06:00 PM

WARNING:

LEE STRANAHAN learning Digital Fusion SCAM!

If you are interested in Learning Digital Fusion DO NOT repeat DO NOT pay LEE STRANAHAN any money. This man is scam artist. The website that explains the course is slick and looks reputable but don’t be fooled. Dozens of people including myself have been sucked into his Learning Digital Fusion SCAM at the below site:

http://www.learndigitalfusion.com/

So if you see the following email addresses asking for payment via paypal or any other means DON’T

leestranahan@hotmail.com
Stranahan@aol.com

Lee was very quick to take our money but hardly ever responds to any correspondence once he has your funds. Over a period of 8 months he managed to tell us a variety of personnel excuses (all of which have ended up being lies). But when pressed for any idea as to when he will start the course, he mysteriously disappears and refuses to respond to any of the people, who like me, paid him in full upfront for the course (U$300). I personally lost another U$200 (total U$500) for items which lee was suppose to be have bought for me locally and posted. He has not. I would hate for anyone out there to go through what the current course members have been through with this guy. YOU HAVE BEEN WARNED!!


#18520 Show Us Your Bits!

Posted Jules on 17 February 2009 - 06:14 PM

I don't know if this is frowned upon in this forum (this is not meant as a thinly disguised attempt at advertising), or has been mentioned before , but I'm always curious to see what other Fusion users are doing with their compositing programme of choice. If you've got a website available for other users to view work please post the url so we can oooh and aaah over some great work.

As much as I sometimes feel like a novice compared to some of the work I've seen displayed here, I will get the ball rolling...

www.rocketsciencedesign.co.nz

cheers
Jules