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

Posted by 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.
  • Ezkonrnd, vdvfqwus, Wzqnrahr and 57 others like this


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

Posted by xmare on 17 November 2011 - 05:15 AM

thank You Steve for such in-depth explanation!
one learns everyday:)
  • chfdt8xt, Ezkonrnd, Yuydmhrb and 26 others like this


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

Posted by 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
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#34681 Render Manager (manual Activate?)

Posted by 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
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#34614 Free Flipbook Software (jefecheck 1.5)

Posted by 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/
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#34383 Kak. Or Ibk For Fusion. It Sucks Less.

Posted by 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.
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#33973 Better Corner Pin - Gui Prototype

Posted by 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!
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#33227 4-df 5x & 10-node Floating Licenses W/ Hasp $1,000usd

Posted by Xpletive on 09 July 2012 - 05:38 PM

Just spoke with Eyeon and they will transfer it all for $1,000 and upgrade to version 6x it for an additional $2,000 although the upgrade is not required.

Just to clarify, I am asking for $1,000 for 4 seats of DF 5x, 10 seats of RenderNode all on a floating license and HASP dongle. You will need to pay the transfer fee and optional upgrade costs if you elect to do that.

David Ellzey
Xpletive
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#23378 On Facebook?

Posted by 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
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#36777 Xfchroma Fuse

Posted by Dunn on 14 May 2013 - 03:45 PM

Sure, here we go and you can grab the file here too.
There´s no fu-voodoo happening in there or should i say not this time ^_^ , but its a really cool tool.
I stripped it down to the basic effect ( just removed the mega VoILight stuff and some custom modifiers )
but it all works fine. So more stuff coming soon from me using this one. :)



* You will need Raf´s "Poly Play 3D" ( funny name :rolleyes: )
Attached File  XfChroma_effect.comp   77.18KB   30 downloads
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#35418 Water Reflections Again...

Posted by French_Fry on 11 December 2012 - 06:22 PM

I know this topic has been discussed over and over, sorry.

My goal is a moving camera in front of a pier with water beneath. I have an fbx of the pier, and want to get reflections onto water.
I've followed a few tutorials and watched Rony Soussans Nvidia presentation, but still can't get what I need. I'm so close...

Simple reflections, I get. flipping the scene -Y and reprojecting back onto the plane. That's working.
Where I'm stuck is adding the displacement. I have 3D water displacement ( thanks to Michael Vorberg), but that doesn't displace the projection.

So I decided to try the approach in this tutorial.


I created 6 cameras for which my front camera was the same as my main tracked camera, and all other cameras were parented to it. I render them to the CubeMap ( Coordinate System : Eye) and pipe CubeMap back into the Reflect node. The 3D displacement works great on it, but reflections do not remotely line up. I tried playing with all the rotations. The video is great, but the person showing it never clicks on a tool, so I don't know what the settings should look like.

Any tips on how that is supposed to work. the reflections and displaced water on Anonymous looked great, but I'm kinda lost as how to get even close.

Thanks

Joël
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#34616 Is Eyeon Still Alive, Or Should I Sent Flowers?

Posted by Eagle1 on 24 October 2012 - 03:34 PM

At the moment I'am very disappointed about the quiet information policy from eyeon and Fusion. Thats not the way I'm used to from other software manufacturers.

- On the website is the last relevant news is from IBC 2012, September.
- Facebook posted Links from this forum
- 31 Seconds Video about Replicate 3D, wow!
- The last YT Video is one month ago
- Relevant Press Releases ends July 2012
- The last Twitter post are mostly about Connection and AVID
- Newsletter ends in March 2012

Not even a detailed Feature video about Fusion 6.4 and the last Tutorials Videos are six moth ago.

Also there not any in the depth Features or behind the scenes about Fusion in production, related Shots, Stories, Videos, etc. The Productions Archive has only trailers and generic news.

The collaboration with Uncharted Territory you found accidentally on other News Pages
http://www.cgw.com/P...CG-effects.aspx

The "London Company" is considerably larger, but the nuclear Software is everywhere much more present: in Videos, Information, Features, News and Tutorials.

I find it difficult at the time to stay with Fusion or Update the subscription - 10 Reasons why?
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#34330 Asking Chad Capeland For A Favor--mono Channel Workflow

Posted by Kristof on 07 October 2012 - 03:30 AM

Chad,

Recently I have been focusing more on incorporating mono channels in my Fu workflow. But it can be a battle.
I have been rendering to separate exrs that are mono if they can be (z-depth for instance, filters, coefficients, ambient occlusion...) but it already starts when you drag that file into Fusion--the loader automatically copies that mono channel to all the other channels. Do I disable the channels but one in the loader, and then use your colortomono fuse to make it a true mono image? Can I skip that channel loading part as there is maybe no speed gain from doing that? And I remember there were situations where the mono image turned into color again because of a node I used and I had to introduce yet another colortomono fuse to restore it again. Need to check the comp at work for more details...
Anyway, do you feel like making a demo on how to incorporate it properly? Thanks in advance.
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#34130 Flowmap Painter

Posted by PeZiK on 25 September 2012 - 07:45 AM

Source : Maxunderground

Teck Lee Tan has released a free tool for creating flow maps. FlowMap painter is a stand alone application that enables you to easily paint flow maps for real-time textures. Find out more and watch a video on Polycount.

Here's another great source : http://graphicsrunne...-flow-maps.html

How can we use this with Fusion, I think this is a great tool for creating fast flows, like lava, water, etc.? :D

P.
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#33820 Deep 3D Workflow For Fusion/3Ds Max/vray

Posted by Tilt on 23 August 2012 - 02:16 PM

Tilt: Am I understanding that correctly. One cannot get the ZDepth out of a World Space WPP? Wouldn't that defeat the purpose of having a WPP->Zdepth tool?


I didn't say that. You can convert them, that's what the tool does.
  • Quarierma likes this


#30648 Eyeon Fusion 6.3 October Pre-Order Offer (Sales Promotion)

Posted by Jeff Krebs on 12 October 2011 - 11:38 AM

What's planted at the front of your brain?

The vote is in...

eyeon Fusion is firmly on everyone's mind today.

New Thinking - New Pricing

Fusion is now 50% off.

$2495 - this includes your first year's subscription!

(Yearly subscription fee on all new Fusion licenses is now $495.)

Pre-order Fusion 6.3 by October 31, 2011,

and pay only $1895. An additional 25% discount.

Fantastic multi-seat or site license pricing is available.

eyeon Fusion is brilliant VFX, broadcast, stereo,

and cinematic software for every hemisphere.

tiny url version here

http://tinyurl.com/4y47ke5

cheers

Jeff



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

Posted by 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


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#29640 I Am Fusion

Posted by 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
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#26949 Depth Defocus Macro

Posted by Gringo on 16 November 2010 - 05:16 AM

Looks nice, thank you!
It's good to have different tools for this task.
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#26187 Black Point / White Point Macro (The Primary Grade)

Posted by Gringo on 27 September 2010 - 10:17 AM

So, here it is, a macro which has a full set of controls for primary grading.

  • This version works correctly with B/W points exceeding the 0..1 range.
  • Additional "... Level" controls added to adjust all the three channels globally. Please, vote for the naming (press "Delete My Vote" if you've voted in the previous poll).
  • The new Pre-Saturation control adjusts the initial image's saturation before all the other operations (if you set it to 0, but adjust other controls for separate channels, the image will have saturation all the same).
  • Gamma control raises the color to the power of its value, in other words, performs the Gamma operation.
  • Brightness control adds a value to the color, just like one in a CC or BC, raising both black, white points and everything in between.
  • Separate tabs for Master/Shadows/Midtones/Highlights to isolate adjustable ranges based on the luminance.
  • Added a possibility to clip a user-defined range (not only black and white).

Attached Files


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