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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)
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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!).


  • hereehina and zeloCoseslage like this

#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!

  • LialiaGyday and Wheettent like this

#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.
  • Lemoroyalkeme and soodaCabton like this

#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!
  • rorrywakswave and arreltyBittee like this

#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
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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.


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#39452 Just An Idea For Eyeonline

Posted by antnik on 29 May 2014 - 05:00 AM

Just An Idea For Eyeon

What about "connection" with Davinci 11+. That would be a good move for all of us. Editor - Comp -Color. !!!
  • msadauskas likes this

#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

#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

  • vivi likes this

#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

  • Scarabrae likes this

#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
  • Yder2dedxnq likes this