When There Is Optical Flares For Fusion
Posted 07 June 2011 - 07:29 AM
Already have Nuke Version
of_nuke.jpg 354.35KB 129 downloads
Posted 07 June 2011 - 07:47 AM
Posted 07 June 2011 - 11:28 AM
Posted 07 June 2011 - 12:15 PM
Posted 07 June 2011 - 03:05 PM
When I saw that Nuke article yesterday on Video Copilot, I thought about e-mailing Andrew to see if it is an OpenFX plugin. Maybe if enough Fusion users inquire about it being available as an OpenFX plugin, they will consider implementing that or think of switching to OFX for future plugins.
Posted 07 June 2011 - 03:30 PM
i'd love to have it as OFX - the most "reasonable" option - most software independent. on the other hand, support for different 3D environments could be tricky..
and judging by comments from Nuke artists, and the popularity of Nuke, nuke native plugin should suffice to generate great income:)
However we should press for fusion/OFX version if only for 2D support
Posted 08 June 2011 - 05:59 AM
sure you can use a the reconcile3d (the nukes node of the locator3d in fusion) to calculate any 3d position into a 2d coordinate but thats not new
Posted 08 June 2011 - 06:36 AM
I know we have some tools/fuses (thanks Tilt ) to have a flare, but to have a nice looking one we need to spend some time on it.. And now it gets to the costs
Personally i like Optical Flares, if working on a feature alike to Star Trek, it should save a lot of time
Posted 08 June 2011 - 09:26 AM
I wrote the AfterEffects export script just to use optical flares. just have to prerender.
Another workaround: You can also use the flare textures of OpticalFlares with my FlareCircle Fuse. It provides a position and rotation output that can be used with an Xf to track an image that always points at the light source.
Maybe I'll write a horizontal streak Fuse someday...
By the way, real flares don't scale with the lightsouce's distance. :-)
Posted 08 June 2011 - 04:36 PM
that is why i am fond of Optical Flare, i tried to re-create one of the tests using Tilt's fuses and a HotSpot tool. took me a while and more than a couple of nodes, and the result was not "nice"...
or maybe my skillz ain't the sh$$#t
Posted 08 June 2011 - 06:47 PM
In the end I had something like 20 nodes full of animation and things linked to each other...it was a big mess...
Not to mention it was pretty slow.
Posted 09 June 2011 - 04:10 AM
- multiabhay likes this
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