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OpenEXR multilayer

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Abdelrahman Magdy

  • Posts: 291
  • Joined: Fri Jan 23, 2015 10:08 pm

OpenEXR multilayer

PostMon May 29, 2017 1:49 pm

Hi,

AFAIK, Fusion doesn't handle Multilayer OpenEXRs the same way Nuke does. So in order to use them I have always used the split EXR script, which works like a charm, but with one problem. If, for any reason, I decided to change the name or the location of that file, I would have to change it on all the duplicated copies of the Loader, or maybe open the comp in a text editor, then find and replace all instance of that file.

This is why I personally reverted to using single EXRs, since, at least for me, they seemed easier to handle.

However, today, I stumbled upon this on the Fusion website:
A single EXR file can represent the diffuse pass, specular pass, normals, world position and many more! Since each pass can branch off in the node tree, artists have complete control over how each one is used without needless duplication!

Does that mean there is a way to use multilayer EXRs without needing to duplicate the file like the split EXR script does? How can I 'branch' each pass in the node tree without duplicating?
System specs:
Resolve Studio version: 16.1.0.055
Fusion Studio version: 9.0.2
OS: CentOS 7
CPU: Intel i7-4790k 4GHz Quad-Core
RAM: 32GB
GPU: NVIDIA GeForce 1080 Ti 11GB
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michael vorberg

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  • Joined: Wed Nov 12, 2014 8:47 pm
  • Location: stuttgart, germany

Re: OpenEXR multilayer

PostMon May 29, 2017 2:45 pm

Because fusion only supports a fixed amount of channels you would need more then one loader to get all channels.
You can set the channels in the "format" tab of the loader and then use a channel boolean to branch them out.
So one loader can handle some of the channels but not all.

But there is also a script floating around here which helps in creating and updating the loaders all at once
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Abdelrahman Magdy

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  • Joined: Fri Jan 23, 2015 10:08 pm

Re: OpenEXR multilayer

PostMon May 29, 2017 3:26 pm

Thanks for your reply, Michael. This means that it works only for the technical passes, things like Z and normals, but it is not useful for any of the beauty passes. To clear, let's say I am rendering from Blender with Diffuse Direct and Indirect enabled. I should render the direct and indirect each in a separate file, so I won't have to switch the RGB in the Format tab of the loaders. I hope I am making myself clear.

I will find that script and download it now.

Thank you very much.
System specs:
Resolve Studio version: 16.1.0.055
Fusion Studio version: 9.0.2
OS: CentOS 7
CPU: Intel i7-4790k 4GHz Quad-Core
RAM: 32GB
GPU: NVIDIA GeForce 1080 Ti 11GB
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michael vorberg

  • Posts: 943
  • Joined: Wed Nov 12, 2014 8:47 pm
  • Location: stuttgart, germany

Re: OpenEXR multilayer

PostMon May 29, 2017 7:26 pm

you can assign any pass you like to the channels in the loader. you just need to rember what is what when you branch them out with the channel boolean.

(e.g. you can assign the diffuse direct r,g,b into normals x,y,z and then use a channel boolean to shuffle the normals into rgb)
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Abdelrahman Magdy

  • Posts: 291
  • Joined: Fri Jan 23, 2015 10:08 pm

Re: OpenEXR multilayer

PostMon May 29, 2017 7:33 pm

Brilliant. Thank you very much, Michael. I really appreciate your help.
System specs:
Resolve Studio version: 16.1.0.055
Fusion Studio version: 9.0.2
OS: CentOS 7
CPU: Intel i7-4790k 4GHz Quad-Core
RAM: 32GB
GPU: NVIDIA GeForce 1080 Ti 11GB
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michael vorberg

  • Posts: 943
  • Joined: Wed Nov 12, 2014 8:47 pm
  • Location: stuttgart, germany

Re: OpenEXR multilayer

PostMon May 29, 2017 7:45 pm

follow this thread for the updateLoaders script:

viewtopic.php?f=22&t=53746&p=311229
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Abdelrahman Magdy

  • Posts: 291
  • Joined: Fri Jan 23, 2015 10:08 pm

Re: OpenEXR multilayer

PostMon May 29, 2017 8:37 pm

Thanks, Michael. I downloaded the script and it works really well. I think for the mean time, I will use it with the split_EXR script. They both seem to work fine and they automate the process really well. When I learn scripting, I will probably also write scripts that build the initial comp for me. Something similar to what is shown in this video :D

System specs:
Resolve Studio version: 16.1.0.055
Fusion Studio version: 9.0.2
OS: CentOS 7
CPU: Intel i7-4790k 4GHz Quad-Core
RAM: 32GB
GPU: NVIDIA GeForce 1080 Ti 11GB

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