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Streaking Stars

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Siegfried999

  • Posts: 3
  • Joined: Fri Jul 20, 2018 8:47 pm
  • Real Name: Bobby Ringuet

Streaking Stars

PostFri Jul 20, 2018 9:01 pm

Hi everyone,

I try to create streaking stars (like the picture). I tried with vector and directional blur but it don't work. I need it for space battles scenes in my movie. If someone know how to do that in Fusion, it'll be really appreciated :)

Thanks
Bobby
Attachments
Fusion9_StreakingStars.jpg
Fusion9_StreakingStars.jpg (691.64 KiB) Viewed 1026 times
unsplash-stars-streaking-night-sky-image_001.jpg
unsplash-stars-streaking-night-sky-image_001.jpg (167.74 KiB) Viewed 1026 times
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Okke Verbart

  • Posts: 290
  • Joined: Tue Jan 17, 2017 8:40 pm

Re: Streaking Stars

PostFri Jul 20, 2018 9:20 pm

Have a look at the trails tool...that will probably get you in the right direction. Example comp below (with a simple particle system). Just copy the code into a new comp and show the merge in the viewer and hit play.

Code: Select all
{
   Tools = ordered() {
      pEmitter1 = pEmitter {
         ID = 1,
         Inputs = {
            Number = Input {
               SourceOp = "pEmitter1Number",
               Source = "Value",
            },
            Lifespan = Input { Value = 400, },
            Style = Input { Value = FuID { "ParticleStyleBlob" }, },
            ["ParticleStyle.SizeOverLife"] = Input {
               SourceOp = "pEmitter1SizeoverLife",
               Source = "Value",
            },
            ["ParticleStyle.BlurOverLife"] = Input {
               SourceOp = "pEmitter1BluroverLife2D",
               Source = "Value",
            },
            ["SphereRgn.Size"] = Input { Value = 5, },
         },
         ViewInfo = OperatorInfo { Pos = { 222, 26.5 } },
      },
      pEmitter1Number = BezierSpline {
         SplineColor = { Red = 233, Green = 206, Blue = 78 },
         NameSet = true,
         KeyFrames = {
            [0] = { 100, RH = { 0.333333333333333, 66.6666666666667 }, Flags = { Linear = true } },
            [1] = { 0, LH = { 0.666666666666667, 33.3333333333333 }, Flags = { Linear = true } }
         }
      },
      pEmitter1SizeoverLife = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
               [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      pEmitter1BluroverLife2D = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
               [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      pRender1 = pRender {
         CtrlWZoom = false,
         Inputs = {
            _MotionBlurWarning = Input { Disabled = true, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            OutputMode = Input { Disabled = true, },
            IntegrationMethod = Input { Value = FuID { "RK4" }, },
            ["MaterialID.MaterialID"] = Input { Value = 1, },
            ["ObjectID.ObjectID"] = Input { Value = 1, },
            Input = Input {
               SourceOp = "pEmitter1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 394, 22.5 } },
      },
      Transform3D1 = Transform3D {
         Inputs = {
            SceneInput = Input {
               SourceOp = "pRender1",
               Source = "Output",
            },
            ["Transform3DOp.Rotate.X"] = Input { Value = -29.4, },
            ["Transform3DOp.Rotate.Y"] = Input { Expression = "time", },
         },
         ViewInfo = OperatorInfo { Pos = { 554, 20.5 } },
      },
      Renderer3D1 = Renderer3D {
         CustomData = {
            ToolVersion = 2,
         },
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            SceneInput = Input {
               SourceOp = "Transform3D1",
               Source = "Output",
            },
            RendererType = Input { Value = FuID { "RendererOpenGL" }, },
            ["RendererOpenGL.TransparencySorting"] = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 664, 20.5 } },
      },
      Trails1 = Trails {
         Inputs = {
            GainRed = Input { Value = 0.927, },
            Input = Input {
               SourceOp = "Renderer3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 829, 20.5 } },
      },
      Background1 = Background {
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
         },
         ViewInfo = OperatorInfo { Pos = { 964, 113 } },
      },
      Merge1 = Merge {
         Inputs = {
            Background = Input {
               SourceOp = "Background1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Trails1",
               Source = "Output",
            },
            PerformDepthMerge = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 966, 23 } },
      }
   }
}
www.ablackbirdcalledsue.com
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Siegfried999

  • Posts: 3
  • Joined: Fri Jul 20, 2018 8:47 pm
  • Real Name: Bobby Ringuet

Re: Streaking Stars

PostSat Jul 21, 2018 2:48 pm

Thanks Okke,

But I think I'll do it in Blender, I can't get what I want with the Trail tool.

Bob
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Sander de Regt

  • Posts: 3502
  • Joined: Thu Nov 13, 2014 10:09 pm

Re: Streaking Stars

PostSun Jul 22, 2018 6:59 am

Or you can use motion blur. Or you can create actual geometry that stretches when you move through it or... There are so many ways to approach this in Fusion. The example you're showing is a timelapse that shows the rotation of the earth. Is that what you're after in your space scenes? Or are you trying to do 'hyperspace'?
Sander de Regt

ShadowMaker SdR
The Netherlands
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Siegfried999

  • Posts: 3
  • Joined: Fri Jul 20, 2018 8:47 pm
  • Real Name: Bobby Ringuet

Re: Streaking Stars

PostSun Jul 22, 2018 6:51 pm

I can't upload a video so here pictures in blender with Directional Blur. With directional blur in Fusion I get dots not lines. I want to get this stretching lines like in Starwars, Battlestar Galactica etc...
Attachments
SphereMovingStarfield.png
SphereMovingStarfield.png (28.44 KiB) Viewed 919 times
Blender_StarfieldDirectionalBlur.png
Blender_StarfieldDirectionalBlur.png (295.25 KiB) Viewed 919 times
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Bryan Ray

  • Posts: 2480
  • Joined: Mon Nov 28, 2016 5:32 am
  • Location: Los Angeles, CA, USA

Re: Streaking Stars

PostMon Jul 23, 2018 5:35 pm

Siegfried999 wrote:I can't upload a video so here pictures in blender with Directional Blur. With directional blur in Fusion I get dots not lines. I want to get this stretching lines like in Starwars, Battlestar Galactica etc...


Turn on the HiQ switch (to the right of the shuttle controls). Directional Blur is expensive, so it gets downsampled hard when High Quality is off.

Also, it helps to add a BrightnessContrast node right before the blur and boost the Gain up to 30 or so. That way you don't lose so much luminance from the surrounding black being mixed in.
Bryan Ray
http://www.bryanray.name
http://www.sidefx.com

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