Rolfe Klement wrote:- Is there an easy way to depth blur a FBX object in a 3D fusion scene - Is it deep Pixel Depth Blur?
I find the DepthBlur node to be pretty unacceptable in Fusion, and while the Accumulation Effect DOF in the OpenGL renderer can get you semi-accurate blurring (seeing otherwise occluded BG samples through scattered FG samples), it lacks a lot of the features you'd want to simulate real lens/aperture blurs.
An alternate approach is to combine a ZDepth pass to mask your own VariBlur / Defocus, as demonstrated by Simon Ubsdell in this tutorial:
It isn't "true" depth blurring because it's still not going get you samples of any occluded areas, but it's another tool in the kit and it gives you a relatively good mix of controls.
Rolfe Klement wrote:- I have a FBX object looking great in a 3d tracked 4K Video file - but it looks all fake and shiny. I want to CC the model once it is in the scene - but I cant seem to affect just the 3d model once it is in the 3d scene. What is the best way to do this? I assume some CC on a 2d Render but I cant make the link work...
For the most part it feels like far more effort than it's worth to fight Fusion's built in renderers to achieve believable lighting & shading, but at least for some shaders it's doable and you can absolutely color correct your materials both before their application to an object and after the render using selective Object ID & Material ID attributes (the explanation of this workflow is kind of scattered throughout the manual but there's a good run-down on p378).
There are lots of tutorials on the material workflow, but ones that clicked for me when I first started trying to understand Fusion's shading model was this series from eyeon, which is old but still good for learning the basic workflow: