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Transforming Buildings composite

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jamie_fenn

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Transforming Buildings composite

PostMon Mar 25, 2019 11:40 pm

Can anyone here tell me or show me the node structure for a basic composite of how this is done in this video minute 3:15



Im pretty sure he keyed out the sky and put his own. Then each of the pieces of the coliseum that come together was a layer (median) with motion blur/ transform and maybe some masking added.

I for some reason can't get the composite right within the fusion tab. I have accomplished sort of the same concept in the edit tab but the motion blur doesn't have any affect on the layers. I want to get better creating composites in fusion so any help would be greatly appreciated.

Thank you,
Jamie
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jamie_fenn

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Re: Transforming Buildings composite

PostSat Mar 30, 2019 6:34 am

Anyone? :(
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DouglasRogers

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Re: Transforming Buildings composite

PostMon Apr 01, 2019 1:20 am

Looks like the shot is frozen to a still when the pieces of the Coliseum move into place. The Coliseum looks like a custom model that uses images as textures for each piece. The cut edges probably just color match the photo images. The 3D pieces could easily be animated in Fusion. Some nice effects in the video.
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jamie_fenn

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Re: Transforming Buildings composite

PostMon Apr 01, 2019 1:56 am

Agreed. He’s an incredible filmmaker/editor.

Is there anyway you could show me a screen shot of your fusion tab of how to do this?
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jamie_fenn

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Re: Transforming Buildings composite

PostThu Apr 04, 2019 3:55 pm

Are there any tutorials out there where I can apply an image as a texture or anything? How could I model this? I’ve called into Davinci and the only suggestions they give me is to ask here (which nobody has answered) or go to ripple training and pay to learn courses. The manual doesn’t have that much on fusion really...
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xunile

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Re: Transforming Buildings composite

PostThu Apr 04, 2019 5:38 pm

jamie_fenn wrote:Are there any tutorials out there where I can apply an image as a texture or anything? How could I model this? I’ve called into Davinci and the only suggestions they give me is to ask here (which nobody has answered) or go to ripple training and pay to learn courses. The manual doesn’t have that much on fusion really...


The way I might try it, even though it won't be as good as the original video you posted. Bring the image you want to have arrive in pieces in as a MediaIn node. Then make copies of it, and in each copy use a mask to separate a piece of it. Combine these pieces with merge nodes into one whole image. Then keyframe them either off screen or masked behind your background, and have them animate in from different directions and sizes until they come together where you want them.
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jamie_fenn

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Re: Transforming Buildings composite

PostThu Apr 04, 2019 9:33 pm

Ive done it in the edit tab, but the motion blur doesn't work (really at all) - as compared to the part of the video I'm trying to replicate.

Its easy to do with a clone stamped out sky photo and then bring in masked layers but it doesn't look natural at all- but as far as using videos for a composite, it takes a little more knowledge and I need to go more in depth..

Does he make a 3d model and attach the image to create a texture? if so, how do you do that? Where can I go to get knowledge on how do even use the Fusion tab thoroughly? The manual is brief and doesn't say anything really about the fusion tab - either does the "definitive guide to resolve 15."

Where are the specialists who actually use this program professionally to ask questions? Theres no one on youtube covering anything like this yet there's tons of after effects. I feel like every time I call in to Black Magic or ask around and try and find the answers Im just hitting walls.
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Bryan Ray

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Re: Transforming Buildings composite

PostThu Apr 04, 2019 11:30 pm

First, while Fusion does have a 3d compositing environment, it isn't full-fledged 3d software, so it's not the only tool you'd need to replicate the shot. Creating the model will need to be done with something like Modo, Maya or Blender. Once you have a model, you can bring it into Fusion for simple animation. You can't do anything complex like character animation, but for simple rotations and camera matching, it's just fine.

I don't really know the Resolve end of things, but for some deeper understanding of Fusion, I have the rough draft of a book I have been/had been writing here:
http://www.bryanray.name/wordpress/comp ... -contents/

Note Chapter 10 is all about the 3D workspace.

The book is written for the standalone version of Fusion, but 90% of the features are the same in the Fusion tab in Resolve. The first chapter is the one that will differ the most. I also don't yet have anything on the Camera and Planar Trackers, as those are exclusive to the Studio version. Depending on your footage, you may need 3d tracking.
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jamie_fenn

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Re: Transforming Buildings composite

PostFri Apr 05, 2019 12:53 am

Bryan Ray wrote:First, while Fusion does have a 3d compositing environment, it isn't full-fledged 3d software, so it's not the only tool you'd need to replicate the shot. Creating the model will need to be done with something like Modo, Maya or Blender. Once you have a model, you can bring it into Fusion for simple animation. You can't do anything complex like character animation, but for simple rotations and camera matching, it's just fine.

I don't really know the Resolve end of things, but for some deeper understanding of Fusion, I have the rough draft of a book I have been/had been writing here:
http://www.bryanray.name/wordpress/comp ... -contents/

Note Chapter 10 is all about the 3D workspace.

The book is written for the standalone version of Fusion, but 90% of the features are the same in the Fusion tab in Resolve. The first chapter is the one that will differ the most. I also don't yet have anything on the Camera and Planar Trackers, as those are exclusive to the Studio version. Depending on your footage, you may need 3d tracking.


What does it look like Benn TK did in the video? Does it look like it could be done in fusion?
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jamie_fenn

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Re: Transforming Buildings composite

PostFri Apr 12, 2019 4:44 pm

I feel like there should be at least one person on here that can help me... Anyone?
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xunile

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Re: Transforming Buildings composite

PostFri Apr 12, 2019 5:42 pm

jamie_fenn wrote:I feel like there should be at least one person on here that can help me... Anyone?


I mean no offense by this, but how long do you think the creator of that video worked to gain the skills to make that video? I am sure it took years of study and practice, and getting to know how to utilize several applications to create his videos. The effect he made that you want to recreate could be duplicated by either creating a 3d model from scratch in something like Blender, or finding a 3d model that is good enough for you from places like Turbosquid. Then you could either bring the model into Resolve and texture and animate it in Fusion. Or you could do all of that work in Blender and then composite that footage in Resolve with some background footage. My point is that this is something that is very complicated to spell out in a forum post or two. I understand the drive to replicate something cool you've seen, but sometimes the best thing is to learn the basics, build up your skills, then attempt to recreate something once you have attained the skills. There are a lot of great resources online to learn both Resolve, Fusion, and 3d modeling software.
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michael vorberg

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Re: Transforming Buildings composite

PostFri Apr 12, 2019 7:38 pm

looked closer to the video and i guess it would not be possible with fusion only.
you would at least to make the rough geometry in another tool. import that into fusion, camera project the texture and animate the geometry.


a quick example would look like this comp:

Code: Select all
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            PerformDepthMerge = Input { Value = 0, },
            EffectMask = Input {
               SourceOp = "Polygon3",
               Source = "Mask",
            }
         },
         ViewInfo = OperatorInfo { Pos = { 770, -214.5 } },
      },
      Polygon3 = PolylineMask {
         DrawMode = "InsertAndModify",
         DrawMode2 = "InsertAndModify",
         Inputs = {
            SoftEdge = Input { Value = 0.0573, },
            MaskWidth = Input { Value = 1920, },
            MaskHeight = Input { Value = 1080, },
            PixelAspect = Input { Value = { 1, 1 }, },
            ClippingMode = Input { Value = FuID { "None" }, },
            Polyline = Input {
               Value = Polyline {
                  Closed = true,
                  Points = {
                     { Linear = true, X = -0.530075192451477, Y = -0.333333335717519, LX = -0.00250625610351555, LY = 0.293333339161343, RX = 0.352548042933146, RY = 0.00222222010294596 },
                     { Linear = true, X = 0.527568936347961, Y = -0.326666675408681, LX = -0.352548042933146, LY = -0.00222222010294596, RX = -0.00250627597173048, RY = 0.291111119058397 },
                     { Linear = true, X = 0.52005010843277, Y = 0.54666668176651, LX = 0.00250627597173048, LY = -0.291111119058397, RX = -0.352548031131725, RY = 0 },
                     { Linear = true, X = -0.537593960762024, Y = 0.54666668176651, LX = 0.352548031131725, LY = -0, RX = 0.00250625610351555, RY = -0.293333339161343 }
                  }
               },
            },
            Polyline2 = Input {
               Value = Polyline {
               },
               Disabled = true,
            },
         },
         ViewInfo = OperatorInfo { Pos = { 770, -148.5 } },
      },
      Shape3D1 = Shape3D {
         Inputs = {
            ["Transform3DOp.Translate.Y"] = Input { Value = 1.97825035768067, },
            Shape = Input { Value = FuID { "SurfaceCylinderInputs" }, },
            MaterialInput = Input {
               SourceOp = "Catcher1",
               Source = "MaterialOutput",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["SurfaceCylinderInputs.Radius"] = Input { Value = 9.87, },
            ["SurfaceCylinderInputs.Height"] = Input { Value = 7.31, },
            ["SurfaceCylinderInputs.StartSweep"] = Input { Value = 85.4, },
            ["SurfaceCylinderInputs.EndSweep"] = Input { Value = 235.7, },
            ["SurfaceCylinderInputs.ObjectID.ObjectID"] = Input { Value = 3, }
         },
         ViewInfo = OperatorInfo { Pos = { 770, 148.5 } },
      },
      Catcher1 = TexCatcher {
         Inputs = {
            MaterialID = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 148.5 } },
      },
      Polygon2 = PolylineMask {
         DrawMode = "InsertAndModify",
         DrawMode2 = "InsertAndModify",
         Inputs = {
            MaskWidth = Input { Value = 1920, },
            MaskHeight = Input { Value = 1080, },
            PixelAspect = Input { Value = { 1, 1 }, },
            ClippingMode = Input { Value = FuID { "None" }, },
            Polyline = Input {
               SourceOp = "Polygon2Polyline",
               Source = "Value",
            },
            Polyline2 = Input {
               Value = Polyline {
               },
               Disabled = true,
            },
         },
         ViewInfo = OperatorInfo { Pos = { 110, 145.861 } },
      },
      Polygon2Polyline = BezierSpline {
         SplineColor = { Red = 173, Green = 255, Blue = 47 },
         NameSet = true,
         KeyFrames = {
            [1044] = { 0, Flags = { Linear = true, LockedY = true }, Value = Polyline {
                  Closed = true,
                  Points = {
                     { Linear = true, X = 0.011499147862196, Y = 0.0122089721262455, LX = -0.00231789782022436, LY = -0.0499828768273195, RX = 0.0451448042049352, RY = -0.000946431935324325 },
                     { Linear = true, X = 0.146933555603027, Y = 0.00936967600136995, LX = -0.0451448042049352, LY = 0.000946431935324325, RX = 0.0349233406365832, RY = -0.0028392957483272 },
                     { Linear = true, X = 0.251703590154648, Y = 0.000851788732688874, LX = -0.0349233406365832, LY = 0.0028392957483272, RX = 0.0316581445651458, RY = -0.00662502365289895 },
                     { Linear = true, X = 0.346678018569946, Y = -0.0190232824534178, LX = -0.0316581445651458, LY = 0.00662502365289895, RX = 0.0214366854624881, RY = -0.00624645080437843 },
                     { Linear = true, X = 0.410988062620163, Y = -0.0377626344561577, LX = -0.0214366854624881, LY = 0.00624645080437843, RX = 0.0144804129710189, RY = -0.00946431965222531 },
                     { Linear = true, X = 0.454429298639297, Y = -0.0661555901169777, LX = -0.0144804129710189, LY = 0.00946431965222531, RX = 0.00241340244107461, RY = -0.0213893632034833 },
                     { Linear = true, X = 0.461669504642487, Y = -0.130323678255081, LX = -0.00241340244107461, LY = 0.0213893632034833, RX = 0.00397501463649084, RY = -0.0395608560652663 },
                     { Linear = true, X = 0.473594546318054, Y = -0.249006241559982, LX = -0.00397501463649084, LY = 0.0395608560652663, RX = 0.00302788940186556, RY = -0.042941944357838 },
                     { Linear = true, X = 0.482678204774857, Y = -0.37783208489418, LX = -0.00302788940186556, LY = 0.042941944357838, RX = -0.0164334855356562, RY = -0.00799644260376131 },
                     { Linear = true, X = 0.433377742767334, Y = -0.401821404695511, LX = 0.0164334855356562, LY = 0.00799644260376131, RX = -0.0339773466341924, RY = -0.00518288435219977 },
                     { Linear = true, X = 0.331445693969727, Y = -0.417370051145554, LX = 0.0339773466341924, LY = 0.00518288435219977, RX = -0.0199866725846235, RY = -0.0017769902075165 },
                     { Linear = true, X = 0.271485686302185, Y = -0.42270103096962, LX = 0.0199866725846235, LY = 0.0017769902075165, RX = -0.0862022994744657, RY = -0.00188472193377291 },
                     { Linear = true, X = 0.0128787877038121, Y = -0.428355187177658, LX = 0.0862022994744657, LY = 0.00188472193377291, RX = -0.00277777771945253, RY = 0.0968718434218161 },
                     { Linear = true, X = 0.00454545440152287, Y = -0.137739658355713, LX = 0.00277777771945253, LY = -0.0968718434218161, RX = 0.00231789782022436, RY = 0.0499828768273195 }
                  }
               } }
         }
      },
      Merge3D1 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "Camera3D1",
               Source = "Output",
            },
            SceneInput3 = Input {
               SourceOp = "Shape3D1",
               Source = "Output",
            },
            SceneInput4 = Input {
               SourceOp = "Camera3D1_1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 1045, 148.5 } },
      },
      BrightnessContrast1_1 = BrightnessContrast {
         Inputs = {
            ApplyMaskInverted = Input { Value = 1, },
            Alpha = Input { Value = 1, },
            Gain = Input { Value = 0, },
            Input = Input {
               SourceOp = "PipeRouter3",
               Source = "Output",
            },
            EffectMask = Input {
               SourceOp = "Polygon2",
               Source = "Mask",
            }
         },
         ViewInfo = OperatorInfo { Pos = { 110, 211.861 } },
      },
      Camera3D1 = Camera3D {
         Inputs = {
            ["Transform3DOp.Translate.Z"] = Input { Value = 20.6398433313434, },
            ["Transform3DOp.Rotate.X"] = Input { Value = 12.1, },
            AoV = Input { Value = 47.5637473251587, },
            FLength = Input { Value = 4.15, },
            ["Stereo.Mode"] = Input { Value = FuID { "Mono" }, },
            FilmBack = Input { Value = 1, },
            FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
            ApertureW = Input { Value = 0.192, },
            ApertureH = Input { Value = 0.144, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 1265, -16.5 } },
      },
      Camera3D1_2 = Camera3D {
         Inputs = {
            ["Transform3DOp.Translate.Z"] = Input { Value = 20.6398433313434, },
            ["Transform3DOp.Rotate.X"] = Input { Value = 12.1, },
            AoV = Input { Value = 47.5637473251587, },
            FLength = Input { Value = 4.15, },
            ["Stereo.Mode"] = Input { Value = FuID { "Mono" }, },
            FilmBack = Input { Value = 1, },
            FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
            ApertureW = Input { Value = 0.192, },
            ApertureH = Input { Value = 0.144, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 935, 214.5 } },
      },
      Camera3D1_3 = Camera3D {
         Inputs = {
            ["Transform3DOp.Translate.Z"] = Input { Value = 20.6398433313434, },
            ["Transform3DOp.Rotate.X"] = Input { Value = 12.1, },
            AoV = Input { Value = 47.5637473251587, },
            FLength = Input { Value = 4.15, },
            ["Stereo.Mode"] = Input { Value = FuID { "Mono" }, },
            FilmBack = Input { Value = 1, },
            FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
            ApertureW = Input { Value = 0.192, },
            ApertureH = Input { Value = 0.144, },
            ImagePlaneEnabled = Input { Value = 0, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
            ImageInput = Input {
               SourceOp = "BrightnessContrast1_1",
               Source = "Output",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
            ProjectionEnabled = Input { Value = 1, },
            ProjectionMode = Input { Value = 2, },
            ProjectOnBackFaces = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 770, 214.5 } },
      },
      Renderer3D1 = Renderer3D {
         CustomData = {
            ToolVersion = 2,
         },
         Inputs = {
            GlobalIn = Input { Value = 1001, },
            GlobalOut = Input { Value = 2001, },
            Width = Input { Value = 960, },
            Height = Input { Value = 720, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            SceneInput = Input {
               SourceOp = "Merge3D1",
               Source = "Output",
            },
            CameraSelector = Input { Value = FuID { "Camera3D1" }, },
            RendererType = Input { Value = FuID { "RendererOpenGLUV" }, },
            ["RendererOpenGL.LightingEnabled"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 1210, 148.5 } },
      },
      PipeRouter3 = PipeRouter {
         Inputs = {
            Input = Input {
               SourceOp = "Loader1",
               Source = "Output",
            },
         },
         ViewInfo = PipeRouterInfo { Pos = { -275, 214.5 } },
      },
      Underlay1 = Underlay {
         ViewInfo = UnderlayInfo {
            Pos = { -55, 49.5 },
            Size = { 557, 204.917 }
         },
      },
      Shape3D1_1 = Shape3D {
         Inputs = {
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 1.97825035768067, },
            ["Transform3DOp.Rotate.Y"] = Input {
               SourceOp = "Shape3D1_1YRotation",
               Source = "Value",
            },
            Shape = Input { Value = FuID { "SurfaceCylinderInputs" }, },
            MaterialInput = Input {
               SourceOp = "Renderer3D1",
               Source = "Output",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
            ["SurfaceCylinderInputs.Radius"] = Input { Value = 9.87, },
            ["SurfaceCylinderInputs.Height"] = Input { Value = 7.31, },
            ["SurfaceCylinderInputs.StartSweep"] = Input { Value = 85.4, },
            ["SurfaceCylinderInputs.EndSweep"] = Input { Value = 235.7, },
            ["SurfaceCylinderInputs.ObjectID.ObjectID"] = Input { Value = 3, }
         },
         ViewInfo = OperatorInfo { Pos = { 1540, 148.5 } },
      },
      Shape3D1_1YRotation = BezierSpline {
         SplineColor = { Red = 128, Green = 255, Blue = 128 },
         NameSet = true,
         KeyFrames = {
            [1001] = { -50.2, RH = { 1004, -33.4666666666667 }, Flags = { Linear = true } },
            [1010] = { 0, LH = { 1007, 0 } }
         }
      },
      Catcher1_1 = TexCatcher {
         Inputs = {
            MaterialID = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 280.5 } },
      },
      Shape3D1_2 = Shape3D {
         Inputs = {
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["Transform3DOp.Translate.X"] = Input { Value = 0.996273578360679, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.329567313069187, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 0.0295687095194726, },
            ["Transform3DOp.Rotate.Y"] = Input { Value = -98.6, },
            Shape = Input { Value = FuID { "SurfaceCylinderInputs" }, },
            MaterialInput = Input {
               SourceOp = "Catcher1_1",
               Source = "MaterialOutput",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
            ["SurfaceCylinderInputs.Radius"] = Input { Value = 8.85, },
            ["SurfaceCylinderInputs.Height"] = Input { Value = 5.04, },
            ["SurfaceCylinderInputs.StartSweep"] = Input { Value = 219, },
            ["SurfaceCylinderInputs.ObjectID.ObjectID"] = Input { Value = 3, }
         },
         ViewInfo = OperatorInfo { Pos = { 770, 280.5 } },
      },
      Renderer3D1_2 = Renderer3D {
         CustomData = {
            ToolVersion = 2,
         },
         Inputs = {
            GlobalIn = Input { Value = 1001, },
            GlobalOut = Input { Value = 2001, },
            Width = Input { Value = 960, },
            Height = Input { Value = 720, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            SceneInput = Input {
               SourceOp = "Merge3D1_2",
               Source = "Output",
            },
            CameraSelector = Input { Value = FuID { "Camera3D1_2" }, },
            RendererType = Input { Value = FuID { "RendererOpenGLUV" }, },
         },
         ViewInfo = OperatorInfo { Pos = { 1155, 280.5 } },
      },
      Shape3D1_3 = Shape3D {
         Inputs = {
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["Transform3DOp.Translate.X"] = Input { Value = 0.996273578360679, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.329567313069187, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 0.0295687095194726, },
            ["Transform3DOp.Rotate.Y"] = Input {
               SourceOp = "Shape3D1_3YRotation",
               Source = "Value",
            },
            Shape = Input { Value = FuID { "SurfaceCylinderInputs" }, },
            MaterialInput = Input {
               SourceOp = "Renderer3D1_2",
               Source = "Output",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
            ["SurfaceCylinderInputs.Radius"] = Input { Value = 8.85, },
            ["SurfaceCylinderInputs.Height"] = Input { Value = 5.04, },
            ["SurfaceCylinderInputs.StartSweep"] = Input { Value = 219, },
            ["SurfaceCylinderInputs.ObjectID.ObjectID"] = Input { Value = 3, }
         },
         ViewInfo = OperatorInfo { Pos = { 1540, 280.5 } },
      },
      Shape3D1_3YRotation = BezierSpline {
         SplineColor = { Red = 128, Green = 255, Blue = 128 },
         NameSet = true,
         KeyFrames = {
            [1001] = { -58.8, RH = { 1005.66666666667, -77.1866666666667 }, Flags = { Linear = true } },
            [1015] = { -98.2, LH = { 1010.33333333333, -98.2 } }
         }
      },
      Merge3D1_2 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "Camera3D1_2",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "Shape3D1_2",
               Source = "Output",
            },
            SceneInput3 = Input {
               SourceOp = "Camera3D1_3",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 990, 280.5 } },
      },
      Note1 = Note {
         Inputs = {
            Comments = Input { Value = "prepare Texture and split image into layers", }
         },
         ViewInfo = StickyNoteInfo {
            Pos = { -220, 280.5 },
            Flags = {
               Expanded = true
            },
            Size = { 196, 179.3 }
         },
      },
      Merge3D1_1 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "Shape3D1_1",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "Camera3D1",
               Source = "Output",
            },
            SceneInput3 = Input {
               SourceOp = "Shape3D1_3",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 1760, 148.5 } },
      },
      PipeRouter1 = PipeRouter {
         Inputs = {
            Input = Input {
               SourceOp = "Merge3",
               Source = "Output",
            },
         },
         ViewInfo = PipeRouterInfo { Pos = { 1815, -214.5 } },
      },
      Underlay2 = Underlay {
         ViewInfo = UnderlayInfo {
            Pos = { 935, 82.5 },
            Size = { 777, 242 }
         },
      },
      Renderer3D1_1 = Renderer3D {
         CustomData = {
            ToolVersion = 2,
         },
         Inputs = {
            MotionBlur = Input { Value = 1, },
            Quality = Input { Value = 30, },
            GlobalIn = Input { Value = 1001, },
            GlobalOut = Input { Value = 2001, },
            Width = Input { Value = 960, },
            Height = Input { Value = 720, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            SceneInput = Input {
               SourceOp = "Merge3D1_1",
               Source = "Output",
            },
            CameraSelector = Input { Value = FuID { "Camera3D1" }, },
            RendererType = Input { Value = FuID { "RendererOpenGL" }, },
            ["RendererOpenGLUV.LightingEnabled"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 1925, 148.5 } },
      },
      Underlay3 = Underlay {
         ViewInfo = UnderlayInfo {
            Pos = { 1705, 148.5 },
            Size = { 557, 176 }
         },
      },
      Note2 = Note {
         Inputs = {
            Comments = Input { Value = "bake texture onto geometry\n", }
         },
         ViewInfo = StickyNoteInfo {
            Pos = { 660, 346.5 },
            Flags = {
               Expanded = true
            },
            Size = { 196, 179.3 }
         },
      },
      Note3 = Note {
         Inputs = {
            Comments = Input { Value = "use baked texture on same geometry and animate the geometry", }
         },
         ViewInfo = StickyNoteInfo {
            Pos = { 1540, 346.5 },
            Flags = {
               Expanded = true
            },
            Size = { 196, 179.3 }
         },
      },
      Merge2 = Merge {
         Inputs = {
            Background = Input {
               SourceOp = "PipeRouter1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Renderer3D1_1",
               Source = "Output",
            },
            PerformDepthMerge = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 2255, -16.5 } },
      }
   }
}

image from here: https://www.maxpixel.net/View-Of-Rome-S ... ly-2441761

and animation starts at 1001 (my default setup)
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jamie_fenn

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  • Real Name: Jamie Fenn

Re: Transforming Buildings composite

PostFri Apr 12, 2019 11:00 pm

Not able to do it in fusion? well thats disappointing. :(
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Sander de Regt

  • Posts: 3584
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Re: Transforming Buildings composite

PostSat Apr 13, 2019 6:52 am

Well, there is the cylinder shape inside of Fusion. So if you use an image like Michael's referring to or some of your own footage, you'll definitely be able to pull something off like this inside of Fusion.
It's not exactly rocket science, what he's doing. It's just that the whole video is a nice succesion of smart/quick transitions. Some of them very basic 1900s style of stopping/starting the camera, some of them pretty high end. This shot is a bit in the middle. But one thing that makes it cool is the fact that - if I noticed correctly - he's keeping the image of the pigeon across multiple shots. It's the attention to detail like this, that makes the whole piece work as well as it does.

Can you share your own shot with us, so we can see what you're trying to do? It would make it much easier (and more educational) than talking about someone else's hypothetical shot.
Sander de Regt

ShadowMaker SdR
The Netherlands
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michael vorberg

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Re: Transforming Buildings composite

PostSat Apr 13, 2019 7:25 am

jamie_fenn wrote:Not able to do it in fusion? well thats disappointing. :(

did you look at my example comp? maybe this approach is good enough for you

if you have better geometry you will get better looking results
if you put more time into painting out some overlaps, doing better roto for the layers you will get better results

my comp is just a quick demo of the technic i would use to get the effect done
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jamie_fenn

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  • Real Name: Jamie Fenn

Re: Transforming Buildings composite

PostSat Apr 13, 2019 6:39 pm

michael vorberg wrote:
jamie_fenn wrote:Not able to do it in fusion? well thats disappointing. :(

did you look at my example comp? maybe this approach is good enough for you

if you have better geometry you will get better looking results
if you put more time into painting out some overlaps, doing better roto for the layers you will get better results

my comp is just a quick demo of the technic i would use to get the effect done




I have no idea how to even view that. Its just a bunch of code....
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xunile

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  • Real Name: Eric Eisenmann

Re: Transforming Buildings composite

PostSat Apr 13, 2019 6:47 pm

jamie_fenn wrote:
michael vorberg wrote:
jamie_fenn wrote:Not able to do it in fusion? well thats disappointing. :(

did you look at my example comp? maybe this approach is good enough for you

if you have better geometry you will get better looking results
if you put more time into painting out some overlaps, doing better roto for the layers you will get better results

my comp is just a quick demo of the technic i would use to get the effect done




I have no idea how to even view that. Its just a bunch of code....


Left click and drag to select all of the code in between the first "{" bracket and the last "}" bracket in that code window. Then copy it all(ctrl-c).Then open up Resolve, switch to the Fusion tab, right click in the node window and paste.
Win 10 Home | Intel i7 - 10700f 64 GB 1 TB GB SSD 2 TB SSD
RTX-3060 12 GB | Resolve Studio 18.6.6| Fusion Studio 18.6.6

Win 10 Home | Intel Core I7-7700HQ 32 GB 1 TB NVME SSD 1 TB SATA SSD
GTX-1060-6GB | Resolve 17.4.6
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jamie_fenn

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  • Real Name: Jamie Fenn

Re: Transforming Buildings composite

PostSat Apr 13, 2019 9:42 pm

It worked haha thanks,

Only if i knew how to use what you prepared, This is really awesome btw thank you...
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jamie_fenn

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Re: Transforming Buildings composite

PostThu Apr 18, 2019 6:45 pm

is there anyway you could do a quicktime screen record and show me how to use your node set up in a we transfer link?

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