- Posts: 105
- Joined: Mon Jan 28, 2019 6:44 pm
- Real Name: Jamie Fenn
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...
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.
jamie_fenn wrote:I feel like there should be at least one person on here that can help me... Anyone?
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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 } },
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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, }
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ViewInfo = OperatorInfo { Pos = { 1540, 148.5 } },
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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 } }
}
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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, }
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ViewInfo = OperatorInfo { Pos = { 770, 280.5 } },
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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 } },
}
}
}
jamie_fenn wrote:Not able to do it in fusion? well thats disappointing.
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
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....
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