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Imported 3d and GI

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Chester Niziol

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Imported 3d and GI

PostWed Oct 11, 2017 4:05 pm

I am very new to Fusion, so this may be a strange question, but here it is:

Is this a "fake" screenshot posted on the Fusion page, or is there a way to actually get these soft shadows in a 3D scene view, prior to a render node?

Thanks!
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import-md-cropped.png
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michael vorberg

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Re: Imported 3d and GI

PostWed Oct 11, 2017 7:14 pm

maybe a baked texture map?
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Sander de Regt

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Re: Imported 3d and GI

PostWed Oct 11, 2017 7:20 pm

Screen space ambient occlusion is also a possibility.
Sander de Regt

ShadowMaker SdR
The Netherlands
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Chad Capeland

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Re: Imported 3d and GI

PostWed Oct 11, 2017 8:24 pm

Or just a bunch of lights.
Chad Capeland
Indicated, LLC
www.floweffects.com
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Chester Niziol

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Re: Imported 3d and GI

PostWed Oct 11, 2017 8:53 pm

michael vorberg wrote:maybe a baked texture map?


Yes, that was my first guess as well. I do not think this is lit by any scene lights, otherwise we would see some specular highlights.
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Chester Niziol

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Re: Imported 3d and GI

PostWed Oct 11, 2017 8:58 pm

Sander de Regt wrote:Screen space ambient occlusion is also a possibility.


I considered that, but I think SSAO still needs to go through the Render 3D node. This image looks like it came straight from Merge 3D node ( grid still visible ).
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Chad Capeland

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Re: Imported 3d and GI

PostThu Oct 12, 2017 12:33 pm

Chester Niziol wrote:I do not think this is lit by any scene lights, otherwise we would see some specular highlights.


Depends on the shader assigned.
Chad Capeland
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Adelson Munhoz

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Re: Imported 3d and GI

PostThu Oct 12, 2017 2:43 pm

It seems like a composed image, mixing the render node output with the 3D viewer.

I may be wrong, but I don't think it is possible to have anti aliased / super-sampled images in the 3D viewport.
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Chad Capeland

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Re: Imported 3d and GI

PostThu Oct 12, 2017 4:16 pm

Adelson Munhoz wrote:but I don't think it is possible to have anti aliased / super-sampled images in the 3D viewport.


You can, depending on your graphics card and drivers.
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Umberto Uderzo

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Re: Imported 3d and GI

PostThu Oct 12, 2017 4:33 pm

Cough! cough!
Aehm...

And select Camera POV in viewer...

Code: Select all
{
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            ["Transform3DOp.ScaleNest"] = Input { },
            ["Transform3DOp.TargetNest"] = Input { },
            MaterialInput = Input { },
            ["MtlStdInputs.Diffuse.Nest"] = Input { },
            ["MtlStdInputs.Specular.Nest"] = Input { },
            ["MtlStdInputs.Transmittance.Nest"] = Input { },
            ["MtlStdInputs.MaterialIDNest"] = Input { },
            StartEndRenderScripts = Input { },
            ["SurfaceTorusInputs.Visibility.Nest"] = Input { },
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            ["SurfaceTorusInputs.BlendMode.Nest"] = Input { },
            ["SurfaceTorusInputs.Controls.Nest"] = Input { },
            ["SurfaceTorusInputs.ObjectID.Nest"] = Input { },
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         ViewInfo = OperatorInfo { Pos = { 715, 214.5 } },
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            SceneInput4 = Input {
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         ViewInfo = OperatorInfo { Pos = { 825, 148.5 } },
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      Publish3 = PublishNumber {
         Inputs = {
            Value = Input { Value = -2.31, },
         },
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      Publish4 = PublishNumber {
      },
      Publish5 = PublishNumber {
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      Publish6 = PublishNumber {
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      Renderer3D1 = Renderer3D {
         CustomData = {
            ToolVersion = 2,
         },
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            SceneInput = Input {
               SourceOp = "Merge3D1",
               Source = "Output",
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            ["RendererSoftware.LightingEnabled"] = Input { Value = 1, },
            ["RendererSoftware.ShadowsEnabled"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 148.5 } },
      },
      Instance_Shape3D1 = Shape3D {
         SourceOp = "Shape3D1",
         Inputs = {
            SceneInput = Input { },
            ["Transform3DOp.Translation"] = Input { },
            ["Transform3DOp.Rotation"] = Input { },
            ["Transform3DOp.PivotNest"] = Input { },
            ["Transform3DOp.ScaleNest"] = Input { },
            ["Transform3DOp.TargetNest"] = Input { },
            MaterialInput = Input { },
            ["MtlStdInputs.Diffuse.Nest"] = Input { },
            ["MtlStdInputs.Specular.Nest"] = Input { },
            ["MtlStdInputs.Transmittance.Nest"] = Input { },
            ["MtlStdInputs.MaterialIDNest"] = Input { },
            StartEndRenderScripts = Input { },
            ["SurfacePlaneInputs.Visibility.Nest"] = Input { },
            ["SurfacePlaneInputs.Lighting.Nest"] = Input { Value = 1, },
            ["SurfacePlaneInputs.Matte.Nest"] = Input { },
            ["SurfacePlaneInputs.BlendMode.Nest"] = Input { },
            ["SurfacePlaneInputs.Controls.Nest"] = Input { },
            ["SurfacePlaneInputs.ObjectID.Nest"] = Input { },
         },
         ViewInfo = OperatorInfo { Pos = { 715, 115.5 } },
      },
      Merge3D1 = Merge3D {
         Inputs = {
            SceneInput1 = Input {
               SourceOp = "Shape3D1",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "SpotLight1",
               Source = "Output",
            },
            SceneInput3 = Input {
               SourceOp = "Camera3D1",
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            SceneInput4 = Input {
               SourceOp = "Shape3D2",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 385, 148.5 } },
      },
      Shape3D2 = Shape3D {
         CtrlWZoom = false,
         Inputs = {
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.247910912681871, },
            ["Transform3DOp.Scale.X"] = Input { Value = 0.2157, },
            Shape = Input { Value = FuID { "SurfaceTorusInputs" }, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 3, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 3, },
            ["SurfaceTorusInputs.Section"] = Input { Value = 0.363, },
            ["SurfaceTorusInputs.SubdivisionLevelBase"] = Input { Value = 44, },
            ["SurfaceTorusInputs.ObjectID.ObjectID"] = Input { Value = 4, }
         },
         ViewInfo = OperatorInfo { Pos = { 275, 214.5 } },
      },
      Camera3D1 = Camera3D {
         CtrlWZoom = false,
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input {
               SourceOp = "Publish1",
               Source = "Value",
            },
            ["Transform3DOp.Translate.Y"] = Input {
               SourceOp = "Publish2",
               Source = "Value",
            },
            ["Transform3DOp.Translate.Z"] = Input {
               SourceOp = "Publish3",
               Source = "Value",
            },
            ["Transform3DOp.UseTarget"] = Input { Value = 1, },
            ["Transform3DOp.Target.X"] = Input {
               SourceOp = "Publish4",
               Source = "Value",
            },
            ["Transform3DOp.Target.Y"] = Input {
               SourceOp = "Publish5",
               Source = "Value",
            },
            ["Transform3DOp.Target.Z"] = Input {
               SourceOp = "Publish6",
               Source = "Value",
            },
            AoV = Input {
               SourceOp = "Publish7",
               Source = "Value",
            },
            FLength = Input { Value = 41.9993247273394, },
            ["Stereo.Mode"] = Input { Value = FuID { "Mono" }, },
            FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
            ApertureW = Input { Value = 0.831496062992126, },
            ApertureH = Input { Value = 0.467716535433071, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 275, 181.5 } },
      },
      Publish7 = PublishNumber {
         CtrlWZoom = false,
         Inputs = {
            Value = Input { Value = 16.1, },
         },
      },
      SpotLight1 = LightSpot {
         Inputs = {
            ["Transform3DOp.Translate.Y"] = Input { Value = 1.684, },
            ["Transform3DOp.Rotate.X"] = Input { Value = -90, },
            PenumbraAngle = Input { Value = 13.59, },
            ["ShadowLightInputs3D.Nest"] = Input { Value = 1, },
            ["ShadowLightInputs3D.SoftnessType"] = Input { Value = FuID { "Constant" }, },
            ["ShadowLightInputs3D.ConstantSoftness"] = Input { Value = 0.0551, },
         },
         ViewInfo = OperatorInfo { Pos = { 275, 148.5 } },
      },
      Shape3D1 = Shape3D {
         Inputs = {
            ["Transform3DOp.Rotate.X"] = Input { Value = -90, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, }
         },
         ViewInfo = OperatorInfo { Pos = { 275, 115.5 } },
      }
   }
}
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Chester Niziol

  • Posts: 4
  • Joined: Wed Oct 11, 2017 3:49 pm

Re: Imported 3d and GI

PostFri Oct 27, 2017 8:22 pm

Thanks Umberto for that example.

I think however that Adelson is correct and this is not a "real" screenshot of the 3d vewport. No matter how many cores your card has, Fusion will not render this image this way. If you also look at the attached example, you will see very clear "self-reflections" in the rendered car image which supposed to be rendered in Fusion, after the FBX Scene import. I do not think Fusion can do this ( for now ).

I still think this is a "marketing" screenshot and not a real one and I should stop killing myself to try to replicate it.
Attachments
import-md-dr.png
Reflections
import-md-dr.png (149.93 KiB) Viewed 2244 times
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Bryan Ray

  • Posts: 2478
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Re: Imported 3d and GI

PostFri Oct 27, 2017 11:13 pm

Especially since that Viewer claims it's displaying a node called "AnimatedText."
Bryan Ray
http://www.bryanray.name
http://www.sidefx.com

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