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Polygon and Fastnoise Question

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jsghost777

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Polygon and Fastnoise Question

PostTue May 21, 2024 7:51 am

Hi,

So, I was wondering if it's possible to use a fastnoise node to only animate the edge of a polygon? I used a polygon and drew a shape, and I want only the edge of the shape to be affected by the fastnoise seething rate.
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birdseye

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Re: Polygon and Fastnoise Question

PostTue May 21, 2024 8:16 am

You could do something like this.

Code: Select all
{
   Tools = ordered() {
      Polygon1 = PolylineMask {
         DrawMode = "ModifyOnly",
         DrawMode2 = "InsertAndModify",
         CtrlWZoom = false,
         Inputs = {
            Filter = Input { Value = FuID { "Fast Gaussian" }, },
            PaintMode = Input { Value = FuID { "Subtract" }, },
            MaskWidth = Input { Value = 1920, },
            MaskHeight = Input { Value = 1080, },
            PixelAspect = Input { Value = { 1, 1 }, },
            ClippingMode = Input { Value = FuID { "None" }, },
            Polyline = Input {
               SourceOp = "Polygon1Polyline",
               Source = "Value",
            },
            Polyline2 = Input {
               Value = Polyline {
               },
               Disabled = true,
            },
         },
         ViewInfo = OperatorInfo { Pos = { 90, 59.4848 } },
      },
      Polygon1Polyline = BezierSpline {
         SplineColor = { Red = 96, Green = 255, Blue = 47 },
         CtrlWZoom = false,
         NameSet = true,
         KeyFrames = {
            [100] = { 0, Flags = { Linear = true, LockedY = true }, Value = Polyline {
                  Closed = true,
                  Points = {
                     { Linear = true, X = -0.0838541666666667, Y = 0.0962962962962963, LX = 0.0111111111111111, LY = 0.0145061728395062, RX = -0.0079861111111111, RY = -0.0370370370370371 },
                     { Linear = true, X = -0.1078125, Y = -0.0148148148148148, LX = 0.0079861111111111, LY = 0.0370370370370371, RX = 0.0154513888888889, RY = -0.0361111111111111 },
                     { Linear = true, X = -0.0614583333333333, Y = -0.123148148148148, LX = -0.0154513888888889, LY = 0.0361111111111111, RX = 0.0418402777777778, RY = -0.00401234567901234 },
                     { Linear = true, X = 0.0640625, Y = -0.135185185185185, LX = -0.0418402777777778, LY = 0.00401234567901234, RX = 0.0185763888888889, RY = 0.0376543209876543 },
                     { Linear = true, X = 0.119791666666667, Y = -0.0222222222222222, LX = -0.0185763888888889, LY = -0.0376543209876543, RX = -0.00590277777777778, RY = 0.0429012345679012 },
                     { Linear = true, X = 0.102083333333333, Y = 0.106481481481482, LX = 0.00590277777777778, LY = -0.0429012345679012, RX = -0.0256944444444444, RY = 0.012037037037037 },
                     { Linear = true, X = 0.025, Y = 0.142592592592593, LX = 0.0256944444444444, LY = -0.012037037037037, RX = -0.0251736111111111, RY = -0.000925925925925923 },
                     { Linear = true, X = -0.0505208333333333, Y = 0.139814814814815, LX = 0.0251736111111111, LY = 0.000925925925925923, RX = -0.0111111111111111, RY = -0.0145061728395062 }
                  }
               } }
         }
      },
      Instance_Polygon1 = PolylineMask {
         DrawMode = "ModifyOnly",
         DrawMode2 = "InsertAndModify",
         SourceOp = "Polygon1",
         Inputs = {
            SettingsNest = Input { },
            Size = Input { Value = 0.827, },
            Polyline2 = Input { Disabled = true, },
            ["ShapeRasterizer.Nest"] = Input { },
            CommentsNest = Input { },
            FrameRenderScriptNest = Input { },
            StartRenderScripts = Input { },
            EndRenderScripts = Input { },
            EffectMask = Input {
               SourceOp = "Polygon1",
               Source = "Mask",
            }
         },
         ViewInfo = OperatorInfo { Pos = { 187.333, 60.0909 } },
      },
      Displace1 = Displace {
         CtrlWZoom = false,
         Inputs = {
            Input = Input {
               SourceOp = "Instance_Polygon1",
               Source = "Mask",
            },
            Foreground = Input {
               SourceOp = "FastNoise1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 300.604, 59.4848 } },
      },
      FastNoise1 = FastNoise {
         Inputs = {
            GlobalOut = Input { Value = 500, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Detail = Input { Value = 10, },
            Contrast = Input { Value = 5, },
            XScale = Input { Value = 50, },
            Seethe = Input { Value = 0.347, },
            SeetheRate = Input { Value = 0.732, },
         },
         ViewInfo = OperatorInfo { Pos = { 301.333, 21.303 } },
      }
   },
   ActiveTool = "Displace1"
}
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jsghost777

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  • Joined: Tue Apr 09, 2024 7:42 am
  • Real Name: Jake Coetzee

Re: Polygon and Fastnoise Question

PostTue May 21, 2024 8:32 am

birdseye:

You. Are. Awesome!
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jsghost777

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  • Real Name: Jake Coetzee

Re: Polygon and Fastnoise Question

PostTue May 21, 2024 8:59 am

birdseye:

I'm curious - why exactly does this work? Just so I can understand it better
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birdseye

  • Posts: 388
  • Joined: Fri Jun 12, 2020 2:36 pm
  • Real Name: Iain Fisher

Re: Polygon and Fastnoise Question

PostWed May 22, 2024 7:39 am

You are asking the wrong person, my game was mechanical engineering, so if you want advice on machining 20 or 30 tonnes of metal, I should be able to point you on the correct path. As far as I know a lot of these warping tools are based on the manipulation of ST Maps and it would do you no harm to look for information on that subject regardless. Here is one for example.

https://benmcewan.com/blog/2020/02/02/d ... g-st-maps/

Don't take my work for it though, there are many who pass through the forum who are infinitely more educated in this stuff than me.

Edit
Something worth mentioning, most of the information on ST Maps seems to be based on Nuke, where pixels are referenced at their centre, that may not be the case in Fusion.
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KrunoSmithy

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  • Real Name: Kruno Stifter

Re: Polygon and Fastnoise Question

PostWed May 22, 2024 10:37 am

jsghost777 wrote:Hi,

So, I was wondering if it's possible to use a fastnoise node to only animate the edge of a polygon? I used a polygon and drew a shape, and I want only the edge of the shape to be affected by the fastnoise seething rate.


I am not sure if you only want the outline to be effected like a stroke, in which case you can just turn any polygon or B-Spline into a stroke only, and that would be new mask. Just turn off "solid" and adjust the thickness of the stroke.

sshot-4027.jpg
sshot-4027.jpg (30 KiB) Viewed 292 times


If you want solid shape inside and only jagged edges on the outside, here is a tutorial.

JaggyEdges

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jsghost777

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  • Joined: Tue Apr 09, 2024 7:42 am
  • Real Name: Jake Coetzee

Re: Polygon and Fastnoise Question

PostWed May 22, 2024 12:12 pm

birdseye:

Awesome, I'll check that link out! Thank you

KrunoSmithy:

Thank you, I will spend some time on the tutorial!

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