
- Posts: 291
- Joined: Fri Jan 23, 2015 10:08 pm
Hi,
In this post I will explain how I use Normal passes instead of SSAO node to get a more resource-friendly AO for simple previz renders. The results you'll get from this method is not that realistic ambient occlusion compared to using SSAO, but that wasn't the main concern here. All I needed is something that processes quicker inside Fusion as well as renders really quickly.
I looked on the forum to see if anyone has shared a similar way of doing it, but I didn't find any, so I thought of sharing this with you, in case anyone might find it useful.
I will start with explaining exactly what I was trying to achieve. I am trying to figure out a previz pipeline for my next movie. I would like to go quickly from simple storyboards to doing previz where I figure out character movement as well as camera angles and movement. I am not concerned about lighting or materials or anything else in this stage beyond the movement and composition.
I use Blender for the simple modelling and all the animation I do. I used to render my scenes using Blender's OpenGl renderer which has very resource-friendly AO. It doesn't take anytime to render my scenes using that method. The issue I have with it though is, to be able to render multiple cameras at the same time, I have to duplicate my scene multiple times (one for each camera), sequence the scenes in Blender's video editor, render the whole thing as one long scene, then split the shot to the different camera angles I have.
Then, I thought of using Fusion, since I would only need 1 scene, and using multiple renderers, I can get Fusion to render all the cameras at the same time and place the render of each camera in its own folder. The problem with this method though is, unlike Blender OpenGl renderer, I don't get AO directly with the render. I used the SSAO node, and it produces great results that don't take too long to process and render, depending on how complicated the scene is of course.
However, it was still more resource-consuming for my liking since I don't need any realistic AO. Even if I lowered the number of samples, which produces less smooth results if you do it too far, it's still not what I want.
This is when I decided to use the Normals pass. All I do is checking the normal pass in the renderer, and then add a Channel Booleans to multiply Normal X, Y, or both with the color channels of the render. And, voila, a very basic, resource-friendly AO.
By the way, when I was testing this, I found that, if you drop the SSAO sampling to around 500, the render times are really close to what I get from my method. However, at this point, I find that the results I get from using the Normals are better than what I get from the SSAO. I still need to test and compare both methods more, because I have only used them on very simple 3D setups, but these are my initial findings.
Here are the different results:
1) With Normals
2) Using SSAO at 2000
3) Using SSAO at 500
This specific scene had no animation in it, but I tried the same method with another test scene (unfortunately, I deleted it) and the results were amazing even compared to Blender's OpenGl render. It was a 100-frame-long scene, and it finished rendering two camera angles, using Blender, in 1 minute. In Fusion, it finished rendering at about 16 seconds.
Here is the composition of the scene in case you want to test the render times. I hope this helps anyone.
In this post I will explain how I use Normal passes instead of SSAO node to get a more resource-friendly AO for simple previz renders. The results you'll get from this method is not that realistic ambient occlusion compared to using SSAO, but that wasn't the main concern here. All I needed is something that processes quicker inside Fusion as well as renders really quickly.
I looked on the forum to see if anyone has shared a similar way of doing it, but I didn't find any, so I thought of sharing this with you, in case anyone might find it useful.
I will start with explaining exactly what I was trying to achieve. I am trying to figure out a previz pipeline for my next movie. I would like to go quickly from simple storyboards to doing previz where I figure out character movement as well as camera angles and movement. I am not concerned about lighting or materials or anything else in this stage beyond the movement and composition.
I use Blender for the simple modelling and all the animation I do. I used to render my scenes using Blender's OpenGl renderer which has very resource-friendly AO. It doesn't take anytime to render my scenes using that method. The issue I have with it though is, to be able to render multiple cameras at the same time, I have to duplicate my scene multiple times (one for each camera), sequence the scenes in Blender's video editor, render the whole thing as one long scene, then split the shot to the different camera angles I have.
Then, I thought of using Fusion, since I would only need 1 scene, and using multiple renderers, I can get Fusion to render all the cameras at the same time and place the render of each camera in its own folder. The problem with this method though is, unlike Blender OpenGl renderer, I don't get AO directly with the render. I used the SSAO node, and it produces great results that don't take too long to process and render, depending on how complicated the scene is of course.
However, it was still more resource-consuming for my liking since I don't need any realistic AO. Even if I lowered the number of samples, which produces less smooth results if you do it too far, it's still not what I want.
This is when I decided to use the Normals pass. All I do is checking the normal pass in the renderer, and then add a Channel Booleans to multiply Normal X, Y, or both with the color channels of the render. And, voila, a very basic, resource-friendly AO.
By the way, when I was testing this, I found that, if you drop the SSAO sampling to around 500, the render times are really close to what I get from my method. However, at this point, I find that the results I get from using the Normals are better than what I get from the SSAO. I still need to test and compare both methods more, because I have only used them on very simple 3D setups, but these are my initial findings.
Here are the different results:
1) With Normals
- The result of using Normals (in this case, using both X and Y)
- Using Normals.PNG (160.9 KiB) Viewed 1067 times
2) Using SSAO at 2000
- Using SSAO at 2000 samples
- SSAO2000.PNG (164.66 KiB) Viewed 1067 times
3) Using SSAO at 500
- Using SSAO at 500 samples
- SSAO500.PNG (167.44 KiB) Viewed 1067 times
This specific scene had no animation in it, but I tried the same method with another test scene (unfortunately, I deleted it) and the results were amazing even compared to Blender's OpenGl render. It was a 100-frame-long scene, and it finished rendering two camera angles, using Blender, in 1 minute. In Fusion, it finished rendering at about 16 seconds.
Here is the composition of the scene in case you want to test the render times. I hope this helps anyone.
- Code: Select all
Composition {
CurrentTime = 0,
RenderRange = { 0, 30 },
GlobalRange = { 0, 30 },
CurrentID = 84,
PlaybackUpdateMode = 0,
Version = "Fusion 8.2 build 2",
SavedOutputs = 2,
HeldTools = 0,
DisabledTools = 0,
LockedTools = 0,
AudioOffset = 0,
Resumable = true,
OutputClips = {
},
Tools = {
PipeRouter3 = PipeRouter {
Inputs = {
Input = Input {
SourceOp = "Renderer3D1_1",
Source = "Output",
},
},
ViewInfo = PipeRouterInfo { Pos = { 440, -49.5 } },
},
ColorCorrector1_1 = ColorCorrector {
Inputs = {
MasterRGBGain = Input { Value = 0.561702127659575, },
ColorRanges = Input {
Value = ColorCurves {
Curves = {
{
Points = {
{ 0, 1 },
{ 0.4, 0.2 },
{ 0.6, 0 },
{ 1, 0 }
}
},
{
Points = {
{ 0, 0 },
{ 0.4, 0 },
{ 0.6, 0.2 },
{ 1, 1 }
}
}
}
},
},
HistogramIgnoreTransparent = Input { Value = 1, },
Input = Input {
SourceOp = "PipeRouter3",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 550, -82.5 } },
},
PipeRouter2 = PipeRouter {
Inputs = {
Input = Input {
SourceOp = "Renderer3D1_1",
Source = "Output",
},
},
ViewInfo = PipeRouterInfo { Pos = { 440, -82.5 } },
},
AmbientOcclusion1_1 = SSAO {
Inputs = {
KernelRadius = Input { Value = 10, },
Lift = Input { Value = -1, },
Gamma = Input { Value = 0.587234042553191, },
Camera = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
CameraSelector = Input { Value = FuID { "Camera3D1" }, },
UseOpenCL = Input { Value = 0, },
Input = Input {
SourceOp = "PipeRouter2",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 495, -115.5 } },
},
Merge2_1 = Merge {
Inputs = {
Background = Input {
SourceOp = "ColorCorrector1_1",
Source = "Output",
},
Foreground = Input {
SourceOp = "AmbientOcclusion1_1",
Source = "Output",
},
ApplyMode = Input { Value = FuID { "Multiply" }, },
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 715, -82.5 } },
},
Renderer3D1 = Renderer3D {
Inputs = {
GlobalOut = Input { Value = 30, },
Width = Input { Value = 1920, },
Height = Input { Value = 800, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
SceneInput = Input {
SourceOp = "Merge3D1",
Source = "Output",
},
CameraSelector = Input { Value = FuID { "Camera3D1" }, },
RendererType = Input { Value = FuID { "RendererOpenGL" }, },
["RendererOpenGL.Channels.Nest"] = Input { Value = 1, },
["RendererOpenGL.Channels.Normal"] = Input { Value = 1, },
},
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},
ChannelBooleans1 = ChannelBoolean {
Inputs = {
Operation = Input { Value = 6, },
ToRed = Input { Value = 25, },
ToGreen = Input { Value = 25, },
ToBlue = Input { Value = 25, },
Background = Input {
SourceOp = "Renderer3D1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 496, 148.5 } },
},
ChannelBooleans2 = ChannelBoolean {
Inputs = {
Operation = Input { Value = 6, },
ToRed = Input { Value = 24, },
ToGreen = Input { Value = 24, },
ToBlue = Input { Value = 24, },
Background = Input {
SourceOp = "ChannelBooleans1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 606, 148.5 } },
},
Merge1 = Merge {
CtrlWZoom = false,
Inputs = {
Background = Input {
SourceOp = "Resize1",
Source = "Output",
},
Foreground = Input {
SourceOp = "ChannelBooleans2",
Source = "Output",
},
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 715, 148.5 } },
},
DaySky1 = DaySky {
Inputs = {
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Width = Input { Value = 1920, },
Height = Input { Value = 480, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
},
ViewInfo = OperatorInfo { Pos = { 606, 214.5 } },
},
Resize1 = BetterResize {
Inputs = {
Width = Input { Value = 1920, },
Height = Input { Value = 800, },
PixelAspect = Input { Value = { 1, 1 }, },
Input = Input {
SourceOp = "DaySky1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 716, 214.5 } },
},
PipeRouter1 = PipeRouter {
Inputs = {
Input = Input {
SourceOp = "Resize1",
Source = "Output",
},
},
ViewInfo = PipeRouterInfo { Pos = { 935, 115.5 } },
},
Merge3_1 = Merge {
Inputs = {
Background = Input {
SourceOp = "PipeRouter1",
Source = "Output",
},
Foreground = Input {
SourceOp = "Merge2_1",
Source = "Output",
},
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 825, -82.5 } },
},
ColorCorrector1 = ColorCorrector {
Inputs = {
MasterRGBGain = Input { Value = 0.561702127659575, },
ColorRanges = Input {
Value = ColorCurves {
Curves = {
{
Points = {
{ 0, 1 },
{ 0.4, 0.2 },
{ 0.6, 0 },
{ 1, 0 }
}
},
{
Points = {
{ 0, 0 },
{ 0.4, 0 },
{ 0.6, 0.2 },
{ 1, 1 }
}
}
}
},
},
HistogramIgnoreTransparent = Input { Value = 1, },
Input = Input {
SourceOp = "Renderer3D1_1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 550, 49.5 } },
},
Shape3D1 = Shape3D {
Inputs = {
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
["Transform3DOp.Translate.Y"] = Input { Value = 0.5, },
Shape = Input { Value = FuID { "SurfaceCubeInputs" }, },
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 2, }
},
ViewInfo = OperatorInfo { Pos = { 110, 49.5 } },
},
Shape3D1_1 = Shape3D {
Inputs = {
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["Transform3DOp.Translate.X"] = Input { Value = -1.23298690218017, },
["Transform3DOp.Translate.Y"] = Input { Value = 0.615380583577573, },
["Transform3DOp.Translate.Z"] = Input { Value = 0.0564126273123016, },
["Transform3DOp.Rotate.Z"] = Input { Value = 31.237110403832, },
["Transform3DOp.Scale.X"] = Input { Value = 1.19607843137255, },
["Transform3DOp.Scale.Y"] = Input { Value = 1.19607843137255, },
["Transform3DOp.Scale.Z"] = Input { Value = 1.19607843137255, },
Shape = Input { Value = FuID { "SurfaceCubeInputs" }, },
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 2, }
},
ViewInfo = OperatorInfo { Pos = { 110, 82.5 } },
},
Shape3D1_2 = Shape3D {
Inputs = {
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 2, },
["Transform3DOp.Translate.X"] = Input { Value = 0.735338866823862, },
["Transform3DOp.Translate.Y"] = Input { Value = 1.06611166172093, },
["Transform3DOp.Translate.Z"] = Input { Value = 0.552255454536629, },
["Transform3DOp.Scale.X"] = Input { Value = 0.607843137254902, },
["Transform3DOp.Scale.Y"] = Input { Value = 0.607843137254902, },
["Transform3DOp.Scale.Z"] = Input { Value = 0.607843137254902, },
Shape = Input { Value = FuID { "SurfaceSphereInputs" }, },
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
["SurfaceSphereInputs.ObjectID.ObjectID"] = Input { Value = 3, }
},
ViewInfo = OperatorInfo { Pos = { 110, 115.5 } },
},
Camera3D1 = Camera3D {
Inputs = {
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["Transform3DOp.Translate.Y"] = Input { Value = 1.00336632287096, },
["Transform3DOp.Translate.Z"] = Input { Value = 8.75590144881967, },
AoV = Input { Value = 19.2642683071402, },
["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 = 5, },
["MtlStdInputs.MaterialID"] = Input { Value = 2, },
},
ViewInfo = OperatorInfo { Pos = { 110, 16.5 } },
},
Shape3D1_3 = Shape3D {
Inputs = {
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 2, },
["Transform3DOp.Translate.X"] = Input { Value = -0.0072744399385618, },
["Transform3DOp.Translate.Y"] = Input { Value = 1.47072916493509, },
["Transform3DOp.Translate.Z"] = Input { Value = -0.54332683111922, },
["Transform3DOp.Rotate.X"] = Input { Value = 49.515237304382, },
Shape = Input { Value = FuID { "SurfaceConeInputs" }, },
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
["SurfaceConeInputs.SubdivisionLevelBase"] = Input { Value = 61, },
["SurfaceConeInputs.SubdivisionLevelHeight"] = Input { Value = 30, },
["SurfaceConeInputs.ObjectID.ObjectID"] = Input { Value = 4, }
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ViewInfo = OperatorInfo { Pos = { 110, 148.5 } },
},
Merge3D1 = Merge3D {
Inputs = {
SceneInput1 = Input {
SourceOp = "Shape3D1",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "Shape3D1_1",
Source = "Output",
},
SceneInput3 = Input {
SourceOp = "Shape3D1_2",
Source = "Output",
},
SceneInput5 = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
SceneInput4 = Input {
SourceOp = "Shape3D1_3",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 220, 82.5 } },
},
Renderer3D1_1 = Renderer3D {
Inputs = {
GlobalOut = Input { Value = 30, },
Width = Input { Value = 1920, },
Height = Input { Value = 800, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
SceneInput = Input {
SourceOp = "Merge3D1",
Source = "Output",
},
CameraSelector = Input { Value = FuID { "Camera3D1" }, },
["RendererOpenGL.Channels.Nest"] = Input { Value = 1, },
["RendererOpenGL.Channels.Normal"] = Input { Value = 1, },
["RendererSoftware.Channels.Nest"] = Input { Value = 1, },
["RendererSoftware.Channels.Z"] = Input { Value = 1, },
["RendererSoftware.Channels.Normal"] = Input { Value = 1, },
},
ViewInfo = OperatorInfo { Pos = { 330, 49.5 } },
},
AmbientOcclusion1 = SSAO {
Inputs = {
NumberOfSamples = Input { Value = 500, },
KernelRadius = Input { Value = 10, },
Lift = Input { Value = -1, },
Gamma = Input { Value = 0.587234042553191, },
Camera = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
CameraSelector = Input { Value = FuID { "Camera3D1" }, },
UseOpenCL = Input { Value = 0, },
Input = Input {
SourceOp = "Renderer3D1_1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 495, 16.5 } },
},
Merge2 = Merge {
Inputs = {
Background = Input {
SourceOp = "ColorCorrector1",
Source = "Output",
},
Foreground = Input {
SourceOp = "AmbientOcclusion1",
Source = "Output",
},
ApplyMode = Input { Value = FuID { "Multiply" }, },
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 715, 49.5 } },
},
Merge3 = Merge {
Inputs = {
Background = Input {
SourceOp = "PipeRouter1",
Source = "Output",
},
Foreground = Input {
SourceOp = "Merge2",
Source = "Output",
},
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 825, 49.5 } },
},
Using_Normals = Underlay {
NameSet = true,
ViewInfo = UnderlayInfo {
Pos = { 550, 115.5 },
Size = { 484, 136.3 }
},
},
SSAO_at_500 = Underlay {
NameSet = true,
ViewInfo = UnderlayInfo {
Pos = { 660.5, -16.5 },
Size = { 455, 111.3 }
},
Colors = {
TileColor = { R = 0.756862745098039, G = 0.250980392156863, B = 0.376470588235294 },
TextColor = { R = 0, G = 0, B = 0 },
}
},
SSAO_at_Default_2000 = Underlay {
NameSet = true,
ViewInfo = UnderlayInfo {
Pos = { 649.5, -148.5 },
Size = { 481, 126.3 }
},
Colors = {
TileColor = { R = 0.0588235294117647, G = 0.576470588235294, B = 0.290196078431373 },
TextColor = { R = 0, G = 0, B = 0 },
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{
FrameTypeID = "ChildFrame",
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Width = 2560,
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Views = ordered() {
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Console = "ConsoleView",
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Spline = "SplineEditorView",
Info = "InfoView",
Chat = "ChatView"
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Right = "PreviewContainer",
Transport = "TransportView",
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{
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RatioX = 0.865362035225049,
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{
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RatioX = 1,
RatioY = 0.469344608879493,
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{ ID = "Right", RatioX = -2, Pop = true },
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{ ID = "Time", SnapY = 56, Flat = true }
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{
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{ ID = "Controls", RatioX = 1, RatioY = 1 },
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FitMarginType = 0,
FarZ = -1000,
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Channel = 4294967295,
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PickW = 1,
PickH = 1,
PrevCtrlActiveColor = 4278190335,
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LUTPlugin = "FusionViewLUT",
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FitMarginType = 0,
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FitMarginY = 0
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Shadows = true,
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Z = 0
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Z = 0
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Position = {
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X = 90,
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CameraName = "Perspective",
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Position = {
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CamFront = {
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Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamTop = {
Rotation = {
Y = 0,
X = 90,
Z = 0
},
Scale = 0.289172053337097,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamPersp = {
Rotation = {
Y = 0,
X = 30,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CameraName = "Top"
}
},
QuadView = false,
View3 = {
View3D = {
Options = {
Lighting = true
},
CamRight = {
Rotation = {
Y = -90,
X = 0,
Z = 0
},
Scale = 0.396392077207565,
Position = {
Y = -0.935807883739471,
X = 1.06912008135396e-008,
Z = 0.244586154818535
}
},
CamLeft = {
Rotation = {
Y = 90,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamFront = {
Rotation = {
Y = 0,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamTop = {
Rotation = {
Y = 0,
X = 90,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamPersp = {
Rotation = {
Y = 0,
X = 30,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CameraName = "Right"
}
},
PrevCtrlActiveColor = 0,
SideB = {
PrevCtrlInactiveColor = 4278255360,
PickW = 1,
PickH = 1,
PrevCtrlActiveColor = 4278190335,
Viewer = {
EnableLUTs = false,
LUTPlugin = "FusionViewLUT",
NearZ = 0,
FitMarginX = 0,
FitMarginType = 0,
FarZ = -1000,
FitMarginY = 0
}
},
View2 = {
View3D = {
Options = {
Lighting = true
},
CamRight = {
Rotation = {
Y = -90,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamLeft = {
Rotation = {
Y = 90,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamFront = {
Rotation = {
Y = 0,
X = 0,
Z = 0
},
Scale = 0.205185413360596,
Position = {
Y = -1.04773795604706,
X = 0.160502076148987,
Z = 0
}
},
CamTop = {
Rotation = {
Y = 0,
X = 90,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamPersp = {
Rotation = {
Y = 0,
X = 30,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CameraName = "Front"
}
},
View3D = {
Options = {
Lighting = true
},
CamRight = {
Rotation = {
Y = -90,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamLeft = {
Rotation = {
Y = 90,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamFront = {
Rotation = {
Y = 0,
X = 0,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamTop = {
Rotation = {
Y = 0,
X = 90,
Z = 0
},
Scale = 1,
Position = {
Y = 0,
X = 0,
Z = 0
}
},
CamPersp = {
Rotation = {
Y = -9.39999771118164,
X = 20.9999980926514,
Z = 0
},
Scale = 0.0810524746775627,
Position = {
Y = 0.455263793468475,
X = 3.21407413482666,
Z = 1.18627607822418
}
},
CameraName = "Perspective"
}
},
},
FrameFormat = {
Rate = 25,
GuideRatio = 1.77777777777778,
},
LastFile = "C:\\Users\\Tailor Made Pics\\Desktop\\Test Render\\Fusion\\Cam01A\\Previz_Cam01A.png",
Unsorted = {
GlobalEnd = 30,
RenderSettings = {
Configs = {
Preview = {
StepRender = false,
PriorityClasses = "local",
CustomAspect = true,
StepSize = 5,
SizeType = 1,
CustomHeight = 160,
ShowSlaves = false,
CustomWidth = 200,
MotionBlur = true,
UpdateMode = "Some",
UseNetwork = false,
Quality = false
},
Final = {
StepRender = false,
PriorityClasses = "local",
CustomAspect = true,
StepSize = 5,
SizeType = 1,
CustomHeight = 160,
ShowSlaves = false,
CustomWidth = 200,
MotionBlur = true,
UpdateMode = "Some",
UseNetwork = false,
Quality = true
}
},
PreviewConfig = "Preview",
CurrentConfig = "Final"
}
},
Paths = {
},
FlowView = {
GridSnap = true,
ConnectedSnap = true,
RemoveRouters = false
},
QuickTime = {
}
}
}
}
System specs:
Resolve Studio version: 16.1.0.055
Fusion Studio version: 9.0.2
OS: CentOS 7
CPU: Intel i7-4790k 4GHz Quad-Core
RAM: 32GB
GPU: NVIDIA GeForce 1080 Ti 11GB
Resolve Studio version: 16.1.0.055
Fusion Studio version: 9.0.2
OS: CentOS 7
CPU: Intel i7-4790k 4GHz Quad-Core
RAM: 32GB
GPU: NVIDIA GeForce 1080 Ti 11GB