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pSpawn bug in Fusion (Studio) 16?

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Okke Verbart

  • Posts: 290
  • Joined: Tue Jan 17, 2017 8:40 pm

pSpawn bug in Fusion (Studio) 16?

PostMon Nov 18, 2019 5:14 pm

Hi - not sure as of when this was introduced, but seems like at least in the latest version, pSpawn introduces a random z-spin for spawned particles. Can someone check if they get the same? Consider very simple comp below. When you play it, at least on my machine, some (not many) of the stars start spinning even though no spin is set at all (neither in the original pemitter nor in the pspawn). The issue does not appear in Fusion 9.

It may be hard to see as only relatively few of all the stars are affected.

Code: Select all
{
   Tools = ordered() {
      pEmitter1 = pEmitter {
         ID = 1,
         Inputs = {
            Number = Input {
               SourceOp = "pEmitter1Number",
               Source = "Value",
            },
            Lifespan = Input { Value = 200, },
            PositionVariance = Input { Value = 0.02, },
            VelocityControls = Input { Value = 1, },
            Velocity = Input { Value = 0.2, },
            ["ParticleStyle.ColorControls"] = Input { Value = 1, },
            ["ParticleStyle.Alpha"] = Input { Value = 0, },
            ["ParticleStyle.SizeOverLife"] = Input {
               SourceOp = "pEmitter1SizeOverLife",
               Source = "Value",
            },
            ["ParticleStyle.BlurOverLife"] = Input {
               SourceOp = "pEmitter1BlurOverLife2D",
               Source = "Value",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 110, 49.5 } },
      },
      pEmitter1Number = BezierSpline {
         SplineColor = { Red = 233, Green = 206, Blue = 78 },
         NameSet = true,
         KeyFrames = {
            [0] = { 3, RH = { 0.333333333333333, 2 }, Flags = { Linear = true } },
            [1] = { 0, LH = { 0.666666666666667, 1 }, Flags = { Linear = true } }
         }
      },
      pEmitter1SizeOverLife = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
               [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      pEmitter1BlurOverLife2D = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
               [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      pSpawn1 = pSpawn {
         ID = 5,
         CtrlWZoom = false,
         Inputs = {
            Number = Input { Value = 1, },
            Lifespan = Input { Value = 300, },
            PositionVariance = Input { Value = 2, },
            VelocityControls = Input { Value = 1, },
            VelocityTransfer = Input { Value = 0, },
            SpinControls = Input { Value = 1, },
            Input = Input {
               SourceOp = "pEmitter1",
               Source = "Output",
            },
            Style = Input { Value = FuID { "ParticleStyleNGon" }, },
            ["ParticleStyle.SizeOverLife"] = Input {
               SourceOp = "pSpawn1SizeOverLife",
               Source = "Value",
            },
            ["ParticleStyle.BlurOverLife"] = Input {
               SourceOp = "pSpawn1BlurOverLife2D",
               Source = "Value",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 275, 49.5 } },
      },
      pSpawn1SizeOverLife = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
               [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      pSpawn1BlurOverLife2D = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0.5, RH = { 0.3, 0.5 }, Flags = { Linear = true } },
               [1] = { 0.5, LH = { 0.7, 0.5 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 192, Green = 128, Blue = 64 },
         NameSet = true,
      },
      pRender1 = pRender {
         Inputs = {
            _MotionBlurWarning = Input { Disabled = true, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            ["MaterialID.MaterialID"] = Input { Value = 1, },
            ["ObjectID.ObjectID"] = Input { Value = 1, },
            Input = Input {
               SourceOp = "pSpawn1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 49.5 } },
      }
   }
}
www.ablackbirdcalledsue.com
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Okke Verbart

  • Posts: 290
  • Joined: Tue Jan 17, 2017 8:40 pm

Re: pSpawn bug in Fusion (Studio) 16?

PostMon Nov 18, 2019 5:16 pm

btw, I can work around it by adding a pCustom and setting the spin Z to 0. This is not very elegant though...
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Saad Shah

  • Posts: 152
  • Joined: Sun Dec 30, 2018 5:36 pm
  • Real Name: Saad Shah

Re: pSpawn bug in Fusion (Studio) 16?

PostMon Nov 18, 2019 11:42 pm

Hey Okke
I will have a look. Did you notice this in stand alone Fusion 9/16 or in DaVinci Resolve Fusion?
Sadi
Youtube Channel: Gargoyles At Work
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Okke Verbart

  • Posts: 290
  • Joined: Tue Jan 17, 2017 8:40 pm

Re: pSpawn bug in Fusion (Studio) 16?

PostTue Nov 19, 2019 6:53 am

Hey Sadi - I only tested it in standalone so far, but issue only appears in Fusion 16, not 9. To be honest, for my own work I still use 9 as the GUI is for me much superior, but I want to typically test my tutorials/templates on 16 and in Resolve too. This is how I spotted the issue.
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Okke Verbart

  • Posts: 290
  • Joined: Tue Jan 17, 2017 8:40 pm

Re: pSpawn bug in Fusion (Studio) 16?

PostWed May 05, 2021 1:47 pm

I checked again today in the latest 17 release and seems it finally has been fixed now...
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