Jump to: Board index » General » Fusion

Bug: createbumpmap lost mask input (latest Fusion version)

Learn about 3D compositing, animation, broadcast design and VFX workflows.
  • Author
  • Message
Offline

Okke Verbart

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

Bug: createbumpmap lost mask input (latest Fusion version)

PostSat Aug 14, 2021 11:55 am

I just noticed that the latest Fusion version (and also Resolve) 17.2.2 lost the mask input for the createbumpmap tool... I checked, and in the 17 Beta version the mask input was still there.

I can work around it, but it's somewhat annoying...

(EDIT: I notified support via the support form)
www.ablackbirdcalledsue.com
Offline
User avatar

TheBloke

  • Posts: 1905
  • Joined: Sat Nov 02, 2019 11:49 pm
  • Location: UK
  • Real Name: Tom Jobbins

Re: Bug: createbumpmap lost mask input (latest Fusion versio

PostWed Sep 08, 2021 9:55 pm

Yeah this is really weird. It must be a bug. The manual clearly indicates the Effect Mask is meant to be present:
Image

Hopefully it will return soon.
Resolve Studio 17.4.3 and Fusion Studio 17.4.3 on macOS 11.6.1

Hackintosh:: X299, Intel i9-10980XE, 128GB DDR4, AMD 6900XT 16GB
Monitors: 1 x 3840x2160 & 3 x 1920x1200
Disk: 2TB NVMe + 4TB RAID0 NVMe; NAS: 36TB RAID6
BMD Speed Editor
Offline
User avatar

Chad Capeland

  • Posts: 3017
  • Joined: Mon Nov 10, 2014 9:40 pm

Re: Bug: createbumpmap lost mask input (latest Fusion versio

PostWed Sep 08, 2021 10:04 pm

It's also a weird mask.

I can't think of any reason you'd want to use it. The mask is applied after rendering, so it's not speeding anything up.

BMD seems to want to prevent user errors, so removing that mask would ensure that BumpMap works correctly. I wouldn't be surprised if this was intentional.
Chad Capeland
Indicated, LLC
www.floweffects.com
Offline

movalex

  • Posts: 108
  • Joined: Wed Sep 27, 2017 2:35 pm
  • Real Name: Alexey Bogomolov

Re: Bug: createbumpmap lost mask input (latest Fusion versio

PostThu Sep 09, 2021 8:59 am

Chad Capeland wrote:I can't think of any reason you'd want to use it. The mask is applied after rendering, so it's not speeding anything up.

I can't see why wouldn't use it. Here's an example:

But the issue here is not the absence of the Effect mask. We can add a clear operation later with the same result. The problem is we still have it in the manual, and this is just misleading.
Offline
User avatar

Chad Capeland

  • Posts: 3017
  • Joined: Mon Nov 10, 2014 9:40 pm

Re: Bug: createbumpmap lost mask input (latest Fusion versio

PostThu Sep 09, 2021 11:15 pm

In that example (06:16), I don't think the mask isn't doing anything to the image, it's just making the result higher contrast for HVS purposes. If the mask was softer (or if we zoomed in more) we'd see dark fringes on the edges where the alpha was between 0 and 1.


Example (requires earlier build of Fusion, obviously)
Code: Select all
{
   Tools = ordered() {
      Background1 = Background {
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            TopLeftGreen = Input { Value = 0.2, },
            TopLeftBlue = Input { Value = 0.35, },
         },
         ViewInfo = OperatorInfo { Pos = { 1540, -82.5 } },
      },
      Merge1_1 = Merge {
         CtrlWZoom = false,
         Inputs = {
            Background = Input {
               SourceOp = "Background1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Shader1",
               Source = "Output",
            },
            PerformDepthMerge = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 1540, -16.5 } },
      },
      Shader1 = Shader {
         Inputs = {
            Ambient = Input { Value = 0.068, },
            Diffuse = Input { Value = 0.056, },
            Specular = Input { Value = 0.026, },
            EquatorAngle = Input { Value = 30.8, },
            PolarHeight = Input { Value = -63.85, },
            DiffuseCurve = Input {
               SourceOp = "Shader1DiffuseCurve",
               Source = "Value",
            },
            SpecularCurve = Input {
               SourceOp = "Shader1SpecularCurve",
               Source = "Value",
            },
            Input = Input {
               SourceOp = "ChannelBooleans1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 1265, -16.5 } },
      },
      Shader1DiffuseCurve = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0, RH = { 0.333333, 0.333333 }, Flags = { Linear = true } },
               [1] = { 1, LH = { 0.666666, 0.666666 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 255, Green = 128, Blue = 0 },
         NameSet = true,
      },
      Shader1SpecularCurve = LUTBezier {
         KeyColorSplines = {
            [0] = {
               [0] = { 0, RH = { 0.333333, 0.333333 }, Flags = { Linear = true } },
               [1] = { 1, LH = { 0.666666, 0.666666 }, Flags = { Linear = true } }
            }
         },
         SplineColor = { Red = 255, Green = 255, Blue = 255 },
         NameSet = true,
      },
      ChannelBooleans1 = ChannelBoolean {
         Inputs = {
            ToRed = Input { Value = 4, },
            ToGreen = Input { Value = 4, },
            ToBlue = Input { Value = 4, },
            ToAlpha = Input { Value = 4, },
            EnableExtraChannels = Input { Value = 1, },
            ToXNormal = Input { Value = 0, },
            ToYNormal = Input { Value = 1, },
            ToZNormal = Input { Value = 2, },
            Background = Input {
               SourceOp = "PipeRouter1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "CreateBumpMap1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 1100, -16.5 } },
      },
      Instance_Shader1 = Shader {
         SourceOp = "Shader1",
         Inputs = {
            Input = Input {
               SourceOp = "Instance_ChannelBooleans1",
               Source = "Output",
            },
            EnvironmentReflectionMap = Input { },
            StartEndRenderScripts = Input { },
            EffectMask = Input { }
         },
         ViewInfo = OperatorInfo { Pos = { 1265, 115.5 } },
      },
      Merge1 = Merge {
         Inputs = {
            Background = Input {
               SourceOp = "Merge1_1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Instance_Shader1",
               Source = "Output",
            },
            SubtractiveAdditive = Input { Value = 0, },
            PerformDepthMerge = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 1540, 115.5 } },
      },
      CreateBumpMap1 = CreateBumpMap {
         Inputs = {
            Input = Input {
               SourceOp = "ErodeDilate1",
               Source = "Output",
            },
            HeightScale = Input { Value = 13.42, },
            EffectMask = Input {
               SourceOp = "PipeRouter1",
               Source = "Output",
            }
         },
         ViewInfo = OperatorInfo { Pos = { 935, -16.5 } },
      },
      Instance_CreateBumpMap1 = CreateBumpMap {
         SourceOp = "CreateBumpMap1",
         Inputs = {
            Input = Input {
               SourceOp = "ErodeDilate1",
               Source = "Output",
            },
            StartEndRenderScripts = Input { },
            EffectMask = Input { }
         },
         ViewInfo = OperatorInfo { Pos = { 935, 115.5 } },
      },
      Instance_ChannelBooleans1 = ChannelBoolean {
         SourceOp = "ChannelBooleans1",
         Inputs = {
            Background = Input {
               SourceOp = "PipeRouter2",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Instance_CreateBumpMap1",
               Source = "Output",
            },
            StartEndRenderScripts = Input { },
            EffectMask = Input { },
            Matte = Input { }
         },
         ViewInfo = OperatorInfo { Pos = { 1100, 115.5 } },
      },
      ErodeDilate1 = ErodeDilate {
         Inputs = {
            Filter = Input { Value = 3, },
            XAmount = Input { Value = -0.00564, },
            Input = Input {
               SourceOp = "Blur1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 825, 49.5 } },
      },
      PipeRouter2 = PipeRouter {
         PassThrough = true,
         Inputs = {
            Input = Input {
               SourceOp = "Blur1",
               Source = "Output",
            },
         },
         ViewInfo = PipeRouterInfo { Pos = { 770, 181.5 } },
      },
      PipeRouter1 = PipeRouter {
         PassThrough = true,
         Inputs = {
            Input = Input {
               SourceOp = "Blur1",
               Source = "Output",
            },
         },
         ViewInfo = PipeRouterInfo { Pos = { 770, -82.5 } },
      },
      Blur1 = Blur {
         Inputs = {
            Filter = Input { Value = FuID { "Multi-box" }, },
            XBlurSize = Input { Value = 6.8, },
            Passes = Input { Value = 16, },
            Input = Input {
               SourceOp = "Text1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 660, 49.5 } },
      },
      Text1 = TextPlus {
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            Depth = Input { Value = 4, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Size = Input { Value = 0.3419, },
            Font = Input { Value = "Open Sans", },
            StyledText = Input { Value = "Fweep", },
            Style = Input { Value = "Bold", },
            ManualFontKerningPlacement = Input {
               Value = StyledText {
                  Array = {
                  },
                  Value = ""
               },
            },
         },
         ViewInfo = OperatorInfo { Pos = { 550, 49.5 } },
      }
   }
}


I agree with you about the need for the documentation to match, and I also agree that users need to be mindful of what they're doing.

After all, CdS has an EffectMask input...

But I could also see why BMD would want to reduce user errors.
Chad Capeland
Indicated, LLC
www.floweffects.com

Return to Fusion

Who is online

Users browsing this forum: No registered users and 23 guests