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How to connect saver to pRender?

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Joey Stephenson

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How to connect saver to pRender?

PostThu Nov 20, 2014 1:04 am

I have a simple node tree:
pEmitter -> pTurbulence -> pRender

How do I connect the saver such that it renders it as configured (H264 quicktime in this case)?
No matter how I do it, it never generates the file.
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Pieter Van Houte

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 1:24 am

Hi Joey,

It would be helpful if you could elaborate a bit more, or just copy your comp data in your post. There are so many variables that your question becomes rather generic.

Just select the 4 nodes you are talking about (pEmitter, pTurbulence, pRender, Saver), copy them and then paste them in your post inbetween [quote][/quote] tags.

(easiest is press Quote button on top of the post editor, then press CTRL-V)

That way someone can take a look in seconds. :)
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Joey Stephenson

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 2:08 am

Here you go. Im sure Ive just missed something simple.

Image

Code: Select all
{
   Tools = ordered() {
      pEmitter1 = pEmitter {
         ID = 1,
         Inputs = {
            RandomSeed = Input { Value = 26756, },
            Number = Input { Value = 39.2920354, },
            NumberVariance = Input { Value = 25.2212389, },
            Lifespan = Input { Value = 132.7433628, },
            LifespanVariance = Input { Value = 41.1504425, },
            PositionVariance = Input { Value = 0.0152381, },
            TemporalDistribution = Input { Value = 1, },
            VelocityControls = Input { Value = 1, },
            Velocity = Input { Value = 0.0277778, },
            VelocityVariance = Input { Value = 0.0740741, },
            Angle = Input { Value = -78.4027187, },
            AngleVariance = Input { Value = 81.3763806, },
            RotationControls = Input { Value = 1, },
            Style = Input { Value = FuID { "ParticleStyleBlob", }, },
            Region = Input { Value = FuID { "AllRgn", }, },
            ["ParticleStyle.ColorControls"] = Input { Value = 1, },
            ["ParticleStyle.ColorOverLife"] = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 1, 1, 1, 1, },
                  },
               },
            },
            ["ParticleStyle.SizeControls"] = Input { Value = 1, },
            ["ParticleStyle.Size"] = Input { Value = 0.002, },
            ["ParticleStyle.SizeVariance"] = Input { Value = 0.003, },
            ["ParticleStyle.SizeOverLife"] = Input {
               SourceOp = "pEmitter1SizeoverLife",
               Source = "Value",
            },
            ["ParticleStyle.FadeControls"] = Input { Value = 1, },
            ["ParticleStyle.FadeIn"] = Input { Value = 0.0738636, },
            ["ParticleStyle.FadeOut"] = Input { Value = 0.8465909, },
            ["ParticleStyle.BlurOverLife"] = Input {
               SourceOp = "pEmitter1BluroverLife2D",
               Source = "Value",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 686, 115, }, },
      },
      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,
      },
      pTurbulence1 = pTurbulence {
         ID = 10,
         Inputs = {
            ZStrength = Input { Value = 0.1, },
            StrengthOverLifeLUT = Input {
               SourceOp = "pTurbulence1StrengthoverLifeLUT1",
               Source = "Value",
            },
            Input = Input {
               SourceOp = "pEmitter1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 838, 117, }, },
      },
      pTurbulence1StrengthoverLifeLUT1 = 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, },
            GlobalOut = Input { Value = 200, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            IntegrationMethod = Input { Value = FuID { "RK4", }, },
            PreGenerateFrames = Input { Value = 4, },
            ["MaterialID.MaterialID"] = Input { Value = 1, },
            ["ObjectID.ObjectID"] = Input { Value = 1, },
            Input = Input {
               SourceOp = "pTurbulence1",
               Source = "Output",
            },
            EffectMask = Input {
               SourceOp = "Saver1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 994, 115, }, },
      },
      Saver1 = Saver {
         CtrlWZoom = false,
         Inputs = {
            ProcessWhenBlendIs00 = Input { Value = 0, },
            Clip = Input {
               Value = Clip {
                  Filename = "C:\\Users\\Joey\\Desktop\\test.mov",
                  FormatID = "QuickTimeMovies",
                  Length = 0,
                  Multiframe = true,
                  Saving = true,
                  TrimIn = 0,
                  ExtendFirst = 0,
                  ExtendLast = 0,
                  Loop = 1,
                  AspectMode = 0,
                  Depth = 0,
                  GlobalStart = -2000000000,
                  GlobalEnd = 0,
               },
            },
            OutputFormat = Input { Value = FuID { "QuickTimeMovies", }, },
            SaveAlphaToColor = Input { Value = 1, },
            ["Gamut.GammaSpaceNest"] = Input { Value = 1, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            VideoType = Input { Value = FuID { "NTSC", }, },
            ["AVIFormat.Compression"] = Input { Value = 7, },
            ["AVIFormat.Quality"] = Input { Value = 100, },
            ["QuickTimeMovies.Quality"] = Input { Value = 100, },
            ["QuickTimeMovies.Advanced"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 1136, 113, }, },
      },
   },
}
Last edited by Joey Stephenson on Thu Nov 20, 2014 3:21 am, edited 1 time in total.
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Joey Stephenson

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 3:00 am

I figured it out. I needed a Renderer3D node before the saver.
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Pieter Van Houte

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 3:19 am

Easy mistake to make :)

Although pRender also has a 2D mode, in which case you don't need a Renderer3D.

And I apologize, I meant [code][/code] tags of course.

Ahh. Long day...
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Joey Stephenson

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 3:22 am

Pieter Van Houte wrote:Easy mistake to make :)

Although pRender also has a 2D mode, in which case you don't need a Renderer3D.

And I apologize, I meant [code][/code] tags of course.

Ahh. Long day...


:) Thanks again.
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Ivan Ivanov

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 12:23 pm

Pay attention to your flow pipe connections - the output of the pRender needs to be connected to the saver input and not the output of the saver to the mask input of the pRender as it is shown on the pic.
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Joey Stephenson

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 1:24 pm

Pay attention to your flow pipe connections - the output of the pRender needs to be connected to the saver input and not the output of the saver to the mask input of the pRender as it is shown on the pic.


Ivan, yeah I thought that looked wrong haha. Where can I find a description of what the different inputs are? I had no idea that was a mask input. I looked in the help PDF, but I must have missed it.
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Ivan Ivanov

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 1:35 pm

They are described on page 9 of Fusion user manual, I think.
Also when you hoover your mouse over the different inputs/outputs, Fusion will display a tool tip with brief description/name for each of them.
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Eric Westphal

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Re: How to connect saver to pRender?

PostThu Nov 20, 2014 2:02 pm

You can also RMB-drag from any output onto any tool.
When you let the RMB go, you'll get a popup menu to select which input to connect to.


Cheers.

Eric.
my hovercraft is full of eels.

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