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How to copy to R G B channels.

PostPosted: Tue Jan 12, 2016 9:25 am
by Michael Blakala
Hello. I am the beginner user of Fusion. Can somebody help me with something like this : i have 3 masks for example circle , rectangle and some custom shape , i want each one in sperate channel R G B , circle mask will go to Red one , rectangle to G , and custom shape to B. I know how to do this in PS but not sure how i can do something like this in Fusion.

Re: How to copy to R G B channels.

PostPosted: Tue Jan 12, 2016 7:50 pm
by Chad Capeland
Bol will do this. If you find yourself doing this a lot, though, you can do this with a fairly simple Fuse.

Re: How to copy to R G B channels.

PostPosted: Tue Jan 12, 2016 8:14 pm
by michael vorberg
Because Chad is a power and long time user he is so familiar with all the tools which I think can confuse a fresh starter

What he said: you can use the channel boolean tool to copy a channel into another. This tool seems quite confusing at first but is very powerful

You can also create a background with the colour you need, pipe the mask into this background node and use 2 merges to add all together

But the question for me is: why do you want the masks together in 1 image? You should know that the masks in fusion are just a single channel image which saves some memory and processing time
Also the mask tools are resolution independent and get the size from the tool you connect them to, so you could use the same mask on different images with different resolutions.

Re: How to copy to R G B channels.

PostPosted: Wed Jan 13, 2016 7:13 am
by Michael Blakala
Hi. I found Fusion very good tool for doing my black and white textures for Unreal Engine. If i store 3 separate black and white masks to R G B then i get one file not 3 which is important in games. I try to play with bol node but i still do not know how to use it for this situation. If somebody can share the screen from nodes conection will be great !

Re: How to copy to R G B channels.

PostPosted: Wed Jan 13, 2016 5:57 pm
by Chad Capeland
Michael Blakala wrote:Hi. I found Fusion very good tool for doing my black and white textures for Unreal Engine. If i store 3 separate black and white masks to R G B then i get one file not 3 which is important in games. I try to play with bol node but i still do not know how to use it for this situation. If somebody can share the screen from nodes conection will be great !


You can save DDS files directly out of Fusion, too.

Re: How to copy to R G B channels.

PostPosted: Wed Jan 13, 2016 10:07 pm
by michael vorberg
copy and paste this into fusion
Code: Select all
{
   Tools = ordered() {
      Polygon1 = PolylineMask {
         DrawMode = "InsertAndModify",
         DrawMode2 = "InsertAndModify",
         Inputs = {
            MaskWidth = Input { Value = 2048, },
            MaskHeight = Input { Value = 1152, },
            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 = { 480, 154, }, },
      },
      Polygon1Polyline = BezierSpline {
         SplineColor = { Red = 173, Green = 255, Blue = 47, },
         NameSet = true,
         KeyFrames = {
            [0] = { 0, Flags = { Linear = true, LockedY = true, }, Value = Polyline {
                  Closed = true,
                  Points = {
                     { X = -0.292048931121826, Y = 0.195652171969414, LX = 0.00901839432768589, LY = 0.0961635709427877, RX = -0.0193593877947624, RY = -0.206430079897413, },
                     { X = -0.36544343829155, Y = -0.41847825050354, LX = 0.0270175596874805, LY = 0.20385017128777, RX = 0.0642201878912709, RY = -0.0163043512814287, },
                     { Linear = true, X = -0.172782868146896, Y = -0.467391312122345, LX = -0.0642201878912709, LY = 0.0163043512814287, RX = 0.0448521894842356, RY = -0.00181159161139225, },
                     { Linear = true, X = -0.0382262989878654, Y = -0.472826093435287, LX = -0.0448521894842356, LY = 0.00181159161139225, RX = 0.0764525991529378, RY = 0.050724639840748, },
                     { X = 0.191131502389908, Y = -0.320652186870575, LX = 3.91895982425414e-009, LY = -0.0489130564357924, RX = -1.34666801133013e-008, RY = 0.16807941751902, },
                     { X = 0.154434248805046, Y = 0.179347828030586, LX = 0.0122324139426607, LY = -0.0489130415346311, RX = -0.024705487577602, RY = 0.0987883949710186, },
                     { X = 0.013761468231678, Y = 0.385869562625885, LX = 0.057983646497883, LY = -0.0538666698121401, RX = -0.0611620796246266, RY = 0.00181159506673399, },
                     { Linear = true, X = -0.169724777340889, Y = 0.391304343938828, LX = 0.0611620796246266, LY = -0.00181159506673399, RX = 0, RY = 0, },
                  },
               }, },
         },
      },
      ChannelBooleans2 = ChannelBoolean {
         Inputs = {
            ToRed = Input { Value = 4, },
            ToGreen = Input { Value = 3, },
            ToBlue = Input { Value = 4, },
            ToAlpha = Input { Value = 4, },
            Background = Input {
               SourceOp = "ChannelBooleans1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Polygon1_1",
               Source = "Mask",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 581, 242, }, },
      },
      ChannelBooleans1 = ChannelBoolean {
         Inputs = {
            ToRed = Input { Value = 3, },
            ToGreen = Input { Value = 15, },
            ToBlue = Input { Value = 15, },
            ToAlpha = Input { Value = 15, },
            Background = Input {
               SourceOp = "Background1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Polygon1",
               Source = "Mask",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 472, 242, }, },
      },
      Background1 = Background {
         Inputs = {
            Width = Input { Value = 2048, },
            Height = Input { Value = 1152, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            Gradient = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1, },
                     [1] = { 1, 1, 1, 1, },
                  },
               },
            },
         },
         ViewInfo = OperatorInfo { Pos = { 362, 242, }, },
      },
      Polygon1_1 = PolylineMask {
         DrawMode = "InsertAndModify",
         DrawMode2 = "InsertAndModify",
         Inputs = {
            MaskWidth = Input { Value = 2048, },
            MaskHeight = Input { Value = 1152, },
            PixelAspect = Input { Value = { 1, 1, }, },
            ClippingMode = Input { Value = FuID { "None", }, },
            Polyline = Input {
               SourceOp = "Polygon1_1Polyline",
               Source = "Value",
            },
            Polyline2 = Input {
               Value = Polyline {
               },
               Disabled = true,
            },
         },
         ViewInfo = OperatorInfo { Pos = { 588, 146, }, },
      },
      Polygon1_1Polyline = BezierSpline {
         SplineColor = { Red = 173, Green = 255, Blue = 47, },
         NameSet = true,
         KeyFrames = {
            [0] = { 0, Flags = { Linear = true, LockedY = true, }, Value = Polyline {
                  Closed = true,
                  Points = {
                     { X = 0.00152905052954994, Y = 0.217391302404196, LX = 0.00476655040894353, LY = 0.0508259554581301, RX = -0.0159425073719004, RY = -0.169995720186816, },
                     { X = -0.160550471930693, Y = -0.211956511373105, LX = 0.0558290283220108, LY = 0.141067284879843, RX = 0.0754332379585134, RY = -0.0507246437280074, },
                     { Linear = true, X = 0.0657492419448468, Y = -0.364130442557128, LX = -0.0754332379585134, LY = 0.0507246437280074, RX = 0.0621814455810429, RY = -0.0579710140608359, },
                     { Linear = true, X = 0.252293578687976, Y = -0.538043484739635, LX = -0.0621814455810429, LY = 0.0579710140608359, RX = 0.0591233420050278, RY = 0.123188406593106, },
                     { X = 0.429663612481651, Y = -0.168478273827097, LX = 4.37516765205454e-009, LY = -0.0546070467363687, RX = -1.17066617094593e-008, RY = 0.146112394789467, },
                     { X = 0.356269111190367, Y = 0.25000000194363, LX = 0.0106337070987051, LY = -0.0425203855448444, RX = -0.0103599006977912, RY = 0.041425531828879, },
                     { X = 0.279816514103238, Y = 0.244565214799798, LX = 0.0265918172425703, LY = 0.0120042426762315, RX = -0.0642201858330575, RY = -0.0181159424609032, },
                     { Linear = true, X = 0.0871559566040652, Y = 0.190217387417088, LX = 0.0642201858330575, LY = 0.0181159424609032, RX = 0, RY = 0, },
                  },
               }, },
         },
      },
      ChannelBooleans3 = ChannelBoolean {
         Inputs = {
            ToRed = Input { Value = 4, },
            ToGreen = Input { Value = 4, },
            ToBlue = Input { Value = 3, },
            ToAlpha = Input { Value = 4, },
            Background = Input {
               SourceOp = "ChannelBooleans2",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Polygon1_1_1",
               Source = "Mask",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 692, 242, }, },
      },
      Polygon1_1_1 = PolylineMask {
         DrawMode = "InsertAndModify",
         DrawMode2 = "InsertAndModify",
         CtrlWZoom = false,
         Inputs = {
            MaskWidth = Input { Value = 2048, },
            MaskHeight = Input { Value = 1152, },
            PixelAspect = Input { Value = { 1, 1, }, },
            ClippingMode = Input { Value = FuID { "None", }, },
            Polyline = Input {
               SourceOp = "Polygon1_1_1Polyline",
               Source = "Value",
            },
            Polyline2 = Input {
               Value = Polyline {
               },
               Disabled = true,
            },
         },
         ViewInfo = OperatorInfo { Pos = { 695, 142, }, },
      },
      Polygon1_1_1Polyline = BezierSpline {
         SplineColor = { Red = 173, Green = 255, Blue = 47, },
         NameSet = true,
         KeyFrames = {
            [0] = { 0, Flags = { Linear = true, LockedY = true, }, Value = Polyline {
                  Closed = true,
                  Points = {
                     { X = -0.302095556795499, Y = 0.459004650976193, LX = 0.014197508175092, LY = 0.0203701685065449, RX = -0.0474858879745253, RY = -0.0681313599396976, },
                     { X = -0.479341338919334, Y = 0.377484469853168, LX = 0.0594481443201847, LY = 0.0248695386263035, RX = 0.0235602225077935, RY = -0.0799417949818762, },
                     { Linear = true, X = -0.408660671395954, Y = 0.137659084907539, LX = -0.0235602225077935, LY = 0.0799417949818762, RX = 0.0156208405758042, RY = -0.0735000238847197, },
                     { Linear = true, X = -0.361798149668541, Y = -0.0828409867466202, LX = -0.0156208405758042, LY = 0.0735000238847197, RX = 0.0567927960251147, RY = 0.0140086062562679, },
                     { X = -0.191419760018949, Y = -0.0408151779321118, LX = -0.0128442064254354, LY = -0.0256925510386571, RX = 0.0343673183618761, RY = 0.0687457092970495, },
                     { X = -0.127520855081369, Y = 0.210638679382902, LX = -0.00499814008062426, LY = -0.0279107235644049, RX = 0.00486944340560432, RY = 0.0271920527664286, },
                     { X = -0.164770031968802, Y = 0.264915307720868, LX = 0.0153349536534262, LY = -0.014119968092073, RX = -0.034476596844656, RY = 0.0392167734331471, },
                     { Linear = true, X = -0.268199822502769, Y = 0.382565628020309, LX = 0.034476596844656, LY = -0.0392167734331471, RX = 0, RY = 0, },
                  },
               }, },
         },
      },
   },
}

Re: How to copy to R G B channels.

PostPosted: Thu Jan 14, 2016 6:01 am
by Michael Blakala
Thank You very much ! :)