- Posts: 73
- Joined: Tue Apr 09, 2024 7:42 am
- Real Name: Jake Coetzee
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jsghost777 wrote:@KrunoSmithy
Awesome! I'm struggling a bit with my node order, but I see what you mean. My one concern is, and this might be just me being a noob, that I'm limited by the actual gradient in terms of how far I can bend. I can get the bends in the areas I want, but it only bends a little bit before I hit the gradient limit. Any workaround for that?
jsghost777 wrote:Also, when I connect in the order you mentioned (background node to displace3D) it won't connect (all my nodes following turn red and nothing shows in the viewer). I have to go background node to shape then connect both background and shape3D to the displace in order for it to work. I attached an image to show my connection and result. I'm obviously going to fiddle a lot more with it, so might figure out its workings before my reply gets approved, but if not, I'm looking forward to your reply either way.
Bryan Ray wrote:An interesting tactic.
I offer an alternative method (scroll to the bottom if you prefer a video):
https://bryanray.name/2015/12/06/soft-s ... ic-fusion/
jsghost777 wrote:@KrunoSmithy:
Awesome. I will definitely practice this some more. Thank you so much for the pictures and notes, it'll help a lot! The stuff you're doing is next level!
Bryan Ray wrote:...
KrunoSmithy wrote:jsghost777 wrote:@KrunoSmithy:
Awesome. I will definitely practice this some more. Thank you so much for the pictures and notes, it'll help a lot! The stuff you're doing is next level!
Thanks. Its just like you, learning and experimenting. Lot of creative people out there. This displace thing is really useful, because you can use color and black and white gradient. Black and white I think its only limited to displacement back and fort, and color is like world pass , meaning each color means something for the displace 3D tool. You can use actual world pass, either created by the Fusion render or by some other application and use that to displace things on top of the 3D scene. Leads to some really cool possibilities.
In the context of 3D modeling and animation, the term "world pass" refers to the process of rendering a scene from a specific point of view, usually from the perspective of an observer or camera within the scene. This is in contrast to other types of passes, such as object-specific passes, which focus on rendering individual objects or groups of objects in isolation.
Something like this. These greens and reds and blues can be made by hand in a gradient or used from a world pass.Honeyview_untitled-111.jpg
Also here is some experiment I did last night. Didn't worked out as I wanted, but happy accidents and all that. Hehe. I wanted to find a png image of a dino fossil and use it as displacement map, to create a kind of fossil in a stone type image, you know the typical kind. I ended up with this instead. Still, happy accidents.
Here is the original png I found online. I used ShaderMap program to make some Normals and displace map etc. But I guess you could use existing ones or make them in Fusion.sshot-3775.jpg
https://shadermap.com/home/
This is what I got with some post processing. Not what I wanted, but still looks cool, considering the low resolution, low quality image.SandRain Test 1_00_01_19_24.jpg
There are lot one can do with these tools when you play with them. You never know what happy accident is around the corner.
Cheers!
jsghost777 wrote: Man, this is awesome. It actually gets me thinking. Could you perhaps use this method somehow to redo a map? So, basically, what I need is to create a map of a game in order to animate it. But for some reason, there's no map of the game available for download and I have no idea how to recreate it. I've just been using screenshots I found as a means of learning how to do the bending etc. but would it be possible to recreate a map the way you did with the dino fossil here? Because that would be friggin awesome. As my screenshot images are also very low quality and just looks awful, especially when animated as everything gets so blurry...
And that eye ... man I hope to do stuff like that one day!
jsghost777 wrote:Oh, I forgot. This is a little bit off topic, but do you know how to move the keyframes of the camera3d1 node's transform section? So, basically I animated a little rotation, and then translation on z and y axis, but when I open the keyframes page, I find all my nodes there except the camera3d node. I keyframed at the wrong frame times and just want to move them up a little later, but there's nothing for me in the keyframes window. Otherwise I'll have to reset and redo the whole thing
KrunoSmithy wrote:jsghost777 wrote: Man, this is awesome. It actually gets me thinking. Could you perhaps use this method somehow to redo a map? So, basically, what I need is to create a map of a game in order to animate it. But for some reason, there's no map of the game available for download and I have no idea how to recreate it. I've just been using screenshots I found as a means of learning how to do the bending etc. but would it be possible to recreate a map the way you did with the dino fossil here? Because that would be friggin awesome. As my screenshot images are also very low quality and just looks awful, especially when animated as everything gets so blurry...
And that eye ... man I hope to do stuff like that one day!
Thanks.
"Could you perhaps use this method somehow to redo a map?"
Well, that got me thinking too and the answer is yes. I just gave it a try. I found some random map online and I tried to do what you asked and its definitely possible. I made some mistakes myself, and doing it again I would choose image with less compression artifacts, and my map already was drawn at an angle so that is not great etc. Despite all that I was able to do it. Here are my results. You can see the original 2D image of a map, and what I've done in Fusion. And than a version that I slightly tweaked in Photoshop. This is a still image export from Fusion, but one could animate all the aspects of it, camera, lights, various effects, from ripples in the water to everything else. Add clouds or something, I just added a smoke as if there was a vulcano or something, done with particle system in fusion.
As a general rule I would say that best to approach this is to create a depth map or essentially gradient 2D image that will be used to displace Image plane geometry in 3D. I've used tools in Fusion to separate mountains from the water and used some blur tools and combined few masks, but ultimately I was able to get something decent out of it. If you are using world, meaning planet earth for maps, there are already made height maps from NASA or something that can be used. Otherwise you have to manually create one yourself.
Generally I would use Displace3D and displace map for big distortions and for details I would use Create Bump Map tool and use Blinn and Reflect shaders to create reflections, textures and all that. Which is what have done. This really helps to sell it. I'll link you to some tutorials I found to explain it.
Also in my attempt I didn't do multiple passes for shadows and ambient occlusion and all that. But one can do that as well and get even more realistic look scene. You can also off course add 3D and 2D elements in the scene. Dragon breathing fire and flying around island or something. Hehehe.Honeyview_LD - Fusion.jpgLD - Dark Monochrome 3.cubeDOF-PS.jpgsshot-3784.jpg
And here are some helpful tutorials.
Extruding Maps in Davinci Resolve Davinci Resolve Map Animation
FUSION 17 3D DISPLACEMENT VS NORMAL MAPS
DaVinci Resolve Fusion | 3D Travel Map Effect
Making a 3D map with NASA data in DaVinci Resolve
You want to use PBR materials in FUSION?
Cheers!
KrunoSmithy wrote:jsghost777 wrote:Oh, I forgot. This is a little bit off topic, but do you know how to move the keyframes of the camera3d1 node's transform section? So, basically I animated a little rotation, and then translation on z and y axis, but when I open the keyframes page, I find all my nodes there except the camera3d node. I keyframed at the wrong frame times and just want to move them up a little later, but there's nothing for me in the keyframes window. Otherwise I'll have to reset and redo the whole thing
I just tried it myself, and you are correct the 3D camera node does not have keyframe is the spline editor. What I would suggest in the future is to use Transform 3D node just after 3D Camera node and use Transform node to animate and you will have your keyframes. However, since you have already animated Camera you can use Transform3D node after Camera3D Node and just publish the key frames from Camera and connect to it from Transform node.
Right click on any slider in your node and choose publish. Than other nodes can use this info to connect to it.sshot-3785.jpgsshot-3786.jpg
jsghost777 wrote:WHAT?! You're friggin AWESOME! That is exactly what I wanted to do with my map.
Thanks a billion!
jsghost777 wrote:@KrunoSmithy:
So I've been trying to do something else I can't get right. And I can't find tutorials on it, so I'm guessing what I want to do might not be possible. I'll explain as best as I can:
So, I created a fusion composition. Then I added 3DText and animated it with a background border.
What I want to do is track that 3DText so I can put an effect over it. So I basically want to mask out just the text with its background and then add a fast noise effect over it, but I cannot figure out how to track it.
I'll attach an image of my node tree so you can see what I have. So the fog needs to move with the text but I can't find a way to track the text. Every tutorial I watch they're tracking a video to add text to the video, which isn't what I want.
I'll continue to fiddle, see if I can crack it.
KrunoSmithy wrote:jsghost777 wrote:@KrunoSmithy:
So I've been trying to do something else I can't get right. And I can't find tutorials on it, so I'm guessing what I want to do might not be possible. I'll explain as best as I can:
So, I created a fusion composition. Then I added 3DText and animated it with a background border.
What I want to do is track that 3DText so I can put an effect over it. So I basically want to mask out just the text with its background and then add a fast noise effect over it, but I cannot figure out how to track it.
I'll attach an image of my node tree so you can see what I have. So the fog needs to move with the text but I can't find a way to track the text. Every tutorial I watch they're tracking a video to add text to the video, which isn't what I want.
I'll continue to fiddle, see if I can crack it.
You don't need to track the text, you already have that information as part of your 3D scene. Depending on what information you need, world pass, z-depth, normals, vectors, its all there. Including alpha channel. Aka the mask.
This is how you get it. Super simple. Its basically using Fusion version of cryptomats. They call them ObjectID. Each Object in your 3D scene is assigned an ID number. 1,2,3 etc. You can use that to connect 2D tools to 3D objects.
Here is what you do. In your Render3D node, make sure under output you have also your ObjectID checkbox turned on.
Than grab a Bitmap tool and in the Bitmap tool you will see option to turn on Object ID. Turn that on, and based on ID number you can find any object in your 3D scene, including your 3D text. And Bitmap tool will generate an alpha mask for you. Which then you can use with any other tool in 2D, Like fast noise etc.
So you connect Bitmap tool to Render 3D to get the mask and than use Bitmap tool with the new mask to connect it as "effects mask" blue input to any tool you want. Simple.
By the way, Fusion allows you similar workflow to use Volume Fog and Volume Mask tools as well so you can actually color pick areas in your 3D scene and use it to add 2D effects using volume mask. And Volume fog allows you to add fog that respect the depth information of the 3D scene. But these are a bit more tricky to set up. The bitmap tool and just some stock footage of fog or fast noise as fog will work just fine.
If you want a cool fog effect. Go download CBFog. I use it all the time.
https://www.cbsuper.com/cbfusiontools
That is how you get the mask in 2D space using 3D information.
If you want to track or get location data out of something in 3D and use it in 2D, you can use Locator 3D node.
The Locator 3D node’s purpose is to transform a point in 3D space to 2D coordinates that other nodes can use as part of expressions or modifiers.
When the Locator is provided with a camera and the dimensions of the output image, it transforms the coordinates of a 3D control into 2D screen space. The 2D position is exposed as a numeric output that can be connected to/from other nodes. For example, to connect the center of an ellipse to the 2D position of the Locator, right-click on the Mask center control and select Connect To > Locator 3D > Position.
Fusion 6 - Locator3Dsshot-3789.jpg
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KrunoSmithy wrote:jsghost777 wrote:WHAT?! You're friggin AWESOME! That is exactly what I wanted to do with my map.
Thanks a billion!
You are welcome.
By the way, I've used the Displace 3D on a checkboard pattern and gives me this effect. Kind of cool. I've also started working on using it to relight 2D images, by displacing them on an image plane and using lights to relight the displacement. I need to work on that some more. Anyway, this threat has given me ideas about displace 3D to use it more.3D AO test.mp4_snapshot_00.00_[2024-04-21_17.29.06].jpg3D AO test.mp4_snapshot_00.05_[2024-04-21_17.29.03].jpg3D AO test.mp4_snapshot_00.10_[2024-04-21_17.29.11].jpg
Bryan Ray wrote:Lots of learning going on in here; love to see it!
Regarding the min/max limits, you can use the same Edit Controls window to modify existing controls' properties as well as creating new ones. There are a couple of oddities to it, though. First, you have to remember to set the Page to the same page the control was originally on, or it will add that User tab and move the control there. Second, the modified control will always appear at the bottom of the panel. The only way around that is to modify every control, which is a real pain, so most people don't bother with it.
To change an existing control, you need to first know its ID. To learn that, you can mouse over the control and check the status line in the lower-left of the Fusion window. For instance, if you mouse over Dent's Strength control, it'll show "Dent1.Strength"
In the Edit Controls interface, use the ID combo box to find and select that control. Everything will update to show you its current configuration except the Page (see above). From there, you can change its properties to suit you, and when you click OK, the tool will update with the new restrictions.
=====
On the topic of converting normals to height, you'll have noticed that everything tends to have a peak at the same Y value. After you've converted to a heightmap, you can use Paint nodes and a ChannelBooleans set to Add to adjust the height of specific places. This just uses a Fast Noise to create a random heightfield, but it demonstrates how it works. You'll probably need to check the Modifiers tab on the two Paint nodes to see how they're configured, but in short, it's just a very large, soft brush. The "raise" Paint's color is (1,1,1), and the "lower" is (-1, -1, -1)
- Code: Select all
{
Tools = ordered() {
Background1 = Background {
Inputs = {
Width = Input { Value = 1024, },
Height = Input { Value = 1024, },
Depth = Input { Value = 3, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
},
ViewInfo = OperatorInfo { Pos = { 825, -115.5 } },
},
FastNoise1 = FastNoise {
Inputs = {
Width = Input { Value = 1024, },
Height = Input { Value = 1024, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
XScale = Input { Value = 20, },
},
ViewInfo = OperatorInfo { Pos = { 825, -49.5 } },
},
Shape3D2 = Shape3D {
Inputs = {
["Transform3DOp.Rotate.X"] = Input { Value = -90, },
["MtlStdInputs.MaterialID"] = Input { Value = 4, },
["SurfacePlaneInputs.SubdivisionWidth"] = Input { Value = 40, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 5, }
},
ViewInfo = OperatorInfo { Pos = { 825, -16.5 } },
},
raise = Paint {
CtrlWZoom = false,
NameSet = true,
Inputs = {
Input = Input {
SourceOp = "Background1",
Source = "Output",
},
Paint = Input {
SourceOp = "Multistroke1",
Source = "Out",
},
},
ViewInfo = OperatorInfo { Pos = { 990, -115.5 } },
},
Multistroke1 = Multistroke {
IsThreaded = true,
Brushes = { "SoftBrush" },
ApplyModes = { "PaintApplyColor" },
CtrlWZoom = false,
Inputs = {
BrushControls = Input { Value = 1, },
["SoftBrush.Size"] = Input { Value = 0.275639847336072, },
["SoftBrush.Softness"] = Input { Value = 1.906, },
StrokeControls = Input { Value = 1, },
},
Strokes = {
{
Time = 65,
Params = {
["SoftBrush.Size"] = {
Value = 0.0677
},
["SoftBrush.Softness"] = {
Value = 1.906
},
},
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{
Time = 65,
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{
Time = 65,
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{
Time = 65,
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{
Time = 65,
Params = {
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},
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{
Time = 65,
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Bryan Ray wrote: On the topic of converting normals to height, you'll have noticed that everything tends to have a peak at the same Y value. After you've converted to a heightmap, you can use Paint nodes and a ChannelBooleans set to Add to adjust the height of specific places. This just uses a Fast Noise to create a random heightfield, but it demonstrates how it works. You'll probably need to check the Modifiers tab on the two Paint nodes to see how they're configured, but in short, it's just a very large, soft brush. The "raise" Paint's color is (1,1,1), and the "lower" is (-1, -1, -1)[/code]
jsghost777 wrote:I never expected coming on here I'd learn so much so fast. Mostly I was just watching people's Youtube videos and then trying to redo their effects in order to teach myself, which helped a ton, but this forum is beyond what I could've imagined. Thanks a ton!
KrunoSmithy wrote:Just Testing Some 2D image Animations In 3D using Blackmagic Fusion
When it all comes together.
Few images put on image planes,. Camera rotation 360 around the scene, while some images are following the camera, always facing it, others are rotating, and all are moving back and fort. Spot light stays in place and is used to add 2D lens flare effect, while point light is there to light the images at the end. I used locator 3D to attach 2D lens flare effect to 3D light and I used object ID to extract masks of 3D elements to block the effect of light when its behind objects. Image of stars in put on a giant sphere to cover the scene and motion blur of the camera moving around the scene can be rendered. I didn't add other elements like light wrap etc, but its just a test.
You can get super complex and easy to control movement as long as you follow few rules. Use Target option for Camera and transforms. Connect coordinate elements to each other when needed. Publish in one node. Connect to in another. Use transform 3D for elements along with their own transform elements so you double up the amount to options for animation. And you can get super complex scenes, animated and synchronized pretty simple.
jsghost777 wrote:KrunoSmithy wrote:Just Testing Some 2D image Animations In 3D using Blackmagic Fusion
When it all comes together.
Few images put on image planes,. Camera rotation 360 around the scene, while some images are following the camera, always facing it, others are rotating, and all are moving back and fort. Spot light stays in place and is used to add 2D lens flare effect, while point light is there to light the images at the end. I used locator 3D to attach 2D lens flare effect to 3D light and I used object ID to extract masks of 3D elements to block the effect of light when its behind objects. Image of stars in put on a giant sphere to cover the scene and motion blur of the camera moving around the scene can be rendered. I didn't add other elements like light wrap etc, but its just a test.
You can get super complex and easy to control movement as long as you follow few rules. Use Target option for Camera and transforms. Connect coordinate elements to each other when needed. Publish in one node. Connect to in another. Use transform 3D for elements along with their own transform elements so you double up the amount to options for animation. And you can get super complex scenes, animated and synchronized pretty simple.
Man, I need to learn to do this. My animations are so lifeless when I look at yours!
I struggle with your and Bryan's suggestions (but I'm also very, very new to fusion so I'm a total noob). I think an issue I have is I'm still figuring out node order and which nodes connect where. In terms of the map extrusion, it seems you need SVG files? I'm not able to convert my screenshot to an SVG or a good enough one that works. I've watched some tutorials on how to convert these, but they all use third party plugins that don't work for me at all. I guess if I use online maps of the world I'd get it right, but not the map I want to do it on. But in the process of failing I'm learning or accidentally discovering other things
Just a random question: is there a way to take notes directly in fusion? Like where the nodes are? I HATE their underlay with a passion and don't want to use it, so I was wondering if there's a way to manually write in labels?
KrunoSmithy wrote:Just Testing Some 2D image Animations In 3D using Blackmagic Fusion
When it all comes together.
Few images put on image planes,. Camera rotation 360 around the scene, while some images are following the camera, always facing it, others are rotating, and all are moving back and fort. Spot light stays in place and is used to add 2D lens flare effect, while point light is there to light the images at the end. I used locator 3D to attach 2D lens flare effect to 3D light and I used object ID to extract masks of 3D elements to block the effect of light when its behind objects. Image of stars in put on a giant sphere to cover the scene and motion blur of the camera moving around the scene can be rendered. I didn't add other elements like light wrap etc, but its just a test.
You can get super complex and easy to control movement as long as you follow few rules. Use Target option for Camera and transforms. Connect coordinate elements to each other when needed. Publish in one node. Connect to in another. Use transform 3D for elements along with their own transform elements so you double up the amount to options for animation. And you can get super complex scenes, animated and synchronized pretty simple.
jsghost777 wrote: Man, I need to learn to do this. My animations are so lifeless when I look at yours!
jsghost777 wrote: Just a random question: is there a way to take notes directly in fusion? Like where the nodes are? I HATE their underlay with a passion and don't want to use it, so I was wondering if there's a way to manually write in labels?
jsghost777 wrote: I struggle with your and Bryan's suggestions (but I'm also very, very new to fusion so I'm a total noob). I think an issue I have is I'm still figuring out node order and which nodes connect where.
jsghost777 wrote: In terms of the map extrusion, it seems you need SVG files? I'm not able to convert my screenshot to an SVG or a good enough one that works. I've watched some tutorials on how to convert these, but they all use third party plugins that don't work for me at all. I guess if I use online maps of the world I'd get it right, but not the map I want to do it on. But in the process of failing I'm learning or accidentally discovering other things
jsghost777 wrote: Did you use particles for the star-like things? I'm trying to replicate this but
KrunoSmithy wrote:jsghost777 wrote: Did you use particles for the star-like things? I'm trying to replicate this but
No particles. Its much simpler than that. Its just a background image.
I made a scene. Put a camera and light, right? I put the camera and light to "use target" which is coordinates 0,0,0 by default. Than I drag the light in any direction from the center where target is and it will always point to the center. With camera I do the same thing, but I put transform 3D node after Camera before I connect it to the Merge3D. The point is to segment the transform options.
Now I can use Y coordinates in the Transform3D node that is moving the camera. And I just write in 360 for value at the end of the timeline and 0 for key frame at the beginning, which is to rotate around the scene in 360 degrees. But because camera is set to target the center of the scene, the camera will always be pointing at the center as it orbits the scene in 360 degrees.
Great about this is that because you have transform options in the camera node itself and in the added transform node after it, you can use separate the motion you are animating. So you can use transform node to rotate the camera around the target you set, and use controls in the camera to zoom in or change aperture or something and you get the rotation, always pointing where you want to, and smooth zoom while its rotating if you want. But zoom in camera, so you get background compression and all. I didn't use zoom on camera in this example, just rotation from transform node, but if you wanted that kind of effect, by separating an object into itself and another transform node, you can get a lot of control with little effort. It effetely doubles up the options in terms of independent transform settings you have. Also by publishing values and connecting other nodes to it or using target option to target each other, you can get some serious looking action, really fast and simple while not getting into complex expressions and math.
This is what gives a sense of great motion. I also used some of the elements in the scene to use target camera so they stay facing the camera as the camera rotates around them.
To get sense of stars moving real fast to give it some sense of speed, its simple. I just make a shape 3D as a sphere. Set its radius to be large enough to act as a dome to cover whole of scene and becomes instant 360 background. I imported a 2D image of some stars. I put the image on a "sphere map" node and connect that to the shape 3D (sphere) I just made. And that is all.
All you have to do in the end is turn on motion blur in the render node and you get that effect.
No particles were used. No need. of course if you put any background image, say of a city of a sphere, you can get same motion blur effect, but with street lights or something or day time city or forest etc. Stuff you can't do with particles and its much faster to render.
jsghost777 wrote:Is there a way to prevent stretching? So, when I do use the gradient method, the moment I bend the map stretches along with the bend. So, I've got the two outer gradients set to white so the map will be flat, then I set two gray points to make bends about about a quarter of a page left and right from the map edge, but then the map stretches in that quarter where the bend is made. I know my bend is quite hectic, but it does stretch even if I make it less. It's almost like a magnifying glass going over the section getting bent.
jsghost777 wrote:I'm going to try and post my version. I literally just took two of the first images I saw just to see if I could get it right, so don't judge the images lol. I (hopefully) did everything you said and wow, I would've been sitting here for ages trying to figure out how to make the particles act the way your background image did. Plus I just learned a new node I didn't knew existed. The spheremap node. And this is exactly the type of animations I was looking at doing, friggin awesome!
Is there a way to upload videos here or must I do it via youtube and then share the link?
jsghost777 wrote:Now this (your picture) is exactly the way I wanted to bend/fold my map, maybe with one or two less folds (like a W/UU) ...
Is there a way, when you do it like you've done here, to control the very edges of the map during animation? I kind of want to animate it as if someone's dropping it on a table and then smoothing out the folds, like an invisible hand. There are other animations I want to do on the map itself when it's unfolded, but those I've figured out (mostly) how to do so it's not an issue. In that regard I only have one thing I still need to figure out but I'll attempt it by myself a little longer before asking for help. I know one node can do the effect I want, I just need to figure out how to combine that node with my node tree to create the desired result.
As for my attempt at replicating your animation with the sphere map, I forgot to do the lighting for the effect. So I'll have to practice that. But this is what I did yesterday, I just added an halation effect which causes the map to light up at one stage. It's not coordinated or well-planned out, I was simply trying to see if I could get the nodes and their order right from what you described so I'm happy with that at least. Here's the link to the video, although I might get flagged by moderators for posting a link as I'm a new member;
jsghost777 wrote:Now this (your picture) is exactly the way I wanted to bend/fold my map, maybe with one or two less folds (like a W/UU) ...
Is there a way, when you do it like you've done here, to control the very edges of the map during animation? I kind of want to animate it as if someone's dropping it on a table and then smoothing out the folds, like an invisible hand. There are other animations I want to do on the map itself when it's unfolded, but those I've figured out (mostly) how to do so it's not an issue. In that regard I only have one thing I still need to figure out but I'll attempt it by myself a little longer before asking for help. I know one node can do the effect I want, I just need to figure out how to combine that node with my node tree to create the desired result.
jsghost777 wrote:As for my attempt at replicating your animation with the sphere map, I forgot to do the lighting for the effect. So I'll have to practice that. But this is what I did yesterday, I just added an halation effect which causes the map to light up at one stage. It's not coordinated or well-planned out, I was simply trying to see if I could get the nodes and their order right from what you described so I'm happy with that at least. Here's the link to the video, although I might get flagged by moderators for posting a link as I'm a new member;
jsghost777 wrote:So, I'm wondering. When you fold the map/paper, is it possible to also get the fold lines to show? For example, if you fold a paper in half and then open it flat, the line will be there. Is there a way to add this to folding a map/paper in fusion?
Or would you have to actually record a piece of paper folded this way and then overlay the map onto that or something?
KrunoSmithy wrote:jsghost777 wrote:So, I'm wondering. When you fold the map/paper, is it possible to also get the fold lines to show? For example, if you fold a paper in half and then open it flat, the line will be there. Is there a way to add this to folding a map/paper in fusion?
Or would you have to actually record a piece of paper folded this way and then overlay the map onto that or something?
Yes, You can do it by using create bump map tool and just using image to draw some lines where you want to folds and use create bump map tool to get bump map which than you can apply to a shader.
You can use bump map for anything but major folds to get appearance of 3D bumps and extrusions. Super powerful, and of course you can use material nodes like blinn or something instead of standard shader that comes with 3D nodes and than you can create reflections and where light will interact with the image. Super powerful. I just did a water shader, I'll share it here. But its the same basic principle.
Just Testing Water Shader In Blackmagic Fusion
Video of waves was used for creating water shader and image texture was used to create shader for the red ball. One light, and one camera slowly rotating. Just testing process of making shaders in Fusion out of anything, video or images. Super powerful features and can be used very creatively.
....................
A shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. In fusion one can make a shader out of any image or video and create bump maps, normal maps, displacement, reflections, and combine it with other "materials" to create complex shaders that react to lights in all sorts of ways.
I've uploaded a video to show what I've been working on. Super powerful what you can with shaders.
So I used video for water and made it into a displacement map and into shader and image for red ball texture and shader. You can do the same for a map or anything else you want.maps-for-web.jpg
You can do the same to make anything you want out of your map. Depending of how far you want to go.Just Testing Water Shader In Blackmagic Fusion.mp4_snapshot_00.03_[2024-04-24_21.40.35].jpg
jsghost777 wrote:So this is very cool. I would love to use this and animate the actual map I'm using. So if there's water on the map, extrude it to a 3D map and animate it, as well as making the buildings/landmarks on the map extruded 3D images like you did with the first one and added smoke to make it look like a volcano. So that'll be my major goal for fusion while still learning and experimenting on the side.
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