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How to copy to R G B channels.

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Michael Blakala

  • Posts: 3
  • Joined: Tue Jan 12, 2016 8:55 am

How to copy to R G B channels.

PostTue Jan 12, 2016 9:25 am

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.
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Chad Capeland

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Re: How to copy to R G B channels.

PostTue Jan 12, 2016 7:50 pm

Bol will do this. If you find yourself doing this a lot, though, you can do this with a fairly simple Fuse.
Chad Capeland
Indicated, LLC
www.floweffects.com
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michael vorberg

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  • Location: stuttgart, germany

Re: How to copy to R G B channels.

PostTue Jan 12, 2016 8:14 pm

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.
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Michael Blakala

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Re: How to copy to R G B channels.

PostWed Jan 13, 2016 7:13 am

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 !
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Chad Capeland

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Re: How to copy to R G B channels.

PostWed Jan 13, 2016 5:57 pm

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.
Chad Capeland
Indicated, LLC
www.floweffects.com
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michael vorberg

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  • Location: stuttgart, germany

Re: How to copy to R G B channels.

PostWed Jan 13, 2016 10:07 pm

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, },
                  },
               }, },
         },
      },
   },
}
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Michael Blakala

  • Posts: 3
  • Joined: Tue Jan 12, 2016 8:55 am

Re: How to copy to R G B channels.

PostThu Jan 14, 2016 6:01 am

Thank You very much ! :)

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