Jump to: Board index » General » Fusion

SubComp

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

Sebastien Degardin

  • Posts: 15
  • Joined: Mon Jan 30, 2017 6:21 pm
  • Location: London

SubComp

PostThu Feb 16, 2017 1:42 pm

Hey,

Sorry if this is a common question but I couldn't find the answer.

I'm new to Fusion and have looked around but I don't know how to use subcomp or if it's even possible.
I've tried with the loader and merge node but no luck.


THanks,
Sebastien
Offline

Vito La Manna

  • Posts: 19
  • Joined: Tue Jan 13, 2015 2:50 am

Re: SubComp

PostThu Feb 16, 2017 2:39 pm

What do u mean by subcomp?

Sent from my GT-N5110 using Tapatalk
Offline

Sebastien Degardin

  • Posts: 15
  • Joined: Mon Jan 30, 2017 6:21 pm
  • Location: London

Re: SubComp

PostThu Feb 16, 2017 3:33 pm

I'm done it in After Effect where I can add an existing Comp to another comp. it's treated as a video file but will reflect any change made to the original comp.

Does that make sense?
Offline

Sander de Regt

  • Posts: 4134
  • Joined: Thu Nov 13, 2014 10:09 pm

Re: SubComp

PostThu Feb 16, 2017 3:35 pm

Ah. You can't do that in Fusion. At least not without workarounds and scripting etc.
Sander de Regt

ShadowMaker SdR
The Netherlands
Offline

Sebastien Degardin

  • Posts: 15
  • Joined: Mon Jan 30, 2017 6:21 pm
  • Location: London

Re: SubComp

PostThu Feb 16, 2017 3:41 pm

Sander de Regt wrote:Ah. You can't do that in Fusion. At least not without workarounds and scripting etc.


Ok thanks! sounds like a useful feature though.
Offline
User avatar

michael vorberg

  • Posts: 943
  • Joined: Wed Nov 12, 2014 8:47 pm
  • Location: stuttgart, germany

Re: SubComp

PostThu Feb 16, 2017 6:37 pm

You can use the loader to read in another comp, but this tries to read in files from a saver node in the other comp.
Offline

Sebastien Degardin

  • Posts: 15
  • Joined: Mon Jan 30, 2017 6:21 pm
  • Location: London

Re: SubComp

PostThu Feb 16, 2017 7:44 pm

michael vorberg wrote:You can use the loader to read in another comp, but this tries to read in files from a saver node in the other comp.


I tried that but it didn't work. Do I need to create a saver node in the comp that I'm trying to embed?
Offline
User avatar

michael vorberg

  • Posts: 943
  • Joined: Wed Nov 12, 2014 8:47 pm
  • Location: stuttgart, germany

Re: SubComp

PostThu Feb 16, 2017 10:02 pm

Yes, you need a saver node in the comp and I believe you also need the files to be rendered. So there is no advantages of loading the rendered files directly
Offline

Lucjan Hirszmajer

  • Posts: 36
  • Joined: Mon Sep 14, 2015 12:14 pm

Re: SubComp

PostFri Feb 17, 2017 12:10 pm

I assume by subcomp you mean precompositing (which I seriously hate in afx)

so you want to create parallel image processing which later on will be used to manipulate the same source (video file)

first - you need to stop "thinking after effects" fusion is not linear so you can do branches for the same video source, and merge them finally at the end of the route.

I would love to see subcomps in fusion but more like network blocks (like macros but live not presaved) but I think your problem can be solved, additionally to make your comps clean you can use wireless links (or confusionless wireless link for 3d)

you can group part of the network or you can also make macros - which are really timesaver

and one really big advantage of fusion - you don't need to precompose if you want to apply certain filters

please find really simple network below
Code: Select all
{
   Tools = ordered() {
      Text1 = TextPlus {
         CtrlWZoom = false,
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            Size = Input { Value = 0.3314607, },
            Font = Input { Value = "Arial", },
            StyledText = Input { Value = "FUSION", },
            Style = Input { Value = "Bold", },
            ManualFontKerningPlacement = Input {
               Value = StyledText {
                  Array = {
                  },
                  Value = "",
               },
            },
            ShadingGradient1 = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1, },
                     [1] = { 1, 1, 1, 1, },
                  },
               },
            },
            RenderToDPTFile = Input { Disabled = true, },
            DPTType = Input { Disabled = true, },
            DPTResolution = Input { Disabled = true, },
         },
         ViewInfo = OperatorInfo { Pos = { 770, 313.5, }, },
      },
      Merge2 = Merge {
         Inputs = {
            Background = Input {
               SourceOp = "Merge1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "ColorCorrector1_1",
               Source = "Output",
            },
            PerformDepthMerge = Input { Value = 0, },
            EffectMask = Input {
               SourceOp = "Text1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 770, 214.5, }, },
      },
      Merge1 = Merge {
         Inputs = {
            Background = Input {
               SourceOp = "Plasma1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Blur1",
               Source = "Output",
            },
            Center = Input { Value = { 0.724479166666667, 0.711111111111111, }, },
            Size = Input { Value = 0.457407407407408, },
            FlattenTransform = Input { Value = 1, },
            PerformDepthMerge = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 214.5, }, },
      },
      ColorCorrector1_1 = ColorCorrector {
         Inputs = {
            WheelSaturation1 = Input { Value = 2, },
            WheelTintAngle1 = Input { Value = -0.368533846974886, },
            WheelTintLength1 = Input { Value = 1, },
            MasterRGBContrast = Input { Value = 2.0224719, },
            MasterRGBGain = Input { Value = 4.5505618, },
            MasterRGBBrightness = Input { Value = 0.6460674, },
            ColorRanges = Input {
               Value = ColorCurves {
                  Curves = {
                     {
                        Points = {
                           { 0, 1, },
                           { 0.4, 0.2, },
                           { 0.6, 0, },
                           { 1, 0, },
                        },
                     },
                     {
                        Points = {
                           { 0, 0, },
                           { 0.4, 0, },
                           { 0.6, 0.2, },
                           { 1, 1, },
                        },
                     },
                  },
               },
            },
            HistogramIgnoreTransparent = Input { Value = 1, },
            Input = Input {
               SourceOp = "Plasma1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 346.5, }, },
      },
      Plasma1 = Plasma {
         CtrlWZoom = false,
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2", }, },
            Phase = Input { Value = 0.8361582, },
            AlphaPhase = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 330, 214.5, }, },
      },
      Blur1 = Blur {
         CtrlWZoom = false,
         Inputs = {
            XBlurSize = Input { Value = 11.7977528, },
            Input = Input {
               SourceOp = "ColorCorrector1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 605, 49.5, }, },
      },
      ColorCorrector1 = ColorCorrector {
         Inputs = {
            WheelTintAngle1 = Input { Value = -0.0158627587152768, },
            WheelTintLength1 = Input { Value = 1, },
            ColorRanges = Input {
               Value = ColorCurves {
                  Curves = {
                     {
                        Points = {
                           { 0, 1, },
                           { 0.4, 0.2, },
                           { 0.6, 0, },
                           { 1, 0, },
                        },
                     },
                     {
                        Points = {
                           { 0, 0, },
                           { 0.4, 0, },
                           { 0.6, 0.2, },
                           { 1, 1, },
                        },
                     },
                  },
               },
            },
            HistogramIgnoreTransparent = Input { Value = 1, },
            Input = Input {
               SourceOp = "Plasma1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 495, 49.5, }, },
      },
   },
}
Offline

Sebastien Degardin

  • Posts: 15
  • Joined: Mon Jan 30, 2017 6:21 pm
  • Location: London

Re: SubComp

PostFri Feb 17, 2017 12:13 pm

Thanks, that will keep me busy for a while.
Offline
User avatar

Chad Capeland

  • Posts: 3309
  • Joined: Mon Nov 10, 2014 9:40 pm

Re: SubComp

PostFri Feb 17, 2017 1:44 pm

Lucjan Hirszmajer wrote:I would love to see subcomps in fusion but more like network blocks (like macros but live not presaved) but I think your problem can be solved, additionally to make your comps clean you can use wireless links (or confusionless wireless link for 3d)


While it's possible to have 500MB comps that encompass everything in your entire project, it's not efficient, and indeed Fusion will eventually crash and fail to save comps that are much larger than that. The real problem, though, is that it prevents more than one person from working on the project at one time. You can't distribute work to different desks with wireless links.

Lucjan Hirszmajer wrote:please find really simple network below


I'm not an After Effects user. Are you saying that something like that would be impossible in AE without precomping?
Chad Capeland
Indicated, LLC
www.floweffects.com
Offline

Lucjan Hirszmajer

  • Posts: 36
  • Joined: Mon Sep 14, 2015 12:14 pm

Re: SubComp

PostFri Feb 17, 2017 2:22 pm

After effects is linear, this sample is about sharing one into branches you have (more or less to duplicate video sources for different effects) therefore to keep things clean you can precomp these into functional blocks.

Main problem in after effects is Sharing effects/media etc. you can't use instances, you need to multiply them in most cases.

This effect is easy to make, but it's rather how it would be done in AFX ;)

But After Effects has also some more annoying quirks - importing layered exr's must be precomped to get specific channel working as plugins (vector motion blur, deep pixel plugins) can't pick data properly, solution then is precomp or save exr's in separate layers.

To share masks in After Composition is also a big trouble.
Offline

Peter Cordes

  • Posts: 185
  • Joined: Fri Jun 27, 2014 8:04 am
  • Location: Germany

Re: SubComp

PostSat Feb 18, 2017 8:42 am

Sebastien Degardin wrote:I'm done it in After Effect where I can add an existing Comp to another comp. it's treated as a video file but will reflect any change made to the original comp.



You don't need it.
Simply use groups.

AE uses it as a replacement (or workaround) for non-existing node architecture.
Same as precomps.

In Fusion you will stay well organized with groups and underlays.

I hope it helps.
Peter
Offline

Sebastien Degardin

  • Posts: 15
  • Joined: Mon Jan 30, 2017 6:21 pm
  • Location: London

Re: SubComp

PostSat Feb 18, 2017 7:18 pm

Peter Cordes wrote:
Sebastien Degardin wrote:I'm done it in After Effect where I can add an existing Comp to another comp. it's treated as a video file but will reflect any change made to the original comp.



You don't need it.
Simply use groups.

AE uses it as a replacement (or workaround) for non-existing node architecture.
Same as precomps.

In Fusion you will stay well organized with groups and underlays.

I hope it helps.
Peter


Thanks, that makes it clearer

Return to Fusion

Who is online

Users browsing this forum: No registered users and 34 guests