Bryan Ray wrote:For me, Fusion's price is tough to beat. Fusion Studio + Syntheyes + Mocha Pro is less than half the price of NukeX. Fusion's 3d system needs some advancements to compete with Nuke's, but I like its particles and custom tools a little better.
After Effects still has a place in my pipeline because there are some tasks for which it's still better. Anything dealing with text is easier there, for instance. And I use it to make image sequences from video formats that Fusion doesn't like; AE can open darn near anything. Animating to audio is much easier in AE. I usually rent it for a month or two as needed, though, rather than maintaining a continuous subscription.
For any serious compositing work, a node-based system is my preference. I wouldn't subject myself to compositing in AE again if I could help it. At a studio, I'll use whichever software is in my employer's pipeline, but at home it's Fusion.
Alex Uzan wrote:I mean, it has far less online ressource than after affects, less plugins support, and no 3d camera tracker.
Kays Alatrakchi wrote:Alex Uzan wrote:I mean, it has far less online ressource than after affects, less plugins support, and no 3d camera tracker.
I've been wanting to switch to Fusion fully, and I've dipped my feet into it, but it's really though to give up all my plugins. I own CS6 so no subscription costs for me.
If the guys at VideoCopilot and Red Giant considered porting their plugins to OFX format, it would be a pretty compelling reason to switch to Fusion. Alternatively, if Fusion 9 added the ability to use AE plugins and scripts, that would be even better. The lack of a solid 3D camera tracker is also a deal breaker.
My attitude is that for the time being, and for my particular workflow, there is no particularly compelling reason to fully switch, but I do keep monitoring these boards for some new developments.
I hope there are some surprises in store for Fusion at NAB in a couple of months.
Alex Uzan wrote:Why ?
What Fusion could bring to you that After effects can't ?
Alex Uzan wrote:It was really painful to do it in Fusion, when you have to create everytime a Merge and a Transform Tool between each element. I also did it in After Effects, and no comparison how easy it was.
Alex Uzan wrote:After reading your post, one question only came to my mind :
Would you still use Fusion if Nuke was at the same price ?
thomascheng wrote:Alex Uzan wrote:After reading your post, one question only came to my mind :
Would you still use Fusion if Nuke was at the same price ?
I'm assuming you are asking me this question. I've used both AE, Fusion, Nuke and NukeX on Movies and TV Shows. AE gets too messy when the comp gets big and complicated. You'll spend more time managing your comp than actually doing artistic decision making. I would give NukeX (Nuke Vanilla is not worth it) a slight lead over Fusion right now. If Fusion Studio 9 came with a nice denoiser and 3d/planar tracker, then Fusion would be a no brainer for me. I also personally prefer how nodes work in Fusion over Nuke.
***edit**
Of course you can buy neat video denoiser plugin, which solves the denoiser issue in comp. So really I only want to see 3d/planar tracking integrated into Fusion.
I'm sure we can say that about any complex software we don't know.Vladimir LaFortune wrote:Nuke looks like crap, I'm seriously intimidated by its interface and on top of that it feels heavy and clunky.
Is there an aternative of this tool in Fusion ?Vladimir LaFortune wrote:Was never a fan of After Effects unless you are doing some simple motion graphics in which case AE has faster workflow than Fusion or Nuke. Puppet Wrap is one awesome feature of AE. Plug-ins for AE are all cheesy but if you are in need of cheese than its the fastest way to get there. Like Trapcode, you need simple preset particle effect you load it in and forget about it.
Noel Froger wrote:Don't forget than After Effect just fall appart the more your project goes complex.
On every project with it there's a point where you just regret haven't picked a node based one. Plus the linear workflow is a joke.
BUT, there's a point where fusion just fall appart too where you regret not using nuke or AE. For me this is where your Alembic files aren't referenced and readed from files
or when you need (95% of the time) a project file outputing different time range and sequences (hello AE or Nuke, bye fusion)
or the horrible exr channel/workflow
or working linear with every tool compatibles
So yeah each App have their weakpoint...
Travis Schmiesing wrote:Why Fusion over AE? Fusion is compositor, AE is more of a motion graphics application that can do compositing.
Alex Uzan wrote:I still think AE can do some mograph that Fusion can't do.
Especially because of its fake 3D world.
This for exemple :
http://www.videocopilot.net/tutorials/t ... ent_glass/
I tried all night long to do the same thing in Fusion.
Couldn't.
AE can make 2d depth and still use filters on these (fake) 3D layers.
In fusion you can not create depth on a 2d element, unless if you go in 3D environment.
And then no more filter.
But maybe I'm wrong
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["Transform3DOp.TargetNest"] = Input { },
SceneInput1 = Input {
SourceOp = "Instance_ImagePlane3D1",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
StartEndRenderScripts = Input { },
SceneInput3 = Input { }
},
ViewInfo = OperatorInfo { Pos = { 825, 247.5 } },
},
Instance_ImagePlane3D1 = ImagePlane3D {
SourceOp = "ImagePlane3D1",
Inputs = {
SceneInput = Input { },
["Transform3DOp.Translation"] = Input { },
["Transform3DOp.Rotation"] = Input { },
["Transform3DOp.PivotNest"] = Input { },
["Transform3DOp.ScaleNest"] = Input { },
["Transform3DOp.TargetNest"] = Input { },
["SurfacePlaneInputs.Visibility.Nest"] = Input { },
["SurfacePlaneInputs.Lighting.Nest"] = Input { },
["SurfacePlaneInputs.Matte.Nest"] = Input { },
["SurfacePlaneInputs.BlendMode.Nest"] = Input { },
["SurfacePlaneInputs.Controls.Nest"] = Input { },
["SurfacePlaneInputs.ObjectID.Nest"] = Input { },
MaterialInput = Input {
SourceOp = "Instance_Texture2D1",
Source = "MaterialOutput",
},
["MtlStdInputs.Diffuse.Nest"] = Input { },
["MtlStdInputs.Specular.Nest"] = Input { },
["MtlStdInputs.Transmittance.Nest"] = Input { },
["MtlStdInputs.MaterialIDNest"] = Input { },
StartEndRenderScripts = Input { },
},
ViewInfo = OperatorInfo { Pos = { 495, 247.5 } },
},
ColorSpace1 = ColorSpace {
Inputs = {
ColorSpaceConversion = Input { Value = 1, },
ColorType = Input { Value = 4, },
Input = Input {
SourceOp = "Instance_Renderer3D1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1210, 82.5 } },
},
ChannelBooleans1 = ChannelBoolean {
Inputs = {
Operation = Input { Value = 10, },
ToRed = Input { Value = 4, },
ToBlue = Input { Value = 4, },
ToAlpha = Input { Value = 4, },
Background = Input {
SourceOp = "ColorSpace1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1320, 82.5 } },
},
ColorSpace1_1 = ColorSpace {
Inputs = {
ColorSpaceConversion = Input { Value = 2, },
ColorType = Input { Value = 4, },
Input = Input {
SourceOp = "ChannelBooleans1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1430, 82.5 } },
},
Displace1 = Displace {
Inputs = {
Type = Input { Value = 1, },
XOffset = Input { Value = -0.5, },
XRefraction = Input { Value = 0.0539007092198582, },
YOffset = Input { Value = -0.5, },
YRefraction = Input { Value = -0.051063829787234, },
Spread = Input { Value = 0.0319148936170213, },
LightChannel = Input { Value = 5, },
Input = Input {
SourceOp = "Renderer3D1",
Source = "Output",
},
Foreground = Input {
SourceOp = "Instance_Renderer3D1_1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1485, -16.5 } },
},
BrightnessContrast2 = BrightnessContrast {
Inputs = {
Gain = Input { Value = 0.49645390070922, },
Contrast = Input { Value = -0.297872340425532, },
Input = Input {
SourceOp = "ColorSpace1_1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1540, 82.5 } },
},
ColorCorrector1 = ColorCorrector {
Inputs = {
CorrectionRange = Input { Value = 2, },
WheelRangeDummy1 = Input { Value = 2, },
MasterRGBGamma = Input { Value = 0.375886524822695, },
MasterRedGain = Input { Value = 0.829787234042553, },
MasterBlueGain = Input { Value = 1.25531914893617, },
MidTonesRGBGain = Input { Value = 0.709219858156028, },
HighlightsRGBGain = Input { Value = 2.9290780141844, },
HighlightsRGBGamma = Input { Value = 0.971631205673759, },
SuppressionRangeDummy = Input { Value = 2, },
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 = "BrightnessContrast2",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1650, 82.5 } },
},
Merge1 = Merge {
Inputs = {
Background = Input {
SourceOp = "ColorCorrector1",
Source = "Output",
},
Foreground = Input {
SourceOp = "Displace1",
Source = "Output",
},
ApplyMode = Input { Value = FuID { "Overlay" }, },
PerformDepthMerge = Input { Value = 0, },
},
ViewInfo = OperatorInfo { Pos = { 1760, -16.5 } },
},
SimpleVignette11 = MacroOperator {
Inputs = ordered() {
Input1 = InstanceInput {
SourceOp = "Ellipse1",
Source = "SoftEdge",
},
Input2 = InstanceInput {
SourceOp = "Ellipse1",
Source = "BorderWidth",
},
Input3 = InstanceInput {
SourceOp = "Ellipse1",
Source = "Width",
Default = 1.12,
},
Input4 = InstanceInput {
SourceOp = "Ellipse1",
Source = "Height",
Default = 1.12,
},
Input5 = InstanceInput {
SourceOp = "BrightnessContrast1",
Source = "Gain",
Default = 0.2,
},
Input6 = InstanceInput {
SourceOp = "BrightnessContrast1",
Source = "Saturation",
Default = 0.5,
},
MainInput1 = InstanceInput {
SourceOp = "Input",
Source = "Input",
},
Input7 = InstanceInput {
SourceOp = "Blur1",
Source = "LockXY",
Default = 1,
},
Input8 = InstanceInput {
SourceOp = "Blur1",
Source = "XBlurSize",
Default = 0,
},
Input9 = InstanceInput {
SourceOp = "Blur1",
Source = "YBlurSize",
Default = 1,
}
},
Outputs = {
MainOutput1 = InstanceOutput {
SourceOp = "Output",
Source = "Output",
}
},
ViewInfo = GroupInfo { Pos = { 2090, -16.5 } },
Tools = ordered() {
Ellipse1 = EllipseMask {
CtrlWShown = false,
Inputs = {
SoftEdge = Input { Value = 0.134042553191489, },
Invert = Input { Value = 1, },
MaskWidth = Input { Value = 320, },
MaskHeight = Input { Value = 240, },
PixelAspect = Input { Value = { 1, 1 }, },
Width = Input { Value = 0.798231438096547, },
Height = Input { Value = 0.536192775110585, },
},
ViewInfo = OperatorInfo { Pos = { 0.0734863, 9.42813 } },
},
BrightnessContrast1 = BrightnessContrast {
CtrlWShown = false,
Inputs = {
Gain = Input { Value = 0.198581560283688, },
Saturation = Input { Value = 0.5, },
Input = Input {
SourceOp = "Input",
Source = "Output",
},
EffectMask = Input {
SourceOp = "Ellipse1",
Source = "Mask",
}
},
ViewInfo = OperatorInfo { Pos = { -64.8715, 74.9352 } },
},
Input = BrightnessContrast {
CtrlWZoom = false,
CtrlWShown = false,
NameSet = true,
Inputs = {
Input = Input {
SourceOp = "Merge1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { -184.795, 75.2751 } },
},
Blur1 = Blur {
CtrlWShown = false,
Inputs = {
XBlurSize = Input { Value = 0, },
Input = Input {
SourceOp = "BrightnessContrast1",
Source = "Output",
},
EffectMask = Input {
SourceOp = "Ellipse1",
Source = "Mask",
}
},
ViewInfo = OperatorInfo { Pos = { 60.7415, 74.1552 } },
},
Output = BrightnessContrast {
CtrlWZoom = false,
CtrlWShown = false,
NameSet = true,
Inputs = {
Input = Input {
SourceOp = "Blur1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 184.794, 74.1552 } },
}
},
}
}
}
Alex Uzan wrote:If you make a 2d text, you can not play with the z depth.
And if you make a 3d text, there is no way to animate a Blur-In and stay in 3D
{
Tools = ordered() {
Background1_2 = Background {
Inputs = {
GlobalIn = Input { Value = 1001, },
GlobalOut = Input { Value = 1100, },
Width = Input { Value = 1280, },
Height = Input { Value = 720, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
TopLeftRed = Input { Value = 0.839445405616103, },
TopLeftGreen = Input { Value = 1, },
TopLeftBlue = Input { Value = 0.987252924009254, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
EffectMask = Input {
SourceOp = "BSpline1_2",
Source = "Mask",
}
},
ViewInfo = OperatorInfo { Pos = { 110, -379.5 } },
},
BSpline1_3 = BSplineMask {
DrawMode = "InsertAndModify",
DrawMode2 = "InsertAndModify",
Inputs = {
SoftEdge = Input { Value = 0.0524822695035461, },
MaskWidth = Input { Value = 1280, },
MaskHeight = Input { Value = 720, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
Polyline = Input {
SourceOp = "BSpline1_3Polyline",
Source = "Value",
},
Polyline2 = Input {
Value = BSplinePolyline {
Order = 4,
Type = "Tensioned",
Knots = { }
},
Disabled = true,
},
},
ViewInfo = OperatorInfo { Pos = { 110, -313.5 } },
},
BSpline1_3Polyline = BezierSpline {
SplineColor = { Red = 173, Green = 255, Blue = 47 },
NameSet = true,
KeyFrames = {
[1013] = { 0, Flags = { Linear = true, LockedY = true }, Value = BSplinePolyline {
Closed = true,
Points = {
{ X = -0.282738090271042, Y = -0.0449735437909131 },
{ X = -0.126488096657253, Y = -0.314814817810816 },
{ X = 0.0699404761904761, Y = -0.335978835978836 },
{ X = 0.209821428571429, Y = -0.335978835978836 },
{ X = 0.282738095238095, Y = -0.195767195767196 },
{ X = 0.364583333333333, Y = 0.037037037037037 },
{ X = 0.306547619047619, Y = 0.224867724867725 },
{ X = 0.174107142857143, Y = 0.19047619047619 },
{ X = -0.0491071428571428, Y = 0.26984126984127 },
{ X = -0.113095238095238, Y = 0.0105820105820106 }
},
Order = 4,
Type = "Tensioned",
Knots = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 }
} }
}
},
BSpline1_2 = BSplineMask {
DrawMode = "InsertAndModify",
DrawMode2 = "InsertAndModify",
Inputs = {
SoftEdge = Input { Value = 0.0822695035460993, },
MaskWidth = Input { Value = 1280, },
MaskHeight = Input { Value = 720, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
Polyline = Input {
SourceOp = "BSpline1_2Polyline",
Source = "Value",
},
Polyline2 = Input {
Value = BSplinePolyline {
Order = 4,
Type = "Tensioned",
Knots = { }
},
Disabled = true,
},
},
ViewInfo = OperatorInfo { Pos = { 110, -412.5 } },
},
BSpline1_2Polyline = BezierSpline {
SplineColor = { Red = 173, Green = 255, Blue = 47 },
NameSet = true,
KeyFrames = {
[1013] = { 0, Flags = { Linear = true, LockedY = true }, Value = BSplinePolyline {
Closed = true,
Points = {
{ X = -0.23958332836628, Y = 0.230158731341362 },
{ X = -0.288690477609634, Y = -0.116402119398117 },
{ X = -0.193452380952381, Y = -0.203703703703704 },
{ X = -0.0848214285714285, Y = -0.246031746031746 },
{ X = 0.0357142857142857, Y = -0.203703703703704 },
{ X = 0.117559523809524, Y = 0.0291005291005291 },
{ X = 0.0595238095238095, Y = 0.216931216931217 },
{ X = -0.0729166666666667, Y = 0.182539682539683 },
{ X = -0.145833333333333, Y = 0.0343915343915344 },
{ X = -0.227678571428571, Y = 0.256613756613757 }
},
Order = 4,
Type = "Tensioned",
Knots = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 }
} }
}
},
Background1_3 = Background {
Inputs = {
GlobalIn = Input { Value = 1001, },
GlobalOut = Input { Value = 1100, },
Width = Input { Value = 1280, },
Height = Input { Value = 720, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
TopLeftRed = Input { Value = 0.773725830020305, },
TopLeftGreen = Input { Value = 0.830294372515229, },
TopLeftBlue = Input { Value = 1, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
EffectMask = Input {
SourceOp = "BSpline1_3",
Source = "Mask",
}
},
ViewInfo = OperatorInfo { Pos = { 110, -280.5 } },
},
ImagePlane3D2_1 = ImagePlane3D {
Inputs = {
["Transform3DOp.Translate.X"] = Input { Value = 0.739334348659237, },
["Transform3DOp.Translate.Y"] = Input { Value = -0.234907034191963, },
["Transform3DOp.Translate.Z"] = Input { Value = -2.60153530788745, },
["Transform3DOp.Scale.X"] = Input { Value = 2.51958015267176, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 3, },
MaterialInput = Input {
SourceOp = "Background1_3",
Source = "Output",
},
["MtlStdInputs.MaterialID"] = Input { Value = 4, },
},
ViewInfo = OperatorInfo { Pos = { 275, -280.5 } },
},
ImagePlane3D3_1 = ImagePlane3D {
Inputs = {
["Transform3DOp.Translate.X"] = Input { Value = -0.291425708253916, },
["Transform3DOp.Translate.Y"] = Input { Value = -0.410700860022448, },
["Transform3DOp.Translate.Z"] = Input { Value = -3.6831466, },
["Transform3DOp.Rotate.Z"] = Input { Value = 90, },
["Transform3DOp.Scale.X"] = Input { Value = 4, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 4, },
MaterialInput = Input {
SourceOp = "Background1_2",
Source = "Output",
},
["MtlStdInputs.MaterialID"] = Input { Value = 5, },
},
ViewInfo = OperatorInfo { Pos = { 275, -379.5 } },
},
Instance_Merge3D1_2 = Merge3D {
SourceOp = "Merge3D1",
Inputs = {
["Transform3DOp.Translation"] = Input { },
["Transform3DOp.Rotation"] = Input { },
["Transform3DOp.PivotNest"] = Input { },
["Transform3DOp.ScaleNest"] = Input { },
["Transform3DOp.TargetNest"] = Input { },
["Transform3DOp.Import"] = Input { },
SceneInput1 = Input {
SourceOp = "ImagePlane3D3",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "ImagePlane3D2",
Source = "Output",
},
SceneInput3 = Input {
SourceOp = "Camera3D1",
Source = "Output",
},
SceneInput4 = Input { },
StartEndRenderScripts = Input { },
},
ViewInfo = OperatorInfo { Pos = { 550, -181.5 } },
},
Instance_Renderer3D1_2 = Renderer3D {
SourceOp = "Renderer3D1",
Inputs = {
["Gamut.ColorSpaceNest"] = Input { },
["Gamut.GammaSpaceNest"] = Input { },
SceneInput = Input {
SourceOp = "Instance_Merge3D1_2",
Source = "Output",
},
Reporting = Input { },
StartEndRenderScripts = Input { },
["RendererSoftware.Nest"] = Input { },
["RendererSoftware.Channels.Nest"] = Input { },
["RendererSoftware.Channels.RGBA"] = Input { },
["RendererSoftware.Channels.Z"] = Input { },
["RendererSoftware.Channels.Coverage"] = Input { },
["RendererSoftware.Channels.BgColor"] = Input { },
["RendererSoftware.Channels.Normal"] = Input { },
["RendererSoftware.Channels.TexCoord0"] = Input { },
["RendererSoftware.Channels.ObjectID"] = Input { },
["RendererSoftware.Channels.MaterialID"] = Input { },
["RendererSoftware.Channels.WorldCoord"] = Input { },
["RendererSoftware.Channels.Vector"] = Input { },
["RendererSoftware.Channels.BackVector"] = Input { },
["RendererSoftware.Lighting"] = Input { },
["RendererSoftware.LightingEnabled"] = Input { },
["RendererSoftware.ShadowsEnabled"] = Input { },
["RendererOpenGL.Channels.Nest"] = Input { },
["RendererOpenGL.Supersampling"] = Input { },
["RendererOpenGL.ColorSS"] = Input { },
["RendererOpenGL.AuxSS.Nest"] = Input { },
["RendererOpenGL.AccumulationEffects"] = Input { Value = 1, },
["RendererOpenGL.Lighting"] = Input { },
["RendererOpenGL.Texturing"] = Input { },
EffectMask = Input { }
},
ViewInfo = OperatorInfo { Pos = { 715, -181.5 } },
},
BSpline1 = BSplineMask {
DrawMode = "InsertAndModify",
DrawMode2 = "InsertAndModify",
Inputs = {
SoftEdge = Input { Value = 0.0822695035460993, },
MaskWidth = Input { Value = 1280, },
MaskHeight = Input { Value = 720, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
Polyline = Input {
SourceOp = "BSpline1Polyline",
Source = "Value",
},
Polyline2 = Input {
Value = BSplinePolyline {
Order = 4,
Type = "Tensioned",
Knots = { }
},
Disabled = true,
},
},
ViewInfo = OperatorInfo { Pos = { 110, -148.5 } },
},
BSpline1Polyline = BezierSpline {
SplineColor = { Red = 173, Green = 255, Blue = 47 },
NameSet = true,
KeyFrames = {
[1013] = { 0, Flags = { Linear = true, LockedY = true }, Value = BSplinePolyline {
Closed = true,
Points = {
{ X = -0.23958332836628, Y = 0.230158731341362 },
{ X = -0.288690477609634, Y = -0.116402119398117 },
{ X = -0.193452380952381, Y = -0.203703703703704 },
{ X = -0.0848214285714285, Y = -0.246031746031746 },
{ X = 0.0357142857142857, Y = -0.203703703703704 },
{ X = 0.117559523809524, Y = 0.0291005291005291 },
{ X = 0.0595238095238095, Y = 0.216931216931217 },
{ X = -0.0729166666666667, Y = 0.182539682539683 },
{ X = -0.145833333333333, Y = 0.0343915343915344 },
{ X = -0.227678571428571, Y = 0.256613756613757 }
},
Order = 4,
Type = "Tensioned",
Knots = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 }
} }
}
},
PointLight1 = LightPoint {
Inputs = {
["Transform3DOp.Translate.Y"] = Input { Value = 1.26770662726889, },
["Transform3DOp.Translate.Z"] = Input { Value = 1.11773017385063, },
},
ViewInfo = OperatorInfo { Pos = { 1045, -214.5 } },
},
ImagePlane3D3 = ImagePlane3D {
Inputs = {
["Transform3DOp.Translate.X"] = Input { Value = -0.291425708253916, },
["Transform3DOp.Translate.Y"] = Input { Value = -0.410700860022448, },
["Transform3DOp.Translate.Z"] = Input { Value = -1.52930044708758, },
["Transform3DOp.Scale.X"] = Input { Value = 4, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 4, },
MaterialInput = Input {
SourceOp = "Background1",
Source = "Output",
},
["MtlStdInputs.MaterialID"] = Input { Value = 5, },
},
ViewInfo = OperatorInfo { Pos = { 275, -115.5 } },
},
Background1 = Background {
Inputs = {
GlobalIn = Input { Value = 1001, },
GlobalOut = Input { Value = 1100, },
Width = Input { Value = 1280, },
Height = Input { Value = 720, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
TopLeftRed = Input { Value = 0.54882868491497, },
TopLeftGreen = Input { Value = 1, },
TopLeftBlue = Input { Value = 0.857351602689097, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
EffectMask = Input {
SourceOp = "BSpline1",
Source = "Mask",
}
},
ViewInfo = OperatorInfo { Pos = { 110, -115.5 } },
},
Text3D1 = Text3D {
Inputs = {
["Transform3DOp.Translate.X"] = Input { Value = 0.0361785620048507, },
["Transform3DOp.Translate.Z"] = Input { Value = -0.108768091583178, },
Font = Input { Value = "Open Sans", },
StyledText = Input {
SourceOp = "Follower1",
Source = "StyledText",
},
Style = Input { Value = "Bold", },
Extrusion = Input { Value = 1, },
ExtrusionProfile = Input {
SourceOp = "Text3D1ExtrusionProfile",
Source = "Value",
},
ExtrusionDepth = Input { Value = 0.0816793893129771, },
ExtrusionSubdivisions = Input { Value = 4, },
BevelDepth = Input { Value = 0.0106870229007634, },
BevelWidth = Input { Value = 0.00763358778625954, },
ManualFontKerningPlacement = Input {
Value = StyledText {
Array = {
},
Value = ""
},
},
Red1 = Input { Value = 0.18804467179319, },
Green1 = Input { Value = 0.198783339485411, },
Blue1 = Input { Value = 0.309357827224905, },
ShadingGradient1 = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 935, -115.5 } },
},
Follower1 = StyledTextFollower {
CtrlWZoom = false,
Inputs = {
Delay = Input { Value = 3, },
Text = Input {
Value = StyledText {
Array = {
},
Value = "Fusion"
},
},
Transform1 = Input { Value = 1, },
OffsetZ1 = Input {
SourceOp = "Follower1OffsetZ",
Source = "Value",
},
},
},
Follower1OffsetZ = BezierSpline {
SplineColor = { Red = 175, Green = 224, Blue = 244 },
NameSet = true,
KeyFrames = {
[1001] = { -0.5, RH = { 1002.33333333333, -0.333333333333333 }, Flags = { Linear = true } },
[1005] = { 0, LH = { 1001.98, -0.002 } }
}
},
Text3D1ExtrusionProfile = LUTBezier {
KeyColorSplines = {
[0] = {
[0] = { 0, RH = { 0.0666666666666667, 0.333333333333333 }, Flags = { Linear = true } },
[0.2] = { 1, LH = { 0.133333333333333, 0.666666666666667 }, RH = { 0.4, 1 }, Flags = { Linear = true } },
[0.8] = { 1, LH = { 0.6, 1 }, RH = { 0.866666666666667, 0.666666666666667 }, Flags = { Linear = true } },
[1] = { 0, LH = { 0.933333333333333, 0.333333333333333 }, Flags = { Linear = true } }
}
},
SplineColor = { Red = 192, Green = 128, Blue = 64 },
},
BSpline1_1 = BSplineMask {
DrawMode = "InsertAndModify",
DrawMode2 = "InsertAndModify",
Inputs = {
SoftEdge = Input { Value = 0.0822695035460993, },
MaskWidth = Input { Value = 1280, },
MaskHeight = Input { Value = 720, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
Polyline = Input {
SourceOp = "BSpline1_1Polyline",
Source = "Value",
},
Polyline2 = Input {
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Adelson Munhoz wrote:Everytime I hear that After FX is for motion graphics and Fusion is for composition, I remember the Dunn Lewis' portfolio.
michael vorberg wrote:Alex Uzan wrote:If you make a 2d text, you can not play with the z depth.
And if you make a 3d text, there is no way to animate a Blur-In and stay in 3D
from the VC tutorial: the blur there was just used to fake the depth of the ice, further away = more blur. i would fake the same with the DoF setting in the 3d camera or maybe with Z pass based blur after rendering for text 3d
on the other hand you can also use the "transform" option in the "shading tab" to move the characters in Z space in the Text+ (2d) node. then you can use the blur in the "shading tab" to soften you text
if you now some how manage to conect the camera angle to the rotation in the "transform" tab you can have also the feeling that the 2d text lives in the same space as the 3d objects.
{
Tools = ordered() {
Text1 = TextPlus {
CtrlWZoom = false,
Inputs = {
GlobalIn = Input { Value = 1, },
GlobalOut = Input { Value = 2001, },
Width = Input { Value = 1920, },
Height = Input { Value = 1080, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
Font = Input { Value = "Open Sans", },
StyledText = Input {
SourceOp = "Follower1",
Source = "StyledText",
},
Style = Input { Value = "Bold", },
ManualFontKerningPlacement = Input {
Value = StyledText {
Array = {
},
Value = ""
},
},
SelectTransform = Input { Value = 2, },
LineRotation = Input { Value = 1, },
LineAngleX = Input { Value = -38.8732394, },
LineAngleY = Input { Value = 67.6056338, },
ShadingGradient1 = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1 },
[1] = { 1, 1, 1, 1 }
}
},
},
},
ViewInfo = OperatorInfo { Pos = { 440, 148.5 } },
},
Follower1 = StyledTextFollower {
CtrlWZoom = false,
Inputs = {
Delay = Input { Value = 3, },
Text = Input {
Value = StyledText {
Array = {
},
Value = "Z Depth Text+"
},
},
Transform1 = Input { Value = 1, },
OffsetZ1 = Input {
SourceOp = "Follower1OffsetZ",
Source = "Value",
},
},
},
Follower1OffsetZ = BezierSpline {
SplineColor = { Red = 175, Green = 224, Blue = 244 },
NameSet = true,
KeyFrames = {
[1] = { 2, RH = { 9.33333333333333, 1.33333333333333 }, Flags = { Linear = true } },
[26] = { 0, LH = { 17.6666666666667, 0.666666666666667 }, Flags = { Linear = true } }
}
}
}
}
Alex Uzan wrote:That's smart.
But quite complicated for a simple task that take less than two minutes in After Effects
Each app has its own strength.
michael vorberg wrote:Alex Uzan wrote:That's smart.
But quite complicated for a simple task that take less than two minutes in After Effects
Each app has its own strength.
do i think it took me any longer then 2 minutes? it would have taken me more time in AE, because i dont know anything about it.
that the conclusion of the whole thread:
if you know your software you can be fast in it!
if you need to search and think in the style of the other software you get stuck and everything seems complicated.
michael vorberg wrote:Bryan Ray wrote:Fusion's 3d system needs some advancements to compete with Nuke's
Any example (besides bicubic planes)?
Noel Froger wrote:Don't forget than After Effect just fall appart the more your project goes complex.
On every project with it there's a point where you just regret haven't picked a node based one. Plus the linear workflow is a joke.
BUT, there's a point where fusion just fall appart too where you regret not using nuke or AE. For me this is where your Alembic files aren't referenced and readed from files
or when you need (95% of the time) a project file outputing different time range and sequences (hello AE or Nuke, bye fusion)
or the horrible exr channel/workflow
or working linear with every tool compatibles
So yeah each App have their weakpoint...
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