Fusion is the world's most advanced compositing software for visual effects artists , manual. It will introduce you to the user interface and take you step by step. FUSION USER MANUAL. CONTENTS. 1 Getting Started. 1. What is Fusion? 2. Some Key Features. 2. System Requirements. 3. Hardware. As a result, when applying the Bender 3D tool to primitives created in. Fusion, it is a good idea to increase the value of the Subdivision controls in the original.

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eyeon Fusion is one of the world's leading node-based compositing software. It is a powerful VFX production application. It comprises of. Eyeon fusion manual pdf. A separate, dedicated system that handles all processing, for improved overall performance The updated nano is now capable. posted in Fusion: Hi guys, I've been sorting through my books and offline- manual is ichwarmaorourbia.ga download ichwarmaorourbia.ga:Manual.

Expressions are one way in which you can bring a little bit of engineering into your compositing workflow. They allow you to automate animation, to connect the properties of one node to another, and to use programming techniques to make your tools more responsive and interactive.

In this article, I will take you through several applications of expressions and start to set up a foundation on which we will build a solid understanding of tool development, scripting, and automation in Fusion. First, what is an expression?

In math terms, an expression is a mathematical "sentence. You can use specific numbers or reference another control that produces a number.

XAmount is multiplied by -1 in order to invert it. Now, whenever the Amount control in ErodeDilate1 is moved, the Amount control in ErodeDilate2 moves the same distance in the opposite direction. This trick is useful for removing small blemishes like this mole without changing the contour of the face.

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To create a Simple Expression like this one, right-click the control and choose "Expression" from the context menu. If you have made expressions in After Effects, you are probably already familiar with the pick whip. Fusion's default behavior, though, makes it difficult to use this feature because if you select multiple tools, only one control panel will remain open. Uncheck "Auto control close tools. Expressions can be used to automate animation tasks and, in so doing, make revisions and precise control much easier.

Just below each one is a Group that contains a node called Wireless Link. The Wireless Link allows you to create a connection between two nodes without a visible wire between them. The second oddity is that the Loaders don't point to an absolute path. Instead, they use the Comp: Path Map to reference the current location of the comp file itself.

As long as the assets are located in the same folder as the comp, they'll remain connected. The comp itself is fairly simple. I've used some free assets I found online and a few shapes that I drew myself to construct this little scene. Most of the work we do here will be in the pink Transform nodes. The Transforms' Edges control is set to Wrap, which lets us scroll endlessly without running out of pixels.

As the image moves off one side of the frame, it reappears on the other. We will set expressions on each Transform's Center control, and for the car's wheels we'll set expressions on the Angle to cause them to rotate.

By the end, we will have complete control over the speed of the car and the distance between each piece of the background without having set a single manual keyframe. This permits you to create animation that changes as the comp plays without having to set any actual keys. Let's start in the streetXF node. Right-click on the Center control in the Tools panel not the widget in the Viewer and choose "Expression.

Since the expression is now controlling the Center, you can no longer drag the widget in the Viewer, although both the Pivot and Angle widgets still function as usual. To create the illusion that the car is driving on the road, we want to move the Center to the right—increasing in value—as time goes by. To start, replace the first '0. Although the image now ends in the center of the screen, the Wrap feature simply brings the street back in from the left.

If you play the animation, though, it will look like nothing is happening because each frame moves the image by an entire screen width.

We need to slow the translation down so that we can see what's happening. Let's suppose we want the street to go by at a rate of one screen width per second. The comp's framerate is 24 fps, so if we divide time by 24, we'll slow it down enough that we can see it. If this were a job for a client, we would be wise to expect changes to the car's speed, so it would be a good idea to have an easily-accessed control for the speed. Add a CustomTool to the flow.

It doesn't need to be connected to anything; we're just going to use its numerous sliders to build a control panel. The CustomTool is one of my favorite Fusion nodes. We'll explore its power more fully below, but for now we're only interested in the sliders it provides. The Controls tab has four Point controls, eight sliders, and four LUTs, none of which do anything on their own.

If ever you need to find the name of a particular control, it shows up in the lower-left corner status bar when you mouse over the control's label: Now the speed can be adjusted by moving the CustomTool's slider.

Remember that since the speed is in the denominator of our expression that higher values cause the car to go slower, which isn't ideal.

When you're done with this lesson, give some thought about how you might make the Speed control more intuitive.

Blackmagic Fusion

Be careful not to set the slider to 0, or Fusion may crash Fusion 8 seems to have fixed that problem, but Fusion 7. If you want to change the label of the control so you remember what it's doing, go to the Config tab of the CustomTool.

You can also hide all of the controls you aren't using in order to keep your panel clean and easy to read. The street is our baseline element.


The motion of all the other set pieces will be relative to that one. The next-closest piece of scenery is the tree. Set an expression on treeXF's Center just like you did on the street's. This time, instead of setting its speed explicitly, we're going to connect it to the street's Center, then give it a multiplier to slow it down even further. You need to tell it which of the two numbers it's supposed to read.

The correct expression is: Point streetXF. X tells the Point function that you want the X coordinate value from the Center control. Once that's done, the tree and the street both move at the same rate. Since the tree is further away, though, we want it to move slower.

That's as simple as providing a multiplier: Point streetXF. For easier control, we can remove that multiplier out to the CustomTool as well, as shown to the left. Put a similar expression on each of the remaining scenery elements: the hills, mountains, and clouds.

It's up to you whether you want to make each layer independent of the others by connecting them all directly to the street or to cascade them. There are advantages and disadvantages to each method. I'll let you figure out what they are through experimentation.

The last task we need to perform in this lesson is to rotate the tires. We want to again link the tire rotation to the street animation.

This time, though, we need a very specific formula based on the tires' diameter and the street's speed. In one complete rotation of the tire, it will travel a distance equal to its own circumference. Therefore, we need to relate the distance traveled by the car that is, the speed of the street to the tire's circumference in order to find out how long it takes to perform a complete rotation.

The simplest way to find the diameter of the wheel is to bracket it with a Rectangle tool and simply note the width. Although the wheel is circular and therefore radially symmetrical, the width and height measures are different because Fusion tools express their dimensions as a percentage of the screen, not as real units. You could calculate the circumference yourself and make a note of it, but I'm going to just let Fusion do it.

That does mean I'll have to keep the Rectangle in the comp, though. Invert Animation Curve , a script that swaps time and value of an animation spline. An improved Python implementation of the Bake Animation script, that processes multiple properties at the same time.

Un-Modify , a tool script to remove modifiers from a stack without killing the whole animation. A suite of scripts to exchange shots between Fusion and Syntheyes.

Getting Started With Fusion 8

More scripts and script-related snippets can be found on Vfxpedia, by the way. Macros ExponentialGlow , a glow with a nice photorealistic falloff.

Image Mixer to help with applying scanned grain from gray cards. A Color Picker that can be placed on top of an image to serve as a persistent color readout which has since been improved by Gregory Chalenko.

SoftClip , a macro to gently compress overbright values below 1. SigmoidalContrast creates an S-shaped contrast curve.

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SpillMerge , an advanced keying solution for smoke or reflections. A Smoothcam-inspired Fuse to automatically stabilize or smooth a shaky camera move.Re-doing keys in Fusion always gave outstanding results for me. The textbook caters to the needs of compositors and visual effects artists. And if you enjoy Fusion's caching capability: same thing. Let's play with some trigonometry! There are references to other chapters that have been written but are not currently published. In one complete rotation of the tire, it will travel a distance equal to its own circumference.

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