Excellent as always Bernd! I know you mentioned the ribbon 3D issue but not sure if I missed the fix for it, I do not see the wire lines in the 3D renderer node.
Awesome tutorial :) The possibilities are endless with Fusion's ability to integrate 3D geometry. Please continue with more tutorials for Fusion's advanced features!
Another great tutorial! Is it possible to do a tutorial on expressions? More in-depth? How to trigger action/animations based of the position of an object, or the time/frame, etc. for example (if this is even possible, with loops or without). How to use more complex expressions in general to manipulate objects (is it possible to extend the text field for expressions?) How and when to use the "frame render script - Start/End Render Scripts".
Hi, great idea. Yes there is definitely more to do with expressions. Extending the text field maybe not, but combining with modifiers and further scripting etc. Have to look more into some of this myself so definitely a good point!
Hey Bernd, I have a doubt I don't know if could be a material for a video tutorial or if you can only answer here. I have two shape 3Ds a sphere inside a torus (think of saturn planet with the ring) in a merge 3d, so i need only the sphere to glow like if it was a light source. Then I created two merges 3D and two renderers so I could use glow on the sphere. But when I merge both renderers the 3D doesn't work anymore, the sphere are completely in front of the torus. If I use only one renderer I can't glow only the sphere. How can I overcome this situation?
How about using one render node and creating masking of the objects for the different 2d effects? Maybe you can use an Object-ID render pass to select the flow area. Or alternatively work with 2 remderpasses and merge based on z-depth?
@@VFXstudy I'm not completely familiar with object-ID render pass nor z-deth but I remember seeing some tutorials about it, maybe one of your videos too. I'll study those features, thank you for point me to the right direction.
Not necessarily. You need a clip in the edit timeline to start from. But you can add a Fusion composition from the effects library as an empty placeholder into the timeline. Place the timeline head over it and go over to Fusion. There you'll only have a MediaOut - otherwise blank.
I would be really interested if I can import my own 3D models with textures into Fusion. That's where real power would come into play. I used to think Fusion would compete with Nuke. But, that won't happen until 3D models with textures is added.
You can. Import your model and textures, then you just need to assign your materials to the appropriate inputs (bump, diffuse etc) on the shader of your choice (like blinn, or cooktorrance)
It is possible, check the FBX Mesh or File -> Import -> FBX mesh. It uspports mutliple other common 3D formats besides FBX, however, I did have some issues with imported materials - not all supported format for material import worked right away for me... there are some 3D models which have multiple textures separate for different parts of the model and I got some difficulties with that.
Do you mean the render node only installer of Fusion Studio? You can install it on other computers in your network, even without a dongle. Then from your main Fusion Studio installation you can use network rendering to distribute rendering to all your other computers / compute nodes in the network. It's controlled via the render manager.
not sure I get you, you mean calculated start and end point? How about by number of duplicates x length of the segment... Or do you mean when drawing? You can publish points from a spline through the right click menu, Shift P I believe, and then edit the point in the inspector. Or maybe I'm misunderstanding the question?
Ich meine die "Spitzen" der Zaunelemente. Hier vielleicht nicht so relevant, aber falls ich in einem anderen Umfeld mal perfekte Dreiecke, Vierecke, Fünfecke o.a. erzeugen möchte, dann kann ich die Eckpunkte ja berechnen. Du hast angedeutet, dass man diese Werte dann direkt eingeben kann, sozusagen als Koordinaten dieser Punkte. Vermutlich geht das dann sowohl in 2D als auch in 3D. Ist das möglich?
@@teldaplan in 2D ja: Punkt auswählen und dann via Publish point (Shift P) oder im Menü des Polygons - rechts click auf viewer. In 3D fällt mir auf Anhieb nichts ein, da müssten ja auch die Kannten und Flächenorientierung definiert werden.
Excellent as always Bernd! I know you mentioned the ribbon 3D issue but not sure if I missed the fix for it, I do not see the wire lines in the 3D renderer node.
There’s a lot of fusion tuts,but you got the juice, you always have the meat of something I need to do!
I love your tutorials, they are really awesome! Thanks a lot for sharing.
😎 Thanks a lot
Wow! I learned so much from your tutorial. Thank you!
Another awesome tutorial! Thank you so much for sharing your knowledge in such a straight forward and comprehensible manner.
Awesome tutorial :) The possibilities are endless with Fusion's ability to integrate 3D geometry. Please continue with more tutorials for Fusion's advanced features!
Thanks, and yes, more tutorials will come!
didn't kown about this thanks so much for sharing
Thank you, your tutorials are super helpful!
Great tutorial Bernd @VFXstudy. By the way did you use a camera tracker for the final scene animation or just the 3D camera and key frames?
Just keyframe animation. I don't have live action footage here so nothing to track really...
@@VFXstudy thank you sir! I’m signing up to your courses soon. I had to spend some time getting familiar with DaVinci Resolve Studio and Fusion
Another great tutorial!
Is it possible to do a tutorial on expressions? More in-depth?
How to trigger action/animations based of the position of an object, or the time/frame, etc. for example (if this is even possible, with loops or without). How to use more complex expressions in general to manipulate objects (is it possible to extend the text field for expressions?)
How and when to use the "frame render script - Start/End Render Scripts".
Hi, great idea. Yes there is definitely more to do with expressions. Extending the text field maybe not, but combining with modifiers and further scripting etc. Have to look more into some of this myself so definitely a good point!
@@VFXstudy Nice! 👍
Top man thanks for your tutorials
well done! tks, I got some news node with that tuts!
Hey Bernd, I have a doubt I don't know if could be a material for a video tutorial or if you can only answer here. I have two shape 3Ds a sphere inside a torus (think of saturn planet with the ring) in a merge 3d, so i need only the sphere to glow like if it was a light source. Then I created two merges 3D and two renderers so I could use glow on the sphere. But when I merge both renderers the 3D doesn't work anymore, the sphere are completely in front of the torus. If I use only one renderer I can't glow only the sphere. How can I overcome this situation?
How about using one render node and creating masking of the objects for the different 2d effects? Maybe you can use an Object-ID render pass to select the flow area. Or alternatively work with 2 remderpasses and merge based on z-depth?
@@VFXstudy I'm not completely familiar with object-ID render pass nor z-deth but I remember seeing some tutorials about it, maybe one of your videos too. I'll study those features, thank you for point me to the right direction.
If I´m in a new project in Fusion-DaVinci, there first has to be any content before I can ad any nodes?
Not necessarily. You need a clip in the edit timeline to start from. But you can add a Fusion composition from the effects library as an empty placeholder into the timeline. Place the timeline head over it and go over to Fusion. There you'll only have a MediaOut - otherwise blank.
@@VFXstudy thx :)
How would you create a lightening? Can you do a tutorial on that?
I would be really interested if I can import my own 3D models with textures into Fusion. That's where real power would come into play. I used to think Fusion would compete with Nuke. But, that won't happen until 3D models with textures is added.
You can. Import your model and textures, then you just need to assign your materials to the appropriate inputs (bump, diffuse etc) on the shader of your choice (like blinn, or cooktorrance)
It is possible, check the FBX Mesh or File -> Import -> FBX mesh. It uspports mutliple other common 3D formats besides FBX, however, I did have some issues with imported materials - not all supported format for material import worked right away for me... there are some 3D models which have multiple textures separate for different parts of the model and I got some difficulties with that.
@@metajerk Fusion 18.5 now has a USD loader as well
IT's me again, what does the fusion 16 render node do? Because it is separate from the fusion 16 please help me plesase.
Do you mean the render node only installer of Fusion Studio? You can install it on other computers in your network, even without a dongle. Then from your main Fusion Studio installation you can use network rendering to distribute rendering to all your other computers / compute nodes in the network. It's controlled via the render manager.
@@VFXstudy oh OK ,thanks so much
How to insert and apply calculated points to get a "perfect" fence?
not sure I get you, you mean calculated start and end point? How about by number of duplicates x length of the segment...
Or do you mean when drawing? You can publish points from a spline through the right click menu, Shift P I believe, and then edit the point in the inspector.
Or maybe I'm misunderstanding the question?
Ich meine die "Spitzen" der Zaunelemente. Hier vielleicht nicht so relevant, aber falls ich in einem anderen Umfeld mal perfekte Dreiecke, Vierecke, Fünfecke o.a. erzeugen möchte, dann kann ich die Eckpunkte ja berechnen. Du hast angedeutet, dass man diese Werte dann direkt eingeben kann, sozusagen als Koordinaten dieser Punkte. Vermutlich geht das dann sowohl in 2D als auch in 3D. Ist das möglich?
@@teldaplan in 2D ja: Punkt auswählen und dann via Publish point (Shift P) oder im Menü des Polygons - rechts click auf viewer. In 3D fällt mir auf Anhieb nichts ein, da müssten ja auch die Kannten und Flächenorientierung definiert werden.
@@VFXstudy Danke, probiere ich gleich heute Abend mal aus :-)
Perhaps not so great lol
Are you talking about the tree or the house 🤪
@@VFXstudy lol neither, just quoting you, it cracked me up.