This course will also help you to learn about how to import media supported in Fusion and would also give you knowledge with working on the basic nodes and its parameters. Through this course you will also learn compositing viewers and keying using Fusion. Below are the details about all that we are going to understand here. You shall be learning about the overview of UI, various nodes and working with nodes such as adding node, duplicating node, merge node, removing node, importing footage, re-sizing composition. Time Ruler- In this section you are going to understand current time, key frame ticks, changing the display format, ranges, global start and end range, render start and end range, visible range slider, render button, playback buttons and composition quality options. Animation in Fusion- Through this section you shall be learning about Creating Basic Shape, adding keys, adding mask to shapes and animating shapes in motion.
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The Camera 3D tool generates a virtual camera though which the 3D environment can be viewed. It closely emulates the settings used in both real and virtual cameras in an effort to make matching the cameras used in other scene elements as seamless as possible. The camera should be added to the scene using a Merge 3D tool. Displaying a camera tool directly in the display views shows only an empty scene - there is nothing for the camera to see.
To view the scene through the camera, view the scene from the Merge 3D tool that introduces the camera, or any tool downstream of that Merge 3D.
Right clicking on the axis label found in the bottom corner will display the Camera sub-menu directly. The aspect of the display view may be different from the aspect of the camera, so that the view through the camera interactively may not match the true boundaries of the image which will actually be rendered by the Renderer 3D tool. To assist the artist in framing the shot, guides can be enabled that represent the portion of the view the camera actually sees.
The Camera 3D tool can also be used to perform Camera Projection, where a 2D image is projected through the camera into 3D space. This can be done as a simple Image Plane aligned with the camera, or as an actual projection, similar to the behavior of the Projector 3D tool, with the added advantage of being aligned exactly with the camera. The Camera Tool has built in stereoscopic features. They offer control over eye separation and convergence distance. The camera for the right eye can be replaced using a separate camera tool connected to the green input.
The options in this tab are used to set the camera's clipping, field of view, focal length and stereoscopic properties. Use the Projection Type button to choose between Perspective and Orthographic cameras. Generally, real world cameras are perspective cameras. An orthographic camera uses parallel orthographic projection, a technique where the view plane is perpendicular to the viewing direction. This produces a parallel camera output that is undistorted by perspective.
Orthographic cameras only present controls for the near and far clipping planes, and a control to set the viewing volume. The clipping plane is used to limit what geometry in a scene is rendered based on the objects distance from the camera's focal point.
This is useful for ensuring that objects which are extremely close to the camera are not rendered, and for optimizing a render to exclude objects which are too far away to be useful in the final rendering.
The values are expressed in units, so a far clipping plane of 20 means that any object more than 20 units distant from the camera will be invisible to the camera.
A near clipping plane of 0. This setting overrides the values of the Near and Far clip range control described above. This option is not available for Orthographic cameras. It determines the size of the box that makes up the camera's field of view. The Z distance of an orthographic camera from the objects it sees does not affect the scale of those objects, only the viewing size does. Use the Angle of View Type button array to choose how the camera's angle of view is measured.
Some applications use vertical measurements, some use horizontal and others use diagonal measurements. Changing the Angle of View type will cause the Angle of View control below to recalculate. Angle Of View defines the area of the scene that can be viewed through the camera. Generally, the human eye can see much more of a scene than a camera, and various lenses record different degrees of the total image.
A large value produces a wider angle of view and a smaller value produces a narrower, or more tightly focused, angle of view. The angle of view and focal length controls are directly related. Smaller focal lengths produce a wider angle of view, so changing one control automatically changes the other to match. In the real world, a lens' Focal Length is the distance from the center of the lens to the film plane.
The shorter the focal length, the closer the focal plane is to the back of the lens. The focal length is measured in millimeters. Use the vertical aperture size to get the vertical angle of view, and the horizontal aperture size to get the horizontal angle of view.
This value is used by the OpenGL Renderer to calculate depth of field. It defines the distance to a virtual target in front of the camera. Both cameras point at a single focal point. Though the result is stereoscopic, the vertical parallax introduced by this method can cause discomfort by the audience.
Often regarded the "correct" way to create stereo pairs this is the default method in Fusion. Parallel introduces no vertical parallax, thus creating less "stressful" stereo images. Defines the distance between the both stereo cameras. If the Eye Separation is set to a value larger than 0, controls for each camera will be shown in the display view when this tool is selected. This control sets the stereoscopic convergence distance, defined as a point located along the z-axis of the camera which determines where both left and right eye cameras converge.
The Film Gate menu shows a list of preset camera types. Selecting one of the options will automatically set the aperture width and aperture height to match the selected camera type. The Aperture Width and Height sliders control the dimensions of the camera's aperture, or the portion of the camera that lets light in on a real world camera.
In video and film cameras, the aperture is the mask opening that defines the area of each frame exposed. Aperture is generally measured in inches, which are the units used for this control. Determines how the film gate is fit within the resolution gate. This only has an effect when the aspect of the film gate is not the same aspect as the output image. This setting corresponds to the Maya "Fit Resolution Gate". The Import Camera button displays a dialog to import a camera from another application.
It supports the following file types:. When a 2D image is connected to the Camera, an Image Plane is created that is always oriented so that the image fills the camera's field of view. With the exception of the controls listed below the options presented in this tab are identical to those presented in the Image Plane tools control tab.
Consult that tools documentation for a detailed description. If a 2D image is connected to the camera it becomes possible to project the image into the scene.
A projection is different from an Image Plane in that the projection will fall onto the geometry in the scene exactly as if there was a physical projector present in the scene. The image is projected as light, which means the renderer must be set to Enable lighting for the projection to be visible. See the Projector 3D tool for additional information. This button array can be used to select the method used to match the aspect of projected image to the cameras Field of View.
If you want to render an image with overscan you also have to modify your scene's Camera3D. Since overscan settings aren't exported along with camera data from 3D applications, this is also necessary for cameras you've imported via. The solution is to increase the film back's width and height by the factor necessary to account for extra pixels on each side. This annotated comp explains the process. Fusion 7 introduces options to the Renderer3D that allow you to render overscan - either inside the image area or as overscan DoD.
This video shows how to align and layer projections using multiple cameras. Watch it on YouTube. Jump to: navigation , search. If you add a camera by means of dragging the 3Cm icon from the toolbar onto the 3D view, it will automatically merge it with the scene you are viewing. In addition, it will be automatically set to the current viewpoint, and the view will be set to look through the new camera. Alternatively, it is possible to copy the current viewpoint to a camera or Spotlight or any other object by means of the "Copy PoV To" option in the view's context menu, under the Camera submenu.
The following inputs appear on the tools tile in the Flow Editor. SceneInput [ gold, required ] This input expects a 3D scene. It is used to override the internal camera used for the right eye in stereoscopic renders and displays. ImageInput [ magenta, optional ] This input expects a 2D image. The image is used as a texture when camera projection is enabled, as well as when the camera's Image Plane controls are used to produce parented planar geometry linked to the cameras field of view.
Projection Type. Note that a smaller range between the near and far clipping planes allows greater accuracy in all depth calculations. If a scene begins to render strange artifacts on distant objects, try increasing the distance for the Near Clip plane. Allows to adjust your stereoscopic method to your preferred working model. Toe In. Enable Image Plane. Enable Camera Projection. Category : Fusion 6 Documentation. Views Eyeon Discussion View source History. Personal tools I Am Fusion - Projection Tutorial This video shows how to align and layer projections using multiple cameras.
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Blackmagic Fusion formerly eyeon Fusion and briefly Maya Fusion , a version produced for Alias-Wavefront is post-production image compositing developed by Blackmagic Design and originally authored by eyeon Software. It is typically used to create visual effects and digital compositing for movies, TV-series and commercials and employs a node -based interface in which complex processes are built up by connecting a flowchart or schematic of many nodes, each of which represents a simpler process, such as a blur or color correction. This type of compositing interface allows great flexibility, including the ability to modify the parameters of an earlier image processing step "in context" while viewing the final composite. Upon its acquisition by Blackmagic Design, Fusion was released in two versions: the freeware Fusion, and the commercially sold Fusion Studio. The very first version of the software was written in DOS and consisted of little more than a UI framework for quickly chaining together the output of pre-existing batch files and utilities.
Blackmagic Fusion - The Ultimate Guide 2019
Eyeon:Manual/Fusion 6/Camera 3D