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Mini Series!
There aren’t a whole lot of Fusion tutorials out there and it’s an under-credited program, especially for those doing compositing of primarily 3D elements.
I decided to do a bunch of short tutorials covering “simple” things within fusion.
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For this mini tutorial I will show you one way to utilize an already rendered wirecolor pass.
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Compositing: |
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Utilizing shake to composite your rendered layers gives you complete control over the final look, many things that cant be normally controlled after the final frame is rendered. |
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Wirecolor compositing |
In this I'll show how to utilize a commonly used (but seldom talked about) technique to further your control on the final look of your renders. Utilizing a wirecolor render element to single out an individual piece of geometry and affect its specular color. This can be used in an infinite number of ways and is a great way to control pretty much anything. |
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Using Velocity Channels for Compositing Motion Blur |
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Production: |
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Backburner Implementation |
3D Max's default network render software. Can get stubborn and not want to work at times so ill cover the setup and common problems that arise with this otherwise very powerful piece of software. |
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Render PassManager |
This amazing piece of software can decrease production time 10 fold. Ill explain how to set it up and fully utilize it to get the most out of it. |
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Point Cache
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Many Major studios use point cache to speed up production by enabling the lighters, effects artists and other major departments to begin their work while the animators finalize animation on shots. In this tutorial ill show that setting up point cache files and then later updating point cache files is worth the time and file sizes that come with the process. |
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I normally wouldn't put a direct link to someone else's tutorials in my tutorials section, it would go on my links page, however, Wouter Wynen over at Aversis.be does an awesome job at explaining linear workflow and its importance.
I strongly urge you to read the tutorial and explanation on this commonly overlooked and/or ignored topic.
Note: If you try any of his other tutorials, he uses this setup for those tutorials.
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Xref |
Xref is a great way to keep file sizes minimal and still have full control of certain assets of the production. There are many buggy parts of xref but once they are fully understood this is a great way to speed up production. |
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Vray: |
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Rendering Moving Objects |
Vray's whole claim to fame is it's AMAZING secondary bounce abilities and its speed in calculating those bounces. Rendering moving objects (ie...animations) with secondary bounces gets quite tricky. Over the years I have used nearly all the methods of calculating secondary bounces and in this tutorial I will explain which one is best for each application. It gets confusing to someone new to Vray so I'll try and explain thoroughly, you'll realize it can quickly become considered an art form! |
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Which Bounce Calculation? |
Vray has a few different ways to calculate its indirect illumination (4 to be exact.) Each one has its advantages and its disadvantages and I'll attempt to put in perspective why some render quicker and at what cost. |
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Render Elements |
Render Elements are the heart and soul of your 3D render. Render elements allow nearly limitless control of the image once its been rendered. These render elements and knowing how to control them and of what use they are is vital when trying to do pretty much anything in compositing. |
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