Eyeon:Manual/Fusion 6/Shape 3D

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Shape 3D

[ Main Manual Page ]


Shape 3D (3Sh)

The Shape 3D tool is used to produce several basic primitive 3D shapes, including planes, cubes, spheres and cylinders.



External Inputs

Shape3D.SceneInput
[ orange, required ] This input expects to receive a 3D scene.
Shape3D.MaterialInput
[ green, optional ] [ green, optional ] This input will accept either a 2D image or a 3D material. If a 2D image is provided it will be used as a diffuse texture map for the basic material built into the tool. If a 3D material is connected then the basic material will be disabled.





Controls


Shape

Select one of these options to determine which geometry primitive will be produced by the Shape 3D tool. The controls below will change to match the selected shape.


Lock Width / Height / Depth

[ Plane, Cube ] If this checkbox is selected, the Width, Height and Depth controls are locked together as a single Size slider. Otherwise, individual control over the size of the shape along each axis is provided.


Size Width / Height / Depth

[ Plane, Cube ] Used to control the size of the shape.


Cube Mapping

[ Cube ] Uses cube mapping to apply the Shape tool's texture (a 2D image connected to the texture input).


Radius

[ Sphere, Cylinder, Cone, Torus ] Sets the radius of the selected shape.


Top Radius

[ Cone ] This control is used to define a radius for the top of a Cone, making it possible to create truncated cones.


Start / End Angle

[ Sphere, Cylinder, Cone, Torus ] This range control determines how much of the sweep of the shape is drawn. A start angle of 180 and end angle of 360 would only draw half of the shape.


Start / End Latitude

[ Sphere, Torus ] This range control determines is used to slice the object by defining a latitudinal sub-section of the object.


Bottom / Top Cap

[ Cylinder, Cone ] Used for Cylinder and Cone shapes only, the Bottom Cap and Top Cap checkboxes are used to determine if the end caps of these shapes are created or if the shape is left open.


Section

[ Torus ] Used for Torus only, Section controls the thickness of the tube making up the torus.


Subdivision Level / Base / Height

[ All Shapes ] Used for all shapes, the Subdivision controls are used to determine the tessellation of the mesh composing the object. The higher the subdivision, the more vertices each shape will have.


Wireframe

Enabling this checkbox will cause the mesh to render only the Wireframe for the object. When this manual was printed, only the OpenGL renderer supported wireframe, but that may have changed in the time between printing and release.


Visibility

Visible

If the visibility checkbox is not selected, the object will not visible in the display views, nor will it be rendered into the output image by the Renderer 3D tool. A non-visible object does not cast shadows.


Unseen by Cameras

If the Unseen by Cameras checkbox is selected, the object will be visible in the display views (unless the Visible checkbox is turned off), except when viewed through a camera. The object will not be rendered into the output image by the Renderer 3D tool. Shadows cast by an Unseen object will still be visible when rendered by the software renderer, though not by the OpenGL renderer.


Cull Front Face/Back Face

Use these options to cull (eliminate) rendering and display of certain polygons in the geometry. If Cull Back Face is selected, all polygons facing away from the camera not be rendered, and will not cast shadows. If Cull Front Face is selected, all polygons facing towards the camera will likewise be dropped. Selecting both checkboxes has the same effect as deselecting the Visible checkbox.


Ignore Transparent Pixels in Aux Channels

In Fusion 5 transparent pixels were rejected by the SW/GL renderers. To be more specific the SW renderer rejected pixels with R=G=B=A=0 and the GL renderer rejected pixels with A=0. This is now optional. The reason you might want to do this is to get aux channels (eg. normals, z, UVs) for the transparent bits. For example, suppose in post you want to replace the texture on an 3D element with a texture that is transparent in certain areas with a texture that is transparent in different areas, then it would be useful to have transparent bits set aux channels (in particular UVs). As another example suppose you are doing post DoF... you will probably not want the z channel to be set on transparent areas as this will give you a false depth. Also keep in mind that this rejection is based on the final pixel color including lighting if it is on. So if you have a specular highlight on a clear glass material, this checkbox will not affect it.


Lighting

Affected By Lights

If this checkbox is not selected, lights in the scene will not affect the object, it will not receive nor cast shadows, and it will be shown at the full brightness of its colour, texture or material.


Shadow Caster

If this checkbox is not enabled, the object will not cast shadows on other objects in the scene.


Shadow Receiver

If this checkbox is not enabled, the object will not receive shadows cast by other objects in the scene.


Matte

Enabling the IsMatte option will apply a special texture to this object, causing this object to not only become invisible to the camera, but also making everything that appears directly behind the camera invisible as well. This option will override all textures. See the Matte Objects section of the 3D chapter for more information.


Is Matte

When activated, objects whose pixels fall behind the matte objects pixels in Z do not get rendered.


Opaque Alpha

Sets the alpha value of the matte object to 1. This checkbox is only visible when the IsMatte option is enabled.


Infinite Z

Sets the value in the z channel to infinite. This checkbox is only visible when the IsMatte option is enabled.


Blend Mode

A blend mode specifies which method will be used by the renderer when combining this object with the rest of the scene. The blend modes are essentially identical to those listed in the documentation for the 2D Merge tool. For a detailed explanation of each mode see the documentation for that tool.


The blending modes were originally designed for use with 2D images. Using them in a lit 3D environment can produce undesirable results. For best results use the apply modes in unlit 3D scenes rendered in software.


OpenGL Blend Mode

Use this menu to select the blending mode which will be used when the geometry is processed by the OpenGL renderer. This is also the mode used when viewing the object in the display views. Currently the OpenGL renderer only support three blending modes.


Software Blend Mode

Use this menu to select the blending mode which will be used when the geometry is processed by the Software renderer. Currently the Software renderer supports all of the modes described in the Merge tool documentation except for the Dissolve mode.


Object ID

Object ID

This control is used to set the numeric identifier assigned to this object. The object ID is an integer number that will be rendered into the ObjID auxiliary channel of the rendered image when the Object ID option is enabled in the Renderer 3D tool. See the Object and Material ID section in the 3D chapter for more information.





Material Tab

The options which appear in this tab determine the appearance the geometry created by this tool. Since these controls are identical on all tools that generate geometry, these controls are fully described in the Common 3D Controls section of this documentation.

If an external 3D material is connected to the tool tiles material input then the controls in this tab will be replaced with the "Using external material" label.





Transform Tab

The options which appear in this tab determine the position of the geometry created by this tool. Since these controls are identical on all tools that generate geometry, these controls are fully described in the Common 3D Controls section of this documentation.




Tips for Shape 3D (edit)

Sphere Map vs. Connecting the texture to a Sphere directly

You can connect a latlong (equirectangular) texture map (see http://wiki.panotools.org/Equirectangular) directly to a sphere instead of piping it through the Sphere Map tool first. This results in a different rendering if you set the start/end angle and latitude to less than 360°/180°. In the first case, the texture will be squashed. When using the Sphere Map tool, the texture will be cropped. Compare:

Image:Latlong_Texture_Difference.jpg

(Note: If you pipe the texture directly into the sphere, it will also be mirrored horizontally. You can "fix" this by using a Transform tool first.)


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