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Propagating Auxiliary Channels
Ordinarily, auxiliary channels are propagated along with RGBA image data, from node to node, among gray-colored nodes, including those in the Blur, Filter, Effect, Transform, and Warp categories. Basically, most nodes that simply manipulate channel data propagate (and potentially manipulate) auxiliary channels with no problems.
However, when you composite two image layers using the Merge node, auxiliary channels only propagate through the image that’s connected to the background input. The rationale for this is that in most composites that include computer-generated imagery, the background is most often the CG layer that contains auxiliary channels, while the foreground is a live-action green screen plate with subjects or elements that are combined against the background, which lack auxiliary channels.
Nodes That Use Auxiliary Channels
The availability of auxiliary channels opens up a world of advanced compositing functionality.
This section describes every Fusion node that has been designed to work with images that contain auxiliary channels.
— Copy Aux: The Copy Aux tool can copy auxiliary channels to RGB and then copy them back. It includes some useful options for remapping values and color depths, as well as removing auxiliary channels.
— Channel Booleans: The Channel Boolean tool can be used to combine or copy the values from one channel to another in a variety of ways.
— Custom Tool, Custom Vertex 3D, pCustom: The “Custom” tools can sample data from the auxiliary channels per pixel, vertex, or particle and use that for whatever processing you would like.
— Depth Blur: The Depth Blur tool is used to blur an image based on the information present in the Z-Depth. A focal point is selected from the Z-Depth values of the image and the extent of the focused region is selected using the Depth of Field control. The Scale value default is based on an 8-bit image so it is important to lower the scale value when using the Depth Blur with 16- or 32-bit float files.
— Disparity to Z, Z to Disparity, Z to WorldPos: These tools use the inherent relationships between depth, position, and disparity to convert from one channel to another.
— Fog: The Fog tool makes use of the Z-Depth to create a fog effect that is thin closer to the camera and thickens in regions farther away from the camera. You use the Pick tool to select the Depth values from the image and to define the Near and Far planes of the fog’s effect.
— Lumakeyer: The Lumakeyer tool can be used to perform a key on the Z-Depth channel by selecting the Z-Depth in the channel drop-down list.
— Merge: In addition to regular compositing operations, Merge is capable of merging two or more images together using the Z-Depth, Z-Coverage, and BG RGBA buffer data. This is accomplished by enabling the Perform Depth Merge checkbox from the Channels tab.
— New Eye: For stereoscopic footage, New Eye uses the Disparity channels to create new viewpoints or to transfer RGBA data from one eye to the other.
— Shader: The Shader tool applies data from the RGBA, UV and the Normal channels to modify the lighting applied to objects in the image. Control is provided over specular highlights, ambient and diffuse lighting, and position of the light source. A second image can be applied as a reflection or refraction map.
— Shadow: The Shadow tool can use the Z-Depth channel for a Z-Map. This allows the shadow to fall onto the shape of the objects in the image.
— Smooth Motion: Smooth Motion uses Vector and Back Vector channels to blend other channels temporally. This can remove high frequency jitter from problematic channels such as Disparity.
— SSAO: SSAO is short for Screen Space Ambient Occlusion. Ambient Occlusion is the lighting caused when a scene is surrounded by a uniform diffuse spherical light source. In the real world, light lands on surfaces from all directions, not from just a few directional lights. Ambient Occlusion captures this low frequency lighting, but it does not capture sharp shadows or specular lighting. For this reason, Ambient Occlusion is usually combined with Specular lighting to create a full lighting solution. The SSAO tool uses the Z-Depth channel but requires a Camera3D input.
— Stereo Align: For stereoscopic footage, the Disparity channels can be used by Stereo Align to warp one or both of the eyes to correct misalignment or to change the convergence plane.
— Texture: The Texture tool uses the UV channels to apply an image from the second input as a texture. This can replace textures on a specific object when used in conjunction with the Object ID or Material ID masks.
— Time Speed and Time Stretcher: These tools can use the Vector and BackVector channels to retime footage.
— Vector Distortion: The forward XY Vector channels can be used to warp an image with this tool.
— Vector Motion Blur: Using the forward XY Vector channels, the Vector Motion Blur tool can apply blur in the direction of the velocity, creating a motion blur effect.
— Volume Fog: Volume Fog is a raymarcher that uses the World Position channels to determine ray termination and volume dataset placement. It can also use cameras and lights from a 3D scene to set the correct ray start point and Illumination parameters.
— Volume Mask: Volume Mask uses the World Position channels to set a mask in 3D space as opposed to screen space. This allows a mask to maintain perfect tracking through a camera move.
TIP: The Object ID and Material ID auxiliary channels can be used by some tools in Fusion to generate a mask. The “Use Object” and “Use Material” settings used to accomplish this are found in the Settings tab of that node’s controls in the Inspector.
TIP: The Object ID and Material ID auxiliary channels can be used by some tools in Fusion to generate a mask. The “Use Object” and “Use Material” settings used to accomplish this are found in the Settings tab of that node’s controls in the Inspector.
TIP: The Object ID and Material ID auxiliary channels can be used by some tools in Fusion to generate a mask. The “Use Object” and “Use Material” settings used to accomplish this are found in the Settings tab of that node’s controls in the Inspector.