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Shape 3D

This node includes several basic primitive shapes for assembling a 3D scene. It can create planes, cubes, spheres, cylinders, cones, and toruses.

Text 3D

The Text 3D is a 3D version of the Text+ node. This version supports beveling and extrusion but does not have support for the multi-layered shading model available from Text+.

Particles

When a pRender node is connected to a 3D view, it will export its particles into the 3D environment. The particles are then rendered using the Renderer3D instead of the Particle renderer. For more information, see Chapter 112, “Particle Nodes,” in the DaVinci Resolve Reference Manual or Chapter 50 in the Fusion Reference Manual.

Common Visibility Parameters

Visibility parameters are found in the Controls tab of most 3D geometry-producing nodes, exposed via a disclosure control. These parameters let you control object visibility in the viewers and in the final render.


image

A 3D geometry node’s visibility parameters


image

Visible

If the Visibility checkbox is not selected, the object will not be visible in a viewer, nor will it be rendered into the output image by a Renderer3D. A non-visible object does not cast shadows. This is usually enabled by default, so objects that you create are visible in both the viewers and final renders.

Unseen by Cameras

If the Unseen by Cameras checkbox is selected, the object will be visible in the viewers but invisible when viewing the scene through a camera, so the object will not be rendered into the output image by a Renderer3D. Shadows cast by an Unseen object will still be visible.

Cull Front Face/Back Face

Use these options to cull (exclude) rendering of certain polygons in the geometry. If Cull Back Face is selected, all polygons with normals pointing away from the view will not be rendered and will not cast shadows. If Cull Front Face is selected, all polygons with normals pointing away from the view will likewise be excluded. Selecting both checkboxes has the same effect as deselecting the Visible checkbox.

Ignore Transparent Pixels in Aux Channels

For any piece of geometry, the Renderer3D rejects transparent pixels in the auxiliary image channels. The reason this is the default is to prevent aux channels (e.g., normals, Z-channel, UVs) from filling in where there should be blank space or full transparency. For example, suppose in