Creating emission materials or shaders inside fusion

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Mathew Paulson
Posts: 2
Joined: Wed Mar 20, 2019 5:15 am

Creating emission materials or shaders inside fusion

#1

Post by Mathew Paulson » Wed Mar 20, 2019 5:23 am

Hi i am new to fusion and this forum i have a doubt in creating materials in fusion. I have a shot which has a 3d object and the objects has a emission material. Creating a emission material inside of a 3d package like Blender or maya is easy but i dont know how to do it inside of fusion any help would be useful for me and i use fusion in Da Vinci resolve 15

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Midgardsormr
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Re: Creating emission materials or shaders inside fusion

#2

Post by Midgardsormr » Wed Mar 20, 2019 7:42 am

Fusion doesn't have the ability to do a proper emissive material—there is no path tracer, so things like radiosity are impossible at this time. You can simulate it, however, by combining an object with a point light and an object with "Receives lighting" turned off. Like so:

Code: Select all

{
	Tools = ordered() {
		Shape3D1 = Shape3D {
			Inputs = {
				["Transform3DOp.Translate.Y"] = Input { Value = 0.485021844462507, },
				Shape = Input { Value = FuID { "SurfaceCubeInputs" }, },
				["MtlStdInputs.Diffuse.Color.Green"] = Input { Value = 0, },
				["MtlStdInputs.Diffuse.Color.Blue"] = Input { Value = 0, },
				["MtlStdInputs.ReceivesLighting"] = Input { Value = 0, },
				["MtlStdInputs.ReceivesShadows"] = Input { Value = 0, },
				["MtlStdInputs.MaterialID"] = Input { Value = 1, },
				["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
				["SurfaceCubeInputs.Visibility.Nest"] = Input { Value = 1, },
				["SurfaceCubeInputs.ObjectID.Nest"] = Input { Value = 1, },
				["SurfaceCubeInputs.ObjectID.ObjectID"] = Input { Value = 3, }
			},
			ViewInfo = OperatorInfo { Pos = { 509, 198 } },
		},
		PointLight1 = LightPoint {
			Inputs = {
				["Transform3DOp.Translate.X"] = Input { Value = -0.0225085550999963, },
				["Transform3DOp.Translate.Y"] = Input { Value = 0.590741108418382, },
				["Transform3DOp.Translate.Z"] = Input { Value = 0.0911251258628337, },
				Green = Input { Value = 0, },
				Blue = Input { Value = 0, },
				DecayType = Input { Value = 1, },
			},
			ViewInfo = OperatorInfo { Pos = { 699, 103 } },
		},
		Merge3D2 = Merge3D {
			Inputs = {
				SceneInput1 = Input {
					SourceOp = "Shape3D1",
					Source = "Output",
				},
				SceneInput2 = Input {
					SourceOp = "PointLight1",
					Source = "Output",
				},
				SceneInput3 = Input {
					SourceOp = "Shape3D2",
					Source = "Output",
				},
				SceneInput4 = Input {
					SourceOp = "Camera3D1",
					Source = "Output",
				},
			},
			ViewInfo = OperatorInfo { Pos = { 712, 195 } },
		},
		Shape3D2 = Shape3D {
			CtrlWZoom = false,
			Inputs = {
				["Transform3DOp.Rotate.X"] = Input { Value = -90, },
				["Transform3DOp.Scale.X"] = Input { Value = 5, },
				["MtlStdInputs.Diffuse.Color.Red"] = Input { Value = 0.5, },
				["MtlStdInputs.Diffuse.Color.Green"] = Input { Value = 0.5, },
				["MtlStdInputs.Diffuse.Color.Blue"] = Input { Value = 0.5, },
				["MtlStdInputs.Specular.Nest"] = Input { Value = 1, },
				["MtlStdInputs.Specular.Intensity"] = Input { Value = 0, },
				["MtlStdInputs.Specular.Exponent"] = Input { Value = 2.57, },
				["MtlStdInputs.MaterialID"] = Input { Value = 2, },
				["SurfacePlaneInputs.Visibility.Nest"] = Input { Value = 1, },
				["SurfacePlaneInputs.ObjectID.Nest"] = Input { Value = 1, },
				["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, }
			},
			ViewInfo = OperatorInfo { Pos = { 515, 257 } },
		},
		Camera3D1 = Camera3D {
			Inputs = {
				["Transform3DOp.Translate.X"] = Input { Value = 1.9385926559299, },
				["Transform3DOp.Translate.Y"] = Input { Value = 1.21821808614166, },
				["Transform3DOp.Translate.Z"] = Input { Value = 2.9556953557806, },
				["Transform3DOp.Rotate.X"] = Input { Value = -17.8000011444092, },
				["Transform3DOp.Rotate.Y"] = Input { Value = 31, },
				FLength = Input { Value = 18.2123442718302, },
				["Stereo.Mode"] = Input { Value = FuID { "OffAxis" }, },
				FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
				["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 4, },
				["MtlStdInputs.MaterialID"] = Input { Value = 3, },
			},
			ViewInfo = OperatorInfo { Pos = { 746, 328 } },
		},
		Renderer3D1 = Renderer3D {
			CustomData = {
				ToolVersion = 2,
			},
			Inputs = {
				Width = Input { Value = 1920, },
				Height = Input { Value = 1080, },
				["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
				SceneInput = Input {
					SourceOp = "Merge3D2",
					Source = "Output",
				},
				["RendererSoftware.LightingEnabled"] = Input { Value = 1, },
				["RendererSoftware.ShadowsEnabled"] = Input { Value = 1, },
			},
			ViewInfo = OperatorInfo { Pos = { 881, 197 } },
		}
	}
}

User avatar
Mathew Paulson
Posts: 2
Joined: Wed Mar 20, 2019 5:15 am

Re: Creating emission materials or shaders inside fusion

#3

Post by Mathew Paulson » Wed Mar 20, 2019 9:26 am

Thank you so much Bryan it was really helpful