In the olden days, producers knew what visual effects were. Now they’ve gotten into this methodology where they’ll hire a middleman – a visual effects supervisor, and this person works for the producing studio.
They’re middle managers. And when you go into a review with one of them, there’s this weird sort of competition that happens.

It’s a game called ‘Find What’s Wrong With This Shot’. And there’s always going to be something wrong, because everything’s subjective. And you can micromanage it down to a pixel, and that happens all the time. We’re doing it digitally, so there’s no pressure to save on film costs or whatever, so it’s not unusual to go through 500 revisions of the same shot, moving pixels around and scrutinizing this or that.

That’s not how you manage artists. You encourage artists, and then you’ll get – you know – art.

If your idea of managing artists is just pointing out what’s wrong and making them fix it over and over again, you end up with artists who just stand around asking “OK lady, where do you want this sofa? You want it over there? No? Fine. You want it over there? I don’t give a fuck. I’ll put it wherever you want it.” It’s creative mismanagement, it’s part of the whole corporate modality. The fish stinks from the head on down. Back on Star Wars, Robocop, we never thought about what was wrong with a shot.

We just thought about how to make it better.

Phil Tippett

[Fuse] Multi-Merge

Moderator: AndrewHazelden

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Midgardsormr
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[Fuse] Multi-Merge

Post #1 by Midgardsormr » Mon Sep 18, 2017 4:27 pm

MultiMerge can perform a Merge with up to 64 Inputs. Every time a new Input is connected, a new one is created. The composite is created iteratively, so each additional image is Merged with the results of the previous Merge operations. At present, every layer gets the same Apply Mode and Operator, and the Transform controls are not exposed.

Multi-Merge.jpg


Known Issues:

The CloneInput method causes some versions of Fusion (all version 8 releases) to crash, so the Blend control does not appear on the Controls tab. For versions of Fusion where this is not the case, removing the comment flag on line 136 should add the cloned Blend input to the Controls tab.

The numerous Inputs are visually confusing, especially with the Effect Mask there also. A visible text label in the Flow, like Nuke uses, would be nice, but I'm fairly certain that's not possible at this time.

Held Out mode throws an error. Looks like it might be a bug in the API.

For the Future:

Add an Apply Mode/Operator control and a Blend control for each layer.
Implement Transform controls—I'm not sure exactly how these should work. On-screen widgets only apply to the highest-numbered input, perhaps?
Implement Depth Merge (low priority)

edit: Credit where it's due. This fuse is based in large part on code by Stefan Ihringer (Switch Fuse) and Isaac Gruenard (FuseMerge).
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Last edited by Midgardsormr on Tue Sep 19, 2017 4:40 pm, edited 3 times in total.

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Re: [Fuse] Multi-Merge

Post #2 by AndrewHazelden » Mon Sep 18, 2017 4:53 pm

What do you think of using a Wireless input linking approach (and drag and drop) to make it easier to know visually what order each input is connected and named in the stack?

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Re: [Fuse] Multi-Merge

Post #3 by PeterLoveday » Mon Sep 18, 2017 5:02 pm

You can do both, if you want. Have the connections on the flow, and dragdrop labels in the tool. See the external matte saver fuse with 9.0.1 for an example.

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Re: [Fuse] Multi-Merge

Post #4 by Midgardsormr » Mon Sep 18, 2017 5:08 pm

Good idea!

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Re: [Fuse] Multi-Merge

Post #5 by JUNE » Mon Sep 18, 2017 5:35 pm


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Re: [Fuse] Multi-Merge

Post #6 by Midgardsormr » Tue Sep 19, 2017 12:36 pm

Nice, June! Maybe add a Blend control to each layer. Otherwise, you're not getting any benefit from having passes—you might as well just use the Beauty buffer.

Adding the Wireless inputs is easy enough. Is it possible to force the new Inputs to the top of the stack? Intuitively, you'd expect the item at the top to also be the top layer.

Untitled.png
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Re: [Fuse] Multi-Merge

Post #7 by Midgardsormr » Tue Sep 19, 2017 4:39 pm

Multi-Merge.jpg


Updated to version 1.1:

Added Image fields to the Control panel for better clarity. Added independent Blend controls per layer. Removed the troublesome CloneInput line since the new Blend controls make it unnecessary.

Updated Fuse can be downloaded from the first post in this thread.
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Re: [Fuse] Multi-Merge

Post #8 by caspardavidfriedrich » Wed Sep 20, 2017 2:04 am

Looks super cool Brian, thanks!

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Re: [Fuse] Multi-Merge

Post #9 by JUNE » Wed Sep 20, 2017 3:34 am

:D

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Re: [Fuse] Multi-Merge

Post #10 by FredP » Fri Sep 22, 2017 5:13 pm

That's a nice tool Bryan!

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Re: [Fuse] Multi-Merge

Post #11 by rebelorelse » Sat Sep 23, 2017 5:23 am

Thanks for the tool! Very useful within building UI with plenty of separate elements!

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