[ FUSION BREAKDOWNS ] - 02 Starship Flyby (English)

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hello guys and welcome to this breakdown let me show you what we are going to take a look at so this scene was created a hundred percent inside a fusion except for the model which was unloaded from to the squid and the model itself is provided with some useful Maps like at the bump map the diffuse map a glow map normal map and a specter one so let me show you from the beginning so after I imported my FBX inside of fusion I set up small animation as the animation different angle so as you can see it's an easy animation the ship is moving and the camera is moving let me see if I can show you any better [Music] and let's have a look from inside the camera then after I set up these little animation I started my compositing using passes so the first pass was actually the diffuse and I simply put my diffuse map inside of a blink material on which I set the intensity and exponent to zero because we don't want any specular in this pass and I added some lights to make it look as I want it so here is my render version the second pass is the ambient occlusion and I set my render to output the Z and the normals I show you here is my Z and here are my normals okay so so I rendered these in double solution and the reason why is because when you're dealing with ambient occlusion most of the time you have some jagged edges like this and jagged edges like this to get rid of this one I used my edge extent macro and a mud control using the original alpha and so I got rid of that Jaganath for this I used the double resolution trick so that when you scale the whole thing down you get an anti aliased result so here is the result of my diffuse pass and the omit occlusion on top of it multiplied of course the next one is the specular pass and I use the specular map and to make it work in fusion I used a luma keyer to provide an alpha and piped into a torrents node and I used this bump map into my bump map node and as you can see this is our bump and I also used this fast noise in the specular color material of the torrents but let me show you the result on the ship because here you can see almost nothing so this is our result for the specular and rendered this one and use the brightness/contrast to add some gain and then added on top of the previous passes then the next pass was the reflection and I used these HDR image [Music] darkened and blurred into a sphere map into a reflect material and I also used the pop-up again even in this path the best thing is to show you on the ship itself in space there's no much to reflect anyway so just wanted it very very subtle and here is the rendered version to a hollow character in which I added some gain and some tint and here is the result let me show you without a reflection with their reflections I think it adds some depth to it and then I added the brightness/contrast because of what it is to be the whole scene to be a little bit deeper a little bit darker so the next is the glow pass I used the globe up simply straight as an input for the replaced material and let's go back to the camera and here is my render and on this one I added another brightness contrast to a Hudson gain and a fast Expo glow to add some glow to our lights you can get fast Expo glow on reactor and the next one is is a nice one let me show you replaced the spotlights where the red lights are on the ship and I entered this one out [Music] also I rented this one on double resolution and scaled down again [Music] before and after next we have the engines and the engines are made with volume Fox and the scene for this pass is pretty easy it's just a very big sphere radius of 15 and I just rendered out the rgba and the war position pass then I needed the D what position past not to develop fog to work and here are my volume Fox and then I use the brightness contrast to make them brighter a soft glow and I needed to matte the ship back but doing so let me show you this issue to in so I ended up with this situation maybe I did something wrong in this in this case but anyway I solve this issue using a custom tool and inside the custom tool if I move into the channel tab adjust use the three channels to make an alpha and that's what I wanted and then I add it by fast Expo clone on top again as you can see I blended it out because I didn't want it to be too much too bright because I added one last fast Expo glow at the end and now it's time for our background I used these this beautiful picture that I downloaded from the internet I don't remember actually where I did so brightness/contrast spear map and this is our and then I have these sphere [Music] zoom in and I used this little setup of fast noises to generate a displace map and this is how it looks and then this material here using this mercury map and this this HDR image has reflection to get to this result here [Music] and then this one goes into a replicate 3d which was then further into a merge with a copy of the lights from the scene and as you can see this is what we end up with so this is all going together and then I used a blacks match to match my background to my ship I rendered these out in a province and I think it's time to add some more 2d magic the first thing that I did was actually using my heat distortion macro so as you can see I have some he distortion here on the end engine and then I used a background to add some direction of the light because as you can see we have this reflection without any direction of the light I think it's pretty strange so with these halo here this one means that we have light coming from top and then I found this lens flare [Music] responded in copied to get this result again having the light coming from the same direction then there is these this is something that I'm gonna show you but I cannot show you actually in very much detail because is something that and I'm working on with my friend Vito from confusion just I just wanted to add some lens flare elements and let me show you what we have here [Music] one last thing that I did was using full combat nitrate and how you choose these black and white film stock emulation and emerge that this one on top using the luminosity mode and let me show you I think this one looks really nice a touch of a nice contrast and at the end I use this twitch node which is a macro that I created which I think will be on reactor very soon I'm gonna submit this one in the next few days and so we have our result so guy I think this is a wrap for me thank you very much for watching and I hope to see you in the next one bye [Music]
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Channel: Millolab Tuts
Views: 2,790
Rating: undefined out of 5
Keywords: blackmagic, fusion, tutorial, vfx, multipass, opengl
Id: Hn7U3W9n5D4
Channel Id: undefined
Length: 13min 56sec (836 seconds)
Published: Sun Mar 15 2020
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