Hey Creators!
Welcome to our channel! I am Core and with this video
we are introducing a new series of tutorials, in which you'll get to practice
your skills on different topics. This won't be our usual in-depth tutorial
where we cover every single tool in detail, but more of a way for you to get inspired,
while still receiving some very useful tips. We'll kickstart this initiative with
some 3D composition. Let's get started! I love 3D modeling and normally
I would use a tool like Blender or ZBrush to build our models and
then import them inside Fusion but even if Fusion is first and
foremost a great compositing tool, it can handle some geometrical
modeling just fine. Today's project is based on a model,
that we created for a previous video. And while it's quite simple, it's going to let us
play with geometries, light and animation. Inside a new composition,
I'm going to lay down my essentials Starting by a 3D shape, that we're going
to modify from plane to sphere I'm going to send it to the first viewer,
then I'm going to add 2 Merge3D nodes. The first one is going to
receive all our geometries while the second will be dedicated
to the camera and lights. Unlike its 2D counterpart, which is limited
to only a background and foreground input The Merge3D tool can be used
to connect an unlimited amount of nodes, but there's also a lot of reasons
why you might want to use multiple of them. With the 2nd Merge3D selected,
I'm going to add a camera and a spotlight. Add a renderer that
I'm going to connect to the MediaOut. I'll go to the camera, transform
and move it along the Z axis. And same for the spotlight, I'm going to click on
transform, move it along the Z axis. And you can see that actually
there is no light whatsoever, and this means that in the renderer 3D
Lighting and Shadows are deactivated. And now you can see that
when I'm moving the light, it's changing the cone of light. And a good tip to make sure that the
spotlight is always facing the sphere, I'm going to check
the option Use Target. Here, I could click on the Pick,
drag and target any element you can see, that the spotlight is following. But instead,
because the sphere is basically at the origin I'm going to leave the default values at 0 Now if I move the light up, you can see that it's always facing
the sphere, same if I bring it down. Now this light is supposed to be our
top light, so I'm going to bring it up, In the controls tab, I'm going to change
some parameters, like for example the Decay Type that I'm going to go from No Decay,
where the light is never fading to something more natural like the Linear
and I see that the light is a bit too far, so I'm going to bring it
a bit closer to the sphere. All right, perfect,
change the light color to some blue As I want the spotlight to have soft edges,
I'll bring the Penumbra Angle to the maximum. Now I'm going to add 3 more spotlights,
simply by duplicating the existing one. As you can see, when I started adding extra lights
the light went completely off inside the viewer, and this is because of this Merge3D, that was
added automatically when I added the extra tools, and you just need to check
the option Pass Through Lights. Which is a way to control which part of the composition
these lights are allowed to illuminate or not. Did you notice that while the sphere
is actually white, it looks when rendered, that we have a black sphere
with some casted color on it. And this is because,
we're lacking an ambient light That we're going to drag Bring to the node tree and connect
to the same Merge3D node. To create the ring that surrounds the sphere,
I'm going to use a torus as base. If you want the light or shadows to be
visible inside the 3D view, you can go to the menu right here
and choose lights Let's add a vertical bar to the ring. I could also have connected
the bar right to the ring but because the ring is now the parent tool any transformation that was applied to the ring
is also applied to any nodes upstream and as you can see the bar
is now flipped 90 degrees So I'm going to put it back to the Merge Tool. Just give me a second
to clean up my nodes Next, let's add some material
to give it a glass ball look. and for this I'm going to add
the Falloff tool. Now, the triangle shape that
will stay fixed, inside the ball. And for this I'm going to use a
cone that will be heavily modified Next step is to add our image and for
this we're going to use a Loader tool This image is quite large,
so I'm going to add a resize, to bring it,
to something more reasonable. To make it work along the Falloff
I need to add a Material Merge To which I'm going to connect my image. Now to properly resize and position the image, I'm going to add another tool, which is a Texture Transform. I'm going to select the sphere and rotate it
along the Y axis for 180 degrees, so we can see the other face. I'm going to make some space, select the texture transform,
add another Material Merge Add a text and another Texture Transform to be
able to place it properly inside the scene, that we're going to
connect to the Material Merge Since we added those textures and
the material to the sphere you can clearly see that it's not being affected by light anymore
and this is because we need to add a tool that will control, how the
surface reacts to the light You can use Blinn, Phong, Ward
among others to do the job and I go for Blinn, press [SHIFT] and place it just
after the second Material Merge Go to the ambient light Raise the intensity
and that's much better Now I'm going to bring together
closer the different lights I'm going to quickly add some
2D elements to the background Our model is now complete
and we just need to animate it You can either animate directly
a shape or a Merge3D node depending if you want to animate
individually objects or a whole group. This is also a very efficient way
to animate a group of light together. I'm gonna add some keyframe.
The first one as 0 degrees Go to the last frame, Add another one at
360 degrees to do a full turn I am going to select the Merge3D node between
the axis and the ring to animate them together Go to transform, add a keyframe
at the first frame and one on the last But last one I'll set it at 720, so the ring
is moving twice as fast as the sphere We're going to test our animation
but there's something that's really important for you
to understand when working in 3D compositing Let's select the Renderer3D node
and here we can see that the render type is set at software, which means
that the CPU is handling the rendering and if we play our animation you can see clearly that
the CPU is being taxed, it's ramping up and that the animation
is not particularly smooth few inches later And it is only when the
composition is fully cached as we can see with the
green bar under the viewer that the animation can be played smoothly Now, let's look at what's
happening if we switch to OpenGL Meaning that the GPU is going
to handle the rendering I'm going to play it through, Okay, it's way smoother because
the GPU is handling the rendering but we are getting some weird
artifacts in the transparency and this is because in Texturing
under Transparency it is set to Z buffer (fast) this is a way to calculate
which element has a priority and if we set it to something more precise
like Sorted (accurate ) or Quick Sort, we are getting some red nodes right away
and it's because we can't render Shadows using this method
of sorting and the OpenGL renderer Now, if I can play it I have a quality rendering
while still using the GPU even if it's a lot more
demanding on the calculation The OpenGL renderer also
can't give you smooth Shadows and it's why for your final output
you'll want to use a software renderer There you go.
This is how you build a simple 3D animation and if you have any question on the subject,
please comment down below. We hope that you enjoyed this new format.
If that's the case give this video a like and we'll see you, in the next video See ya!