Davinci Resolve/Blackmagic Fusion - text and image slicing and animating (tutorial)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hey guys today we're going to do some slicing and dicing of text and images so before i go into it um just a word of warning or maybe a disclaimer this is not quite like the after effects shatter effect i know a lot of people are looking for it and from the introduction video it may look like it is like that but it is not quite and i just want to get it out of the way because i don't want to set incorrect expectations so um here you can see some of these after effects shatter effect images you can see it probably best here you see all these irregular pieces and such and that's basically what it does it explodes the image into irregular pieces now with my effect it's not quite like that it looks like that though when you have a title so for instance here i'm here in fusion 17 and there you go they all look like irregular pieces but they're not in fact right and that's sort of the trick i suppose for instance when you have a look here at replace mode and set this to keep then you sort of see what's going on these are in fact all evenly sized pieces it is just because there's transparency around the text and and not everything is fully aligned that it looks like they are irregular pieces and that's really how you can sell the effects so i just wanted to get that out of the way having said that let's dive right into this and we're here now in davinci resolve so we'll start with dragging in a fusion composition make it a bit larger and there we go now here on the fusion tab we'll start with a background background note let's display that in viewport one set the color to white like so and there we go this will serve as an input to the p image emitter and then followed by a p render now let's pop the rendering there and there you can see our background represented as particles you know when you zoom in you can see the individual particles this is way too dense for our purposes so in the pmp image emitter we're going to alter the x density 0 0 12 0 12. there we go now the other thing we want to do here on the rotation tab is untick the always face camera because we will be rotating the particles later on we also want to increase the lifespan a bit and that's it that's all we need to do here in the image emitter so how is this going to work well we're going to replace these particles by image planes now to do this we use a replicate 3d node if you would display this right now you get an error message because it requires an input so an image plane in our case an image plane pipe this in here and then you get something incredibly large now before we start altering that let's work on the inputs here and let's feed this with a little square because i want my particles to be square they don't need to be but i kind of like it alright so on the image tab let's untick water resolution and set to do something like 50 by 50. there we go and we'll pipe it in here and there we go this doesn't look quite right right because this is all a bit wonky so let's work on this so on the skill tab if you scale down there we go now we see what we're going to get all right so if you wanted to get this um in the in the ballpark in the right ballpark in terms of the scaling what you can do is basically use a little formula basically you need to use the image width and the density multiply those and do one over the result so what you get then is basically one divided by open brackets 1920 times 0.012 close brackets and ac 0.043 and there you can see it almost lines up so we could say maybe three five or even four four there you go this is good enough right so now there are no gaps in between and that's what we want but we don't want to have overlap either so you need to work on that a bit all right so now that we've got that we need to actually do one more thing in this note the alignment set it to tbn aligned because we want the rotation which we'll see later on of these image planes to be in alignment with the rotation of the particles that makes sense right so the next thing we want to do is basically okay we want to have an image here and let's start with a text example so we'll take a text plus note display that over here and call that blackbird called two maybe i'm a bit too self-obsessed with my channel name here but hey ho a bit larger this looks good so how we're going to get this image onto this well you can take a material replace material 3d node and then feed the text into the input here and then what do we get well that looks pretty cool but it's not what we want right we want it only once so what you can do to fix that is use a uv map node and display that well it doesn't look quite good right so let's set the map mode that's planar is actually good but the orientation we want that facing it on the z axis now you only see one word because it's not fitting quite right and what we need to do is basically just hit the button that's it and outfits great right now there's one more very very important thing right and that is to take this box lock uvs on animated objects when you do this you can see that you can select a reference time that is by default set to zero and what this means really is that fusion we'll use this time to project the image or in this case the text onto the geometry the 3d geometry our particles or our image planes at that point in time when they're at that position so in this particular case all the particles are together so it projects it at that point now if for instance you would do it the other way around and you fly in particles from a state of chaos if you will to the final state and say the final state is at frame 60 you want to set the reference time to something like frame 60 or later because then all the particles are together and the image projection should really be based on that position now we've done that right let's illustrate it actually so we add ap turbulence here so we play this you see it sticks nicely to it if we would not have set this sorry on the in the uv map don't lock it right when you play it you can see it doesn't stick to it so it's very very important let's get rid of the p turbulence and let's work on the animation right that's the other thing i want to get into so p custom that's what we're going to use i love myself a bit of p custom action uh we drag it in here and we go ahead into the particle tab what can we do here right let's start with something really simple so when you use an image emitter the set position of the particles will always be at zero unless you change the position of the region if we want to animate that we can easily do so but let's first you know set a random position for each particle a random set position we can do that by rent s so random random position based on a seed uh minimum value let's set it to -2 comma 2 and then the c that's based just on the particle id and there you go boom we're there how do we animate this well imagine we use a variable n1 times this n1 refers to the number step the very first variable number in one so if we now increase this right we see this happening and that's really cool and that's really what we want if we now animate this number one on a frame zero we'll set it to one and add a keyframe and then at frame 60 we set it to zero right so now we can actually play this and we see it's getting together now i do want to already on the uv map i set the reference time to something like 60 because uh or 70 even because later on we'll start rotating the particles and such and if we then wouldn't have had our reference time set it would look all weird so that's fixed now all right so rotation right we want these particles to rotate as well so we can use the exact same technique with that n1 we've now got animated right so let's go to the rotation and let's work on the x rotation so again we can set a random uh say between minus 360 and 360. oh and a particle id a seat and we'll make that seat based on the particle id again but a bit different to the other one otherwise the seat will be the same and random values will be in complete alignment and i don't like that so i do it times to close brackets right so now we've got this random position so if you now animate it so all our rotations are intact but at the end we want the rotation to be zero so we do the same thing we do n one times right and if we then play it we see the rotation happening bang awesome right and if you want it to rotate faster and such right you can increase these values right minus 360 and 360. now we can work on other rotations as well you can put a similar formula in rotation y and z or not right it depends on what you like but when you do that i would advise you to use a different seed value right so instead of here id times two maybe make it id times four or three right as long as it's not the same because then again it is in complete alignment and that can look a bit odd or it can look great depending on what you're after right so now we've got this now in my examples we also animated the x and y position but that's a bit more tricky right because with a set position x actually everything went back to zero that's the base position but for the x and y depending on the particle it could be different right somewhere like here that would be you know position maybe 0.5 comma whatever 0.25 so somehow we need to animate that um and how do we do that we can work with at random position of course but how does fusion know what value to get back to right so if we make a random value here rent has minus 2 comma 2 comma id times let's say 7 whatever now that's an interesting one you can't actually see what's happening here because we haven't animated this yet and then the uv mapping is a bit wonky so for now let's display the replicate 3d instead of the uv map here we see all the particles right we see the x spread we want to do something similar for y so then copy it and copy it here and make this a different seed that's eight right and now we've got this spread all nicely spread around randomly so but how do we animate these right we can't do n1 just that right because it would all go down to zero and then you've got your straight line that's not what we want we want to go back to what it was like the original x position so what we are going to do is we are going to make use of these two variables mass and user mass is really not used in internally neither is user so we can just use these for our own purposes to store values so what we can do is basically add the start of the lifetime of a particle store the x position into this variable so the way we do that is if open bracket h equals zero at the start of when it's just emitted then store the x value p x otherwise comma keep mass right that basically it stays the same after that we do something similar for the y position for the user parameter or variable if h equals zero comma p y comma user now we've got that stored and now we can use that here right so we can say okay n one times this so that means here at the start we've got this at 1 so it takes this full value but if we then do plus 1 minus n1 times mass then we're basically saying sn1 is decreasing right when it's it starts at one so it is plus one minus one times mass so it's cancelled out but at the end it is one minus a zero that's then it means one times mass and then you've got your original position i hope that makes sense so let's give that a go there you go it may be a bit hard to see but let's let's do the other one right first the y position as well so we do n one times this plus one minus n one times user and when we now play it that goes back to the original position how cool is that right and here for illustration purposes if we would have set the reference time to zero you get something really weird and that's what i meant you got to be very careful here that you set the reference time correctly right so say 60 70. now we play it again and there we go looks great now you can play around with the interpolation such you can ease the emotion so just go to your number in one right and you see it here let's zoom out a bit select these two points and select easing all right and now you've got a bit of easing action going on and then you can play with it as you want so you can even add points here points here and move them around you can do some crazy crazy stuff right this will probably look a bit old [Music] all right but play around with it so i'll just undo that for now so that's looking pretty cool all right so we created our animation so let's now render it out so we are going to add a merge 3d so that we can add our camera in alright like so let's pipe it in here there we go display it and we already see the camera view here so let's work on that well it's not an awful lot to do really we'll zoom it out a bit maybe something like this maybe a bit more let's play this okay well that is not quite enough there we go maybe something like this now if you um sometimes you'll see that the camera is not completely aligned maybe it is the case here because of the rounding of the particles it has to do basically with the x density it will round it down to the nearest particle so sometimes you may need to sort of move it a bit to the right or left whatever to line it up properly if you want to have it centered right but um let's leave that for now so the next thing you want to do then is add in a renderer 3d let's display that and let's set it to opengl and in this particular case i'm not going to add any lighting of course you could do that and in some of my examples i did but for now i'm leaving this so transparency i'll set to accurate and then i want to add some accumulation effects ie the depth of field it will take a bit and of course this is all wrong now what's happening our focal plane and i'll show that here on the controls tab control visibility tick the focal plane box and there you can see it's focusing way behind the text so we would need to fix that by moving this in this direction now it's a bit slow right now because i'm displaying the renderer so just want to get rid of that here you can see okay now it is in focus now quick tip if you want to be extremely accurate expression and then pick whip the set position there you go now it's spot on right so back to the renderer 3d we can see that everything is in focus and a bit earlier on but you can see it's a lot of it is completely out of focus now first of all i think that's a bit too much i really want to dial down a lot to something like 0.02 because i used that in my example before all right so that looks good of course for the final render you would want to up the quality here so you can for instance set it to one to eight takes a bit longer to render but once you're happy with the animation and everything it will make a real difference in the final result for now i'm just dialing it back down to 32 just for the purposes of this tutorial to keep it somewhat snappy the next thing i want to do is add a bit of motion blur now you could add motion blur here but i find this to be pretty slow especially with a lot of particles involved so what i typically do instead is basically go to the output channels and add in the vector so now the renderer will also output vector channels and then we are going to add the vector motion blur and display that and you saw a tiny difference here control p do bypass right you see that hopefully i don't know if it comes through on youtube but it does make a difference but of course you can make it a lot more extreme like you see over here now you got to be very careful especially with fast moving particles it can start looking really quite extreme like this is way too extreme unless you want to go for that type of effect so just just just be mindful of it right so that looks pretty good so you can now render it out and then you're done or you can do all kinds of stuff of course you can add some glow you can make it all look great you can also work of course on the p custom and add some more rotation as said an awful lot you can do now i said at the start we're going to slice text and pictures to be honest all you would do here is instead of adding in a text add a a type of picture into this right and then you're done the only thing you need to take into account is the aspect ratio if your picture your final picture has anything other than sort of a standard hd type ratio you also need to ensure that your background here has got that same ratio so they ideally will really need to match if not it's not the end of the world but then it can look a bit stretched out or squeezed or whatever now before i end this tutorial i'm going to show you the template i mentioned at the start and again this is available on my patreon website and you can become a patron for as little as one dollar per month or five dollars per month so let's go to the templates let's show this here right this is by default what it does all right that is looking pretty cool right it has got quite quite a few things first of all the camera motion it's in the transform it's a very basic one i can just disable that for now and then we just have a frontal view alright and what you notice here is that not all particles arrive at the same time right and that is something you can easily set in this template right you don't need to faff about and work it out yourself you can just do it here so you do that in the p custom so first of all the animation as with the example we just went through is done by the n1 so you can change that in in the spline tool or whatever you can do it's completely different the minimum rotations really refers to what is the minimum rotation speed of a particle in case you have one or more of the rotations enabled it is a bit more complex than that and the way it works underneath the hood but just sort of keep that as a rule of thumb the maximum well that's the maximum number of rotations so if you want to have faster spinning particles just up the maximum of the minimum or if you want to have more sort of variation have a low minimum and a high maximum the spread basically says okay how far do i want my particles to be spread around at the start and the jitter that's what i was just talking about that is if it is set to zero it means all particles will arrive at the same time you can see that happening here bang now that may be the look you want to go for but if you want to have that slow build up and have a jitter higher than zero in my case i had it at 0.8 because i thought that looked good right so that is basically how this works of course you can change your text here you can change a lot about it right you can change the shading as well you can add some outline to the text and such you know play around with it but i'll just quickly show you how it works if you would input a picture right and let's switch this to perspective for a moment and if you play it here then you've got this picture being built up now if you think i want to have some more rotations right it's now only rotating by these z-axis enable the other ones as well and then you see more of this rotational stuff going on pretty cool right if you also want to sort of say okay i want to change the easing right you can go to the spline and you can go to the n1 movement show that oops zoom out a bit and then you can work on this you can let it come in a lot slower so if we do this now you see it really slowing down at the end right so that is the way the template works now there are a few other things happening for instance this whole business around a scaling that is automated and there's a fine tune parameter if the scaling is not spot-on as we saw in the example earlier on you can just fine-tune it here now let me show you one more cool thing about this template it has got a lot of flexibility pertaining the ratio of the input right when i say that it is maybe easiest to illustrate with an example so i'm just going back to the start of the animation and let me just show you maybe just to replicate 3d right so let's zoom out a bit here and save arguments sake you want to have a portrait type ratios and let's make it 1080 by 1920 right you can already see things are updating automatically but if we can also you know input maybe the text instead of the image right and let's make the text also 10 80 oops by 90 1920 right so if we now play this right that is all working but let's actually show the image or the text and let's zoom in a bit you see this squeezing here and what we need to do is basically fit this again the uv map and when we do that bang it's all done so now we've got a different aspect ratio it doesn't really matter with the text but you know imagine using an image you can use a totally different image with a different aspect ratio and it will just work you just need to ensure that you hit the uv map fit button again and of course as i said at the start the reference time is always very important to keep an eye on all right maybe one more thing in the renderer 3d by default the lighting is on with a bunch of lights here you can of course switch it off should you wish to and i think that was all there is to it if you do have any questions let me know see you guys next time take good care of yourself bye bye
Info
Channel: A Blackbird Called Sue
Views: 2,139
Rating: undefined out of 5
Keywords: shatter, vfx, particles, slicing, image, text, davinci resolve, blackmagic fusion
Id: ZnbMXRv5t2w
Channel Id: undefined
Length: 27min 2sec (1622 seconds)
Published: Sun Dec 12 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.