<b>When it comes to Fusion, it's</b> <b>honestly kind
of its own 3D software.</b> <b>Okay, maybe not, but you
can still do a lot with it. The</b> <b>question is,
how great is it? It is</b> <b>overrated. Welcome to an
ongoing series on my channel where</b> <b>I try to teach
you something about</b> <b>DaVinci Resolve as fast as
I can. To teach you guys how to</b> <b>use the 3D systems in Fusion,</b> <b>I'm actually going to be
showing you guys step by step</b> <b>through
actually building your own</b> <b>little diagram,
diorama, if you would.</b> <b>And this is what
we'll be making today.</b> <b>This is what our Node tree is looking</b> <b>like. We're
using two different</b> <b>systems in Fusion, the
regular 3D system and then also the</b> <b>USD system, which both are 3D</b> <b>systems in themselves, but
one of them is faster and one of</b> <b>them is not.
One of them has been in</b> <b>there for a longer time
and one of them is pretty freaking</b> <b>new and
actually just got a reason to</b> <b>update. So let's go ahead
and make a new Fusion comp and</b> <b>I'll start
breaking down what we have</b> <b>to do to make this.
Making our neon text doesn't actually</b> <b>come as easy as
it may sound. 3D text</b> <b>in Fusion does not have
the default option to glow or</b> <b>there's no glow
node in the 3D systems</b> <b>of Fusion, so we have to
kind of work around it and there's</b> <b>no 3D text in
Universal Standard,</b> <b>which is USD. So we have
to choose the actual 3D system in</b> <b>Fusion to get
our text and then take</b> <b>that and we put it over
the background because in USD we</b> <b>actually get the
option to build our own</b> <b>material, which means we
get to use displacement, normals,</b> <b>and roughness,
which if you aren't</b> <b>familiar with 3D
softwares and how to do all that and what</b> <b>all that means,
I'm going to try to break</b> <b>it down a little bit when
I talk about it. I would really</b> <b>suggest watching
some 3D tutorials if you</b> <b>want to really get to
know that stuff, but generally all</b> <b>you really
have to know is does</b> <b>this name match this
name? Well, it's pretty easy after</b> <b>that, I guess.
All right, so let's go and</b> <b>start with our 3D text.
This is probably the easiest to the</b> <b>bunch. All we
have to do is drag</b> <b>this from up here. This
right here in your quick access</b> <b>little tab here
is all of your 3D system,</b> <b>so we can add our 3D text
and we can name it whatever we</b> <b>want. We'll
just call it neon again</b> <b>and let's see what kind of
font we want. I'll just choose,</b> <b>I don't know,
Poppins, make it thin.</b> <b>There we go. And then all
we have to do is put it out to</b> <b>the output, right?
Just connect it out. Oh,</b> <b>why is it not working,
you ask? The reason why it's not</b> <b>working is because
we have to take it from</b> <b>the 3D system that we're
previewing it in and put it back</b> <b>into the 2D
systems that Fusion actually</b> <b>works on, so it can
actually be viewed in the edit page. So</b> <b>all we have to
do now is actually just</b> <b>have this text
highlighted and click this one right here.</b> <b>This is your
renderer 3D and it will</b> <b>automatically connect
them up. Then you can take your 3D,</b> <b>the renderer 3D,
and add it to the media</b> <b>out. Have your text
selected again and actually come over</b> <b>here to this
option, which is the merge</b> <b>node. Connect that and it
will, you know, connect itself</b> <b>up. Have the merge
connected now and select</b> <b>both this icon for
the camera and this icon for a</b> <b>spotlight. And now we
have all this connected out</b> <b>to our merge node. Look
at the merge node as the actual</b> <b>basis of your 3D
system. This is the actual</b> <b>environment that
everything sits in. So this is generally</b> <b>what I like to
preview everything in</b> <b>all at once because you
can see everything in the system</b> <b>all at the same
time. To move around in the</b> <b>viewer, hold alt and use
the middle mouse wheel to move</b> <b>around and actually
spin around your canvas.</b> <b>Just holding the mouse
wheel will move it around and then</b> <b>if you were to
do control and scroll up</b> <b>or down with your mouse
wheel, it does that. I like to</b> <b>however middle
mouse click and the left click</b> <b>and that also does the
same thing with a little bit more</b> <b>precision. By far
the best way to control</b> <b>everything with this
system is definitely select the node</b> <b>that you want to
actually control and then</b> <b>just move it with the
little GUI gadgets on the screen.</b> <b>That is so it's
way easier for you so you</b> <b>don't have to look at
three different values over here in</b> <b>the translate tab
and just kind of figure</b> <b>out okay which way is up,
which way is left, which way is</b> <b>back. It's just way
easier to just like okay</b> <b>I can pull this back
and it's going to move back.</b> <b>Fantastic! We can see
our text is actually sitting</b> <b>higher than everything
else. It is sitting flat on the bed</b> <b>instead of
sitting like halfway through</b> <b>like everything else
seems to be. If we are to come down</b> <b>here, right click
on perspective, we can</b> <b>actually select which view
we want to have it in. So we'll</b> <b>just select
front and we'll select text</b> <b>and bring down the
transform. If we take down Y about</b> <b>halfway, roughly
right there. If we look on</b> <b>our preview on the
right, maybe we want it a little bit</b> <b>further down.
Perfect! We can right click this,</b> <b>put it back into
perspective. Now let's bring this back a</b> <b>little bit, maybe
around there and I'm also</b> <b>going to now do pick
target. This is going to put a target</b> <b>right at zero
zero pretty much of our</b> <b>canvas which is putting it
right where the text is and what</b> <b>a target does is
if you move your camera</b> <b>left or right or up or
down it'll make sure that the</b> <b>rotation is
consistent with looking at that</b> <b>point. So we have a
camera now, we have a position to how</b> <b>we want but it's
still really flat. How do</b> <b>we fix this? Well it's
also really easy to do. I'm glad you</b> <b>asked again.
You're really inquisitive</b> <b>today. Thank you for
asking all these questions. I really</b> <b>appreciate it.
All you have to do is come</b> <b>down here on the text tab
of your text 3D and you'll find</b> <b>an extrusion
section. Extrusion,</b> <b>exclusion, excrement, no.
You can bring up the depth but</b> <b>you can see
it over here in our</b> <b>other preview where we
can see it's getting much deeper,</b> <b>much thicker. We
can bring it up a little</b> <b>bit and we can also mess
with a bevel which isn't going to</b> <b>be super duper
noticeable but it will be</b> <b>nice to catch some
light on. Like I want to get some</b> <b>shadows in here
so let's move this back</b> <b>and once again we can also
set a target right in the center</b> <b>just like we
did for the camera.</b> <b>So now it's always
going to be looking at that center</b> <b>point. So it's
just a quick easy thing to</b> <b>just adjust where we want
it to look. But we still don't</b> <b>see anything
happening in our output.</b> <b>Why? I'm glad you're
asking all these amazing questions.</b> <b>Man you're so
questionative. Well you</b> <b>can come over here to
the render 3D and just enable</b> <b>lighting and
shadows. We can also enable</b> <b>the hardware renderer
and you'll be able to get nice</b> <b>fancier shadows
and this is still going to</b> <b>stay enabled. But there we
go. We have a good setup for our</b> <b>camera and
lighting. We can even</b> <b>come over here to the side
so it bounces more of the light</b> <b>to give us
more of that 3D look.</b> <b>There we go. We have our
text set up exactly how we want</b> <b>it. Now let's
add the background. So I</b> <b>have all the other
elements for the background setup over</b> <b>here but I
can't just drag them in</b> <b>and make them media ends
because that doesn't work as we're</b> <b>expecting it to.
What we actually have</b> <b>to do is create a U
texture node and browse for the file</b> <b>location which
I have pulled up right</b> <b>here and we're looking
for difference. Difference is</b> <b>essentially the
color of your thing whatever</b> <b>you're making. Well you
just have to add this to a shader</b> <b>so look up shader
or U shader and this is</b> <b>how we're going to build
out how it's going to look or not</b> <b>difference but
the IFF was diffuse</b> <b>not difference. You know
how I got that. But all you have</b> <b>to do is plug
that in make sure that it's</b> <b>connected to the right
place hold down alt and then click</b> <b>and drag
release it over that and you</b> <b>can actually select what
you're looking for. So we'll just</b> <b>look for the
fuse color just like that</b> <b>and now we have a color
which we can preview in a little</b> <b>shader preview or
thingy. I like all the</b> <b>scientific terms I use
it's really good. So this first one</b> <b>is going to be
our displacement map.</b> <b>This is essentially
telling the texture what kind of depth</b> <b>values do we
really want this to have.</b> <b>So if we add this onto
there the same way we have the other</b> <b>one we can come
over here to displacement</b> <b>and turn that on and we
can see in our previewer things are</b> <b>getting a
little wonky. These are</b> <b>going a little crazy. That
is exactly what we want. It may</b> <b>look weird right
now in this little ball.</b> <b>This is exactly what
we're looking for and then we can</b> <b>bring this one
in. This is our normal map</b> <b>and then we can bring in
this one and this is our roughness</b> <b>map. The normal
map essentially tells</b> <b>what are the finer
details of our texture like the brick</b> <b>differences
and the you know mortar</b> <b>differences and then the
roughness is essentially shiny and</b> <b>how reflective
is our object which as</b> <b>you can tell is not the
most reflective and shiny thing in</b> <b>the world. We
have this now but we want</b> <b>this to actually be on a
plane. How do we do that? It's</b> <b>almost like
there's something called image</b> <b>plane but no we actually
don't want that. We actually want</b> <b>U shape. I got
you with that didn't I?</b> <b>So add in our U shape
node and add in a material</b> <b>replacement node and
then just connect the shader</b> <b>node into that. Now if we
were to preview that on our first</b> <b>previewer window
we can see it's giving</b> <b>us our capsule that the
shape node comes with default just</b> <b>wrapped in
that texture. So now we</b> <b>have to come up here and
change the shape to plane and then</b> <b>increase the
subdivisions really high.</b> <b>This is going to enable
it to actually look kind of like</b> <b>it's supposed to.
We can still see it looks</b> <b>a little bit weird.
That's because our size is really</b> <b>really small. I
will just make size as big</b> <b>as I can and now we can
see it's looking like a wall. There</b> <b>we go that's
looking pretty good.</b> <b>This I believe is new for
Resolve 19 beta. So if you don't</b> <b>see this just
using an image plane in the</b> <b>regular 3D system is
just fine. You're able to do this</b> <b>really easily.
You can honestly add a</b> <b>plane right here and
then take the texture your your</b> <b>diffuse texture
plug it into there as a media</b> <b>in and now we just have
the exact same thing but we don't</b> <b>have all the
same bumps and all of the</b> <b>same grooves which is
totally fine but definitely when 19</b> <b>comes out
definitely add this to your</b> <b>workflow. It is a huge
upgrade to the USD system. So what</b> <b>we have to do once
again just because it's</b> <b>a 3D system we have to
add a render node so make sure you</b> <b>type in a
render and now we can merge</b> <b>this over this. This is
going to make sure that the text is</b> <b>actually over
like a layer list. It's</b> <b>going to appear over the
background. The yellow input is</b> <b>always the
background the green input</b> <b>is always the foreground
when it comes to a merge node and</b> <b>I think that
looks pretty good. I maybe</b> <b>want the shape to be a
little bit closer so I'm going to</b> <b>add a transform
node in here and now we</b> <b>need a camera. We can
type in camera and it will give us</b> <b>the correct one
and automatically give us</b> <b>the merge node. Let's go
ahead and preview that merge node</b> <b>real fast and
we can see oh wow it's</b> <b>not where it's supposed to
be. What a surprise. Let's just</b> <b>move that back
real fast. Set it up to</b> <b>however you want it to
look. Now we need to actually</b> <b>connect these
up to animate from the</b> <b>side to the front which
will just animate him to start</b> <b>there and we'll
animate it out about to I</b> <b>don't know 70 frames
out. Make sure that we're in the</b> <b>correct system with
the correct camera selected</b> <b>and we'll do that same
thing. Did I have the animations on</b> <b>there? I
did. Okay so about 70</b> <b>frames out. Maybe we'll
just drag this over. I don't know</b> <b>why the camera's
not moving accurately</b> <b>that's really bizarre
but it looks like it's working</b> <b>correctly with
the lines. There may be a</b> <b>small bug with 19
right now. I don't know I've been</b> <b>encountering a lot
of weird bugs. Now I did</b> <b>notice that I did do that
wrong actually so I'm going to</b> <b>remove these
keyframes and then just add</b> <b>them back as they are and
then over here on this other one</b> <b>I'm just going to
set this down to zero.</b> <b>This camera is going to
need the same animation. Well first</b> <b>let's add our
target and then let's</b> <b>just try to connect the X
right here connected to camera 3D</b> <b>and X offset. So
we will see since we're</b> <b>at the end of the
composition we are going to be around</b> <b>here and at the
start we're going to be</b> <b>there. We can see it is
moving about accurately. The</b> <b>problem is
there's a slight change like a</b> <b>slight issue with the
speeds of the two right. Like it</b> <b>doesn't look like
they're actually going</b> <b>the right speeds. Although
it is just move that camera in a</b> <b>little bit and
I move the position</b> <b>of the text a tiny bit.
So try to get it to line up with</b> <b>the movement.
Let it look at least like</b> <b>it's kind of sitting on
the wall. It can take a little bit</b> <b>of messing
around to get it to look</b> <b>right but all we have
to do now is just add a couple</b> <b>different glows
to this. I'm going to use</b> <b>first the soft glow and
then we'll just make sure the</b> <b>threshold is up a little bit.</b> <b>Make the gain up and
increase that glow size a tiny bit and</b> <b>then let's
also add a regular glow</b> <b>and we have just a nice
neon sign kind of glow. It doesn't</b> <b>look perfect.
You can obviously mess</b> <b>with the settings as much
as you really need. So you get it</b> <b>to look just
how you want it. So up</b> <b>here in the shading tab
we can go ahead and change the</b> <b>colors of our of our
neons. We can go and make</b> <b>that a nice purple and if
we go to the start we can animate</b> <b>it from here
and go to maybe 40 and</b> <b>just change that color to
be I don't know a yellow a blue</b> <b>maybe. Yeah how
about a nice lighter blue.</b> <b>Yeah there we go. So now
we can see it just slowly turns</b> <b>into that lighter
blue over about 40 frames</b> <b>and it just does it
once. Let's go and make it so it</b> <b>repeats that over
and over again. Select the</b> <b>colors from your spline
panel. Select all of the points and</b> <b>set it to do
ping pong. That's going</b> <b>to make sure that it
doesn't just jolt back to the first</b> <b>color. It slowly
goes back to the first color</b> <b>then back to where it
was and back to the yeah over and</b> <b>over and over
again until the end of time.</b> <b>We also probably need to
add a spotlight to this. In Manist</b> <b>there's actually
nothing called a spotlight</b> <b>for that. So if you add a
rectangle light it does pretty</b> <b>much the same
thing. Over we'll actually</b> <b>notice that there is
nothing happening in terms of lighting</b> <b>and shadows. We
have to actually enable</b> <b>that. So we have to
change lighting from camera to scene</b> <b>and that will
actually give us the ability</b> <b>to light it ourselves.
Bring our rectangle light really</b> <b>close to our
scene. We'll actually see that</b> <b>it is lighting it up.
It's just a really really dull. So</b> <b>let's just
bring up exposure and then</b> <b>let's also make our
shape cone angle a little bit more</b> <b>narrow and give
shape focus a big old increase</b> <b>to give it a slight blur.
And now we have a pretty sweet</b> <b>and cool neon sign
effect. To give that kind</b> <b>of flashing effect all I
did is create a duplicate of it</b> <b>over here with
like a merge node. So we'll</b> <b>do a merge and add it over
here and then I just put it over</b> <b>itself. And
all I do is just turn</b> <b>blend down and up and it
just adds that cool flicker. So is</b> <b>the 3 systems
in Fusion worth it?</b> <b>No not really. It's not
really worth it to do sort of</b> <b>building your own
3D scenes and whatnot.</b> <b>You can definitely do some
really cool things with this but</b> <b>not anything with
full 3D objects trying</b> <b>to expect perfect lighting
that looks super realistic. You</b> <b>can do like
still images. You can</b> <b>make those into like
actual scenes. You can check out a</b> <b>video from Orson
Lord. He did a video on that</b> <b>not too long ago. The
USD system is definitely really</b> <b>really cool and
I'm looking forward to</b> <b>seeing what they add to
that in the future. It's just the</b> <b>lighting and
reflections and everything</b> <b>and it isn't super
impressive right now. But I really like</b> <b>how it's
really fast. It's really</b> <b>simple and I think that
maybe actually be moving forward to</b> <b>turn this into
their main version of</b> <b>like 3D environment which
I think is really cool. I would</b> <b>love to see
that. Let me know what you</b> <b>think about that down in
the comments. But if you like this</b> <b>video then
you'll probably like this</b> <b>other one. I go over a
ton of stuff with different Fusion</b> <b>nodes going over
different categories that</b> <b>I made up all my own to
help you understand Fusion just a</b> <b>little bit
more. Including the render</b> <b>system in here actually
has its own different nodes in</b> <b>different
categories to help you understand</b> <b>what a bunch of
different things in Fusion do.</b>