Fusion 9 User Manual
Fusion 9 User Manual
Fusion 9 User Manual
Fusion 9
July 2017
Welcome
Fusion is the world’s most advanced compositing software for visual effects artists,
broadcast and motion graphic designers and 3D animators. With over 25 years
of development, Fusion has been used on over 1000 major Hollywood blockbuster
feature films! Fusion features an easy and powerful node based interface so you can
construct complex effects simply by connecting various types of processing together.
That’s super easy and extremely fast! You get a massive range of features and effects
included, so you can create exciting broadcast graphics, television commercials,
dramatic title sequences and even major feature film visual effects!
Grant Petty
CEO Blackmagic Design
Contents 3
Contents
1 Getting Started 5
4 Control Panel 96
5 Viewers 124
9 Bins 248
11 Tracking 309
12 Working in 3D 333
16 Preferences 441
Getting Started
4
System Requirements
Before installing Fusion, you should review the following system requirements to make sure you
are getting the best possible performance.
Hardware Requirements
Processor
Intel and AMD processors; Core i7 or AMD multi-core processor minimum.
Graphics
OpenGL and OpenCL capable graphics cards with 2GB memory minimum. 3D scenes that
make heavy use of textures will require more graphics memory.
RAM 7
8GB of memory minimum; 16GB or greater is strongly recommended.
Hard Drives
1GB of hard disk space for installation.
TIP: Fusion will work on MacBook Pro, or Windows laptops with Nvidia or
AMD graphics.
Software Requirements
Operating Systems
Mac OS Yosemite, Microsoft Windows 10 64-bit, Microsoft Windows 8 64-bit, Linux Centos 6.x
and 7.x 64bit.
QuickTime
Apple QuickTime required to read and write MOV.
There are two identical Viewers in Fusion that are displayed above the Work Panel. The viewers
can show 2D images from your composition as well as any 3D environment that you set up. You
Work Panel
The Work Panel switches between the three main editing panels that you use to construct your
composition in Fusion. The three main panels are the Flow Node Editor, the Timeline Editor and
the Spline Editor. There are also tabs to switch to a scripting console, a comments windows and
a chat window.
The Work Panel uses the tabs in the upper right to switch to different editors
Control Panel
The Control Panel is a tabbed panel on the right side of the Fusion window that you use to
modify a tool’s parameters. When a tool is selected in the Flow Node Editor, its parameters and
settings appear in the Control Panel.
The Time Ruler, located beneath the Work Panel, includes transport controls for playback as
well as for setting composition options like proxy level and motion blur. The Time Ruler’s
Toolbar
The Toolbar, located along the top of the Fusion window, gives you quick access to commonly
used tools and functions. The toolbar is divided into two customizable sections, one for preset
layouts, and one for Tools, Macros and Scripts. Each toolbar section can be detached and
moved to other parts of the interface, and additional toolbars can also be created as needed.
The customizable Toolbar can show commonly used tools and functions
Timeline Editor
The Timeline Editor is used for adjusting the timing of elements in a comp. You can use the
Timeline to trim and extend clips, to adjust the timing of an animation spline, or to trim the
duration of an image processing effect. Unlike layer based applications, the Timeline does not
determine the layer order in your composition, only the Flow Node Editor does that.
The Timeline Editor is used to adjust the timing of elements and animations
Spline Editor
The Spline Editor has three main areas: the Graph view, Tree view and Toolbar. The Graph view
shows the animation spline along two axes. The horizontal axis represents time and the vertical
axis represents the spline’s value. The Tree view is where you decide what splines are visible in
the Graph view. Checkboxes beside each name are used to show whether that spline is
currently displayed in the Graph view and whether the spline is enabled for editing. The toolbar
across the top of the Spline Editor is used to quickly access the most common operations
applied to splines. The thin red bar that runs vertically through the Spline Editor represents the
playhead in the comp.
The Spline Editor is divided into the Graphics view, Tree view and Toolbar
Navigating the Interface 12
This section explains how you can adjust the position and scale of the main panels in the Fusion
interface. The methods described here generally apply to all parts of Fusion.
The Layout toolbar provides four preset panel layouts. The first two switch between a single
viewer and dual viewers, leaving the Control Panel full size along the entire right side of the
Fusion window. The second two layouts also switch between single and dual viewers, but they
expand the viewers by making the Control Panel half height, aligning it to the bottom of the
display views. To toggle between these modes, click on the small arrow button in the top left
corner of the tool controls.The display views will adjust their width to compensate automatically.
14
Pressing F4 on the keyboard will collapse all interface panels except the one under the mouse
pointer, allowing it to take over almost the entire screen. This is incredibly helpful when you
want to see greater detail in the Viewer or move tiles in the Flow graph in a large comp. The
F4 key is a toggle, pressing it again restores the previous layout.
Tabbed Layout
Panels in Fusion can be arranged to better fit your personal workflow. They can be arranged
both in the main window, as well as within floating views.
If you use the top, left, right or bottom drop zones, the tab splits the panel the pointer is over
and adds the tab into a panel of its own. Using the center drop zone adds a new tab in the
current set of tabs in the panel, rather than splitting it. The perimeter drop zones split the Fusion
window and adds the tab at the respective position.
You can choose Window > View Layout to return to the default layout or right click in an empty
upper right corner area of the any panel to bring up the View Layout menu to Remove or
Undock a tab. You can also select to Show or Hide tabs here.
About Compositions
When you first launch Fusion, a new empty comp is opened. You can begin adding images to
the comp immediately or use the Settings to define the resolution of your project. Since Fusion
is resolution independent, comps do not ask you to define a resolution or frame rate. Those
settings are determined in the Globals Frame Format preferences. When you save a comp the
file extension .comp will automatically be added to the end of the file name you choose.
Compositions that have not been saved or have unsaved changes will display an asterisk (*)
next to the composition’s name in the title bar.
To create a new composition do one of the following: 16
Choose File > New.
On your keyboard press Command – N (Mac OS) or Ctrl – N (Windows).
Auto Save
You can set Fusion to automatically save the current composition to a temporary file at pre-set
intervals. This helps to protect you from loss of work due to a power loss, software issues or
accidental closure. An auto save file does not overwrite the currently saved composition. A file
with the same name is created in the same folder as the composition, but with the extension .
autosave. If an autosave file is present when you open a composition, a dialog is displayed
allowing you to open either the autosaved or original version.
The Auto Save settings are located in the General Global preferences
The Composition File Format 17
When you save a composition, it is saved as a plain text file which allows it to be opened and
edited using any standard text editing application. Since Fusion comps are readable text files it
TIP: Popular word processors on Mac OS and Windows generally save additional
formatting information when they save documents. This makes them inappropriate
choices for editing Fusion Composition files. Instead, use a plain text editor like SciTE
or the Mac OS TextEdit program set to plain text mode.
Most of the time, the advantages of saving a composition as a text format far outweigh the
disadvantages, but there is one scenario where it may be desirable to save a composition as a
compressed binary file instead of plain text. A composition that contains a very large number of
animated spline masks can sometimes become abnormally large, with sizes in excess of 100MB.
In these cases you can enable the option to save compositions in a compressed binary format
in the Global General preferences.
Example Workflow
If you are new to Fusion or even new to compositing, this brief example is designed for you. It
takes you step by step through a short but complete project, beginning with loading images
and ending with a final render. In a single example workflow we’ll only cover a small fraction of
Fusion’s functionality, but the goal of this tutorial is to teach you the core concepts of how
Fusion works. Although it is only intended as an example, after reading through it you’ll then be
able to navigate around the user interface and explore the specifics of Fusion at your own pace.
To begin we’ll start with an empty composition and load in a clip.
Loading Clips
1 Open Fusion using the Mac OS Dock or the Windows Start menu.
Fusion opens with an empty project called a composition, or comp for short. Next you’ll
want to load in source media.
2 Choose Tools > I/O > Loader.
18
The Loader is the primary way you get source media into a comp. After choosing the
Loader tool from the Tools menu an Open dialog appears allowing you to navigate to
the location of your source media on your hard drives.
3 Navigate your hard drives to locate the source media, select it, then click Open.
A tile represents any tool you add to the Flow Node Editor
The dialog closes and the Loader tool with the selected source media is represented by
a tile in the Flow Node Editor. Every piece of media you bring into Fusion, as well as any
filter effect or compositing operation, will be displayed as a tool in the Flow Node Editor.
Viewing Clips
The two viewers at the top of the Fusion windows are identical and can be used to
view any tool.
1 To view a tool, select it in the Flow Node Editor.
2 Press the 1 key on the keyboard to have it displayed in the Viewer on the left
Pressing 1 displays the output of the selected tool in the Viewer on the left
A small white icon is displayed at the bottom of the tool to indicate you are viewing the 19
tool on the left Viewer.
3 Press the 2 key on the keyboard to have it displayed in the Viewer on the right
A second white icon is displayed to indicate you are viewing this tool on both the left
and right viewers. The keyboard short cuts are toggles, allowing you to view and
remove tools from a viewer quickly.
4 Press the 2 key to remove the tool from the Viewer on the right
You can pan and zoom in the Viewer to see different areas of an image with
more detail.
5 To zoom in on an image in the Viewer, press the middle and left mouse buttons,
then drag right. On Mac OS, hold command and swipe down to zoom in using the
Apple Mouse.
The Viewer smoothly zooms in on the area where your cursor begins dragging.
6 Click the Fit button under the Viewer to see the entire image.
The Time Ruler at the bottom of the Fusion window is used to play or scrub through the frames
in your composition. The Time Ruler defaults to a duration of 1,000 frames.
2 Click anywhere on the Time Ruler to jump to that frame and have it displayed in
the Viewer.
Transport controls allow you to play your composition forward or reverse, and step
through frame by frame.
3 Click the Play button or press the spacebar to play the composition. Press the spacebar
again to stop.
TIP: Compositions can contain hundreds of tools with high resolution source
media. Playback is not always done in real time, depending on the size of the
comp and whether or not the frames are cached in memory.
4 To move to the beginning of the comp, click the start of the Time Ruler to jump to the
first frame.
Tools attach together via “connections,” seen as lines that connect one tool to another.
Image data flows from left to right, by default, although the tools can be rearranged.
Tools can also be manually connected if nothing is selected in the Flow Node Editor.
3 Click in an empty area of the Flow Node Editor to deselect all the tools.
4 Choose Tools > Matte > Ultra Keyer.
The Ultra Keyer is added to the Flow Node Editor, but it is not connected to any other
tool. The Ultra Keyer is used to extract mattes from images using blue screen or green
screen backgrounds as we have here.
5 To manually connect tools, drag from the red square output of one tool to the yellow
triangle input of another
22
TIP: If you find it difficult to connect tools, you can hold the right mouse
button and drag to the center of the Tool tile. A pop up menu will appear
with the different inputs. You can now click the input you want to connect.
6 To view the newly connected tool, select it, then press 2 on the keyboard.
The Loader image displayed in the left Viewer, the Ultra Keyer displayed in the right Viewer
The original image is displayed in the left Viewer while the right Viewer displays the output
of the Ultra Keyer.
You can disconnect tools in the Flow Node Editor if you want to reconnect them
someplace else.
7 To disconnect a tool, position the pointer over the connection closest to the input.
Position the pointer over the connection near the Input to disconnect it
2 Click the Blue button so the parameters operate on the image’s blue screen
background.
When extracting a matte from a blue screen or green screen image, you are not
concerned with the colors of the image. You are only concerned with the matte or
alpha of the image.
3 Click the Channels button to view the alpha channel. 24
When viewing a matte or alpha channel, areas that are white are fully opaque, areas
that are black are fully transparent. Gray areas are varying degrees of transparency.
The goal is to have a clean solid white for the areas you want to keep in the image and
a clean solid black for the areas you want fully transparent.
4 Drag the Matte Separation slider to the right until you see erosion to the white areas of
your matte.
View the alpha channel after using the Matte Separation slide
The Matte Separation slider should be able to get your blacks nice and dark.
The Ultra Keyers, like many tools’ controls, are divided into tabs to organize parameters.
5 Click the Matte tab in the Control Panel.
The Matte tab has many controls for modifying the matte.
25
6 To clean the white region of our matte, drag the High Threshold parameter of the Matte
Threshold until the white region is solid.
TIP: Often on very difficult blue screen or green screen clips, using multiple
Ultra Keyers to address different areas (e.g., foreground vs. edges or different
regions of unevenly lit blue or green screens) can produce better results than
attempting to do it with a single tool.
At some point you need to play through your entire clip to make sure your adjustments
work for all the frames you need to key.
7 Click in the Time Ruler to display the first frame in your comp.
8 Press spacebar to play through the clip, then press spacebar to stop.
Drawing Masks 26
Often in blue or green screen shots there are areas of the frame which are not covered by the
blue or green screen and they are not part of the set. They are unwanted objects in the frame.
Zooming out on an image can give you more room to draw a mask that needs to go
outside the frame boundary.
2 Click in an empty area of the Flow Node Editor to deselect any tools.
3 Choose Tools > Mask > Polygon.
A Polygon tool is added to the Flow Node Editor, unconnected to any other tool. The
Polygon drawing tools are displayed along the right side of the Viewer.
In Fusion, you can view any tool in the Flow Node Editor while selecting a different tool
to perform adjustments. Here, we are viewing the Ultra Keyer mask, but selecting the
Polygon tool so we can use its drawing tools.
4 To draw a polygon spline, click where you want the spline to begin, adding an anchor 27
point at that location.
5 Position the pointer to set another anchor point, then click to draw a line between the
6 To create a curved corner, position the pointer where you want the next anchor point to
be placed, then press the mouse and drag out to set the slope of the curve. The more
you drag away from the point, the more exaggerated the curve will be.
7 When you are ready to close the mask, place the pointer over the first anchor point you
added, then click to close the spline.
Using the garbage mask input of the Ultra Keyer to remove unwanted objects in a frame
The object is removed using the spline and garbage matte input.
Branching Tools
With the matte completed, it is time to deal with the color of our foreground image.
The foreground image has areas of blue around the edges. This is called spill. It’s a result of
light reflected off the blue screen onto the foreground. There are dedicated parameters in the
Ultra Keyer to deal with spill colors, but it gives you more control to deal with matte creation
using one tool and color balancing with another. To do this, you can have the output of your
Loader go in two or more different directions, connecting to different tools. This is called
branching.
1 Click in an empty area of the Flow Node Editor to deselect any tools.
TIP: For learning purposes, we are deselecting all the tools in the Flow Node
Editor so we can connect them manually when we add new tools. As you
become more proficient with Fusion, you’ll become familiar with which tools to
select in the Flow to have them connect automatically.
Branching allows you to split the output of a tool and perform different and
independent operations on the different branches.
4 Select the Hue Curves tool to display its parameters in the Control Panel.
5 Press 1 to display the results of the Hue Curves tool in the left Viewer.
The Hue Curves tool displays a graph in the Control Panel. The horizontal axis
represents the various hues as shown above the graph. The vertical axis increases or
decreases the saturation.
6 Drag the control point below the blue hue, down to decrease the saturation. 30
There are many ways to remove blue spill. Using the Hue curves to decrease a very
narrow slice of blue saturation is just one way.
Since the Hue Curves was selected, it is automatically connected to the background
input of the Matte Control.
2 Press the right mouse button over the Ultra Keyer red output and drag to the center of
the Matte Control tile.
3 When you release the mouse, choose Foreground from the pop up menu. This will
connect the output of the Hue Curves to the Foreground of the Matte Tool.
31
4 With the Matte tool selected, choose Combine Alpha from the Matte Combine menu in
the Control Panel
Now, the RGB image is combined with the alpha from our Ultra Keyer. The transparent
area shows a checkerboard background which we can now replace with a real
background for the shot.
Compositing in Fusion is done with two clips at a time; a foreground and a background. To
combine these two clips you use a Merge tool. The Merge tool is the main compositing tool
The background clip is placed on the Flow Node Editor. Since it isn’t connected to any
other tool it has no effect on your comp.
2 Again, click in an empty area of the Flow Node Editor to deselect any tool in the Flow
Node Editor.
3 Choose Tools > Composite > Merge.
The Merge tool has three inputs: one for the background, one for the foreground and
one for a mask.
4 Drag the output of your Background loader into the yellow background input of the
Merge tool.
5 Drag the output of the Matte Control tool into the green foreground input of the
Merge tool.
33
TIP: If the background and foreground images are of different resolutions, the
background determines the output resolution of the Merge tool. To change
the output resolution of the Merge tool, add a Resize tool between the
Background loader and the Merge tool input, then scale the background to
the resolution you want.
6 The Merge tool blends two images. It also has controls for standard Apply modes
and transparency.
To build up composites with additional images, you connect one Merge tool to another.
7 Select the Background loader in the Flow Node Editor, then choose Tools >
Composite > Merge.
The results of two Merge tools displayed on the left and right Viewers
8 Drag the output of a third Loader tool to the foreground input of the new Merge tool.
If you need to adjust any other tool in the Flow Node Editor, you can select it at any
time and make parameter adjustments while viewing the results of the last tool in the
Flow Node Editor.
Exporting a Movie
To get your composition rendered out to disk you can set a render range, then connect a Saver
tool as the last tool in your composition.
1 In the Time Ruler, enter the frame number where you want to begin rendering. Often
this is frame 0, but not always.
Once you set the render range, the frames are shaded in the Time Ruler as a
visual reference.
3 In the Flow Node Editor, select the tool that displays the images and appearance you
want as your final render.
35
TIP: You can have multiple Saver tools connected to different parts of the
Flow Node Editor to batch render various elements.
TIP: You can have multiple Saver tools connected to different parts of the
Flow Node Editor to batch render various elements.
5 With the Saver tool selected in the Flow Node Editor, check the Control Panel to ensure
the correct settings.
Your comp will begin rendering. The Time Ruler and Viewer will step frame by frame
through the comp as it renders and a completion dialog will appear when the
rendering is done.
Chapter 2
Images
Preparing
Projects and
Setting up a Project
Source media can come in a variety of formats, including NTSC, PAL, HD, and 4K or larger.
Often you will have different formats within a single comp. Each format has different properties,
from resolution to color depth and gamma curve. Fusion can mix and match material of different
formats together in a single composite, but it is important to note how Fusion configures and
combines materials of different formats when loading and merging them together.
The first thing you do when starting on a new project is to set the preferences to match the
intended final output format. The preferences are organized into separate groups: one for
global preferences and one for the preferences of the currently opened compositions.
The Frame Format preferences are used to determine the default resolution used for new
Creator tools (i.e., text, background, fractals, etc.), pixel aspect for display and rotation, as well
as the frame rate used for playback.
If the same frame format is used day after day, the global Frame Format preferences should
match the most commonly used footage. For example, on a project where the majority of the
source content will be 1080p high definition, it makes sense to set up the global preferences to
match the frame format of the HD source content you typically use.
To set up the default Frame Format for new compositions do the following: 40
1 Choose File > Preferences.
2 Click the Global and new Comp disclosure triangle in the sidebar to open the
Loading Images
Once the Frame Format preferences are set, you typically begin to composite by importing, or
more accurately, reading in source media. When Fusion reads in media, it doesn’t convert or
move the original files. It just reads the files in place, so the concept of importing source media
into a Library or some kind of media vault is not applicable in Fusion. You are always dealing
with the original source files in their original location.
Source media is read into a comp using a Loader tool. Although there are other tools within
Fusion you can use to generate images like gradients, fractals or text, each still image, image
sequence or movie file must be added to your comp using a Loader tool.
32-bit float can work with shadow areas below 0 and highlights above 1, similar to 16-bit float,
except with a much greater range of precision.
If you aren’t sure what the color depth at which a tool processes is, place the mouse over the
tool’s tile in the flow and a tooltip will appear, listing the color depth for that tool. It will also
appear on the status bar.
TIP: When working with images that use 10-bit dynamic range or greater, like
Blackmagic Cinema DNG files, set the bit depth in the Control tab to 16-bit float or
32-bit float. This will preserve highlight detail as you composite.
There are two major advantages to floating point processing that make the additional RAM
requirements and longer render times worth your while. The first benefit is that floating point
Greater Accuracy
Let’s look at a simple example of how floating point values prevent loss of accuracy
caused by integer rounding. Imagine an 8-bit pixel that has a red value of 75. An 8-bit
color value ranges from 0 (black) to 256 (white), so our pixel is a bit dark.
Imagine that the gain of that pixel is halved using a Color Correction tool. Now the
pixel‘s red value is half of 75, or 37.5. You cannot, however, store decimal or fractional
values in 8-bits, so you must round that value to 37. Now, double the brightness of the
pixel with another Color Correction tool. The pixel‘s red value is 37 multiplied by 2, or
74. We lost a full value of precision due to integer rounding on a very simple example.
This is a problem that can result in visible banding over several color corrections.
Similar problems come up when merging images together, or transforming them. The
more operations that are applied to an image, the more color precision is lost
to rounding.
Floating point values range from 0.0 to 1.0. The value for our example pixel was 75 in
8-bit processing, but the same pixel processed in floating point color depth would have
a value of 0.2941176 (75 divided by 255).
Because floating point processing allows decimal or fractional values for each pixel, it is
not required to round off the values of the pixel to the closest integer. As a result, color
precision remains virtually perfect, regardless of how many operations are applied to
an image.
To discover if there are out of range values in a viewed image do the following:
Click on the Show Full Color Range button in the Viewer toolbar.
Use the Show Full Color Range button to detect out of range images
Enabling this display mode will rescale the color values in the image so that the
brightest color in the image is remapped to white and the darkest is remapped to black.
Out of range colors will be brought back into visible range, and the overall contrast of
the image will be lowered as a result. If there are out of range values in the image, the
image will appear washed out while displayed in this mode.
The 3D Histogram view type can also be helpful in visualizing out of range colors in an
image. See Chapter 5, Viewers, for details.
Alternatively, you can clip the range by adding a Change Depth tool and switching to
8-bit or 16-bit integer color depths.
Converting images to Linear Color Space 45
The simplified goal of color management is to make sure that what you see as your final
product on your computer screen is what your audience sees. For such a simple goal, there are
But color correction and compositing operations work best when everything is linear. This
means if we color correct an image to be twice as bright as it started, its pixel values should be
exactly two times bigger in number, consistently from shadows to highlights .
When loading images that use a nonlinear color space into Fusion, you must normalize them by
converting them into a linear color space.
To convert an image into linear color space 46
1 In the Flow Node Editor, select the Loader for the image
2 In the Control Panel, click the Import tab
TIP: If the image is coming from a different software application, be sure to confirm the
correct color space has been identified. Sometimes applications will embed incorrect
metadata in the files.
Computer displays also have their own color space bias which affect the appearance of images. 47
Typically, computer displays use the sRGB color space. So in addition to normalizing the image
file’s color space we must apply a Look up table, or LUT, to the viewer to compensate for the
TIP: If your monitor is calibrated differently, you will need to select a LUT that matches
your calibration.
Whether you use the sRGB LUT or a LUT for your specific monitor calibration, you can save the
viewer set up as the Default.
To Save the Gamut LUT set up as the default Viewer set up do the following:
Right click in the Viewer, then choose S ettings > Save Defaults.
You now have a linear color space working environment for the Viewer and one Loader. When
you are ready to render you must output the images back to the appropriate color space for the
file type you are saving.
To set the output render color space: 48
1 Connect a Save tool to the last tool in your comp
2 With the Saver tool selected, click the Export tab in the Control Panel
Finding Tools 84
Tool Settings 85
Custom Bin Icon for Saved Settings 86
Flow and Tools Options 87
Flow Options 87
Tool Contextual Menu 88
Tile Properties and Selection States 92
Mode Icons 93
Tooltips and the Status Bar 94
Flow Node Editor Overview 53
The Flow Node Editor is the heart of Fusion’s compositing interface. It uses a schematic or flow
This chapter discusses how to work in the Flow Node Editor, add and connect tools together,
and other basic operations you can perform on tools in the Flow Node Editor.
Navigating the Flow Node Editor 55
The Flow Node Editor is one of the default panels whenever you create a new composition or
To display the flow when it is not currently visible, do one of the following:
Select the Flow tab from the top right corner of the work area.
Press the F5 key on the keyboard.
When you want to load images from disk, save images to disk, merge multiple images together,
The tiles can be displayed as a small rectangle or as a larger square. The rectangular form
displays the tool’s name in the center of the tile, while the square form shows either the tool’s
icon or a thumbnail of the image it is outputting. You can get detailed information about the tool
and the data it is processing by hovering your cursor over it in the Flow Node Editor.
Adding Tools to the Flow Node Editor 58
You can add tools to the Flow Node Editor in a number of different ways depending on what is
If you find yourself constantly using the same tools over and over in different comps, you can
use the Toolbar, located above the Viewers, to display tools of your choice for easy access. The
The Toolbar
The buttons use an abbreviated form of each tool’s name (e.g., BC for Brightness/Contrast), but
if you can’t remember what some of the abbreviations stand for, you can position the cursor
over any toolbar button and a tooltip will display the full name of that tool.
Toolbar buttons can also be dragged into the Viewers, causing them to be added to the flow
immediately after the currently viewed tool, regardless of the currently active tool.
In some cases you may want to add a tool from the Toolbar in order to replace an existing tool
in the flow. For instance, if you have a Brightness/Contrast tool already connected in the Flow
Node Editor, but you want to use the Color Curves instead, you can remove the Brightness
Contrast and replace it with the Color Curves in one step.
To replace a tool in the flow with a tool from the Toolbar, do the following:
1 Drag a tool from the Toolbar directly over the tool in the Flow Node Editor that you want
replaced.
2 When the mouse button is released, click OK in the dialog to confirm the replacement.
When you replace one tool with another, the settings that are identical between the two tools
are carried over. For example, replacing a Transform tool with a Merge will copy the existing
center and angle values from the Transform to the Merge.
For details on customizing the toolbars, refer to the Toolbar chapter later in this manual.
Adding Tools from the Contextual Menu 60
There are different submenus you can use to add tools to a flow when you right click over a
tool, over an empty area of the Flow Node Editor, or over a connection line also called a pipe.
Replacing tools from the contextual menu Flow Node Editor Chapter – 3
Selecting a tool from the Replace menu will replace the selected tool with a new one.
If the new tool has controls with the same name as the tool you are replacing, those settings will
be retained. For example, replacing a Transform tool with a DVE will preserve the values of the
center, angle and size controls.
You can choose to drag in any file from an image sequence and the entire sequence will be
read in as a single clip. However, to read in a single frame from an image sequence, hold Shift
and drag the frame you want into the Flow Node Editor. That frame will be read in as a still. This
can be useful when loading a number of images taken with a digital still camera.
Tool settings (.settings) files can also be dragged from the file browser into the Flow Node
Editor. Dragging a settings file will add the tool saved in that file and configured it according to
the saved settings.
Deleting Tools
If you want to delete a tool from the Flow Node Editor, select the tool, then press Delete (Mac
OS X) or Backspace (Windows) on the keyboard. The tool is removed from the Flow Node
Editor. As an alternative, you can right click on a tool and then select Delete from the
context menu.
Viewing Tools 63
There are a number of different ways to display a tool in a viewer, starting with the Tool Tile
TIP: If a tool is not currently displaying View indicators, position the cursor over the tile
to make the indicators visible and available for clicking.
You can use keyboard short cuts to display the selected tool in a viewer. Each viewer is
assigned a numeric keyboard shortcut from 1-9. Pressing that number on the keyboard will
display the selected tool in the appropriate display view.
The last way you can view a tool in a viewer is to use the tool’s contextual menu.
To view a tool using the tool’s contextual menu, do one of the following:
Right click over a tool in the Flow Node Editor, then choose View On > Left to display
the tool on the left Viewer.
Right click over a tool in the Flow Node Editor, then choose View On > Right to display
the tool on the right Viewer.
Once you have added tools to the Flow Node Editor, you must connect them together in order
By connecting outputs to inputs you begin to build a flow from one tool to the next. For
example, to connect an image to a Color Corrector tool, you click on the output knot on the
Loader tool and drag a connection to the input knot of the Color Corrector. A thin line, called a
pipe, will be drawn between these two tools to represent that connection.
The order in which you draw the connection pipe is not important; you can just as easily drag in
the reverse direction from an input knot to an output knot and get the same results.
Whichever way you draw the connection, once the connection is made, multi-channel and
single channel image data, 3D scene and material data, or particle information is carried from
one tool to the other. The exact type of data required by each input and produced by an output
is described in the Tool Reference documentation for the specific tool.
While you are still figuring out all the tools and their inputs, hovering the cursor over any knot
will display a tool tip with the knot’s name.
TIP: Rather than remembering the different knot types press the right mouse button,
hold Option and Alt and drag from the output of a tool to the center of another tool.
When you release the mouse a tooltip will appear allowing you to select the knot you
want to connect to.
Disconnecting Tools
As often as you connect tools, you need to be able to disconnect them as well. This allows you
to rearrange the order of tools in a flow. The pipe that connects two tools is divided into two
halves: the output half and the input half.
To disconnect the input or output of a tool, do one of the following:
Click on the input half of the connection between two tools.
Click on the input arrow, then drag to pull the connection away from the tool.
Positioning the cursor over a specific tool will cause the pipes connected to that tool to become
highlighted.
Branching 67
A tool’s input can only have one connection from one output, but a tool’s output can be
connected to inputs on multiple tools. Splitting the output of a tool so it connects to inputs on
Connection Types
You can change the flexibly of the pipes used to connect tools together. The default uses linear
lines that are drawn straight between two knots. This can cause pipes to overlap tiles, which
some people may feel interferes with the view of the flow.
You can switch the linear connection style with one that allows you to used right angles to avoid
overlapping tiles.
The connections now use right angles to connect one tool to the next. You can even add your
own routers to a default straight pipe or orthogonal pipe to force a right angle and route it
however you like.
When building a comp, you don’t always build it by tagging tools onto other tools consecutively.
The new tool is inserted between the tools previously connected by the pipe.
Organizing the Flow 70
Similar to working with files on your desktop, even the simplest of composites require some
Selecting Tools
In order to move, copy, view or modify a tool’s parameters you first need to select the tool.
Selecting a tool can be done by clicking directly on a tool’s tile, on the title bar of the Tool’s
Control window, or even by clicking on the tool’s name in the Spline and Timeline Editors. When
you select a tool using any of these methods, the selected tool is known as the Active tool and
is highlighted bright yellow. Only one tool can be active at a time, although multiple tools can be
selected by dragging a rectangle around a group of tools you want. The tools within the
selection group will highlight blue. You can then add or remove tools from the selection group
by pressing Command (Mac OS X) or Ctrl (Windows) while clicking Tool tiles.
Four tools are selected, one of which is active in yellow and two other tools are not selected
Moving Tools
Moving tools is another basic function you’ll use everyday when using Fusion. You will move
tools around the Flow Node Editor to better arrange them for connecting and to improve visual
organization. Dragging a tile or multiple tiles moves them to a new location. The order or
location of tiles in the Flow Node Editor does not impact the results of your composite; it is
purely for your own tool management.
To Cut a selected tool in the Flow Node Editor, do one of the following:
Right click over the tool and choose Cut from the contextual menu.
Choose Edit > Cut from the Edit menu.
Click the Cut icon in the Toolbar.
Press Command-X (Mac OS X) or Ctrl-X (Windows).
When you paste a tool into the Flow Node Editor, a copy of the last tool(s) cut or copied into
the clipboard is placed in the Flow Node Editor.
To Paste a Cut or Copied tool in the Flow Node Editor, do one of the following: 72
Right click in the Flow Node Editor and choose Paste from the contextual menu.
Right click over a tool and choose Paste from the Tool context menu.
The location of the pasted tools in the Flow Node Editor varies a lot, depending on how the
tools are pasted and whether any tools are selected at the time. The best way to control where
the tools appear is to either click in the flow and then use the Command or Ctrl-V, or to use the
contextual menus. In either case, the tools will be placed at the location of the pointer when the
mouse is clicked.
If you want to replace a tool that is already in the flow with the contents of the clipboard, right
click directly on the tool you want replaced and then choose Paste from the tool’s contextual
menu. You can also choose to insert a tool from the clipboard between two other tools. Right
click directly on the pipe between the two tools and select Paste from the context menu.
When you paste a Loader or Creator (a tool that does not have any inputs), the pasted tool 73
automatically gets composited with the active tool using a Merge tool. This can save you a few
extra steps, but some effects artists and designers may prefer to perform the merges manually,
Renaming Tools
Fusion automatically assigns a name and a number to each tool added to a composition. For
example, the first Blur tool added to a composition will be called Blur1, the second one will be
Blur2 and so on. Although initially helpful, on larger compositions you may decide you need a
more descriptive name to make it easier to identify similar tools.
You can rename a tool by right clicking over the tool and choosing Rename from the contextual
menu or by pressing the F2 key. If multiple tools are selected, a dialog will appear asking for a
name for each tool.
Since Fusion can use scripting languages, the names of tools have some limitations. When
you rename a tool, only use alphanumeric characters and do not use any spaces. Also, you
cannot start a tool name with a number. If you accidentally create a name that doesn’t exactly
follow the guidelines, Fusion will automatically replace spaces with _ and strip away invalid
characters.
Lining Up Tools
The grid in the background of the Flow Node Editor can be used to align tools either by eye
or automatically.
To have all the tools centered on the nearest horizontal and vertical grid line, do the following: 75
1 Right click in an empty section of the flow to display the flow’s contextual menu.
2 Choose Line Up All Tools to Grid.
All the tools in the Flow Node Editor will shift up or down and left or right to align their centers
along a grid line up.
To have only selected tools centered on the nearest horizontal and vertical grid line,
do the following:
1 Right click over a selected tool to display the tool’s contextual menu.
2 Choose Line Up to Grid.
The tools that are not currently selected will be left as they are.
To have tools snap to the grid lines as you drag them, do the following:
1 Right click over an empty area of the Flow Node Editor.
2 Choose Arrange Tools > To Grid from the contextual menu.
TIP: You can set the Arrange Tool > To Grid option as the default for new compositions
by setting the Preferences > General > Arrange To Grid checkbox to On.
Groups 76
When you work on complex visual effects, flows can become sprawling and unwieldy, so
The selected tools are collapsed into the group, which is displayed as a single tile in the Flow
Node Editor. The Group tile can have inputs and outputs, depending on the connections of the
tools within the group. The Group tile only displays inputs for tools that are already connected
to tools outside the group. Unconnected inputs inside the group will not have an Input knot
displayed on the Group tile.
Deleting a group is no different from deleting any other tile in the Flow Node Editor. Press
Command-Delete (Mac OS X) or Delete (Windows) and Group, and the tools contained within
that group are removed from the flow.
Expanding and Collapsing Groups 77
A collapsed group is represented by one tile on the flow. If you want to modify any of the tools
inside the group, you can open it by clicking the small Group icon to the right of the Group’s
When you open a group, a subflow that contains the tools within the group is displayed. The
subflow is a separate area that can be scaled, resized and panned independently of the main
flow. You can adjust any tool and even add, insert and delete tools in the group while it is
expanded. When you are ready to collapse the group again, click on the minimize icon at the
top right corner of the subflow or use the keyboard short cut.
Ungrouping Tools
If you no longer have the need for the group, or just find it easier to have constant access to all
the tools in the group, you can remove the group without deleting the tools in it.
To Ungroup tools, do the following: 78
1 Right click on the group.
2 Choose Ungroup from the context menu.
The tools inside the group are placed back in the main flow.
There are times when two tools need to have the exact same settings at all times. For example,
Instancing comes with the incredible flexibility to enable and disable the link on a parameter by
parameter basis. By default the entire Tool is instanced, so any change to any parameter is
The green outline around the parameter’s edit box will disappear.
An enormously helpful aid in visualizing the operation of a flow is to display the Tool tiles with
To turn on tile pictures for all the tools in the Flow Node Editor, do the following:
Right click in an empty area of the Flow Node Editor, then choose Force All Tile Pictures
from the contextual menu.
Showing all tile pictures enlarges the tiles and takes more space in the Flow Node Editor. This
has a benefit but also forces you to pan and zoom more often. You may decide you only want
some tools to show thumbnails based on the type of tool or selection state of a tool. You would
first disable the Force All Tile Pictures option in the contextual menu, then select any of the
following options.
Modern visual effects shots require detailed work that can often result in Flow graphs that
Clicking Find Next or Find Previous locates and selects one tool in the flow that has a name
matching the search term. You can click the Find Next or Previous button again to locate
another tool that matches the search term. To narrow down your matches, the Find dialog
includes several options that can be used to filter the search criteria even further. You can
also click the Find All button to select all of the tools in the flow that match the entered name.
Finding all the tools of a particular type can be very useful if you want, for example, to disable
all Resize tools. Find All will select all of the tools based on the search term and you can
temporarily disable them by pressing the short cut for Bypass, Command-P (Mac OS X) or
Ctrl-P (Windows).
Tool Settings 85
The settings for all tools are saved using a template for the name. The name template is
INTERNALNAME_PUBLICNAME.settings. For example, the default setting for a Blur tool would
be called Blur_Blur.settings. This is partly to ensure that plug-in tools with identical names to
Fusion tools do not overwrite the defaults for Fusion tools.
To remove a saved default setting, do one of the following: 86
Delete the .settings file from the Defaults folder.
Right click on the tool and select Settings > Reset Default.
To Load a saved setting for one or more tools, do one of the following:
1 Select the Tool you want the settings applied to.
2 Right click over the Tool and choose Settings > Load from the tool’s contextual menu.
Saved settings can also be used to create new tools by dragging the settings file into the flow
from the toolbars, bins or a standard file browser.
You can access two contextual menus in the Flow Node Editor. One contextual menu is for the
Flow Options
Right clicking in an empty area of the Flow Node Editor will bring up the contextual menu and
the Options submenu. The Options submenu contains several choices that can be used to
customize how the flow looks and behaves.
View On
This option provides a submenu of available viewers or external video monitors.
Choosing Viewer determines where the tool’s output will be displayed.
Create/Play Preview On
You can play a preview of the tool’s output by choosing one of the available viewers
from the submenu. Hold the Shift key when selecting the viewer from the menu to
bypass the Render dialog and to start creating the preview immediately using the
default settings or the last settings used to create a preview.
89
Paste Settings
Replace the active tool’s settings with settings from a tool in the clipboard. See
Copying and Pasting Tools for more information.
Delete
Delete the selected tool(s) from the flow. See Deleting Tools for more information.
Group/UnGroup
This command collapses the selected tools into a group or uncollapses an existing
group. See Groups for more information.
Macro
Use this menu to open an existing macro for editing or to select a macro from another
folder to edit.
Select
The Select submenu can be used to select the tool immediately downstream
(connected to the output) or upstream (connected to the input) of the active tool. The
tool is added to the current selection. It does not replace it. If there are multiple tools
connected to the downstream output, all of them will be selected.
Show 90
The options in this submenu enable and disable the display of additional information on
a tool tile, such as whether or not a tile displays a thumbnail picture, its name, or icons
Swap Inputs
Only available on a multiple input tool, such as Merge, Merge 3D and the Dissolve tool,
this menu command swaps the Primary and Secondary inputs, such as the foreground
and background of a Merge tool. You can also use the keyboard shortcut Command-W
(Mac OS X) or Ctrl-W (Windows) to swap the inputs of the selected tool.
Edit Splines
This menu command switches the Work Panel to the Spline Editor with the splines for
the selected tool(s) displayed and enabled for editing.
Rename
The Rename command displays a dialog where you can change the name of the
selected tool(s).
Cache To Disk
This menu command displays a dialog used to create and manage the Disk Cache. The
disk cache is covered in more detail in the Network Rendering chapter later in
this manual.
Set Color
By default, the tile display color for all tools in the flow is light gray. You can change the
color of any tile or text in the tile depending on which option is selected in the Set
Color submenu.
Cluster
This option causes the output of the tool to be pre-rendered automatically by one or
more machines. This option is covered in greater detail in the Network Rendering
chapter found later in this manual.
Certain tiles will change color to indicate special properties or selection states. The following
A Text tool
Yellow tool tiles represent the actively selected tool. This overrides all other tool coloring.
A Camera 3D tool
A Saver tool
Red tool tiles represent a tool that failed to render. 93
A tool that has been passed through (disabled) will have its color darkened.
Mode Icons
When a special mode or option applied to to a tool, a small icon is applied to the lower right
corner of the tile.
Cache to Disk
A tool that has been cached to disk with the icon in the lower right
Locked
A tool that has been locked with the icon in the lower right
Tooltips and the Status Bar 94
In even simple flows, it is very easy to forget some essential information about the clips you
Status bar located in the lower left corner of the Fusion window
Chapter 4
Control Panel
Every tool added to a flow in Fusion has a set of controls which determines how that tool
If multiple tools are selected, the Control Panel is divided into sections for all the selected tools.
The controls for a tool can be hidden so they never appear, even if the tool is selected. This can
be useful in preventing accidental changes by you or other compositors who may be working
on the comp.
The Control Panel includes a small title bar at the top called the Control Header, which displays
The Control Header with the Close/Open button on the left side
More than one tool can be selected at a time and their controls are displayed in the Control
Panel divided by a header for each selected tool.
In maximized height mode, the Control Panel is aligned with the top of the window, taking up
the entire right side of the Fusion window for the display of controls.
99
In half height mode, the top of the Control Panel is aligned with the top of the Flow Node Editor,
expanding the horizontal space for the Viewers.
You can drag the vertical splitter between the Control Panel and the Work Panel or Viewers to
The controls have a minimum width of approximately 280 pixels. They will begin to be cropped
rather than be resized if you decrease the panel size beyond that point.
The Control Panel can be panned up or down to reveal portions that have scrolled out of the
visible portion of the screen.
By default you only see selected tools in the Control Panel and only the active tool is expanded
Although a few tools use customized interface elements, the vast majority of tools are modified
Slider Controls
Slider Controls are used to select a single value from a range of values. You change the value
by dragging the slider or entering a value into the edit box. This is fairly standard behavior for
sliders. However, there is additional functionality that can increase your productivity when
making changes with sliders.
Clicking on the gutter to the left or right of the handle will increase or decrease the value.
Holding Command (Mac OS X) or Ctrl (Windows) while clicking on the gutter will adjust the
values in smaller increments. Holding Shift while clicking will adjust the value in larger
increments.
Hold Command or Ctrl while clicking in the gutter to move in smaller increments
Once you click directly on a slider handle you can make changes to its value using the left and
right arrow keys. The Command/Ctrl and Shift keys can again be used to modify the value in
larger or smaller increments.
While slider controls use a minimum and maximum value range, entering a value in the edit box
outside that range will often expand the range of the slider to accommodate the new value. For
example, it is possible to enter 500 in a Blur Size control, even though the Blur Size sliders
default maximum value is 100. The slider will automatically adjust its maximum displayed value
to allow entry of these larger values.
If the slider has been altered from its default value, a small circular indicator will appear below 104
the gutter. Clicking on this circle will reset the slider to its default.
Thumbwheel
A Thumbwheel control is identical to a slider except it does not have a maximum or minimum
value. To make an adjustment you drag the center portion left or right or by entering a value
directly into the edit box. Thumbwheel controls are typically used on angle parameters,
although they do have other uses as well.
You can use the arrowheads at either end of the control to fine tune your adjustments. Once
the thumbwheel has been selected either by dragging or using the arrow keys, you can use the
left and right arrows on your keyboard to further adjust the values. As with the slider control, the
Command/Ctrl and Shift keys can be used to increase or decrease the change in value in
smaller or larger increments.
If the thumbwheel has been altered from its default value, a small circular indicator will appear
below above the thumbwheel. Clicking on this circle will reset the thumbwheel to its default.
Range Controls 105
The Range Controls are actually two separate controls, one for setting the Low Range value
and one for the High Range value. To adjust the values, you drag the handles on either end of
TIP: You can enter floating point values in the Range controls by typing the values in
using the Low and High numeric entry boxes.
Checkboxes
Checkboxes are controls that have either an On or Off value. Clicking on the Checkbox control
will toggle the state between selected and not selected. Checkboxes can be animated, with a
value of 0 for Off and a value of 1.0 or greater for On.
Drop down menu selections can be animated, with a value of 0 representing the first item in the
list, 1 representing the second, and so forth.
Button Arrays 106
Button Arrays are groups of buttons that allow you to select from a range of options. They are
almost identical in function to drop down menu controls, except that in the case of a button
The color picker is extremely flexible and has four different techniques for selecting and
displaying colors.
TIP: Color an be represented by 0-1, 0.255, or 0 - 65000 by setting the range you
want in the Preferences > General panel
Mac OS X and Windows Color Tools 107
Clicking on the Pick button will display the operating system’s standard Color Selection tool.
Each operating system has a slightly different layout, but the general idea is the same. You can
choose a color from the swatches provided, the color wheel on Mac OS X, or the color palette
on Windows. However you choose your color, you must click OK for the selection to be applied.
The Color Wheel 108
You also have access to the built in Color Wheel by clicking the small disclosure arrow above
the Pick button. The built in color wheel includes a luminance bar for Grayscale values as well
The color picker normally selects from a single pixel in the image, but you can adjust the size of
the selection by dragging into the Viewer with the eye dropper, then holding Command (Mac
OS X) or Ctrl (Windows) and dragging out a rectangle for the sample side you want. The size
change applies to all color pickers until the size is changed again.
Gradients
The Gradient Control bar is used to create a gradual blend between colors. The gradient bar
displays a preview of the colors used from start to end. By default there are two triangular color
stops, one on the left that determines the start color and one on the right that determines the
end color.
109
Gradient Type
The Gradient Type button array is used to select the form used to draw the gradient.
Linear draws the gradient along a straight line from the starting color stop to the ending
color stop.
Linear Gradient
Reflect draws the gradient by mirroring the linear gradient on either side of the
starting point.
Reflect Gradient
Square draws the gradient by using a square pattern when the starting point is at the 110
center of the image.
The Cross draws the gradient using a cross pattern when the starting point is at the
center of the image.
Cross Gradient
The Radial draws the gradient in a circular pattern when the starting point is at the
center of the image.
Radial Gradient
Angle draws the gradient in a counter clockwise sweep when the starting point is at the
center of the image.
Angle Gradient
Start and End Position 111
The Start and End Position controls have a set of X and Y edit boxes which are useful for fine
tuning the start and end position of the gradient. The position settings are also represented by
To delete a color stop from the colors bar, do one of the following:
Drag the color stop up past the gradient bar.
Select the color stop, then click the red X button to delete it.
Offset
When you adjust the Offset control, the position of the gradient is moved relative to the start
and end markers. This control is most useful when used in conjunction with the repeat and
ping-pong modes described below.
Once/Repeat/Ping-Pong
These three buttons are used to set the behavior of the gradient when the Offset control scrolls
the gradient past its start and end positions.The Once button is the default behavior, which
keeps the color continuous for offset. Repeat loops around to the start color when the offset
goes beyond the end color. Ping pong repeats the color pattern in reverse.
1x1, 2x2, 3x3, 4x4, 5x5 112
These buttons control the amount of sub-pixel precision used when the edges of the gradient
become visible in Repeat mode, or when the gradient is animated. Higher settings will take
Modifiers
Modifiers are expressions, calculations, trackers, paths and other mathematical components
that you attach to a parameter to extend its functionality. When a modifier is attached to a
parameter, its controls will appear separately in the Control Panel Modifiers tab.
The Common Controls tab is represented by a radioactive icon and can be found in the Control
The following controls are found in the Common Controls tab, although some controls may not
appear on all tools. For example, Motion Blur settings have no purpose in the Cineon Log tool.
Blend
The Blend control is found in all tools, except the Loader and Creator tools. It is used to blend
between the tool’s unaltered image input and the tool’s final modified output image. When the
blend value is 0.0, the outgoing image is identical to the incoming. Normally, this will cause the
tool to skip processing entirely, copying the input straight to the output. The default for this tool
is 1.0, meaning the tool will output the modified image 100 %.
There are some exceptions, such as tools where deselecting a channel causes the tool to skip
processing that channel entirely. Tools that operate this way will generally include an identical
set of Red, Green, Blue and Alpha checkboxes on another tab in the tool. In these cases, the
Common Control channel checkboxes are instanced to the channel boxes found elsewhere
in the tool.
TIP: The Apply Mask Inverted check box only operates on Effects Masks, not on
Garbage Masks.
Multiply By Mask
Selecting this option will cause the RGB values of the masked image to be multiplied by the
Mask channel’s values. This will cause all pixels of the image not included in the mask (i.e.,
those set to 0) to become black. This creates what is often called a premultiplied image.
Pick Controls
The Pick Controls are only displayed once the Use Object or Use Material checkbox is enabled.
These controls select which ID is used to create a mask from the Object or Material channels
saved in the image. You use the Pick button to grab IDs from the image in the Viewer, the same
way you use the color picker to select a color. The image or sequence must have been
rendered from a 3D software package with those channels included.
Correct Edges 115
The Correct Edges check box is only displayed once the Use Object or Use Material checkbox
is enabled. When the Correct Edges checkbox is enabled, the Coverage and Background Color
Motion Blur
The Motion Blur checkbox enables and disables the rendering of motion blur for the tool. When
this checkbox is enabled, the tool’s predicted motion is used to produce the blur caused by the
virtual camera’s shutter. When the control is disabled, no motion blur is created.
Quality
The Quality slider is only displayed when the Motion Blur checkbox is enabled. The slider
determines the number of samples used to create the blur. The default quality setting of 2 will
create two samples on either side of an object’s actual motion. Larger values produce smoother
results but increase the render time.
Shutter Angle
The Shutter Angle slider is only displayed when the Motion Blur checkbox is enabled. Shutter
Angle controls the angle of the virtual shutter used to produce the Motion Blur effect. Larger
angles create more blur but increase the render times. A value of 360 is the equivalent of
having the shutter open for one whole frame exposure. Higher values are possible and can be
used to create interesting effects. The default value for this slider is 100.
Center Bias
The Center Bias slider is only displayed when the Motion Blur checkbox is enabled. This slider
modifies the position of the center of the motion blur. Adjusting the value allows for the creation
of trail type effects.
Sample Spread
The Sample Spread slider is only displayed when the Motion Blur checkbox is enabled.
Adjusting this control modifies the weighting given to each sample. This affects the brightness
of the samples set with the Quality slider.
The Scripting Tab 116
The Scripting tab is present on every tool and is represented by a red gear icon. The Scripting
The Comments tab is found on every tool and can be identified by a small blue letter I icon. It
When a note is added to a tool, the comments icon appears in the control header and can be
seen in a tool’s tooltip when the cursor is placed over the tool in the flow. The contents of the
Comments tab can be animated over time, if required.
Additional controls appear under this tab if the tool is a Loader. See the Creator Tools chapter in
the Tools Reference manual for more details.
Animating a Parameter 118
Almost every parameter can be animated over time. To animate a parameter you attach it to an
When you attach a parameter to an animation curve, a keyframe is set at the current frame
using the current parameter value.
The edit boxes of animated parameters are highlighted in blue or green and Animation Indicator
bars appear to the left of each animated control. Blue indicates that the parameter is animated.
Green indicates that a keyframe exists at the current position in time.
Gain and Lift parameters with animated Value fields and Indicator bars
To remove a keyframed spline from a parameter, do the following: 119
1 Right click on the parameter.
2 Choose Remove Bezier Spline from the context menu.
You can also use simple expressions to link two parameters together. By using simple
Expressions and Pickwhipping, values can be connected and combined visually without the
TIP: Disabling the Auto Control Close tool’s General preference, then selecting two
tools in the Flow Node Editor will allow you to pickwhip two parameters from
different tools
The Expression field can further be used to add mathematical formulas to the value received
from the target parameter.
For more information on Pickwhipping and Expressions, read Chapter 14 Introduction to
Controls and Customization later in this manual.
Contextual Menus 122
Viewers
Viewers Chapter – 5
123
Viewers 124
Viewers Chapter – 5
Viewer Overview 126
Viewers Chapter – 5
The 3D Viewer 156
Wireframe 156
Changing 3D Viewpoints 157
Lighting 158
Shadows 160
Transparency 160
Grid 161
Vertex Normals 161
Quad View 162
Guides 165
Guide Frame Aspect 166
Managing Look Up Tables (LUTs) 167
How Lookup Tables Work in Fusion 167
Types of LUTs 167
Applying Image LUTs 168
Applying Buffer LUTs 169
Opening the LUT Editor 170
LUT Processing Order 171
Applying Multiple LUTs 171
Saving Custom LUTs 172
Viewer Preferences and Settings 174
Viewer Settings 174
Viewer Options 175
The Viewers display 2D images, but they also show any 3D environment in the composition as
Viewers Chapter – 5
well as offer waveforms, histograms and vectorscopes to analyze the image.
By default there are two viewers positioned side by side across the top of the window.
Additional floating viewers can be created, or an external video monitor can be used if
supported hardware is present on the computer, such as a Blackmagic Design DeckLink.
The viewers are OpenGL-accelerated and rely on the presence of a good OpenGL-accelerated
display device.
Types of Viewers 127
Although the primary viewers are the Left and Right Viewers that are always available above
Viewers Chapter – 5
the Flow Node Editor, these viewers are not the only viewers available to you. You can open
additional viewers as well as HD, UltraHD and DCI 4K monitors to evaluate your comps.
Floating Viewers
You can open an unlimited number of Floating Viewers which are ideal for dual monitor
configurations. Floating viewers can be set to full screen mode to make the best use of screen
real estate. To open a new floating viewer, choose Window > New Image View from the menu
bar. If this is an option you want to use regularly, you can save the position and configuration of
the new viewer using the layout preferences.
Floating Viewer
HD, Ultra HD and DCI 4K Monitors 128
If video hardware, like the Blackmagic Design DeckLink 4K Extreme, is present in the computer,
you can display images on external SD, HD, UltraHD or full frame DCI 4K monitors. You can
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configure your Blackmagic Design DeckLink hardware by going to Fusion > Preferences (Mac
OS X) or File > Preferences (Windows) and selecting the Video Monitoring preferences.
The monitors cannot be used to manipulate preview controls like center cross hairs or masks,
but they are extremely valuable for evaluating the images in the same format in which they will
be output, and for determining color fidelity and accuracy with a properly calibrated monitor.
Displaying a Tool in the Viewer 129
There are a number of different ways to display a tool in the Viewer, starting with the Tool Tile
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View Indicators. The View indicators are displayed under each tile. By default, there are two
indicators, representing the two Viewers in the Fusion window. The View indicator on the left is
used for the Viewer on the left, while the View indicator on the right is used for the Viewer on
the right. If a new viewer is added, an additional indicator will appear on each tile. Clicking an
indicator will turn it white and display that tool in the appropriate viewer. Clicking it again
removes it from the viewer and removes the white highlight.
A View indicator enabled for the left Viewer and disabled for the right Viewer
Tip: If a tool is not currently displaying View indicators, position the cursor over the tile
to make the indicators visible and available for clicking.
The name of the currently viewed tool is displayed on the horizontal toolbar at the bottom of
the Viewer.
The name of the tool currently displayed is located at the bottom of the Viewer
You can use keyboard shortcuts to display the selected tool in a viewer. Each viewer is
assigned a numeric keyboard shortcut from 1-9. Pressing that number on the keyboard will
display the selected tool in the appropriate Viewer.
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quick previews before adding it to a flow.
When you drag an image into a viewer, whether it be from the Control Panel, the Flow Node
Editor or the file browser, holding Option (Mac OS X) or Alt (Windows) while dragging will create
a Flipbook Preview in that viewer. The Render Settings dialog will be displayed, and upon
accepting the settings, the tool will be rendered and the resulting frames stored in RAM for fast
playback on that viewer. This is similar to selecting Create Preview On from the tool’s contextual
menu. You can also hold Shift-Option (Mac OS X) or Shift-Alt (Windows) to skip the dialog and
immediately start rendering the preview with the last used settings.
Tools can also be loaded into a viewer using the different contextual menus.
To load a tool into a viewer using the tool’s contextual menu, do the following:
1 Right click on a tool’s tile in the Flow Node Editor.
2 Choose View On, then in the submenu choose the viewer to use.
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The Control header’s contextual menu
To load a tool into a viewer using the Timeline header contextual menu, do the following:
1 Right click on the tool’s name in the Timeline header area to the left of the Timeline.
2 From the contextual menu choose View On, then from the submenu choose the viewer.
When you resize and change the layout of viewers in the comp, that configuration is always
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saved with the comp. So each time you open the comp, the size and layout is remembered. You
can prevent this behavior by disabling the Recall Layout checkbox in the Global Layout
preferences.
If you want all new compositions to open with a certain Viewer layout, you can configure the
layout of the two primary viewers then use the Grab Document Layout button in the Global
Layout preferences to remember the layout for any new compositions. To save the position and
size of floating viewers, you use the Grab Program Layout button. Finally, if you want to have the
floating viewers opened automatically when you open Fusion, enable the Create Floating
Views checkbox.
Layout Toolbar
The Layout Toolbar at the top of the Fusion window can be used to configure the Viewers and
panels using four preset layouts.
First Button
Use this option to maximize a single viewer (Viewer 1), aligning the Control Panel with the top of
the screen.
Second Button
Use this option for dual viewers, aligning the Control Panel with the top of the screen. This is the
default layout.
Third Button
Use this option to maximize a single viewer (Viewer 1), aligning the Control Panel with the top of
the Flow Node Editor.
Fourth Button
Use this option for dual viewers, aligning the Control Panel with the top of the Flow Node Editor.
Splitter Bars 133
You can change the relative sizes of the left and right viewers using the horizontal splitter bar
that runs between them.
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Drag the splitter to increase or decrease the amount of space used by one viewer. The adjacent
viewer will adjust to accommodate the new layout.
The amount of vertical space available for both viewers can be adjusted by dragging the
horizontal scroll bar between the Viewers and the Work area below them.
TIP: You can use the height button above the Control Panel to shrink the Control Panel
to half height, giving the Viewers additional horizontal space. To learn more about the
Control Panel, read Chapter 4.
Fullscreen Viewers
Floating viewers are not affected by the buttons in the Layout toolbar. You adjust the size of a
floating viewer by dragging any corner of the Viewer window, or by double clicking on the
Viewer’s titlebar. Additionally, a floating viewer can be scaled to fullscreen by right clicking in
the Viewer and choosing Global Options > Full Screen from the contextual menu.
You can maximize one of the fixed viewers to full screen by placing the cursor over the Viewer
and pressing the F4 key. To restore a full screen viewer to its original layout position, press F4
again. This shortcut can also be used to maximize the Work area below the Viewers.
The image in the Viewer can be panned so you can focus your work a specific area of the
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frame. To pan, position the cursor in the Viewer, hold the middle mouse button, then drag the
mouse in the direction you want to pan. If your mouse does not include a middle mouse button,
hold Command‑Shift (Mac OS X) or Ctrl-Shift (Windows) while dragging.
When viewing a 3D scene, panning changes the point of view and thus the center point for
scaling and rotation, too. A combination of panning and rotation will allow you to move the point
of view anywhere in the scene.
TIP: While viewing a 3D scene, zooming in will decrease the sensitivity of panning, to
allow finer control when navigating around small images and scenes. Correspondingly,
pan sensitivity will increase when zooming out. If you need to move the point of view
faster, zoom out first or reset the scale with Command-1 (Mac OS X) or Ctrl-1 (Windows).
Scaling in the Viewer 135
There are a number of ways to scale an image or 3D scene once it is displayed in a viewer.
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You can use the mouse, the keyboard, the contextual menu or the Viewer toolbar.
TIP: There is a lower limit to the scale of a 3D scene. Continuing to zoom in past this
limit will instead move (“dolly“) the point of view forwards. The mouse wheel will move
forward slowly, and the keyboard will move more quickly.
To scale the image in the Viewer by clicking on the mouse, do the following:
1 Place the cursor over the Viewer.
2 Hold the middle mouse button.
3 Click once using the left mouse button to zoom in or the right button to zoom out.
The scaling uses a fixed amount, centered on the position of the cursor.
To scale the image in the Viewer by rolling the mouse wheel, do the following:
1 Place the cursor over the Viewer.
2 Press Command (Mac OS X) or Ctrl (Windows) and roll the mouse wheel up or down.
Each step on the wheel increases or decreases the scale by a fixed amount, centered on
the cursor.
The benefit of using the Viewer’s contextual menu for scaling is the number of preset scale
settings that can be selected to scale the Viewer by a specific amount. You can also quickly
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scale the image to fit in the Viewer’s frame.
In addition to displaying the output of a tool, the viewers are also used to display flipbook
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previews and do file playback of image sequences and AVI or MOV movie files straight
from disk.
If you want to bypass the dialog and use the default setting or the settings that were chosen
last, hold Shift-Option (Mac OS X) or Shift-Alt (windows) while you drag the tool into the Viewer.
The settings dialog will not show up and rendering the preview will start right away.
Settings
The Settings section of the Preview Render dialog include three buttons that determine the
overall quality and appearance of your flipbook preview. These buttons also have a significant
impact on render times.
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If you are producing a rough preview to test animation, you can save yourself time by
disabling this setting.
MB
The MB in this setting stands for Motion Blur. When enabled, this setting renders with
motion blur applied if any tool is set to produce motion blur. If you are generating a
rough preview and you aren’t concerned with the motion blur for animated elements,
then you can save yourself time by disabling this setting.
Some
When Some is enabled, only the tools specifically needed to produce the image of the
tool you’re previewing are rendered.
Size
Since RAM flipbook previews use RAM, it is incredibly helpful to know how many frames you
can render into RAM before you run out of memory. The Flipbook Preview dialog calculates the
currently available memory and displays how many frames will fit into RAM. If you have a small
amount of RAM in your computer and you cannot render the entire range of frames you want,
you can choose to lower the resolution to a setting that delivers the best quality/duration ratio
for your preview.
Network
Fusion Studio can use the network rendering nodes to distribute the process of rendering the
preview. Chapter 18 describes network rendering setup.
Sometimes you may not want to render every single frame, but every second, third or fourth to
save render time and get faster feedback. You can use the Step parameter to determine the
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interval at which frames are rendered.
Frame Range
This field uses the current Render In/Out Range set in the Time Ruler to determine the start and
end frames for rendering. You can modify the range to render more or fewer frames.
Configurations
Once you’re done setting your personal preview configuration, it can be saved permanently for
later use by clicking Add and then typing in a new name for your personal settings.
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The flipbook preview with a Play/Pause button in the Viewer’s toolbar.
Once you’ve watched the flipbook, you can remove it from the Viewer and free up your RAM by
right clicking in the Viewer and choosing Remove Preview from the contextual menu.
With the flipbook preview still loaded in the Viewer, there are other options in the Viewer’s
contextual menu to enable looped or ping-pong playback, as well as enter Fullscreen mode,
which allows you to focus on the clip without the rest of Fusion’s interface. After you’ve viewed
the clip, to exit Fullscreen mode you deselect Fullscreen from the contextual menu, or press
the Esc key.
It is also possible to “trim“ the flipbook in order to skip playback of the first or last few frames.
This can be done using the scrub bar in the transport controls that appear at the bottom right of
Fusion‘s window. Hold Command (Mac OS X) or Ctrl (Windows) and drag the the start or end of
the scrub bar to set or change the frames to be played. Right clicking on the scrub bar will bring
up a contextual menu where you can reset the In and Out points.
An option that is designed for the interactive frame by frame work of rotocoping and paint is to
set a Preview to Update from its contextual menu. When active, any frames that are modified on
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the previewed tool are automatically updated in the preview’s playback. This lets you reserve
the RAM to do playback. You can keep it playing on a loop or ping-pong while you work in
another viewer.
To scrub through a flipbook frame by frame using the keyboard, do one of the following:
Press the left or right arrow keys to move to the previous or next frame.
Hold Shift and press the left or right arrow keys to jump back or forward 10 frames.
Press Command (Mac OS X) or Ctrl (Windows) left arrow key to jump to the first frame.
Press Command (Mac OS X) or Ctrl (Windows) right arrow key to jump to the last frame.
TIP: The mouse and keyboard shortcuts work in Fullscreen mode as well.
When it comes to adjusting images, the Control Panel provides very precise numerical values,
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but sometimes visually positioning an element using on screen controls can get you where you
want to go with less tweaking. The Viewers show preview controls for manipulating the
parameters of the currently selected tool. Common preview controls include crosshairs, angle
indicators, polylines and paint strokes. Each of these controls can be manipulated directly in the
Viewer using the mouse or keyboard.
The controls shown are determined only by the tools that are selected, not by the tool
displayed in the Viewer. For example, a downstream blur is easily viewed while manipulating
the controls for a selected polygon mask or merge. If multiple tools are selected, the controls
for all of those tools are shown.
TIP: Some tools, like Masks, allow disabling of their preview controls on a per-tool
basis because you often use multiple polygon tools to organize and animate masks.
143
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You can disable some tools, like the
Polygon tool, on a per tool basis.
There are two toolbars in the Viewer: a horizontal toolbar called the View Toolbar, and a vertical
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toolbar called the Tool Toolbar. Both are used for showing buttons that are specific to the
selected control.
Viewer Toolbar
The Viewer Toolbar runs across the bottom of the Viewer, providing access to many of the most
commonly used Viewer related settings. Most of the buttons found on this toolbar are
described in detail throughout this chapter.
This toolbar is dynamic, meaning the buttons that are displayed may change depending on the
type of viewer. A 3D Viewer shows a set of buttons for controlling the display of lights and
shadows, for example, but these buttons are not needed in a 2D viewer since there are no
lights or shadows in 2D. A tooltip can be displayed by hovering the cursor over any button.
You can customize the size and type of buttons displayed in this toolbar by right clicking on the
toolbar to bring up the contextual menu.
Customizing the Toolbars 145
If you want to change the size of the buttons and icons in the toolbars, these settings are
available in the context menu.
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The contextual menu for the Tool toolbar
A/B Buffers 146
Each viewer has two buffers, each of which can contain images. Each buffer can be considered
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a complete and separate viewer within the same viewer pane. The default is to always use the
A buffer, so when you click the Viewer indicator on a tool, the image loads into the A buffer on
whichever viewer you have chosen.
TIP: Buffers can be set to different display types. For instance, you can have an
A buffer showing the image with a B buffer showing a histogram.
Keyboard
There are keyboard equivalents for the Buffer buttons. The comma (,) key selects the
active viewer to the A buffer. The period (.) key sets the active viewer to the B buffer. If
you want to see a split display of the two buffers in the Viewer, press the forward
slash (/) key.
Split Wipe Images
The A,B buffers can be used to enable a split screen display, where the two buffers can
be compared on screen. The displays are separated by a red splitter bar. The splitter
bar can be moved and rotated in any direction or angle by dragging on the splitter.
Dragging it while holding the Shift key will “snap“ it to the nearest 45-degree angle.
The splitter bar can be adjusted for comparing different areas of the A and B images
You enable the split wipe by clicking the A|B button, then disable it by switching to either the A 147
or B buffer. While the split wipe is enabled, the Viewer still has the same functionality as if you
are viewing just a single buffer. New tools can still be dragged and dropped into either buffer to
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change the image displayed. Panning or zooming one buffer will perform the same pan or zoom
on the other buffer to keep them in sync.
Different channels, view LUTs, or other display options can be selected for each buffer
individually. This allows easy comparison of channels, LUTs, etc. while in Split Wipe mode, or by
quickly switching between the A and B buffers with the hotkeys.
Occasionally, you will have either zoomed in or panned so far from the splitter that it will no
longer be visible in the view. Holding Command-Option (Mac OS X) or Ctrl-Alt (Windows) and
clicking anywhere in the image will cause the splitter to jump to the current cursor.
Subviews 148
A Subview is a small viewer that docks within the main Viewer. It is often used to show different
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visual information about the image.
For example, the RGB channels can be viewed in the main Viewer, while the alpha channel
displayed in a Subview. For the most part, the Subview is a fully functional mini viewer, with its
own contextual menu and options. It responds to the same keyboard shortcuts and navigation
controls as any other viewer. However, there are several view types that are designed for use
only in the Subview, including the Navigator, Magnifier, Color Inspector and Image Info.
The Subview button enables and disables the default Histogram subview or the last subview
chosen. To change which subview type is displayed, you click the small arrow to the right of the
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Subview button to get the popup menu or, you can right click in a subview to bring up the
Subview’s contextual menu. The Subview popup menu and contextual menu show all the
available subview types. Once you choose from the list, the selection will be displayed and the
Subview button can then be used to enabled and disable the selected subview type.
2D Viewer
The 2D Viewer is the default type for showing images. When used as a subview, a different tool
than the one used in the main Viewer can be displayed by dragging the tool into the Subview.
This is the only Subview type that is not just a different view of the the same tool in the
main Viewer.
The 3D Image viewer is available when viewing a tool from the 3D category.
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A 3D image viewer as a subview
Histogram
The Histogram is an analysis tool that can be used to identify problems with contrast and the
dynamic range in an image. The graph shows the frequency distribution of colors in the image,
including out of range colors in floating point images. The horizontal axis shows the colors from
shadows to highlights. The vertical axis shows the number of pixels in the image that occur at
each level.
The Histogram viewer will also display Gradient information. You can use the From Image and
Perturb modifiers to output gradients. If you need to see the gradient represented in a
histogram, drag the modifier‘s titlebar into the Viewer.
This more advanced histogram type shows the color distribution in an image within a 3D cube.
One advantage to a 3D Histogram is that it can accurately represent the out of range colors
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commonly found in floating point and high dynamic range images. It can also be used to look at
vector images like position, normal, velocity, etc. Navigate the 3D cube like any other 3D view,
holding Option (Mac OS X) or Alt (Windows) with the middle mouse button and dragging
to rotate.
Vectorscope
The Vectorscope duplicates the behavior of a specific type of video test equipment, displaying
a circular graph that helps to visualize the intensity of chrominance signals.
The Waveform duplicates the behavior of a specific type of video test equipment, displaying a
line or bar graph that helps to visualize the voltage or luminance of a broadcast signal.
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The Waveform viewer type for
evaluating luminance in an image
Navigator
The Navigator can only be used in a subview. It provides a small overview of the entire image,
with a rectangle that indicates the portion of the image that is actually visible in the main
Viewer. This is useful when zooming in on an image in the main view.
The Magnifier can only be used in a subview. It shows a zoomed in version of the pixels under
the cursor in the main Viewer.
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The Magnifier subview to view a zoomed in version of the image
Image Info
The Image Info view can only be used in a subview. The Image Info tab shows a horizontal bar
across the top of the image with information about the frame size, pixel aspect and color depth
of the viewed image.
The Image Info subview for viewing size, pixel aspect and color depth information
Color Inspector 154
The Color Inspector can only be used in a subview. The color inspector shows information
about the color channels of the pixel under the cursor. It will show all channels present, even
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the auxiliary channels such as Z buffer, XYZ normals and UV mapping channels.
Metadata
The contents of this Subview is entirely based on the amount of metadata in your image. Most
Loaders will give the colorspace and file path for the image. Much more information can be
displayed if it exists in the image.
When compositing, you deal with individual color components or channels in an image as much
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as you deal with the full RGB color of the entire image. The Viewers and Subviews can display
separate color, alpha and depth channels that comprise the image.
The default view is the full RGB color channel but to change the channel that is displayed you
can use the Channel toolbar button, the Viewer’s contextual menu, or keyboard shortcuts.
Clicking directly on the button will switch between full RGB color and alpha, or the currently
viewed channel. The triangle on the right side of the toolbar button reveals the list of channels.
The following hotkeys will also toggle the channel displayed in the active view:
C - Full RGB color display
R - Display Red channel
G - Display Green channel
B - Display Blue channel
A - Display Alpha channel
Z - Display Z-Buffer channel
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When a tool from the 3D category or some particle systems is selected, a 3D Viewer is used to
display the scene. The 3D Viewer shows a representation of a composite in a true OpenGL-
accelerated 3D environment.
For more information on 3D controls, read Chapter 12, Working in 3D.
TIP: The rotation controls can be used with the 3D Histogram subview as well.
Wireframe
3D composites not only work with 2D images on image planes, but can also integrate true
geometry, such as that generated by the particle system, text 3D tool, imported FBX meshes
and basic primitives from the 3D toolset. Using a Wireframe view helps to see through a mesh
or see the density of the geometry. It is much easier to see a change in the Subdivision level of
an ImagePlane3D in wireframe than viewing the rendered image.
Compositing a 3D scene often requires that you view the scene from different angles to make
sure the position and animation are what you want. The 3D Viewer uses a perspective camera
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that allows you to look at the 3D scene from any angle. You can also switch the 3D Viewer to
view the 3D scene from the front, top, left or right side, collectively called Orthographic views. If
you have a camera or spotlight in your scene, you can also switch to see the scene from the
point of view of those objects.
To change the 3D Viewpoints, right click in the Viewer and choose the Camera submenu from
the contextual menu. The choices include Perspective, Front, Top, Left and Right.
If you have one or more camera objects in the 3D scene, they will be listed as options in the
contextual menu. Spotlights and other lights or objects in the scene will be listed in the Other
submenu. If you choose any one of these objects, the 3D Viewer jumps to display the scene
from the point of view of the chosen object. While looking “through“ an object, rotating, panning
or zooming, the Viewer will instead change the rotation, position and scale of the camera, light
or other object.
There are many times you will have used the default perspective view to set up your scene but
now want that point of view to become your main camera’s point of view. You can easily
position and orient a camera, light or other object to match the current point of view shown in
the Viewer using the Copy PoV to command.
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TIP: The Copy PoV to command uses the object’s own coordinate space; any
transformations performed downstream by another tool are not taken into account.
As you switch between view points, you are able to keep track of which one is currently
displayed using the text label in the bottom corner of the Viewer. Right clicking on the label or
the axis control above it acts as a shortcut to the Camera submenu, allowing you to easily
choose another viewpoint.
Lighting
Before you add lights to a 3D scene, default lighting is provided. This basic lighting allows you
to see the shading on objects without requiring you to add, and set up lights visible light icons
in the viewer. To see the effects of the default light on the scene, click the Light button in the
toolbar.
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Viewer in order to see the effects of the lights. Once you connect a light to a Merge 3D tool, the
default lighting is disabled.
The Merge 3D tool with an image plane, camera and light connected to it
TIP: Loading a Light tool by itself into a viewer will show only an empty scene, with
nothing illuminated. To see the effects of lights, view the Merge 3D that connects to
the light.
Shadows 160
Similar to lights, the default 3D Viewer has Shadows turned off. To see shadows in the
3D Viewer, you must click the Shad button on the toolbar or right click in the Viewer and
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choose 3D Option > Shadows.
Enabling shadows will automatically turn on lighting, if it is not already turned on. The shadows
shown in the display view will be hard edged. Soft shadows are available in the
software renderer.
Transparency
Image planes and 3D objects are obscured by other objects in the scene, based on their X, Y
and Z position coordinates in 3D space. The process of figuring out which polygons are hidden
and which are shown based on those coordinates is called Z-buffering. This process is extremely
fast, but not always accurate when dealing with multiple transparent layers in the scene.
Although Z-buffering is the default, you also have another option for those more complex 3D
scenes. The Sorted method can be significantly slower in some scenes, but provides accurate
results no matter how many layers of transparency are in the scene.
The default behavior in the Viewer is to use Z-buffering, but if your scene requires the Sorted
method, you can click the Fast button in the Viewer toolbar to disable Z-Buffering, or right click
in the 3D Viewer and choose Full Sort or Quick Sort from the Transparency submenu. Quick
Sort reorders the polygons in the scene serially, from back to front to get a more accurate
rendering of transparency. Full Sort renders every polygon in Z order to get the most accurate
rendering of transparency.
The 3D Viewer includes a Grid that is used to help provide a point of reference in the 3D scene.
The Grid is 24 x 24 units in size, centered on the origin at (0,0,0), and subdivided into large
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squares of 2 units and small squares of 0.25 units each. To disable the display of the grid, right
click and select Grid from the 3D Options sub context menu.
The 3D Viewer grid with its origin at x=0, y=0 and z=0
Vertex Normals
Normals indicate what direction each vertex of 3D geometry is facing, and they are used when
calculating lighting and texturing on an object. When viewing any kind of 3D geometry,
including an image plane or a full FBX mesh, you can display the normals for each object in a
scene. To view the Normals in a scene, right click in the Viewer and choose 3D Options >
Vertex Normals from the contextual menu.
3D compositing requires you to view the scene from different points of view. You can switch the
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Viewer to different points of view or you can divide the Viewer to show four different angles at
one time. This is called a Quad view.
Although there are four parts to the Quad view, all four views are of the same scene. When
using a Quad view to display a 3D environment, you choose between displaying the front, left,
top, bottom and perspective orthographic views, as well as the view through any cameras or
spotlights present in the scene.
Quad views can also be used with a 2D scene, each part can be used to show a different view
type. For example, one quadrant can show the image while the other quadrants show the alpha
channel, vectorscope and histogram.
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3 Choose a layout from the Quad Layouts submenu.
Blurs, color correction and warps are typically applied to the entire image. However, there are
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times when it helps to be able to restrict the effect of a tool to a specified portion of an image.
Effect masks can be polylines, basic primitive shapes, paint strokes or bitmaps from other tools
that define a shape, which you can use as the boundary for effects.
To add an effect mask to the currently displayed tool, do one of the following:
Click on the button in the Viewer toolbar for the desired mask type.
Right click in the Viewer, then choose Effect Mask from the contextual menu.
The toolbar buttons can only be used to add effect masks. Garbage and pre-masks are added
via the Viewer’s contextual menu. For more information, read Chapter 10, Polylines.
Guides 165
Guides are used to help you compose elements within a boundary or along the center vertical
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and horizontal axis. There are four commonly used guides that can be displayed in the viewers:
Monitor Safety, Safe Title, Center and Film.
Monitor Safety
Monitor Safety indicates the safe action area viewable on most monitors and TV screens.
Safe Title
Safe Title indicates the safe area for titles viewable on all TV and monitor screens.
Center
Center shows a cross hair for the Center point and X- and Y-axis of the view.
Film
Some frame formats include film guides preset for you, whereas some will require
customization. The film guides can be customized in the Preferences > Frame Format window.
In the Frame Format window, there are two film guides. Guide 1 contains four text boxes. These
boxes specify the offset from the edges of the image for the left, top, right and bottom guides,
in order.
As with all offsets in Fusion, this is a resolution independent number where 1 is the width of the 166
full image and 0.5 is half the width of the image. Guide 2’s text box is used to set the aspect
ratio of the projection area.
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The Frame Format Guides settings
The Guide > Frame Aspect submenu in the Viewer’s contextual menu.
When the frame aspect is set using the Guides > Frame Aspect context menu, the guides will
represent the exact boundaries of the specified format and any image area outside of that will
be dark gray.
Managing Look Up Tables (LUTs) 167
Look Up Tables, or LUTs, are used to help match the appearance of a viewer to its eventual
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output destination. It is essentially a color correction tool that affects only the Viewer, not the
image data. There are two basic ways that LUTs can calculate color transformations: the first is a
simple 1D LUT, while the second is a more sophisticated 3D LUT.
1D LUT
The simplest form of a LUT is a 1D LUT. It accounts for one color channel at a time, so it can
make overall tonality changes but not very specific color changes.
3D LUT
A 3D LUT looks at each possible color value (red, green and blue) independently. A 3D LUT
allows for large global changes as well as very specific color changes to be applied to images
very quickly.
Image LUTs
Image LUTs are applied to each viewer, including separate LUTs for the A and B buffers. These
LUTs can only be applied to 2D images and not 3D scenes. Image LUTs are routinely used to
get from one scene referred colorspace to another. They are useful when you want to know
how your image will look on a different device or standard. They’re often tool or task specific.
Buffer LUTs
The Buffer LUT is applied to all of the viewers, regardless of contents, including 3D scenes, 3D
materials, and subview types. Only one buffer LUT can be applied. If a 2D image is being
displayed with an image LUT applied, then the buffer LUT is applied to the result of the image
LUT. Buffer LUTs are typically used to account for the particular monitor you are sitting in front
of. For instance, getting from DCI-P3 projector setting to an sRGB monitor setting.
When dealing with nonlinear files from many of today’s digital cinema cameras, a modern
workflow would be to put everything in linear from the Loader’s Control Panel, then perform
your color correction and compositing in the Flow Node Editor. At the end apply an image LUT
or buffer LUT that matches the output device profile
In more elaborate production pipelines, you may have the need to apply multiple LUTs
consecutively.
Types of LUTs
Aside from the industry standard 1D and 3D LUTs, other types of LUTs are supported, including
script based fuse tool LUTs, and macros assembled from standard tools. Generally, LUT
processing is performed on the graphics card’s GPU in real time, although the performance of
macro based LUTs is based on the tools they contain.
Fusion View LUT 168
The Fusion View LUT is the default and most frequently used LUT type. It provides an RGBA
curve that can be used to assign IN/OUT value pairs. This control is identical to that provided by
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the Color Curve tool.
Since the purpose of the View LUT is to provide an unchanging correction for the monitor or the
file’s color space, however, these splines cannot be animated.
Macro LUTs
Any macro tool can also be used as a LUT, simply by saving the macro’s .setting file to one of
the directories specified by the LUTs Path Map found in the Globals > Path Map preferences.
The macro must have one image input and one image output. Any controls exposed on the
macro will be available when the Edit option is selected for the LUT. To learn more about
Macros read Chapter 14, Scripting, Macros and Expressions.
Fuse LUTs
Fuses are scriptable plug-ins that are installed with the application or that you create in Fusion.
A fuse named CT_ViewLUTPlugin can be applied as a LUT to a viewer. You can also script fuses
that use graphics hardware shaders embedded into the LUT for real time processing. Since
fuse LUTs require shader-capable graphics hardware, they cannot be applied in software. To
learn more about fuses read Chapter 14, Scripting, Macros and Expressions.
Viewers Chapter – 5
The LUT popup menu, which can be used to
change the image LUT applied to the Viewer
Buffer LUTs are often useful for applying monitor corrections, which do not usually change
between projects.
To remove a Buffer LUT, choose Global Options > Buffer LUT > Enable.
Opening the LUT Editor 170
The Viewers are the primary area where color correction is assessed, so it is crucial that they
give an accurate representation of what the content will look like when it is played back for an
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audience. The LUT Editor allows you to modify the separate color channels to match the gamma
and color characteristics of your eventual playback device.
As with the Color Curves tool, the Fusion View LUT Editor uses spline based color correction.
In addition to the ability to modify the separate color channels, the LUT has Gain and Gamma
sliders. The Gain slider is helpful for temporarily brightening or darkening the viewed image,
allowing easier examination of shadow or highlight detail. The Gamma and Alpha Gamma
sliders are used to duplicate the gamma values of the eventual output device. Video monitors,
for example, commonly have a gamma of 1.7, while computer monitors can range anywhere
from 1.6 to 2.2. Alpha Gamma is only applied when viewing the alpha channel of an image, or
when viewing masks.
LUT Processing Order 171
In elaborate workflows, facilities can have multiple LUTs applied in a row before the image is
seen. The order of these is important since each LUT delivers different outputs. For instance,
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for a Cineon file in Log color space you may often apply 3 LUTs. First a Log->Lin conversion,
followed by a Fusion View LUT to apply a color calibration and a third one to correct it for
display on an sRGB monitor or replace the last with a 3D DCP LUT if you are viewing on a
projector.
When you select a tool to be displayed, the image produced is processed before it is shown in
the Viewers. The processing order is slightly different for 2D images and 3D scenes.
2D images first have the image LUT applied, and the result is composited over the checker
underlay. 3D scenes are instead rendered with OpenGL.
Order of processing
For either 2D or 3D, the result may be drawn to an offscreen buffer where a buffer LUT can be
applied, along with dithering, a full view checker underlay, and any stereo processing. The final
result is then drawn to the Viewer, and any preview controls are drawn on top.
A complete stacked LUT configuration can be saved to and loaded from a .viewlut file, as
described below.
Saving Custom LUTs 172
There are a variety of ways to create and use different view LUTs in Fusion. You can save LUTs
when you save Viewer settings, you can import LUTs that have been exported from Fusion or
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other applications and you can open any one of the various supported LUT file types. In
addition, you can use the standard tools in Fusion to create macros, which can then be saved
and used as a LUT.
LUT Settings
The most straight forward way to save a LUT you have created using the Fusion View LUT
Editor, is to use the LUT > Save menu found in the Viewer contextual menu. The settings are
saved as an ASCII file with the extension .viewlut in the LUTs folder. Any files with this extension
found in that folder will appear in the Image LUT menus, for ease of loading. You can also load
the settings that are not found in the menu by choosing LUT > Load from the Viewer’s
contextual menu.
The Import LUT option will load LUT files back into the Curve Editor, or alternatively, if the file
has been saved in Fusion’s LUTs folder (as specified in Fusion > Preferences > Global > Path
Maps > LUTS on Mac OS X or File > Preferences > Global > Path Maps > LUTS on Windows), it
will appear in the LUT popup menu list. This is one way to move LUTs between viewers or to
and from the Color Curves tool or any other LUT Editor in Fusion.
LUT Files
Any supported LUT files in the LUTs folder can be used by choosing it from the LUT popup
menu, or the Viewer’s contextual menu. This includes 1D and 3D LUTs such as Fusion’s .lut, .alut
and .alut3 formats, as well as .shlut, .look, .3dl and .itx formats. This is a convenient way to
access standard format LUT files for different projects.
Settings and Macros 173
Since LUTs are a form of color correction, you can also use any tool, macro or group of tools as
a Viewer LUT.
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To use a tool, group or macro as a Viewer LUT, do the following:
1 Select the tool, group or macros.
2 Right click over the selected tool, then choose Settings > Save As from the menu.
3 In the file browser go to the LUTs folder as set in Preferences > Global> Path
Map > LUTS.
4 Click Save to save the.settings file.
This allows almost any combination of tools to be used as a Viewer LUT. This is the most
flexible approach, but is also the slowest. The LUT tools must be rendered solely on the CPU,
whereas the other methods are GPU-accelerated.
The default settings for each viewer can be changed using the Viewer panel in the Preferences.
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The position and size of each floating viewer can also be saved using the Layout menu in the
Preferences.
For details on using the Layout and Viewer preferences, read Chapter 16, Preferences.
Viewer Settings
It is often preferable to switch between entirely different viewer configurations while working.
For example, while keying, the image maybe in the main Viewer and the alpha channel may be
in a subview. Viewer settings toward the end of a project may consist of the histogram,
vectorscope and waveform, as well as the image in a view set to Quad view.
Fusion provides the ability to quickly load and save Viewer settings to help reduce the amount
of effort required to change from one configuration to another.
The Options contextual submenu contains several ways you can customize the look and
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behavior of the Viewer. Several of the options also have buttons in the View toolbar as well.
Alpha Overlay
When you enable the Alpha Overlay, the viewer will show the alpha channel overlaid on top of
the color channels. This can be helpful when trying to see where one image stops and another
begins in a composite. This option is disabled by default.
Overlay Color
When you turn the alpha overlay on, the default color is to show white for the area the alpha
covers. There are times when white does not show clearly enough, depending on the colors in
the image. You can change the color by choosing a color from the list of Overlay Color options.
Checker Underlay
The Checker Underlay shows a checkerboard beneath transparent pixels to make it easier to
identify transparent areas. This is the default option for 2D viewers. You can disable this option
by clicking on the Checker button in the 2D Viewer toolbar to replace the checkerboard
with a black.
Smooth Resize
The Smooth Resize option uses a smoother bilinear interpolated resizing method when
zooming into an image in the Viewer. When smooth resize is disabled, scaling uses the nearest
neighbor method and shows noticeable aliasing artifacts, but is more useful when you zoom in
at a pixel level since there is no interpolation. This option is enabled by default and can be
toggled by clicking on the SmR button in the Viewer toolbar.
Follow Active 176
Enabling the Follow Active option will cause the Viewer to always display the currently active
tool in the flow. This option is disabled by default so you can view a different tool than what you
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control in the Control Panel.
Show Controls
When preview controls are not necessary or are getting in the way of evaluating the image, you
can temporarily hide them using the Show Controls option. This option is toggled using the
Command (Mac OS X) or Ctrl (Window) -K keyboard shortcut or by clicking on the Show
Controls button in the View toolbar.
Pixel Grid
Enabling this option will show a light black grid that outlines the exact boundaries of pixels in
the image when the image is scaled past a certain threshold. Toggle this option with the Grid
toolbar button. The default is Off.
Each viewer has a label in the bottom right which indicates the name of the tool currently
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loaded in that viewer. Clicking on the label will select the viewed tool in the Flow Node Editor.
Controls List
The arrow button to the far right of the label displays a popup list of the preview controls for the
selected tools. The currently active control is marked on the menu. The menu lets you choose a
different control for onscreen use. This can come in handy when several controls are in the
exact same overlapping position on the screen.
Pressing Tab or Shift-Tab will cycle through the preview controls, activating each in turn. The
Controls submenu in the Viewers contextual menu has further options for selecting, pinning,
hiding and scaling preview controls.
The status bar at the bottom of the Fusion window will provide the exact RGBA and Z values for
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the pixel beneath the cursor in the viewers. Additional information about the X and Y
coordinates of the cursor and the exact pixel position are also displayed in the Status bar.
Time Ruler
The Time Ruler, located beneath the Work Panel, includes transport controls for playback as
Current Time
The Current Time edit box indicates which frame of the project is currently displayed. A red
vertical line called a Playhead, is used to mark the same time in the Ruler. You can click
anywhere in the Ruler to move the Playhead to that time or enter a new frame number in the
Current Time edit box.
The Current Time field shows the frame that is currently displayed
When tools are displayed in the Viewers it is the current time that is rendered and displayed.
To move the Playhead in the Time Ruler using the keyboard, do one of the following:
Press [ to move 1 frame backward.
Press ] to move 1 frame forward.
Press Shift- [ to move to the project’s Global Start Frame.
Press Shift ] to move to the project’s Global End Frame.
Press Option- [ (Mac OS X) or Alt - [ (Windows) to jump to the active tool’s Global In.
Press Option- ] (Mac OS X) or Alt - ] (Windows) to jump to the active tool’s Global Out.
TIP: If the currently active tool is animated, the Option- [ or ] or Alt- [ or ] keys will jump
to the previous or next keyframe. If no tools are active, then this shortcut jumps to the
next time with a keyframe on any of the animated controls in the composition.
Keyframe Ticks 182
When animated tools are selected, green vertical ticks on the Time Ruler will indicate the
keyframe positions.
Cache Indicator
When assembling a flow, images are rendered for display in the Viewers. These images are
stored in a RAM Cache so they can be displayed instantly at a later time without having to
re-render them. You do not have to do anything since caching happens automatically. When the
size of the cache reaches the limits of available memory, lower priority frames are eliminated to
make space for new images.
The frames cached for a tool are indicated by a green line under that frame in the Time Ruler.
The indicator only displays the cache regions for the actively selected tool in the flow.
The green line indicates frames that have been cached for playback
When you change the comp quality or proxy scale, the cache is not discarded; it is marked with
a red line instead. This lets you know that if you return to the prior quality setting or proxy scale,
the cache is kept. However, if you render those frames using the new quality or proxy scale,
then the old cache will be overwritten.
In some cases, changing the Quality setting will not cause the Cache Indicator to turn red.
When the cached frames are at the HiQ setting and you turn HiQ off, the green frames won’t
turn red. The HiQ cached frames will be used even though the HiQ setting has been disabled.
Ranges 183
The Time Ruler uses two different frame ranges, one for the duration of the entire project and
TIP: Holding the middle mouse button and dragging in the Time Ruler will pan the
Render Button
The Render Button opens the composition’s Render Settings dialog, where you can confirm the
render options and start rendering the composition to disk. Holding Shift while clicking the
Render button will skip the dialog and use the default values for the rendering with full
resolution, high quality and motion blur enabled.
Transport Controls
The Transport Controls in the Time Ruler can be used to play the composition forward or in
reverse, to advance current time to the next or previous frame, or to jump current time to the
start and end of the Render range. In this context, playback means the flow at the current frame
will render into the Viewer, then advance the current time to the next frame (or previous frame)
and repeat. There is no guarantee of real time playback at the project’s full frame rate, unless
the frames are already cached in memory.
TIP: Changing the frame increments on any transport button changes it for all
transport buttons, including playback.
The loop button is a tri-state button that determines whether playback will stop when the
playhead reaches the render start or end, loop back and start again, ping pong back and forth
or stop completely.
Audio Mute
The Audio button is a toggle that turns on and off audio playback. Additionally, if you right click
on this button, a contextual menu will allow you to select a .wav file that will play along with the
composition. The same menu allows you to assign an offset to the audio playback so you can
adjust when it begins.
The Composition Quality options consist of two buttons. The High Quality button and the
High Quality
When working interactively to create a flow, the quality of the images in the displays is often
less important than the speed with which they are shown. As a result, you have the option to
render images for better interactivity or at final render quality. When you disable the High
Quality (HiQ) setting, more complex and time consuming operations such as area sampling, anti
aliasing and interpolation are skipped to produce results more rapidly. Enabling HiQ mode will
force a full quality render identical to that produced during a final render.
Motion Blur
When the Motion Blur button in the toolbar is toggled off, the motion blur options enabled on
any of the tools in the composition will be ignored. This can result in significantly quicker
renders and previews, since the sub frames required to produce motion blur will no longer be
calculated.
Proxy and Auto Proxy 187
If a lower resolution version of media is provided in the Loader’s Proxy Filename control, then
this footage will be loaded when the Proxy option is enabled, rather than the full
resolution media.
Auto Proxy
The Auto Proxy button enables the image to degrade only while adjustments are made to
controls, snapping back to normal resolution when the control is released.
For example, while dragging a center control, the image may only process at a third of the
resolution so that updates to the screen can keep up with adjustments. Once the center control
is released, the image returns to full quality to confirm the change.
You can set the auto proxy ratio by right clicking on the Auto Proxy button and selecting it from
the contextual menu.
Fusion normally renders only the tools that are needed to display the images in the views. The
Some
During final renders, the Some setting causes only tools that directly contribute to the output to
be rendered. This is the default mode of selective update called Some, because only some of
the tools in the flow are rendered.
None
The None setting will prevent rendering of all tools in the flow, which can be handy for making a
large number of changes to a slow composition. When the Selective Update button is set to
None, the Flow Node Editor, Timeline Editor and the Spline Editor will be highlighted with a red
border to indicate that the Tools are not being updated to reflect changes taking place in the
composition.
All
The All setting forces all of the tools in the flow to render. This is primarily used when you want
to update all of the thumbnails in the flow.
Changing the Display Format 189
The Current Time edit box and the markers in the Time Ruler typically count in frames, however
The options in the composition’s Frame Format preferences panel determine the frame rate
used for timecode, or the number of frames found in a foot of film.
TIP: Many edit boxes can use mathematical expressions. For example, typing 2.0 + 4.0
in most edit boxes will result in the value 6.0. The Current Time edit box SMPTE
timecode uses the + symbol as a separator symbol, so this edit box will not correctly
evaluate mathematical expressions that use the + symbol, even when the display
format is set to Frames mode.
Entering Frame Numbers 190
When setting ranges and entering frame numbers to move to a specific frame, numbers can be
Timeline Editor
The Timeline Editor is used to adjust the timing of elements in a project. You can trim and
Timeline Tracks
The Timeline tracks are the main part of the Timeline interface. The horizontal axis represents
the duration or time for each tool and it is usually labeled with frame numbers. The segments
that run along the horizontal axis represent the time range of each tool and use the same color
properties as the Tool tiles in the flow.
A quick way to open all the tracks and keyframe splines is to use the Collapse/Open All button.
Located above the Timeline header, the button is labeled with a + or a - symbol, depending on
Clicking this button when the label is a minus (-) sign will collapse the list of tools in the header.
When the label is a plus (+) symbol, all tool categories and specific tools in the header will be
opened revealing any splines created from animation.
The Playhead
The Playhead is a vertical bar that runs through the Timeline view to indicate the position of the
current frame or time.
The Playhead
Dragging the playhead left or right can change the current frame of the project and ultimately
what is displayed in the Viewer. As current time is changed, the frame number is displayed in
the Time Ruler to assist with precise positioning.
To position the playhead, do one of the following: 195
1 Hold Command-Option (Mac OS X) or Ctrl-Alt (Windows).
2 Click in the Timeline view where you want the playhead to be positioned.
Timeline Toolbar
The Timeline toolbar sits above the Timeline view, providing access to various filters, scaling
modes and the Spreadsheet.
Spreadsheet
The Spreadsheet view offers an alternate way of entering time and keyframes in a project. The
Spreadsheet view is similar to a table with rows and columns of cells that contain the numeric
values of the selected tools, including trimming and keyframes.
Similar to the Flow Node Editor, learning to scale and pan in the Timeline will allow you to make
The scrollbars at the bottom and sides of the Timeline can be used to pan.
To scale the Timeline view from the toolbar, do one of the following:
Click the the Zoom Out and Zoom In icon in the toolbar to scale the Timeline in or out.
Click the Zoom to Rectangle button, then drag a rectangle in the Timeline.
Click the Fit button so that all currently visible tools are scaled to fit within the view.
To scale the Timeline view using the keyboard, do one of the following:
Press the + and - keys on the numeric keypad to scale in and out.
Press Command-R (Mac OS X) or Ctrl-R (Windows) to enable scale to rectangle mode.
To scale the Timeline view using the Axis labels, do the following:
1 Position the cursor over the frame labels of the horizontal axis.
2 Drag right to zoom in and left to zoom out.
Dragging in the Axis label area will zoom in and out of the Timeline
Working with Tools in the Timeline 197
Most of the work in the Timeline has to do with aligning clips and adjusting keyframes. Whether
TIP: Selecting a tool’s name from the Timeline header also selects the tool’s tile in the
flow, with its controls displayed in the Control Panel.
This will change where, on the Project’s global time range, the clip begins and ends.
Trimming segments
In a traditional editing sense, trimming is the process of removing or adding frames to the start
or end of a clip. Trimming a Loader tool works in this same way. It will modify the clip start and
clip end of the loaded sequence or movie file. Trimming the segments that represent effects
tools in the Timeline is a bit different. When trimming an effect tool segment, it will modify the
range of that tool’s effect. Outside of the trimmed region, the tool will behave as if it were
passed through. This can be used to optimize performance in a flow.
Imagine a clip, for example, that is 100 frames long and is connected to a tool that animates a 198
defocus from frames 80 -100. There is little to no point in processing the defocus tool between
frames 0 - 79. Trimming the defocus segment to start at frame 80 in the Timeline will effectively
A Loader with freeze frames created at the first and last of the clip
Working with Keyframes in the Timeline 199
The Timeline also shows any keyframes set on a tool. When the keyframes are collapsed, they
Keyframes for the splines are normally represented as vertical colored bars, making them
easier to manipulate.
The exact position of the dragged keyframe in time is displayed to the right of the Spline
toolbar, as well as in the status bar.
You can also select multiple keyframes using a selection box, by holding Command or Ctrl and
clicking on the desired keyframes or holding shift and selecting a contiguous range of
keyframes. Even keyframes from several splines can be selected and moved together.
To change the position of a keyframe using the Toolbar, do one of the following:
Select a keyframe, then enter a new frame number in the Time Edit box.
Select a keyframe(s), click the Time button to switch to Time Offset mode, then enter a
frame offset.
Select a keyframe(s), click the Time button twice to switch to T Scale mode, then enter
a frame offset.
The Time button can switch to Time Offset or Time Scale for moving keyframes
To change the position of a keyframe using the Spreadsheet, do the following: 200
Select the name of the tool in the header area.
Type a new frame number in the Keyframe box to move.
Duplicating keyframes
Time Stretching
Time Stretching allows a selected group of keyframes to be proportionally stretched or
squashed. This allows you to change the duration of the animation while keeping the relative
distance between each keyframe. To enable time stretching, the tracks in the Timeline must be
open to show the splines.
To enable keyframe time stretching once the splines are open, do one of the following:
Click on the Time Stretching button in the toolbar.
Right click over a parameter’s name in the Timeline header, then choose Time Stretch
from the contextual menu.
Right click over a keyframe and choose Time Stretch
from the contextual menu.
Once the selection is made, you can drag on the left or right edge of the purple rectangle to
stretch or shrink the timing of the spline segments within the rectangle.
To disable time stretching, click on the toolbar button again or re-select Time Stretch from the
contextual menu.
When a comp grows to includes hundreds of tools, locating items can quickly become difficult
2 Choose the desired filter from the list to apply it to the Timeline.
You create new Timeline filters in the Timeline Preferences dialog by choosing Fusion >
Preferences (Mac OS X) or File > Preferences (Windows) and then selecting Global > Timeline
Enable each tool you want to keep in the Timeline when the filter is selected
The Invert All button and Set/Reset All button can apply global changes to all of the
checkboxes, toggling the selected states as described.
When you are done configuring the custom filter, click the Save button to close the preferences
dialog and save the filter.
Removing Filters 204
To disable the currently applied filter, choose Show All from the Filter pop up menu in the
Timeline. You can permanently remove a filter from the list by returning to the Timeline
Clicking Delete permanently removes the custom filter from the Filter list
Selected Filtering
Another button located in the toolbar that can help clear the Timeline of segments that maybe
temporarily in the way is the Select or Sel button. Located to the right of the CT button, the Sel
button will filter out all the segments from the Timeline except the segment of the selected
tools in the Timeline header. Clicking the Sel button again will return to displaying all the tools.
TIP: When the Sel button is enabled, you can select tools in the Flow Node Editor or
Control Editor and they will be the only tools displayed in the Timeline.
Sorting in the Timeline 205
There are three ways you can change the order in which the tools are displayed from top to
Hierarchy
Hierarchy sorting will display tools starting with the most background element at
the top of the header, through to the most foreground at the bottom, following the
connections of the tools in the flow.
Reverse
Reverse does the opposite of Hierarchy, working backward from the last tool in the flow
toward the most background source tool.
Names
The Names menu item uses alphabetical order of the tools starting at the top, with the
beginning of the alphabet.
Start
The Start setting uses orders the tools based on their starting point in the comp. Tools
that start earlier in the Global project time are listed at the top of the header, while tools
that start later are at the bottom.
Animated
The Animated sort order is not really a sorting method at all. It is more of a filter that
restricts the Timeline to showing animated tools only. This is an excellent mode to use
when adjusting the timing of animations on several tools at once.
Order Selection button 206
Order Selection is a quick way to pick the order in which the tools should appear by clicking
them. Once you click the Order Selection button to enable it, the Timeline header Tool names
Click the Order Selection button, then click the tools how you want them to appear
Guides 207
Guides are markers to help identify important frames in a project. They may indicate the frame
The most important attribute of a guide is its position. For it to add value it needs to be placed
on the frame you intended it to be on. Hovering the cursor over a guide displays a tooltip with
Renaming Guides
By default, a guide uses the frame number it is on as its only name, but you can give it a more
descriptive name to go along with the frame number, making it easier to identify. To rename a
guide, right click at the top of the guide and choose Rename Guide from the contextual menu.
Enter a name in the dialog and click OK.
There are a pair of checkboxes beside the names of each guide. One is for the Spline Editor
and one is for the Timeline. By default, guides are shown in both the Spline Editor and Timeline
Editor, but you can deselect the appropriate checkbox to hide the guides in that view.
The Guide List is a dialog and will remain on top of the main window until you close it.
Deleting Guides
You can delete a guide by dragging it up beyond the axis labels and releasing the mouse.
You can also use the Guide’s contextual menu to choose Delete Guide.
Autosnap 209
To help with precisely positioning spline keyframes and the start and end of segments as you
Autosnap Points
When you drag Keyframes or the edges of segments, often you want them to fall on a specific
frame. Autosnap restricts the placement of keyframes and segment edges to frame boundaries
by default, but you have other options found in the contextual menu. To configure autosnapping
on keyframes and segment edges, right click over the Timeline and choose Options > Autosnap
Points from the contextual menu. This will display the Autosnap Points submenu with options for
the snapping behavior.
None
None allows free positioning of keyframes and segment edges with subframe accuracy.
Frame
Frame forces keyframes and segment edges to snap to the nearest frame.
Field
Field forces keyframes and segment edges to snap to the nearest field, which is 0.5
of a frame.
Guides
When enabled, the keyframes and segment edges snap to guides in the Timeline.
Autosnap Guides 210
When you click to create a new guide, the default behavior is that it will snap to the closest
frame. If you reposition the guide, it also snaps to the nearest frame as you drag.
None
Guides can be placed anywhere with subframe accuracy.
Frame
Frame forces all guides to snap to the nearest frame.
Field
Field forces all guides to snap to the nearest field.
The Spreadsheet Editor 211
The Spreadsheet editor is a separate panel that can be displayed beneath the Timeline Editor.
To reveal the Spreadsheet editor, click on the Spreadsheet button in the toolbar. The
spreadsheet will split the Work Area panel and appear below the Timeline interface.
To display a tool’s timing in the spreadsheet, select the tool in the Timeline header. The Start
and End points of the selected tool will appear in the keyframe’s line of the spreadsheet.
TIP: Entering a frame number using a decimal point (e.g., 10.25 or 15.75) allows you to
set keyframes on a subframe level to create more natural animations.
Inserting Keyframes
You can also add new keyframes to an animation by clicking in an empty keyframe cell and
entering the desired time for the new keyframe. Using the cell under the new keyframe, you can
enter a value for the parameter.
TIP: You can use the Tab or Shift Tab keys to move between cells in the
Spreadsheet editor.
Changing the Timeline Appearance 213
There are a few ways you can change the appearance of the Timeline to better fit your needs.
Line Size
The Line Size option controls the height of each Timeline segment individually. It is often useful
to increase the height of a Timeline bar, especially when editing or manipulating
complex splines.
To increase or decrease the height of a Timeline segment, right click on the segment in the
Timeline view and choose a size from the Line Size submenu.
The Timeline contextual menu includes most of the options found in the Tool contextual menu.
Spline Editor
The Spline Editor is the main area where animation is manipulated and refined. It is primarily
The Spline Editor Interface has three main working areas: the Graph, the Header and the
Spline Graph
The Spline graph is the largest area of the interface. It is here that the actual animation spline is
displayed for editing. There are two axes in the graph. The horizontal axis represents time and
the vertical axis represents the spline’s value. A thin bar, called the Playhead, runs vertically
through the graph to represent the current time as it does in the Timeline Editor. You can drag
the playhead to change the current time and the frame that is displayed in the Viewers.
Spline Header
The Spline header displays a list of each tool with animated parameters in the project. Each tool
has a disclosure arrow that can be used to reveal its animated parameters. Clicking the
checkbox next to a parameter’s name displays the parameter’s spline in the Spline graph.
Toolbar
The Toolbar across the top of the Spline Editor represents the most common operations
applied to a spline, or splines, in the Graph. Although you can access many of them from the
Graph’s contextual menu, the buttons provide a shortcut.
The operation of each button is described later in this chapter.
To scale the Spline Graph using the Toolbar buttons, do one of the following:
Click the Scale buttons located in the top left corner of the Graph.
Click the Zoom to Fit button to fit all the currently active splines within the Graph view.
Click the Zoom rectangle button, then draw a rectangle in the Graph to define the area
you want to fill the view.
To scale the Spline Graph using the axis labels, do the following:
Place the cursor over the horizontal or vertical axis label and drag to resize the
Graph view on the corresponding axis.
Dragging in the horizontal axis label will scale the graph horizontally
To scale the Spline Graph using the mouse, do the following: 220
Place the cursor over the Graph, hold the middle mouse button, then click once on the
left mouse button to zoom in and once on the right button to zoom out.
Dragging in the horizontal scroll bar will pan the graph horizontally
In general, scaling and panning the Spline Editor works the same as it does in all navigable
parts of the Fusion interface. See Chapter 1, Getting Started, for more information.
Creating Animation Splines 221
When you add keyframes to a parameter, an animation spline is created in the Spline Editor.
To the left of each parameter’s name in the header is a checkbox that indicates the spline’s
status. When you select a parameter name, the checkbox becomes Active. Selecting a different
Active
When the checkbox is enabled with a check mark, that spline is displayed in the Graph and is
Active. This spline can then be edited.
Viewed
When the checkbox is enabled but filled with a gray box, the spline is visible in the Graph but is
Read only. It cannot be edited.
Disabled
When the checkbox is empty, the spline is not visible in the Graph and cannot be edited.
Three parameters for Brightness Contrast in three different modes: Active, Viewed and Disabled
You can click on a checkbox to change its mode even if the parameter name is not selected.
This allows you to make multiple parameters Active, Viewed or Disabled. Changing the state of
the checkbox at the Tool level will set the mode for all splines attached to that tool.
Selection States
There are three Selection States that determine how the list of parameters in the header
behave when a checkbox or parameter name is selected to activate a spline. These buttons are
located in the Spline toolbar, just above the header. They are labeled All, None and One.
Additional options control what tools are displayed in the header. These are controlled by the
Sel button and the Show All control checkbox.
All
Clicking on this button activates all splines for editing.
None
All spline checkboxes will be set to Disabled.
One 224
When the One button is selected, only one spline in the header is active and visible at a time.
Clicking another spline’s checkbox will set it to Active and all other splines will be disabled.
The Sel button filters the Spline Editor to display only the tool you select in the header
TIP: When the SEL button is enabled, you can select tools in the Flow Node Editor or
Control Panel and they will be the only tools displayed in the Spline Editor.
Spline Options
There are three options in the contextual menus that ensure the splines stay within the visible
Graph area as you work.
Fit Times
When enabled, the Graph automatically scales to fit the X-axis when a spline is selected. All
visible splines are taken into account, not just the newly selected spline. With this option off,
activating a new spline will not change the horizontal scale.
Fit Values
When enabled, the Graph automatically scales to fit the Y-axis when a spline is selected. All
visible splines are taken into account, not just the newly selected spline. With this option off,
activating a new spline will not change the vertical scale.
Follow Active
This option causes all splines connected to the currently active tool to be made visible and
ready for editing whenever a tool is selected.
It is possible to save the current selection state of the splines in the header, making Selection
groups that can easily be reapplied when needed.
To reapply the selection group, right click over any parameter in the header and choose the
Selection group by name from the Set Selection submenu. Other contextual menu options will
allow Selection groups to be renamed or deleted.
Working With Keyframes 229
Once a spline is displayed in the Graph and enabled for editing, the spline’s keyframes can be
Dragging a rectangle allows you to select all the keyframes within an area
To select all keyframes from the active splines, do one of the following:
Click in an empty area of the Graph, then press Command-A (Mac OS X) or
Ctrl-A (Windows).
Right click over the Graph and choose Select Point > All from the Spline Editor’s
contextual menu.
Moving Keyframes
Keyframes can be moved with the cursor, keyboard or using the Time and Value Edit controls in
the toolbar.
TIP: Although extremely flexible, keyframes on the same spline cannot be made to
overlap. If a key exists at frame 2 and frame 5, the key at frame 5 cannot be moved
to frame 1.
To move a keyframe with the cursor, do one of the following: 230
Drag the selected keyframe to its new position in the spline. If more than one point is
selected, all selected points will be moved with the one selected.
TIP: When using the arrow keys to move a keyframe, the scale of the Graph
determines the amount of movement applied to each keypress. The closer the zoom
in, the finer the adjustment.
Time and Value Editors 231
The Time and Value buttons are used to move the position and the parameter value of a
Time Button
The Time button is used to modify the current time of the selected keyframe using a Time
mode, Time Offset and Time Scale. The three modes are cycled through each time you click on
the Time button.
Time
When the Time button is set to Time, the edit box shows the current position of the selected
keyframe in frames. Typing a new frame number in the edit box will move the selected
keyframe to the specified frame. If no keyframes are selected, or if multiple keyframes are
selected, the edit box is empty and nothing can be entered into it.
Time Offset
Clicking the Time button switches it to Time Offset mode. The edit box is used to move the
selected keyframe based on its relative position. An offset of either positive or negative values
can be entered. For example, entering an offset of 2 will move a selected keyframe from
frame 10 to 12.
Time Scale
Clicking the button when it is set to Time Offset switches it to Scale mode. The selected
keyframe’s position will be scaled based on the position of the playhead. For example, if a
keyframe is set at frame 10 and the playhead is at frame 5, entering a scale of 2 will move the
keyframe 10 frames forward from the playhead’s position, to frame 15.
Value Button 232
The Value button is used to modify the selected keyframe’s parameter value using a Value
mode, Value Offset and Value Scale. The three modes are cycled through each time you click
Value
When the Value button is set to Value, the edit box shows the value of the currently selected
keyframe. Entering a new number into the edit box will change the value of the keyframe. If
more than one keyframe is selected, entering a new value will set all the selected keyframes at
that value.
Value Offset
Clicking the Value button switches it to Offset mode. Entering a new value in the edit box will
cause the selected keyframe’s values to be moved by the amount specified. For example,
entering a value of -2 will change a value from 10 to 8.
Value Scale
Clicking the button when it is set to Value Offset switches it to Scale mode. Entering a new
value will cause the selected keyframe’s values to be scaled or multiplied by the specified
amount. For example, entering a value of 0.5 will change a keyframe’s value from 10 to 5.
Key Markers
You can adjust the position of the keyframes in time, without worrying about manipulating
splines, by using the Key Markers. The horizontal time axis can show markers that indicate the
position of each keyframe. The display of these markers is enabled by right clicking in the
Graph and choosing Show > Key Markers from the contextual menu, or by clicking on the Show
Key Markers button in the toolbar.
The Key Markers button in the toolbar with show keyframes in the horizontal axis
Adding New Keyframes 233
Once one keyframe is added to a parameter, additional keyframes are automatically added
Set Key
Selecting Set Key from the contextual menu adds a new keyframe along the active spline
wherever the position of the cursor is when the contextual menu is displayed.
Deleting Keyframes
To delete a keyframe or keyframes, simply select the keyframes and press Command-Delete
(Mac OS X) or Delete (Windows). This will only remove the keyframes. It will not remove the
spline, even if all of the keyframes are deleted.
The shape of a spline impacts an animation by changing the interpolation between keyframe
By default, the two direction handles on a control point are locked together so that if one
moves, the one on the other side moves with it. This maintains a constant tension through the
keyframe. There are situations, however, when it is desirable to modify these direction handles
separately for a more pronounced curve or effect.
To make the Spline Editor treat all Bezier handles as independent, right click in the Graph and
choose Independent Handles from the Options contextual submenu.
Although manipulating the handles on a Bezier spline gives you a lot of flexibility, you can take
a few short cuts to place the direction handles in commonly used handle positions. These
options can be found in the Graph’s contextual menu as well as in the Spline Editor’s toolbar.
Linear 235
A Linear segment will effectively take the shortest route, which is a straight line between two
keyframes. The rate of change stays the same throughout the animation so it produces a fairly
Smooth
A smoothed segment will provide a gentle keyframe transition in and out of the keyframe, by
slightly extending the direction handles on the curve. It slows down the animation as you pass
through the keyframe. To smooth the selected keyframe(s), press the S key or click the toolbar’s
Smooth button
Step In/Out
On occasion, it is not desirable to have any interpolation between two keyframes. Instead, the
value of one keyframe may need to be held until another keyframe is set. For these cases, use
Step In or Step Out mode.
Setting Step In on a keyframe will hold the value of the keyframe steady, then switch values
when it reaches the next keyframe. Step Out immediately switches to the value of the
upcoming keyframe.
To set Step In or Step Out, do one of the following: 236
Select at least two keyframes, then click the Step In or Step Out buttons on the toolbar.
Select at least two keyframes, then right click and choosing the appropriate option from
Looping Splines
It is often useful to repeat a given section of an animation, either infinitely or for a specified
number of times, such as is required to create a strobing light, or a spinning wheel. There are a
number of ways to repeat a selected segment in the Spline Editor, accessible in the Graph’s
contextual menu and in the toolbar.
Set Loop
If you want to repeat or loop a selected spline segment, you first select the two or more
keyframes that define the section you want looped. You can then either select Set Loop from
the Graph’s contextual menu or click on the Set Loop button in the toolbar. The selected
section of the spline will appear as a dotted line and it will repeated until the end of the global
range, or until another keyframe ends the repeating segment.
You can change the looped segment by modifying any of the keyframes or control points that
were originally used to create the loop. Simply select one of the originating key points, make
Relative Loop
The Relative Loop mode repeats the segment as with Loop, where each repetition adds upon
the last point of the previous loop so that the values increase steadily over time.
Ping-Pong
The Ping-Pong Loop mode repeats the selected segment, where each successive loop is
reversed so that the segment plays through, reverses itself and repeats. Ping-Pong is often
used for pendulum like animations where an object has to swing back and forth in a repetitive
seamless motion.
Set Pre-loop
The Set Pre-loop option contains the same options for looping as the Loop option, except that
the selected segment is repeated backward in time rather than forward. The Pre-loop option is
found in the Graph’s contextual menu.
Reversing Splines
Reverse can be used to invert a segment of an animation spline. To apply reverse, choose a
group of points in a spline and select Reverse from the contextual menu or use the V hotkey.
The keyframes are reversed in the Graph and points immediately surrounding the reversed
selection adjust of needed.
Time Stretching
Time Stretching allows for a selected group or keyframes to be proportionally stretched or
squashed. This allows you to change the duration of the animation while keeping the relative
distance between each keyframe. To enable spline stretching, select the group of keyframes
that you want to time stretch, then choose Modes > Time Stretching from the Graph’s contextual
menu or click on the Time Stretch button in the toolbar.
When you have more than one keyframe selected on the spline, enabling Time Stretch will
surround the outer keyframes with two vertical purple bars. Click drag on the purple vertical
bars to stretch or shrink the timing of the spline segments within the bars. Drag these bars back
and forth to stretch or squash the spline segment.
Shape Box
The Shape Box transform mode is similar to Time Stretching, however, it can adjust the vertical
scaling of keyframe values as well as time.
A purple rectangle will be drawn around any points selected when the mode is enabled. To
scale, skew or stretch the spline, drag on any of the control points located around the box.
Dragging on the box edges will move the keyframes.
TIP: If no points are selected, or if you want to select a new group of keyframes, you
can drag out a new rectangle at any time.
Ease In/Out 240
For a more precise way to adjust the length of Bezier direction handles attached to selected
keyframes, you can use the Spline Ease dialog. The dialog can be accessed by selecting a
Clicking the Lock In/Out button will collapse the two sliders into one, so any adjustments apply
to both direction handles.
Reducing Points
When there are too many control points, too close together on a spline, you can Reduce Points
to decrease the number of them, making it easier to modify the points remaining. The overall
shape of the spline is maintained as closely a possible, while eliminating redundant points
from the path.
TIP: When the value is 100, no points will be removed from the spline. Use smaller
values to eliminate more points.
Filtering the Spline Editor 241
A composition can easily contain dozens, if not hundreds, of animation curves, making it difficult
Creating Filters
You create new Spline Editor filters in the Global Timeline Preferences dialog by choosing
Fusion > Preferences (Mac OS X) or File > Preferences (Windows) and then selecting Global >
Timeline in the sidebar. You can also open the Timeline preferences by clicking the Filter button
above the Spline header and choosing Create/Edit Filters.
Once in the Timeline Preferences dialog, clicking the New button will allow you to name and
create a new filter with the default set to all the tools being enabled.
The Invert All button and Set/Reset All button can apply global changes to all of the
checkboxes, toggling the selected states as described.
When you are done configuring the custom filter, click the Save button to close the preferences
dialog and save the filter.
Removing a Filter
To remove a filter and show all the tools in the Spline Editor again, click on the Filter button and
choose Show All from the pop up menu.
Guides 243
Guides are markers to help identify important frames in a project. They are created by clicking
to a field, frame or to guides. Autosnap is an option that is accessed through the Graph’s
Spline shapes can be imported and exported from or to an ASCII text file. This makes it easier
TIP: Exporting a spline gives you three options. You can export the Samples, Key
Points or All Points
The Spline view can also be used to display and modify any tool’s splines, like in the case of a
To edit the splines of Color curves or Hue curves in the Spline Editor, do the following:
1 Select the Color or Hue Curves tool in the flow.
2 In the Control Panel, right click over the header.
3 Choose Edit Splines from the contextual menu.
Bins
Chapter 9
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247
Bins 248
Bins Chapter – 9
Bins Overview 249
Bins are folders that provide an easy way of accessing commonly used tools, settings, macros,
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compositions and footage. They can keep all your custom content and resources close at hand,
so you can use them without searching through your hard drives. Bins can also be shared over
a network to improve a collaborative workflow with other Fusion artists.
The Bins window is separated into two panels. The sidebar on the left is a list of the bins, while
Bins Chapter – 9
the panel on the right displays the selected bin’s content.
The sidebar organizes content into bins or folders using a hierarchical list view. These folders
can be organized however suits your workflow, but standard folders are provided for Clips,
Compositions, Favorites, Settings and Tools. Parent folders contain sub folders that hold the
content. For instance, the Tools bin is parent folder to all the categories of Tools. Parent folders
can be identified by the disclosure arrow to the left of the name.
When you select a folder from the sidebar, the contents of the folder are displayed in the
Contents panel as thumbnail icons.
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One use of the contextual menu is to switch between viewing the contents as thumbnail icons or
in a list.
Clicking on the heading of a column in List view will sort the list in ascending order and clicking
it again will reverse the sort order.
Each bin in the sidebar can be set to List view or Icon view independently of each other. So
while you may have some bins you want to see as a list, others maybe easier to view as icons.
The icons can be adjusted to small, medium, large or huge by right clicking in an empty area of
the Contents panel to bring up the contextual menu and choosing a size from the Icon
Size submenu.
Organizing Bins 252
Once you begin adding your own categories and content, you can have hundreds or thousands
Bins Chapter – 9
of items that need to be organized. To keep the bins accessible, you’ll want some basic
organizational skills, just like the skills you use to keep files and documents organized on
your computer.
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To move a folder into or out of a parent folder, do the following:
1 Select the parent folder that contains the folder you want to move.
2 In the Contents panel, drag the folder into the sidebar where you want it moved.
When you drag a folder onto another folder in the sidebar, the folder you are dragging is nested
under the targeted folder. Dragging it to the Library parent folder at the top of the sidebar will
add it to the top level of the Bins window.
TIP: You cannot undo removing a folder from the Bins window.
Adding and Using Content 254
You can add and use different types of content with bins. Fusion compositions, tools, saved tool
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settings, macros, tool groups and any file format that is supported in Fusion can be added to
bins and then used in compositions at a later time.
TIP: Unsupported files like PDFs can also be saved in the bin and the application that
supports it will launch when you double click the file. It’s a useful location for scripts
and notes.
If you have an Mac OS X Finder window or Windows Navigator open, you can drag files directly
into the bin as well. When adding an item to the bins, the files are not copied. A link is created
between the content and the bins, but the files remain in their original location.
Tools
An additional way to add a tool with the current settings to a bin is to drag the tool’s tile from the
flow into the bin’s Contents panel.
Tool Settings 255
If you want to add a tool or tools with custom settings, you can select the tool(s) in the flow and
drag it/them into the desired bin’s Contents panel. A dialog allows you to choose where on disk
Bins Chapter – 9
the new tool settings file will be saved and then adds it to the bin.
Media
Dragging media into the Flow Node Editor creates a new Loader that points to the media on
disk. Still files or photos are automatically set to loop. The media that you add to the bins is
referred to as a clip.
Compositions
When a composition is added, it is opened in a new window. It is not added to the existing
composition. To add a composition you must double click it in the bin to open it. Dragging a
comp item onto an open composition will have no effect.
Clips from image sequences, .MOV files and AVI files can be added to bins and previewed in
Bins Chapter – 9
different ways without having to first add the clip to a flow.
Scrubbing Footage
You can quickly preview the clip by scrubbing through it rather than playing it back.
2 Drag the mouse left and right to scrub forward and backward.
The footage will appear in the left Viewer of the currently open composition.
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Stamp Files
Stamp Files are low resolution, local proxies of clips, which are used for play back of clips stored
on a network server, or for very large image sequences.
You can share bins amongst computers running Fusion on the network. These shared bins are
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called Remote bins and one or more Remote bins can be shared by everyone in a studio.
This panel shows a list of the bin servers available, with buttons below for entries to be added
to or deleted from the list.
Adding a Remote Bin Entry 259
If you want to add a Remote bin to the list of available Remote bins, you can click the Add
button in the bin servers Preferences panel. The text controls below the button will become
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enabled for editing. In the Server field type the system name or IP address where the bin
is hosted.
Then add a User name and Password if one is needed to access the server.
The Library field lets you name the bins. So if you want to create a bin for individual projects,
you would name it in the Library field and each project would gets its own bin.
The Application field allows larger studios to specify some other program to serve out the
bin requests.
Once you’ve finished setting up the bin server information and clicked Save in the Preferences
window, you can open the bin window to test your bin server. Opening the bin window is the
first time your connection to the server will be tested. If it cannot connect, the bin server will still
be listed, with access denied or unavailable marked next to the name on the bins sidebar.
There is no practical limit to the number of bins that can be accessed.
Permissions
Unlike other directories on a server, your access to bins on a network is stored in the bin
document. The bins themselves contain all the users and passwords in plain text, making it
easy for someone to administer the bins.
Studio Player 260
Studio Player is a timeline playback engine, giving artists a concise functionality to play and
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organize versions, make notes, and collaborate on shots and projects.
A simple single layer timeline: gives the ability to play a number of shots and set trim for
each shot.
Per-shot colour adjustment controls allow for consistent display of shots from
different formats.
Annotation notes can be typed on each shot and version, as well as the entire project.
Audio: Scratch track and audio per clip.
Fully collaborative workflow automatically synchronizes reel changes, annotations, and
colour adjustments across multiple workstations, allowing multiple artists or supervisors
to access the same projects simultaneously.
Remote sync allows multiple Studio Players to follow the master. Actions performed
on the master, such as Playback and Scrubbing, will also be executed on the slaves,
allowing the reel to be reviewed across multiple workstations or sites.
Blackmagic Design UltraStudio and DeckLink playback devices are supported.
Shot versions can be stored in the same project to allow for quick access to previous
work and for comparison of progress.
Guide overlays can be customized to show monitor/title safety and show crops to
various output formats.
Scriptable: Studios can automate tasks using the Fusion scripting engine to control
features and clips of the Studio Player.
Single, looped, and ping-pong playback, with a definable loop range.
Ability to view clip metadata, with live update during scrub/play.
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The tool bar across the bottom of the interface has various controls for setting a loop, showing
and adjusting color, playback transport controls, Collaboration Sync, Guide overlays, and frame
number and playback speed in fps.
Set Loop will loop a section of the timeline, which is great for shot reviews.
Shot will set the loop to the current clip.
Individual In and Out points can also be set.
Rst will reset or turn off the loop mode.
View toolbar has controls for color and output.
M will show Metadata of the Image.
RGB and alpha view will toggle between color and alpha of the image sequence.
Brightness Gamma will adjust the Brightness and Gamma of the overall display and
is applied to all image sequences. Individual clip color controls can also be applied in
another menu.
Vid will output playback to Blackmagic Design Decklink and Ultrastudio devices.
There is a main menu button bottom left of the interface. Clicking on the 3 line button will bring
up the menu.
Bins Chapter – 9
This gives options to close the Reel and return to bin mode.
Reel Notes will open the notes dialog to add annotations text to the entire reel project.
There are also per clip and version notes as well.
Reel Export will save the Reel to disk so it can be used elsewhere or archived. This is
in ASCII human readable format.
Bins Chapter – 9
Inserting Shots and Versions
Dragging and dropping Clips and comps have two options. Insert Shot between
existing clips by positioning the new clip in between existing items in the Reel.
Add Version by dragging on an existing item, which will add a new version to that item.
Versions
Versions of a shot will stack in the Storyboard Reel and show stacked behind each 264
other. The first shot has two versions, the second shot has four versions, and the last
clip has only one version.
Bins Chapter – 9
The Version to be viewed can be selected via the context menu Select and choosing
which clip to be displayed.
Move menu option gives the ability to shuffle the order of the versions of clips.
Remove will delete the single version from the stack.
Shot Menu
The per clip Shot menu has functions to Rename the shot, Remove the shot, Trim the
clip in and out point, add notes, adjust the color ,and add an audio soundtrack.
Rename will give the ability to change the name of the shot.
Remove will delete the entire shot from the project Reel.
Trim will open the trim dialog to adjust the clip In point and Out point on the timeline.
Notes will open the notes window to the right of the interface.
265
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When notes are added, they are time and date stamped as well as named stamped.
The naming is from the Bin login name and computer name.
Color Per clip color can be set with these CDL style controls.
Audio per clip audio in wav format can be loaded in this dialog.
Collaboration and Sync 266
Reel Projects can be shared by multiple artists across the studio via the bin server system,
reviewing, adding versions and notes, all independently at the same time. With the Sync
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function, multiple people can collaborate together with synced playback and scrubbing.
Guides
Guides can be loaded and activated in the Play view by means of the guide switches. Up to
three guides can be active for any given Project. Guides can also be concatenated, meaning
you can have all three guides layered on top of each other.
A simple XML file, as explained below, defines each guide. This makes it easy to create and
share guides.
Guide Styles 267
The style of a guide is defined by a set of properties in the style of
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HLine: Draws a horizontal line and requires a Y-value, which is measured from the top
of the screen. The Y-value can be given either in percent (%) or in absolute pixels (px).
Vline: Draws a vertical line and requires an X-value, which is measured from the left
of the screen. The X-value can be given either in percent (%) or in absolute pixels (px).
Pattern: The Pattern value is made up out of four hex-values and determines the
visual appearance of the line.
Color: The Color value is comprised of four groups of two hex-values each. The first
three groups define the RGB colors; the last group defines the transparency.
Rectangle: Draws a rectangle, which can be empty or filled, and supports the same
Pattern and color settings described above.
It requires two X- and two Y-values to define the extent <Rectangle
Pattern=“F0F0” X1=“10%”
FillMode: Applies to rectangles only and defines if the Inside or the Outside of the
rectangle should be filled with a color. Leave this value out to have just a bounding
rectangle without any fill.
>>FillMode = (“None”|”Inside”|”Outside”)
FillColor: Applies to rectangles only and defines the color of the filled area specified
by FillMode.
>>FillColor=“FF000020”
The Bin System in Fusion allows for storage and organisation of clips, compositions, tool
settings, and macros. Organizing shots and collaborating with other team members, the Bin
Server has logins and administrative controls, and uses a tree hierarchy like folder structure.
Multiple binservers can be set up and linked across the studio.
Quick and focused interface provides storyboard playlist of shots and timeline of multiple shots.
Each shot has version history stack, annotation notes for the project and for each clip keep the
information of the production in the project. There is multi-user collaboration with synced
playback across the studio, and output on Blackmagic Design Decklink and Ultra Studio
devices for true UHD workflow and screening dailies, rushes, and shot review.
The Studio Player is resolution independent and will playback any format that Fusion can load,
like DPX, ProRes, Jpg, QuickTime, and more. It caches the images in Ram so large formats like
EXR will loop playback from memory. Audio is supported. Each clip can have its own individual
audio track and Scratch track audio for the entire timeline. Basic Color controls are provided to
quickly adjust levels and review black levels.
Chapter 10
Polylines, Masks
and Motion Paths
Polylines are splines that are used whenever a control is animated with a motion path or when a
Polyline Types
You can draw polylines using B-Spline or Bezier spline types. Which you choose depends on
the shape you want to make and your comfort with the spline style.
Bezier Polylines
Bezier Polylines are shapes that are composed of control points and direction handles. Several
points together are used to form the overall shape of a polyline.
Each control point has a pair of direction handles that are used to define the exact shape of the
polyline segments passing through each control point. Adjusting the angle or length of the
direction handles will affect whether that segment of the polyline is smooth or linear.
Whenever a tool that contains one or more polylines is selected, the polyline is shown on all
If you hover the cursor over any of the Polyline Toolbar buttons, a tooltip that describes the
button’s function appears. Clicking on a button will affect the currently active polyline or the
selected polyline points, depending on the button.
You can change the size of the toolbar icons, add labels to the buttons, or make other
adjustments to the toolbar’s appearance in order to make polylines easier to use. All the
options can by found by right clicking on the toolbar and selecting from the options displayed in
the contextual menu.
Selecting a Polyline
It is possible to have several polylines in the Viewer at once, so it is important to be able to
switch between polylines easily.
Click Append
This mode is the default mode for mask creation. It’s used to quickly define the rough shape of
the mask, after which you switch to Insert and Modify mode to refine the mask further.
TIP: Holding Shift while you draw a mask constrains subsequent points to 45 degree
angles relative to the previous point. This can be very helpful when drawing
regular geometry.
Insert and Modify 275
Masks, which are created in Click Append mode, automatically switch to Insert and Modify
mode when the mask shape is closed. You can also manually switch to this mode by clicking
Insert and Modify mode is also the default mode for creating motion paths. A new control point
is automatically added to the end of the polyline, extending or refining the path, any time a
parameter that is animated with a motion path is moved.
Draw Append
The Draw Append mode creates a freehand polyline shape directly on the Viewer, like drawing
with a pencil or a paintbrush. This mode is ideal to use in conjunction with a tablet and for the
creation of garbage mattes and effect masks around complex shapes.
The Draw
Append toolbar
button (Shift-D)
Protection Modes
In addition to the modes used to create a polyline, two other modes are used to protect the
points from further changes after they have been created.
Modify Only 276
Modify Only mode allows existing points on the polyline to be modified, but new points may not
be added to the shape.
TIP: Even with Modify Only selected, it is still possible to delete points from a polyline.
Done
The Done mode prohibits the creation of any new points, as well as further modification of any
existing points on the polyline.
There are several ways to close a polyline, which will connect the last point to the first.
All of these options are toggles that can also be used to open a closed polygon.
Selecting and Adjusting Polylines 278
To create the shape you need for a mask or a motion path, you need to know how to manipulate
TIP: Once a control point is selected, you can press Page Down or Page Up on the
keyboard to select the next control point in a clockwise or counter clockwise rotation.
This can be very helpful when control points are very close to each other.
To move selected control points using the cursor, do one of the following:
Drag on the selected points anywhere in the Viewer.
Hold Shift while dragging to restrict movement to a single axis.
Hold Option (Mac OS X) or Alt (Windows) and drag anywhere in the Viewer to move the
selected control point.
To move selected control points using the keyboard, do one of the following:
Press the left, right, up or down arrow keys on the keyboard.
Hold Command-Arrow keys (Mac OS X) or Ctrl-Arrow Keys (Windows) to move in
smaller increments.
Hold Shift-Arrow keys to move in larger increments.
Smoothing a Polyline Segment 279
If you want to shape the polyline and control its slope, you can choose to smooth a spline
segment by adjusting the Bezier direction handles.
TIP: Deleting all of the points in a polyline does not delete the polyline itself. To delete
a polyline, delete the tool or modifier that created the polyline.
Bezier Handles 281
For Bezier polylines, each control point has two direction handles that adjust the slope of a
curve through the control point. These direction handles only appear when the point
If you want to adjust the length of a handle without changing the angle, hold Shift while moving
a direction handle.
Edit Points
The Edit Points dialog can be used to reposition control points using precise X and Y
coordinates. Pressing the E key on the keyboard will bring up the dialog and allow you to
reposition one or more selected control points.
The dialog box contains the X- and Y-axis values for that point. Entering new values in those
boxes repositions the control point.
When multiple control points are selected, all the points move to the same position. This is 282
useful for aligning control points along the X or Y axis.
If more than one point is selected, a pair of radio buttons at the top of the dialog box
If you are not sure of the exact value, you can also perform mathematical equations in the
dialog box. For example, typing 1.0-5 will move the point to 0.5 along the given axis.
Reduce Points
When freehand drawing a polyline or an editable paint stroke, the spline is often created using
more control points than you need to efficiently make the shape. If you choose Reduce Points
from the polyline’s contextual menu or toolbar, a dialog box will open allowing you to decrease
the number of points used to create the polyline.
The overall shape will be maintained while eliminating redundant control points from the path.
When the value is 100, no points are removed from the spline. As you drag the slider to the left
you reduce the number of points in the path.
Shape Box 283
If you have a polyline shape or a group of control points you want to scale, stretch, squish, skew
or move, you can use the Shape Box to easily perform these operations.
If there are selected points on the polyline when the Shape Box mode is enabled, the shape
box is drawn around those points. Otherwise, you can drag the shape box around the area of
control points you want to include.
If you want to freely resize the shape box horizontally and vertically, you can drag a corner
handle. Dragging a handle on the side of the shape box resizes the polyline along a specific axis.
Holding Command or Ctrl while dragging a shape box handle will apply adjustments from the
center of the shape box, constraining the transformation to the existing proportions of the
shape box. Holding Shift while dragging a corner handle affects only that handle, allowing
skewed and non-uniform transformations.
It is often difficult to identify individual points when they are placed closely together. You can
choose to display both points and their direction handles, just points, or just handles. These
You use these options to simplify the screen display when adjusting control points placed
closely together and to avoid accidentally modifying controls and handles that are adjacent to
the intended target.
Stop Rendering
While points along the polyline are being moved, the results are rendered to the Viewer to
provide constant interactive feedback. Although extremely useful, there are situations where
this can be distracting and can slow down performance on a complex effect. To disable this
behavior so renders only happen when the points stop moving, you can toggle the Stop
Rendering button in the toolbar or select this option from the polyline contextual menu.
You can import and export polyline shapes into a common editable ASCII text file or its native
Native Format
To save a polyline shape in Fusion’s native ASCII format, you right click on the header of the
Mask tool in the Control Panel and select Settings > Save As from the contextual menu. Provide
a name and path for the saved file and select OK to write a file with the .setting extension. This
file will save the shape of a mask or path, and any animation splines applied to its points
or controls.
To load the saved setting back into Fusion, you first create a new polyline of the same type,
then select Settings > Load from the mask’s context menu or drag the .setting file directly
into the Flow.
If you want to move a polyline from one comp to another, you can also copy the tool to the
clipboard, open your second comp and paste it from the clipboard into the new comp.
Roto Assist 286
You can enable the Roto Assist button in the toolbar when you begin drawing your shape to
Multiple Points: Allows adding multiple points along an entire edge with a single click
instead of having to add each point individually.
Distance 8: Defines the range within which searching for an edge will take place.
Reset: Used for resetting the snap attribute of the snapped points. After resetting, the
points will become unavailable for tracking.
Mask Types 287
Typically, a tool applies its effect to every pixel in an image. Masks are single channel images
Effects Mask
Effect masks are by far the most common type of mask applied to tools. They are applied post
effect, which means the tool’s result is calculated first and then the effects mask is used to limit
the result.
Although many tools support effects masking, there are a few where this type of mask does not
apply, notably Savers, Time tools, and Resize, Scale and Crop tools.
Garbage Mattes 288
Garbage Mattes are a special type of effect mask that are unique to the keying tools (difference
keyer, ultra keyer, chroma keyer, matte and luma keyer). Garbage matting is used to isolate
The option of creating a garbage matte is available from the contextual menu when one of the
keying tools is selected. The various garbage matte types and shapes are identical to
effect masks.
Pre-Masking
Unlike effect masks, a pre-mask is used by the tool before the effect is applied. This usually
causes the tool to render more quickly and to produce a more realistic result.
In the case of the Highlight and the Glow tools, a pre-mask restricts the effect to certain areas
of the image but allows the result of that effect to extend beyond the limits of the mask.
The advantage to pre-masking is that the behavior of glows and highlights in the real world can
be more closely mimicked. For example, if an actor is filmed in front of a bright light, the light will
cause a glow in the camera lens. Because the glow happens in the lens, the luminance of the
actor will be affected even though the source of the glow is only from the light.
In the case of the DVE tool, a pre-mask is used to apply a transformation to a selected portion
of the image, without affecting portions of the image outside of the mask. This is useful for
applying transformations to only a region of the image.
Mask Tools 290
Masks are like other creator tools in the flow, with the exception that they create a single
Polygon Mask
Polygon Masks are user created Bezier shapes. This is the most common type of polyline and
the basic workhorse of rotoscoping.
B-Spline Masks
B-Spline Masks are user created shapes made with polylines that are drawn using the
B-splines. They behave identically to polyline shapes when linear, but when smoothed, the
control points influence the shape through tension and weight. This generally produces
smoother shapes while requiring fewer control points.
Bitmap Masks
The Bitmap Mask allows images from the flow to act as masks for tools and effects. Bitmap
Masks can be based on values from any of the color, alpha, hue, saturation, luminance and the
auxiliary coverage channels of the image. The mask can also be created from the Object or
Material ID channels contained in certain 3D rendered image formats.
Mask Paint
Mask Paint allows a mask to be painted using Fusion’s built-in vector paint tools.
Wand Mask
A Wand Mask provides a crosshair that can be positioned in the image. The color of the pixel
under the crosshair is used to create a mask, where every contiguous pixel of a similar color is
also included in the mask. This type of mask is ideal for secondary color correction.
Ranges Mask
Similar to Bitmap Mask, the Ranges Mask allows images from the flow to act as masks for tools
and effects. Instead of creating a simple luminance based mask from a given channel, Ranges
allows spline based selection of low, mid and high ranges, similar to to the Color Corrector.
Animating Polyline Masks 291
When Polygon or B-Spline Masks are added in the flow, they are automatically ready to be
Although you can rapidly animate the entire shape of a polyline, the Spline Editor and Timeline
Publishing a Point
To publish a selected point or points, do one of the following:
Click on the Publish Points button in the polyline toolbar.
Select Publish Points from the polyline’s contextual menu.
A new coordinate control is added to the polyline mask controls for each published point,
named Point 0, Point 1, and so on.
The onscreen control indicates published points on the polyline by drawing the point as a much
larger point. Once a published point is created, it can be connected to a tracker, path,
expression or modifier by right clicking on this control and selecting the desired option from the
point’s contextual menu.
When a point is published, any animation already applied to that point is removed. However, if
you need to keep the animation, you can use the Publish Point to Path option. This polyline
When this mode is enabled, the new following points will maintain their position relative to the
motion of any published points in the mask, attempting to maintain the shape of that segment of
the mask. Unlike published points, the position of the following points can still be animated to
allow for morphing of that segment’s shape over time.
Double Polylines 294
The standard soft edge control available in all mask tools softens the entire mask equally.
To convert a mask into a double polyline, click the Double Polyline button in the polyline toolbar
or right click in the Viewer and select Make Outer Polyline from the mask’s contextual menu.
The control points on the outer shape are automatically parented to their matching points on
the inner shape. This means that any changes made to the inner shape will also be made to the
outer shape. The relationship is one way. Adjustments to the outer shape can be made without
affecting the inner shape.
A dashed line drawn between the points indicates the relationship between the points on the
inner and outer shapes.
Tip: Press Shift-A to select all the points on a shape then hold O and drag to offset the
points from the inner shape. This gives you a starting point to edit the falloff.
The further the outer shape segment is from the inner shape, the larger the falloff will be in
that area.
Adding Additional Points to the Shape 296
It is not necessary for every point on the inner shape to have a match on the outer shape, or
vice versa. You can add additional control points to refine the shape of either shape.
Motion Paths are polylines that define the movement for positional controls of layers, effects
It is not possible to add a motion path to a single value control, like a blur strength or
merge angle.
A keyframe is automatically created on the motion path and a polyline is drawn from the original
keyframe to the new one. The position of the control is interpolated between the two
keyframes.
You can continue adding points by moving the playhead and adjusting the control until the
entire motion path is created.
Upon completion, set the polyline to Insert and Modify mode by pressing Command-I (Mac OS
X) or Ctrl-I (Windows) on the keyboard or pressing the Modify button on the toolbar.
Do not worry too much about the overall shape of the motion path at this point. The shape can
be refined further by adding additional points to the polyline.
Path Modifier 299
A Path is a Modifier tool. When the path is added to a control, controls for the path are visible in
the Modifiers tab of the Tool Control window.
Displacement paths are composed of Locked and Unlocked points. Whether a point is locked
Locked Points
Locked points are the motion path equivalents of keyframes. They are created by changing the
playhead position and moving the animated control. These points indicate that the animated
control must be in the specified position at the specified frame.
The locked points are displayed as larger sized hollow squares in the view. Each locked key has
an associated point on the path’s displacement in the Spline Editor.
Deleting a locked point from the motion path will change the overall timing of the motion.
Unlocked Points
Unlocked points are created when additional points are added to the motion path while in
Insert and Modify mode. These points are used to adjust the overall shape of the motion path,
without directly affecting the timing of the motion.
Unlocked points do not have corresponding points on the path’s displacement spline. They are
represented in the Viewer as smaller, solid square points.
To experience the difference between locked and unlocked points, do the following: 301
1 Add a Text tool to the flow and type a word in the Text tool.
2 Position the text’s center in the upper left corner of the frame.
At a value of 0.0, the control will be located at the beginning of the path. When the
value of the displacement spline is 1.0, the control is located at the end of the path.
8 Select the keyframe at frame 45 in the displacement spline and drag it to frame 50.
The motion path is now 50 frames long, without making any changes to the motion
path’s shape.
If you try to change this point’s value from 1.0 to 0.75 it cannot be done because the
point is the last in the animation, so the value must be 1.0 in the displacement spline.
9 Position the playhead on frame 100 and move the text center to the bottom right corner
of the screen.
This will create an additional locked point and set a new ending for the path.
10 Select the motion path spline by using the Tab key to cycle controls until the 303
path is selected.
Currently, the path is in Click Append mode.
12 Click on the path and create two new points: one part-way between the first and the
second points and the other part-way between the second and the third.
The two points just added are not present in the motion path’s displacement spline.
These are unlocked points, used to shape the motion but unrelated to the timing of the
path. This behavior can be used to make the layer’s motion pause briefly.
14 Select the point at frame 50 in the displacement spline and hold down Command
(Mac OS X) or Ctrl (Windows) while dragging it to frame 65. The point is copied
at frame 65.
15 Select the point at frame 0 and at frame 50 and press Shift-S while in the Spline Editor
to smooth the displacement curve.
This will cause the motion to accelerate slightly at the beginning and slow to a stop at
the center.
16 Render a preview of frames 0 to 100 to see the results so far.
17 Remove the preview when done.
18 In the Viewer, delete the unlocked point added between the first point and the middle
point. The spline segment of the motion path will become linear.
Deleting this point did not change the amount of time it takes the spline to reach the
center of the screen, only the path it takes to get there.
19 Step through a few of the frames in the scene to confirm this.
20 Now delete the locked point in the center of the screen.
Removing this point changes the timing of the animation rather profoundly because the
key point in the displacement spline is also removed.
Knowing the difference between locked and unlocked points gives you independent control
over the spatial and temporal aspects of motion paths.
Locking and Unlocking Points 305
You can change an unlocked point into a locked point, and vice versa, by selecting the point(s)
and choosing the Lock point option from the contextual menu.
At first glance, XY paths work like displacement paths. To create the path, position the playhead
and drag the onscreen control where you want it. Position the playhead again and move the
onscreen control to its new position. The difference is that the control points are only there for
spatial positioning. There are no locked points for controlling temporal positioning.
The Spline Editor for the XY path displays the X and Y channel splines. Changes to the controls
position will be keyframed on these splines. The advantage to the XY path is that you can
explicitly set an XY coordinate at a specific time for more control.
306
TIP: XY path and Poly path can be converted between each other from the contextual
menu. This gives you the ability to change methods to suit your current needs without
Recording
You can animate both of the control’s spatial and temporal information at the same time using
the Record mode. This is useful when both position and speed are crucial to achieve the
desired result.
Right click on the desired path to display its context menu and select Record from the
contextual menu. This displays a submenu of available data that may be recorded.
Use the Record Time option in conjunction with the Draw Append mode to create complex
motion paths that will recreate the motion precisely as the path is drawn.
The time used to record the animation may not suit the needs of a project precisely. Adjust the
path’s displacement spline in the Spline Editor to more correctly match the required motion.
Chapter 11
Tracking
Tracking Chapter – 11
308
Tracking 309
Tracking Chapter – 11
Tracking Overview 310
Tracking is one of the most powerful automation tools available to a compositor. A tracker can
Tracking Chapter – 11
follow a pattern of pixels in an image over time, generating a motion path from the pattern’s
movement. This information is then used to perform a variety of tasks, including image
stabilization, matching the movement of one image to another and driving the positions of
points on a mask.
Detailed reference for each of the controls in the tracker can be found in the Tool Reference
Manual. This chapter provides more general information on how to use a tracker.
Basic Workflow 311
The basic approach to tracking has two steps. A pattern is selected and tracked, then the
Tracking Chapter – 11
results are applied to one of several operations using the tracking data. The layout of the
Tracker tool’s tabs in the Control Panel reflects the workflow. The Tracker tab is where you
select the patterns and perform the track. The Operations tab is where you decide how the
tracking data is used.
There are four primary applications for the data that results from tracking.
Tracking Chapter – 11
Stabilizing
You can use one or more trackers to remove all of the motion from the sequence or to smooth
out vibration and shakiness. When you use a single tracker pattern to stabilize, you only
stabilize the X and Y position. Using multiple patterns together, you are able to stabilize
position, rotation and scaling.
Match Moving
The reverse of stabilizing is Match Moving, which detects position, rotation and scaling in an
image sequence using one or more patterns. Instead of removing that motion, it is applied to
another image that matches the movement so that the two images can be composited together.
Corner Positioning
Corner Positioning tracks four patterns which are then used to map the four corners of a new
foreground into the background. This technique is generally used for sign or TV screen
replacement.
Perspective Positioning
Perspective Positioning again tracks four patterns to identify the four corners of a rectangle.
Each corner is then mapped to a corner of the image, rescaling and warping the image to
remove all apparent perspective.
A Pattern is the region of pixels that are selected for tracking in an image. The pattern is
Tracking Chapter – 11
represented in the Viewer as a solid rectangle when the Tracker tool is active. A single Tracker
tool can have many patterns defined. Each pattern will produce its own path.
When you add a Tracker tool to the flow, you start with one pattern displayed in the Viewer as a
small rectangle. When the cursor is placed over the pattern rectangle, the control expands and
two rectangles appear. The outer has a dashed line and the inner has a solid line. The outer
rectangle is the search area and the inner rectangle is the pattern.
If you need to select a new pattern, you can move it by clicking on the small box in the top left
of the pattern rectangle.
While moving the pattern rectangle, an overlay pop-up will appear. The overlay shows a
zoomed version of the pixels contained within the rectangle to help you precisely position
the pattern.
The pattern rectangle can also be resized by dragging on the edges of the rectangle.
Search Area 314
When the cursor is over the onscreen control for a pattern, a second rectangle with a dotted
border will appear surrounding the pattern. This outer rectangle represents the search area.
Tracking Chapter – 11
When moving from one frame to another while tracking, the tracker will search a region
surrounding the last known tracker position in an attempt to relocate the pattern. The larger the
search area, the better chance you have of successfully tracking fast moving objects but the
longer it will take to track. However, there are some ways to optimize tracking for
specific content.
For example, tracking a pattern that is moving quickly across the screen from left to right
requires a wide search area but does not require a very tall one, since all movement is
horizontal. If the search area is smaller than the movement of the pattern from one frame to the
next, the tracker will likely fail and start tracking the wrong pixels. It is important to take the
speed and direction of the motion into consideration when setting the search area.
TIP: The size of the search area can be animated over time. This is useful for times
when the track pattern accelerates or decelerates rapidly part of the way through
the scene.
Tracking Chapter – 11
If you need to delete a pattern, select the pattern in the Tracker list and click the Delete button.
Enabling/Suspending/Disabling Patterns
To the left of each pattern’s name in the Tracker list is a checkbox that can be used to set the
pattern into one of three states. The checkbox is a three way toggle that switches between
Enabled, Suspended and Disabled.
Enabled
An Enabled tracker will re-track its pattern every time the track is performed. Its path data is
available for use by other tools and the data is available for stabilization and corner positioning.
An Enabled checkbox
Suspended
When the checkbox appears gray, it is Suspended. In this state it does not re-track its pattern
when the track is performed. The data is locked to prevent additional changes, but the data
from the path is still available for other tools. The data is also available for advanced tracking
modes like stabilization and corner positioning.
A Suspended checkbox
Disabled
A Disabled tracker does not create a path when tracking is performed. Its data is not available
to other tools or for advanced tracking operations like stabilization and corner positioning.
A Disabled checkbox
Pattern Selection 316
The Tracker works by searching each frame for the pixels contained in the pattern. In order for a
Tracking Chapter – 11
track to be successful, a fairly high contrast and unique region of the image must be located in
the footage. This process is known as Pattern Selection.
The first step in pattern selection is to review the footage to be tracked several times. Watch for
candidate patterns that are visible through the entire range of frames, where the contrast is high
and the shape of the pattern does not change over time. The more unique the pattern, the
more likely the track is to be successful.
In addition to locating high contrast, defined patterns, watch for the frames where the pattern
moves the most. Identifying the maximum range of a pattern’s motion will help to determine the
correct size for the pattern search area.
It is not uncommon to have a scene that requires the use of several different patterns to
generate a single path. This most often occurs because the pattern moves out of frame or is
temporarily obscured by another scene element. Combining patterns into a single pattern is
described later in the chapter.
You can override the automatic channel selection by clicking the buttons beneath the bars for
each channel to determine the channel used for tracking.
You can choose any one of the color channels, the luminance channels or the alpha channel to
track a pattern.
When choosing a channel, the goal is to choose the cleanest, highest contrast channel for use
in the track. Channels that contain large amounts of grain or noise should be avoided. Bright
objects against dark backgrounds often track best using the luminance channel.
Selecting Patterns for Stabilization 317
Selecting patterns for stabilization can be a tricky business. The location of the pattern, when it
is selected, is used to determine precisely how the image will be stabilized. At least two
Tracking Chapter – 11
patterns are required to correct for rotation; using three patterns will correct for scaling and
more will usually improve the quality of the solution.
Try not to select just any potentially valid pattern in the sequence, as some patterns will make
the solution worse rather than better. To help with your selection, use the following guidelines
when selecting patterns for stabilization.
Locate patterns at the same relative depth in the image. Objects further in the
background will move in greater amounts compared to objects in the foreground due
to perspective distortion. This can confuse the stabilization calculations, which do not
compensate for depth.
Locate patterns that are fixed in position relative to each other. Patterns should not be
capable of moving with reference to each other. The four corners of a sign would be
excellent candidates, while the faces of two different people in the scene would be
extremely poor choices for patterns.
Tracking the Pattern 318
Once the patterns are selected, you can begin tracking to create paths that represent their
Tracking Chapter – 11
position for each frame. Each pattern enabled in the Track list will produce its own path.
Before initiating the Tracker, you’ll need to set a render range that is usually a range of frames
during which the pattern is visible in the frame. This maybe the entire clip of a small portion.
To learn how to set the Render Range, read Chapter 6, The Time Ruler.
Once the render range is set, you can use on any of the Tracking Transport buttons at the top of
the Control Panel to start tracking. Once tracking has started you cannot work in the flow until it
has completed.
Each pattern has a pair of thumbnail windows shown in the Control Panel. The left window
Tracking Chapter – 11
shows the pattern that is selected.
The right window is updated during the track to show the actual pattern acquired on each
frame. Each pattern adds these images to a Flipbook and once the render is complete you
can play back the Thumbnail Pattern flipbook to evaluate the accuracy of the tracked path.
Adaptive Pattern Tracking 320
Even the most ideal pattern will usually undergo shifts in profile, lighting conditions and other
Tracking Chapter – 11
variables. These can adversely affect pattern recognition to the point that a pattern becomes
unusable. The Tracker offers three modes of pattern acquisition during tracking that can help to
correct these conditions. The modes can be set using the Adaptive Mode buttons in the
Control Panel.
None
When the Adaptive mode is set to None, the pattern within the rectangle is acquired when the
pattern is selected, and that becomes the only pattern used during the track.
Every Frame
When Every Frame is chosen, the pattern within the rectangle is acquired when the pattern is
selected, then re-acquired at each frame. The pattern found at frame 1 is used in the search on
frame 2, the pattern found on frame 2 is used to search frame 3, and so on. This method helps
the Tracker adapt to changing conditions in the pattern.
Every Frame tracking is slower and can be prone to drifting from sub-pixel shifts in the pattern
from frame to frame. Its use is therefore not recommended unless other methods fail.
Often, an otherwise ideal pattern can be temporarily obscured or blocked from tracking; for
Tracking Chapter – 11
example, when tracking a car that passes behind a telephone pole.
In these situations, you divide the render range up into two ranges, the range before the pattern
is obscured and the range after the pattern becomes visible again. After tracking the two ranges
individually, the Tracker will automatically interpolate between the end of the first range and the
start of the second. You can then set the track path to Insert and Modify mode and insert points
in the non-tracked range to compensate for any non-linear motion in the tracked pattern.
The Track Center (Append) mode selects a new pattern that will continue to add keyframes to
the existing path. The offset between the old pattern and the new pattern is automatically
calculated to create one continuous path.
Often, the pattern selected for tracking is not exactly the same as the pattern required for the
Tracking Chapter – 11
track. For example, the pattern to be tracked is a button on an actor’s sleeve but the effect
requires the person’s hand to be glowing. To cause the glow’s effect mask to be centered on
the actor’s hand, it would be necessary to make use of the Tracker Offset control.
The tracker offset allows for constant or animated positional offsets to be created relative to the
actual tracker’s pattern center. You can position an offset from the pattern’s tracked position
using the X Offset and Y Offset controls in the Tracker’s Pattern controls.
The position of the offset in the Viewer will be shown by a dashed line running from the pattern
center to the offset position. You can also adjust the offset in the Viewer using the Tracker
Offset button. Clicking the button enabled you to reposition the path while keeping the tracker
pattern in place.
The Tracker
Offset button
Once an offset for a pattern is set, you can connect other positional controls to the Tracker’s
Offset menu using the Connect To > Tracker: Offset Position option in the control’s contextual
menu. The path created during the track remains fixed to the center of the pattern.
Match Move Operations 323
When the Tracker is set to Match Move in the Operations tab, it is capable of stabilizing footage
Tracking Chapter – 11
to completely remove motion from the scene or smooth existing motion. It can also apply the
motion from one clip to another, basically matching the movement and stabilizing one shot with
reference to another. Here are some common scenarios for stabilization that are handled when
the tracker is set to Match Move.
A sequence that should be steady has vibrations or undesirable movement.
A sequence that requires a smooth camera move suffers from jarring.
A static CG element must be believably added to a moving sequence.
Two sequences with different motions must be composited together.
Stabilizing Motion
Stabilizing Motion completely removes the appearance of motion from the image. The motion
from frame to frame is calculated, and the contents of the frame are transformed to return the
image to a reference position. This position can be either the start or end of the sequence or a
manually selected frame from the sequence.
Stabilization can correct for position with as little as one pattern. Two or more patterns are
required to correct for rotation or scaling within the image.
When the Match Move button is selected in the Tracker’s Operation tab, the Tracker can use
the data from its patterns for stabilization. Only the controls that are applicable for stabilization
operations will appear in the Operation tab.
Several of the stabilization controls are always available, collected under the Match Move
Settings disclosure button. These controls are available at all times because the Steady and
Unsteady positions of a tracker are always published. This makes them available for connection
by other controls, even when the Tracker’s operation is not set to match moving.
The Merge buttons determine to what input knot on the Tracker tool the stabilization data is
applied. When stabilizing an image to remove all motion, or smooth the motion, the Merge
Tracking Chapter – 11
button should be set to BG Only.
Edges
The Edges buttons determine whether the edges of an image that leave the visible frame are
cropped, duplicated or wrapped when the stabilization is applied. Wrapping edges is often
desirable for some methods of match moving, although rarely when stabilizing the image for
any other purpose. These controls are described in greater detail in the Tool References for the
Tracker later in this manual.
Position/Rotation/Scaling
Use the Position, Rotation and Scaling checkboxes to select what aspects of the motion are
corrected.
Pivot Type
The Pivot Type for the stabilization is used to calculate the axis of rotation and scaling
calculations. This is usually the average of the combined pattern centers but may be changed
to the position of a single tracker or a manually selected position.
Reference
The Reference controls establish whether the image is stabilized to the first frame in the
sequence, the last frame or to a manually selected frame. Any deviation from this reference by
the tracked patterns is transformed back to this ideal frame.
As a general rule, when tracking to remove all motion from a clip, set the Merge mode to BG
Only, the Pivot type to Tracker Average or Selected Tracker and the Reference control to Start,
End or Select Time.
Smoothing Motion
When confronted with an image sequence with erratic or jerky camera motion, instead of trying
to remove all movement from the shot, you often need to preserve the original camera
movement while losing the erratic motion.
The Start & End reference option is designed for this technique. Instead of stabilizing to a
reference frame, the tracked path is simplified. The position of each pattern is evaluated from
the start of the path and the end of the path along with intervening points. The result is smooth
motion that replaces the existing unsteady move.
Tracking Chapter – 11
When tracking to create smooth camera motion, ensure that the Start & End reference mode is
enabled and set the Merge mode to BG Only. It is recommended to leave the Pivot type control
set to Tracker Average.
When using this Merge buttons, you connect a foreground image to the Tracker tool’s
Input knot in the flow.
Enabling the FG Only mode will apply the motion from the background to the foreground, and
the Tracker will only output the modified FG image. This result can later be merged over the
original, allowing further modifications of the foreground to be applied using other tools before
merging the result over the background clip.
Corner Positioning Operations 326
The Corner Positioning operation maps the four corners of a foreground image to four patterns
Tracking Chapter – 11
within the Tracker. This operation or technique is most commonly used for sign replacements.
The Corner Positioning operation of the Tracker requires the presence of a minimum of four
patterns. If this operation mode is selected and there are not four patterns set up in the Tracker
already, additional patterns will automatically be added to bring the total up to four.
When this mode is enabled, a set of drop down boxes will appear to select which tracker relates
to each corner of the rectangle. It has no effect when the Merge control buttons are set
to BG Only.
Perspective Positioning Operations 327
The Perspective Positioning operation is used to remove perspective from a foreground image
Tracking Chapter – 11
or apply the perspective from one sequence to another.
The Perspective Positioning operation of the Tracker requires the presence of a minimum of
four patterns. If this operation mode is selected and there are not four patterns set up in the
Tracker already, additional patterns will automatically be added to bring the total up to four.
When this mode is enabled, a set of drop down boxes will appear to select which tracker relates
to each corner of the rectangle. It has no effect when the Merge control buttons are set
to BG Only.
Tracker Outputs 328
One of the most common applications for a tracked pattern is using the tracked position or path
Tracking Chapter – 11
to drive the position of another tool’s parameters. For example, tracking an eye in order to color
correct the eye to blue using an effect mask. You start off by tracking the eye, then create a
color corrector with the desired settings. You create a mask in the shape of the eye and
connect the tracker’s position to the Center of the mask.
In addition to the path, each pattern in a tracker outputs five values for use as connections that
are available for use by other tools.
You connect a tool’s position parameters to a tracker by selecting the connection type from
the controls contextual menu (for example, Transform 1: Center > Connect To > Tracker 1 >
Unsteady Position).
There are five connection types available to connect to a position parameter in another tool.
Steady Position
Steady Position can be used to stabilize footage in both X and/or Y to remove camera shake
and other unwanted movement. The connection inverts the output of the tracked pattern’s
motion. When you connect a Center parameter to the Steady Position of the tracker, it will be
placed at 0.5/0.5 (the center of the screen) by default at frame 1. You can change this using the
Reference mode in the Tracker’s Operation tab.
Steady Angle
The Steady Angle mode can be used to stabilize footage in both X and/or Y to remove camera
shake and other unwanted movement. When you connect a control, for example the Angle of a
Transform, to the Steady Angle of the Tracker, it will be placed at 0 degrees by default at frame
1. This can be changed by means of the Reference mode in the Tracker’s Operation tab. From
there on, the resulting motion of the Steady Angle mode will rotate into the opposite direction
of the original motion.
So if the actual angle at frame 10 is 15 degrees, the result of the Steady Angle will be
-15 degrees.
To use Steady Angle you need at least two tracked patterns in your tracker. With just one point
you can only apply (Un)Steady Position.
Offset Position
An Offset Position is available for each single tracker in the Tracker node and refers to that
single tracker only. When you connect the Center X and Y parameters to the Offset Position of
the tracker, the tool’s center will follow exactly the path of that tracker. Connecting to single
trackers is always useful when you want to match elements with object motion in your footage.
For example, you could track a hand of your actor and attach a ball to the Tracker‘s offset
position, so that the ball follows the exact motion of the hand. Or you could track an element
that needs rotoscoping and attach the mask‘s center to the tracker‘s offset position.
329
Tracking Chapter – 11
The Offset Position connection
Unsteady Position
The Unsteady Position is used to re-introduce the original movement on an image after an
effect or new layer has been added. The resulting motion from Unsteady Position is basically an
offset in the same direction as the original motion.
Steady Size
The Steady Size connection outputs the inverse of the tracked pattern’s scale. When you
connect a parameter, for example the Size of a Transform, to the Steady Size of the Tracker, it
will be placed with a Size of 1 (i.e., the original size) by default at frame 1. This can be changed by
means of the Reference mode in the Tracker’s Operation tab. The resulting size of the Steady
Size mode will then counteract the size changes of the original motion. So if the actual size at
frame 10 is 1.15, the result of the Steady Size will be 1-(1.15-1)=0.85.
To use Steady Size you need at least two tracked patterns in your tracker. With just one point
you can only apply (Un)Steady Position.
The connections above are output by pattern in the Tracker tool. Each tool itself also outputs a
Steady Position, Angle and Size output. The values of these outputs are calculated using all of
the patterns in that tracker, as configured by the Stabilize Settings controls in the Tracker’s
Operation tab.
As an example, to use the Connect To menu to perform a Match Move, do the following:
1 Add a Transform tool to the clip you want to Match Move.
2 Right click over the Transform’s Center and choose Connect to > Steady Position.
3 Set the Transform tool’s Edges mode to Mirror so that pixels will not get cropped from
the image when it is stabilized.
4 Add another Transform tool to the flow after the merge.
5 Connect the new Transform’s Center to the tracker’s Unsteady Position.
The image will be restored to its original state with the additional effect included.
To better understand how this works, imagine a pattern that is selected at frame 1, at position
0.5, 0.5. The pattern does not move on frame 2, so its position is still 0.5, 0.5. On the third
frame, it moves 10 percent of the image’s width to the right. Now its position is 0.6, 0.5.
If a transform center is connected to the Steady Position output of the tracker, the Transform
tool’s center is 0.5, 0.5 on the first and second frames because there has been no change. On
frame 3, the center moves to 0.4, 0.5. This is the inverse of the horizontal motion that was
tracked in the pattern, moving the image slightly to the right by 10 percent of the image width to
counteract the movement and return the pattern of pixels back to where they were found.
Tracker Modifier 330
Tracking Chapter – 11
Choosing a Tracker modifier
The differences between a Tracker modifier and a Tracker tool are as follows:
The Tracker modifier can only track a single pattern.
A source image must be set for the Tracker modifier.
The Tracker modifier can only output a single value and cannot be used for
complex stabilization procedures.
Tracking Chapter – 11
contains the modifier (i.e., when adding a Tracker modifier to a Glow tool with a Loader as its
input, the Tracker Source input will default to the output of the Loader). You can set a different
source image for the Tracker modifier by typing in the name of the tool at the top of the Control
Panel Modifier tab. Alternately, drag and drop the source tool from the flow into the Text Box
control or use Connect To from the contextual menu.
For detailed information on the Tracking controls please refer to the Tracking Tools section in
the Tool Reference.
Chapter 12
Working in 3D
Merge 3D 336
3D Viewer 340
Transformations 344
Onscreen Transformation Controls 345
Pivot 346
Target 346
Parenting 347
Cameras 348
Geometry 372
Traditional image based compositing is a two dimensional process. Image layers have only the
Example 3D scenes
This chapter will cover some of the tools for 3D compositing, the tasks they perform and how
they can be combined to produce effective 3D composites.
The 3D Scene 335
Tools that work in a 3D compositing environment create a 3D scene. Examples are tools that
2D tools are gray, 3D tools are light blue, and Particle tools are purple
Merge 3D 336
Each 3D tool outputs a complete 3D scene. This is unlike most traditional 3D modeling and
TIP: Most 3D primitives also provide a 3D scene input that can be used as an
alternative to the Merge 3D.
Rendering 3D Scenes 337
A 3D scene must go through a Renderer 3D before it can be rendered into 2D images. In the
Renderer 3D
The Renderer 3D is placed at the end of your 3D scene.
The Renderer 3D uses one of the cameras in the scene to produce an image. If no camera is
found, a default perspective view is used. This default view rarely provides a useful angle, so
most 3D scenes include at least one camera.
The image produced by the Renderer 3D can be any resolution with options for fields
processing, color depth, and pixel aspect.
Software Renderer
The Software Renderer is the default renderer and is generally used to produce the final
output. The software renderer is not dependent on the capabilities of the graphics hardware,
ensuring that the results of the render are always the same whatever the configuration of the
machine used to render.
The software renderer can easily handle textures much larger than one half the graphics
hardware’s maximum texture size. If you are working with images larger than 8K as textures you
should choose the software renderer to get maximum quality. It’s also recommended to use the
software renderer if your render farm has weak graphics hardware, or no graphics hardware at
all.The software renderer is required to produce soft shadows. This feature is not supported by
the OpenGL renderer.
OpenGL Renderer
The OpenGL Renderer takes advantage of the GPU in your computer to produce the image.
The textures and geometry are uploaded to the graphics hardware, and OpenGL shaders are
used to produce the image. This can produce high quality images perfect for final rendering
and potentially orders of magnitude faster than the software renderer, but it does pose some
limits on some rendering effects.
338
The OpenGL UV Renderer is used for baking out texture projections or materials to a texture
map. Baking out projections can speed up a render, but it also allow you to modify the texture
Displaying a tool with a 3D output in any Viewer will switch the display type to a 3D Viewer.
To change the viewpoint, right click in the Viewer and choose the desired viewpoint from the
ones listed in the Camera submenu. A shortcut to the Camera submenu is to right click on the
axis label displayed in the bottom corner of the Viewer.
In addition to the usual Perspective, Front, Top, Left and Right viewpoints, the Camera submenu
also includes any cameras and lights present in the scene as potential viewpoints. It is even
possible to display the scene from the viewpoint of a Merge3D or Transform3D by selecting it
from the contextual menu’s Camera > Other submenu. Being able to move around the scene
and see it from different viewpoints can help with the positioning, alignment and lighting, as
well as other aspects of your composite.
For a detailed description of the options available in the 3D Viewer, read Chapter 5, Viewers.
Navigating the 3D View 341
For the most part, panning and scaling of the 3D Viewer uses the same controls as the
If you want to frame certain objects in the Viewer, do one of the following:
Press A to Fit all objects in the Viewer.
Press F to Fit to selection (or Fit All if nothing is selected).
Press C to Rotate the Viewer to look at the center of the currently selected object
without moving the Viewer’s position.
Furthermore, selecting a 3D tool in the flow area also selects the associated object in the
3D Viewer.
For example, to adjust the camera position when looking through the camera, do the following:
1 Place the cursor in the Viewer.
2 Hold the middle and left mouse buttons and drag to change the camera.
It is even possible to view the scene from the perspective of a Merge3D or Transform3D tool by
selecting the object from the Camera > Others menu. The same transformation techniques will
then move the position of the object. This can be helpful when you are trying to orient an object
in a certain direction.
Transparency Sorting 342
While generally the order of geometry in a 3D scene is determined by the Z-position of each
The basic rule is when a scene contains overlapping transparency, use the Full/Quick Sort
modes, and otherwise use the Z-buffer (Fast). If the Full Sort method is too slow, try switching
back to Z-buffer (Fast).
Material Viewer 343
When you view a tool that comes from the 3D > Material category of tools, the Viewer displays a
Material Viewer
Transformations 344
Merge3D, 3D Objects and Transform3D all have Transformation parameters that are collected
Transformation tab
The Offset parameters are used to position the object in local space. The Rotation parameters
affect the object’s rotation around its own center and the Scale sliders affect its size. The same
adjustments can be made in the Viewer using the transformation on screen controls.
Onscreen Transformation Controls 345
When an object is selected, it displays onscreen Transformation controls in the Viewers that
allow you to adjust the object’s position, rotation and scale. There are buttons in the Transform
Transformation toolbar
In all three modes, the red portion of the onscreen control indicates the object’s local X-axis,
while green and blue are used for the Y- and Z-axis respectively. You can drag directly on the
red, green or blue portion of the onscreen control to constrain the transformation to that axis, or
if you drag in the center of the onscreen control you can apply a transformation without
constraint. Holding Option (Mac OS) or Alt (Windows) and dragging in the Viewer allows you to
freely translate in all three axes without clicking on a specific control.
If the Scale’s Lock XYZ checkbox is enabled in the Control Panel, only the overall scale of the
object is adjusted by dragging the red or center onscreen control while the green and blue
portions of the onscreen control have no affect. If you unlock the parameters you are able to
scale an object along individual axes separately.
Pivot 346
In 3D, objects rotate and scale around an axis called a pivot. By default, this pivot goes through
the object’s center. If you want to move the pivot so it is offset from the center of the object, you
Target
Targets are used to help orient one object to another or to a specific point in the scene. No
matter where the object moves, it will rotate in the local coordinate system to face its target.
Enabling the Use Target checkbox will reveal another set of XYZ parameters in the Control
panel and new onscreen controls for target position. A line is drawn between the target and
object center in the Viewer to show the relationship between these controls.
For example, if a spotlight is required in the scene to point at an image plane, enable the
spotlight’s target in the Transformation tab and connect the target’s XYZ position to the image
plane’s XYZ position. No matter where the spotlight is moved, it will rotate to face the
image plane.
Parenting 347
One of the many advantages of the node based approach to 3D compositing is that Parenting
Any transformation applied to a Merge 3D is applied to all objects connected to that merge; that
includes cameras, lights, geometry and other Merge tools.
Cameras 348
A frequent task for compositors involves matching the cameras from live action clips or cameras
Importing Cameras
TIP: When importing parented or rigged cameras, baking the camera animation in the
3D application before importing it into Fusion often produces the more reliable results.
Lighting and Shadows 350
You can add light sources to a scene to form very detailed lighting environments and create
The Light button in the Viewer toolbar can be used to toggle lights off and on. When lighting is
disabled in either the Viewer or final renders, the image will appear to be lit by a 100%
ambient light.
Ambient Light
You use Ambient light to set a base light level for the scene since it produces a general uniform
illumination of the scene. Ambient light exists everywhere without appearing to come from any
particular source; it cannot cast shadows and will tend to fill in shadowed areas of a scene.
Directional Light
A Directional light is composed of parallel rays that light up the entire scene from one direction,
creating a wall of light. The sun is an excellent example of a directional light source.
Point Light
A Point light is a well defined light that has a small clear source, like a light bulb, and shines from
that point in all directions.
Spot Light
A Spot light is an advanced point light that produces a well defined cone of light with falloff. This
is the only light that produces shadows.
All of the Light tools display on-screen controls in the Viewer, although not all controls affect
every light type. In the case of the ambient light, the position has no effect on the results. The
directional light can be rotated, but position and scale will be ignored. The point light ignores
rotation. Both position and rotation apply to the spotlight.
Light Hierarchies 351
Lights normally do not pass through a Merge. This provides a mechanism for controlling which
objects are lit by which lights. For example, in the flow below, two cubes and an ambient light
To have lights pass through merges to affect downstream objects, click on the Merge’s Pass
Through Lights option.
Lighting Options 352
Most tools that generate geometry have additional options for lighting. These lighting options
are used to determine how the object reacts to lights and shadows in the scene.
Affected By Lights
If the Affected By Lights checkbox is enabled, lights in the scene will affect
the geometry.
Shadow Caster
When enabled, the object will cast shadows on other objects in the scene.
Shadow Receiver
If this checkbox is enabled, the object will receive shadows.
Shadows
The only light that can cast shadows is the Spotlight. Spotlight tools cast shadows by default,
although these shadows will not be visible in the Viewer until shadows are enabled using the
Viewer toolbar button. Shadows will not appear in the output of the Renderer 3D unless the
Shadows option is enabled for that renderer. If you want to prevent a spotlight from casting
shadows, you can disable the Enable Shadows checkbox in the tool’s Control Panel.
See Spot Light in the Tool Reference Manual for a more detailed description of the
shadow controls.
Shadow Maps 353
The Shadow Map is an internal depth map that specifies each pixel’s depth in the scene. This
information is used to assemble the shadow layer created from a spotlight. All the controls for
Shadow Softness
By default, the spotlight generates shadows without soft edges but there are options for
constant and variable soft shadows. Hard edged shadows will render significantly faster than
either of the Soft Shadow options. Shadows without softness will generally appear aliased,
unless the shadow map size is large enough. In many cases, softness is used to hide the
aliasing rather than increasing the shadow map to preserve memory and avoid exceeding the
graphics hardware capabilities.
Selecting the Variable option reveals the Spread, Min Softness and Filter Size sliders. A side
effect of the method used to produce variable softness shadows is that the size of the blur
applied to the shadow map can become effectively infinite as the shadow’s distance from the
geometry increases. These controls are used to limit the shadow map by clipping the softness
calculation to a reasonable limit.
The filter size determines where this limit is applied. Increasing the filter size increases the
maximum possible softness of the shadow. Making this smaller can reduce render times but
may also limit the softness of the shadow or potentially even clip it. The value is a percentage of
the shadow map size.
See Spotlight in the Tool Reference Manual for additional details on these controls.
Multiplicative and Additive Bias 355
Shadows are essentially textures applied to objects in the scene, occasionally resulting in
Z-fighting. Z-fighting results when portions of the object that should be receiving the shadows
Top: Results of shadow map Z-fighting Bottom: Corrected shadow shown using Biasing
Biasing works by adding a small depth offset to move the shadow away from the surface it is
shadowing, eliminating the Z-fighting. When too little bias is added, the objects can self shadow
themselves. When too much is added, the shadow can become separated from the surface.
The goal is to adjust the Multiplicative Bias until the majority of the Z-fighting is resolved, then
adjust the Additive Bias to eliminate the rest.
The softer the shadow, the higher the bias will probably have to be. You may even need to
animate the bias to get a proper result for some frames.
In order to render a 3D scene, the renderer must take into account the shape of the object as
All of the standard illumination models share certain characteristics that must be understood.
Alpha
This parameter defines how much the object is transparent to diffuse light. It does not affect
specular levels or color. However, if the value of Alpha, either from the slider or a Material input
from the diffuse color, is very close to or at zero, those pixels, including the specular highlights,
will be skipped and disappear.
Opacity
This parameter fades out the entire material, including the specular highlights. This value cannot
be mapped; it is applied to the entire material.
Specular
The Specular parameters of a material control the highlight of an object where the light is
reflected to the current viewpoint. This causes a highlight that is added to the diffuse
component. The more specular a material is, the glossier it appears. Surfaces like plastics and
glass tend to have white specular highlights, whereas metallic surfaces like gold have specular
highlights that tend to inherit their color from the material color.
Specularity is made up of color, intensity and exponent. The specular color determines the
color of light that reflects from a shiny surface. Specular intensity is how bright the
highlight will be.
The specular exponent controls the falloff of the specular highlight. The larger the value, the
sharper the falloff and the smaller the specular component will be.
358
Transmittance
When using the software renderer, the Transmittance parameters control how light passes
through a semi-transparent material. For example, a solid blue pitcher will cast a black shadow,
but one made of translucent blue plastic would cast a much lower density blue shadow. The
transmittance parameters are essential to creating the appearance of stained glass.
TIP: You can adjust the opacity and transmittance of a material separately. It is
possible to have a surface that is fully opaque yet transmits 100% of the light arriving
upon it, so in a sense it is actually a luminous/emissive surface.
Transmissive surfaces can be further limited using the Alpha and Color Detail control.
Attenuation
The transmittance color determines how much color is passed through the object. For an object
to have fully transmissive shadows, the transmittance color to must be set to RGB = (1, 1, 1), which
means 100% of green, blue and red light pass through the object. Setting this color to RGB = (1,
0, 0) means that the material will transmit 100% of the red arriving at the surface but none of the
green or blue light.
Alpha Detail 359
When this slider is set to 0, the non-zero portions of the alpha channel of the diffuse color are
ignored and the opaque portions of the object casts a shadow. If it is set to 1, the alpha channel
TIP: The OpenGL renderer will always cast a shadow from the entire object, ignoring
the alpha. Only the software renderer supports alpha in the shadow maps.
The following examples for Alpha Detail and Color Detail cast a shadow
using this image. It is a green-red gradient from left to right. The outside
edges are transparent and inside is a small semi transparent circle.
Color Detail is used to color the shadow with the object’s diffuse color. Increasing the Color
Detail slider from 0 to 1 brings in more of diffuse color and texture into the shadow.
Color Detail set to 1 and 0. The gradient is clearly visible in the shadow.
Saturation
Saturation will allow the diffuse color texture to be used to define the density of the shadow
without affecting the color. This slider lets you blend between the full color and luminance only.
Now that you understand the different components that make up a material or shader, we’ll look
at them more specifically. Illumination models are advanced materials for creating realistic
Standard
The Standard material provides a default Blinn material with basic control over the diffuse,
specular and transmittance components. It only accepts a single texture map for the diffuse
component with the alpha used for opacity. The Standard Material controls are found in the
Material tab of all tools that load or create geometry. Connecting any tool that outputs a material
to that tool’s Material Input will override the Standard material and the controls in the Material
tab will be hidden. See the Common 3D Controls section of the Tool Reference Manual for a
complete description of the material’s options.
Blinn
The Blinn material is a general purpose material that is flexible enough to represent both
metallic and dielectric surfaces. It uses the same illumination model as the Standard material,
but the Blinn material allows for a greater degree of control by providing additional texture
inputs for the specular color, intensity and exponent (falloff), as well as bump map textures.
Phong
The Phong material produces the same diffuse result as Blinn, but with wider specular
highlights at grazing incidence. Phong is also able to make sharper specular highlights at high
exponent levels.
Cook-Torrance
The Cook-Torrance material combines the diffuse illumination model of the Blinn material with a
combined microfacet and Fresnel specular model. The microfacets need not be present in the
the mesh or bump map; they are represented by a statistical function, Roughness, which can be
mapped. The Fresnel factor attenuates the specular highlight according to the Refractive Index,
which can be mapped.
Ward
The Ward material shares the same diffuse model as the others, but adds anisotropic highlights,
ideal for simulating brushed metal or woven surfaces, as the highlight can be elongated in the U
or V directions of the mapping coordinates. Both the U and V spread functions are mappable.
This material does require properly structured UV coordinates on the meshes it is applied to.
Textures 362
Texture maps modify the appearance of a material on a per pixel basis. This is done by
connecting an image or other material to the inputs on the Material tools in the Flow Node
TIP: UV Mapping is the method used to wrap a 2D image texture onto 3D geometry.
Similar to X and Y coordinates in a frame, U and V are the coordinates for textures on
3D objects.
Texture maps are used to modify various material inputs, such as diffuse color, specular color,
specular exponent, specular intensity, bump map and others. The most common uses of texture
maps is the diffuse color/opacity component.
A tool that outputs a material is frequently used, instead of an image, to provide other shading
options. Materials passed between tools are RGBA samples; they contain no other information
about the shading or textures that produced them.
363
Composite Materials
Building complex materials is as easy as connecting the output of a Material tool to one of the
Material inputs of another Material or Texture tool. When a Material input is supplied just as with
a 2D image, its RGBA values are used per pixel as a texture. This allows for very direct
compositing of shaders.
For instance, if you want to combine an anisotropic highlight with a Blinn material you can take
the output of the Blinn, including its specular, and use it as the diffuse color of the Ward
material. Or, if you do not want the output of the Blinn to be relit by the Ward material, you can
use the Channel Boolean material to add the Ward material’s anisotropic specular component
to the Blinn material with a greater degree of control.
Environment maps can be applied with the Reflect material in the 3D > Material category. This
To produce reflections with real time interactive feedback at a quality level appropriate for
production environment maps you make some trade offs on functionality when compared with
slower but physically accurate raytraced rendering. Environment mapped reflections and
refractions do not provide self-reflection or any other kind of interaction between different
objects. In particular, this infinite distance assumption means that objects cannot interact with
themselves (e.g., the reflections on the handle of a teapot will not show the body of the teapot).
It also means that objects using the same cube map will not inter-reflect with each other. For
example, two neighboring objects would not reflect each other. A separate cube map must be
rendered for each object.
The Reflect tool outputs a material that can be applied to an object directly, but the material
does not contain an illumination model. As a result, objects textured directly by the Reflect will
not respond to lights in the scene. For this reason, the Reflect is usually combined with the
Blinn, Cook-Torrance, Phong or Ward tools.
Reflection 365
Reflection outputs a material making it possible to apply the reflection or refraction to other
materials either before or after the lighting model with different effects.
Refraction
Refraction only occurs where there is transparency in the background material, which is
generally controlled through the Opacity slider and/or the alpha channel of any material or
texture used for the Background Material Texture input.
Bump mapping helps add details and small irregularities to the surface appearance of an
To apply a bump map you typically connect an image containing the bump information to the
BumpMap tool. The bump map is then connected to the Bump input of a Material node. There
are two ways to create a bump map for a 3D material: a height map and a bump map.
TIP: Normals are generated by 3D modeling and animation software as a way to trick
the eye into seeing smooth surfaces, even though the geometry used to create the
models only uses triangles to build the objects.
Normals are 3 float values (nx, ny, nz) whose components are in the range [-1, +1]. Because you
can store only positive values in Fusion’s integer images, the normals are packed from the
range [-1, +1] to the range [0, 1] by multiplying by 0.5 and adding 0.5. You can use Brightness
Contrast or a Custom tool to do the unpacking.
If you were to connect a bump map directly to the Bump map input of a material it will result in 367
incorrect lighting. Fusion prevents you from doing this, however, because Fusion uses a
different coordinate system for doing the lighting calculation. You first must use a BumpMap
If your bump mapping isn’t appearing correctly, here are a few things to look for:
Make sure you have the tools connected correctly. The height/bump map should
connect into a BumpMap and then, in turn, should connect into the Bump map input on
a material.
Change the precision of the height map to get less banding in the normals. For low
frequency images, float32 may be needed.
Adjust the Hight scale on the BumpMap. This scales the overall effect of the bump map.
Make sure you set the type to HeightMap or BumpMap to match the image input.
Fusion cannot detect which type image you have.
Check to ensure HiQ is on. Some tools like Text+ produce an anti-aliased version in
HiQ that will substantially improve bump map quality.
If you are using an imported normal map image, make sure it is packed [0-1] in RGB and
that it is in tangent space. The packing can be done in Fusion, but the conversion to
tangent space cannot.
Projection Mapping 368
Projection is a technique for texturing objects using a Camera or Projector tool. This can be
If you do not want to work with light sources you can use the projector or camera as a texture
projector. To work without lighting, a catcher is required in order to receive the texture and apply
This mode requires a camera and a UVMap 3D downstream of the objects to which the texture
is being projected. In the Control Panel, when the UVMap Map mode is set to Camera, it
TIP: Projected textures can be allowed to slide across an object. If the object moves
relative to the Projector 3D, or alternatively, by grouping the two together with a Merge
3D, they can be moved as one and the texture will remain locked to the object.
Geometry 372
There are five tools used for creating geometry in Fusion. These tools can be used for a variety
Cube 3D
The Cube 3D creates a cube with six inputs that allow mapping of different textures to each
of the cube’s faces.
Image Plane 3D
The Image Plane 3D is the basic tool used to place a 2D image into a 3D scene with an
automatically scaled plane.
Shape 3D
This tool includes several basic primitive shapes for assembling a 3D scene. It can create
planes, cubes, spheres, cylinders, cones and toruses.
Text 3D
The Text 3D is a 3D version of the Text+ tool. This version supports beveling and extrusion
but does not have support for the multi-layered shading model available from Text+.
Particles
When a pRender tool is connected to a 3D view, it will export its particles into the
3D environment. The particles are then rendered using the Renderer 3D instead of the
Particle renderer. See the Particle chapter in the Tool Reference Manual for more detail.
Visibility
The Visibility options are found on most 3D source tools under the Visibility disclosure arrow.
They control object visibility in the Viewers and in the final render.
Visible
If the Visibility checkbox is not selected, the object will not be visible in a Viewer, nor will it be
rendered into the output image by a Renderer 3D. A non-visible object does not cast shadows.
This is usually enabled by default, so objects that you create are visible in both the Viewers and
final renders.
Unseen by Cameras
If the Unseen by Cameras checkbox is selected, the object will be visible in the Viewers, but
invisible when viewing the scene through a camera and so the object will not be rendered into
the output image by a Renderer 3D. Shadows cast by an Unseen object will still be visible.
Cull Front Face/Back Face 373
Use these options to cull (exclude) rendering of certain polygons in the geometry. If Cull Back
Face is selected, all polygons with normals pointing away from the view will not be rendered
FBX Format
The Filmbox FBX format is a scene interchange format that facilitates the moving of 3D scene
information from one application to another. Fusion’s FBX format extends support to other 3D
files such as Collada and OBJ.
The FBX Mesh tool is used to import mesh geometry from an FBX file. The first texture applied
to the mesh will also be imported, if available.
FBX Exporter
You can export a 3D scene from Fusion to other 3D packages using the FBX Exporter tool. On
render it saves geometry, cameras lights and animation into different file formats like .dae or .
fbx. The animation data can be included in one file or it can be baked to sequential frames.
Textures and materials cannot be exported.
Fog 3D and Softclipping 375
The Fog 3D works well with depth of field and antialiasing supported by the OpenGL renderer.
Since it is not a post processing tool (like the Volume Fog tool found in the Tools > Position
menu or Fog tool in Tools > Deep Pixel), it does not need additional channels like Position or Z
channel color. Furthermore, it supports transparent objects.
SoftClip uses the distance of a pixel from the viewpoint to affect opacity, allowing objects to
gradually fade away when too close to the camera. This prevents objects from “popping off”
should the camera pass through them. This is especially useful with particles that the camera
may be passing through.
Matte Objects 376
3D Geometry uses a Matte Objects option for masking out parts of the 3D scene. Effectively,
Infinite Z
When the IsMatte check box is enabled, the Infinite Z checkbox is displayed. Enabling this
checkbox sets the value in the Z channel to infinite. Otherwise, the mesh will contribute
normally to the Z channel.
Matte objects cannot be selected in the Viewer unless the Show Matte Objects viewer option is
selected. However, it is always possible to select the matte object by selecting its tool
in the flow.
Most tools in Fusion that support effect masking can use the Object ID and Material ID auxiliary
The Material ID is a value assigned to identify what material is used on an object. The Object ID
is roughly comparable to the Material ID, except it identifies objects and not materials.
Both the Object ID and Material ID are assigned automatically in numerical order beginning with
1. It is possible to set the IDs to the same value for multiple objects or materials even if they are
different. Override 3D offers an easy way to change the IDs for several objects. The Renderer
will write the assigned values into the frame buffers during rendering, when the output channel
options for these buffers are enabled. It is possible to use a value range from 0 to 65534. Empty
pixels have an ID of 0, so although it is possible to assign a value of 0 manually to an object or
material, it is not advisable because a value of 0 tells Fusion to set an unused ID when
it renders.
The World Position Pass or WPP is a render pass generated from 3D applications. Each pixel is
Tools that utilize the World Position channel are located under the Position category.
VolumeFog and Z to WorldPos require a camera input matching the camera that rendered the
The Point Cloud tool is designed to work with locator clouds generated from 3D tracking
The Point Cloud tool can import point clouds written into scene files from matchmoving or
3D scanning software.
If a point that matches the name entered is found, it will be selected in the point cloud and
colored yellow.
TIP: The Point Cloud Find function is a case-sensitive search. A point named tracker15
will not be found if the search is Tracker15.
Renaming a Point in the Cloud 383
You can use the Point Cloud contextual menu to rename a selected point. This only works for a
single point. A group of points cannot be renamed.
Auxiliary
Channels
The vast majority of computer generated images have four channels: a red, green and blue
Fusion is capable of using the auxiliary channels to perform depth based compositing, to create
Depth
Each pixel in the Z-Depth channel contains a value, typically floating point, that represents the
relative depth of that pixel in the scene. A Z-Depth channel can be used to perform depth
merging. Typical merging requires one layer to be selected as the foreground and another as
the background. Depth merging uses the Z-Depth value for each pixel to determine which is in
front of which.
Most 3D applications will take the depth value from the object closest to the camera when two
objects are present in the pixel.
Z-Coverage
The Z-Coverage channel is used to indicate pixels in the Z-Depth that contains two objects. The
value is used to indicate, as a percentage, how transparent that pixel is in the final depth
composite.
Z-Coverage channel
Background RGBA 388
This channel contains the color values from the objects behind the pixels described in the
Z-Coverage.
Background RGBA
Object ID
Most 3D applications are capable of assigning ID values to objects in a scene. Each pixel in the
Object ID channel will be identified by that ID number, allowing for the creation of masks.
Object ID
Material ID
Most 3D applications are capable of assigning ID values to materials in a scene. Each pixel in
the Material ID channel will be identified by that ID number, allowing for the creation of masks
based on materials.
Material ID
UV Texture 389
The UV Texture channels contain information about mapping coordinates for each pixel in the
scene. This is used to apply textures wrapped to the object.
X, Y and Z Normals
The X, Y and Z Normal channels contain information about each pixel’s orientation (direction)
in 3D space.
XYZ Normals
XY Vector
XYZ Position 390
The XYZ Position channels indicate where each pixel is assigned; the XYZ position of its
location is in 3D space, typically in world coordinates. This can be used, like Z-depth, for
XYZ Position
XY Disparity
The XY Disparity channels indicate where each pixel’s corresponding matte can be found in a
stereo image. Each eye, left and right, will use this vector to point to where that pixel would be
in the other eye. This can be used for adjusting stereo effects, or to mask pixels in stereo space.
XY Disparity
Image Formats 391
OpenEXR (*.exr)
The OpenEXR file format can contain an arbitrary number of additional image channels.
Many renderers that will write to the OpenEXR format will allow the creation of channels that
contain entirely arbitrary data. For example, a channel with specular highlights might exist in
an OpenEXR. In most cases, the channel will have a custom name that can be used to map
the extra channel to one of the channels recognized by Fusion.
Wavefront RLA (*.RLA), 3ds Max RLA (*.RLA) and RPF (*.RPF)
These image formats are capable of containing any of the image channels mentioned above.
All channels are contained within one file, including RGBA, as well as the auxiliary channels.
These files are identified by the RLA or RPF file extension. Not all RLA or RPF files contain
auxiliary channel information but most do. RPF files have the additional capability of storing
multiple samples per pixel, so different layers of the image can be loaded for very complex
depth composites.
Some tools in Fusion make auxiliary channels on their own. Renderer 3D creates many channels
You can view the Auxiliary Channels by selecting the desired channel from the Viewer’s toolbar
Fusion includes tools that are specifically intended to work with images that contain auxiliary
Merge
In addition to regular compositing operations, Merge is capable of merging two or more images
together using the Z-Depth, Z-Coverage, and BG RGBA buffer data. This is accomplished by
enabling the Perform Depth Merge checkbox from the Channels tab.
Depth Blur
The Depth Blur tool is used to blur an image based on the information present in the Z-Depth. A
focal point is selected from the Z-Depth values of the image and the extent of the focused
region is selected using the Depth of Field control.
Fog
The Fog tool makes use of the Z-Depth to create a fog effect that is thin closer to the camera
and thickens in regions farther away from the camera. You use the Pick tool to select the
Z-Depth values from the image and to define the Near and Far planes of the fog’s effect.
Shader
The Shader tool applies data from the RGBA, UV and the Normal channels to modify the
lighting applied to objects in the image. Control is provided over specular highlights, ambient
and diffuse lighting, and position of the light source. A second image can be applied as a
reflection or refraction map.
SSAO
SSAO is short for Screen Space Ambient Occlusion. Ambient Occlusion is the lighting caused
when a scene is surrounded by a uniform diffuse spherical light source. In the real world, light
lands on surfaces from all directions, not from just a few directional lights. Ambient Occlusion
captures this low frequency lighting, but it does not capture sharp shadows or specular lighting.
For this reason, Ambient Occlusion is usually combined with Specular lighting to create a full
lighting solution.
The SSAO tool uses the Z-Depth channel, but requires a Camera3D input.
Texture
The Texture tool uses the UV channels to apply an image from the second input as a texture.
This can replace textures on a specific object when used in conjunction with the object ID or
material ID masks.
Shadow
The Shadow tool can use the Z-Depth channel for a Z-Map. This allows the shadow to fall onto
the shape of the objects in the image.
The forward XY Vector channels can be used to warp an image with this tool.
New Eye
For stereoscopic footage, New Eye uses the Disparity channels to create new viewpoints or to
transfer RGBA data from one eye to the other.
Stereo Align
For stereoscopic footage, the Disparity channels can be used by Stereo Align to warp one or
both of the eyes to correct misalignment or to change the convergence plane.
Smooth Motion
Smooth Motion uses Vector and Back Vector channels to blend other channels temporally. This
can remove high frequency jitter from problematic channels such as Disparity.
Volume Fog
Volume Fog is a raymarcher that uses the Position channels to determine ray termination and
volume dataset placement. It can also use cameras and lights from a 3D scene to set the
correct ray start point and Illumination parameters.
Volume Mask
Volume Mask uses the Position channels to set a mask in 3D space as opposed to screen
space. This allows a mask to maintain perfect tracking through a camera move.
Lumakeyer
The Lumakeyer tool can be used to perform a key on the Z-Depth channel by selecting the
Z-Depth in the channel drop down list.
Copy Aux
The Copy Aux tool can copy auxiliary channels to RGB and then copy them back. It includes
some useful options for remapping values and color depths, as well as removing auxiliary
channels.
Channel Boolean
The Channel Boolean tool can be used to combine or copy the values from one channel to
another in a variety of ways.
Using Object and Material IDs 396
The Object ID and Material ID auxiliary channels can be used by some tools in Fusion to
generate a mask. The settings used to accomplish this are found in the Common Controls tab
Controls and
Customization
Introduction to
and Customization
Modifiers 399
SimpleExpressions 403
UserControls 406
FusionScript 412
Fuses 416
Some of the most powerful aspects of Fusion are the different ways it allows you to go beyond
Modifiers
Parameters, also called Inputs, in Fusion can be controlled with Modifiers. These modifiers can
be as simple as keyframe animation or linking the parameters to other tools, or can be complex
expressions, procedural functions, external data, 3rd party plug-ins, or fuses.
You can add modifiers to an input through the Control Panel contextual menu or on the Preview
control in the viewer.
Modifiers are filtered according to the type of the input: numbers, text, polylines, gradients,
points, etc.
Fusion’s user interface will alert you that an input is modified by highlighting the left side of the
Control Panel for that parameter to either green for spline animation or blue for other modifiers.
Some parameters, like those for numbers and points, will also color the numerical entry field.
Animated parameter
Modified parameter
Modifiers with additional UI will be displayed in the Modifiers tab of the Control Panel. When a 401
selected tool has modifiers applied, a marker will appear on the Modifier tab as an indication.
Modifiers will appear with title bars just like tools, and those title bars can also be dragged into
a Viewer to see their output.
Once a modifier has been applied to a parameter, you can connect another parameter to
that modifier so that the modifier can affect both parameters. This can be handled through the
Connect To contextual menu. As with modifier assignment, the list is filtered by the type of the
parameter. This connection is bi-directional. Editing either parameter will cause the other
parameter to change.
The Publish modifier does nothing by itself, but it allows you to connect parameters together
without animation or another modifier.
Modifiers can be connected to each other and branched, just like any other tool in Fusion. For 402
example, the Calculation modifier outputs a Number, but has two Number parameters, both of
which can have modifiers added to them. If you want to insert a modifier between the existing
Insert submenu
For a complete listing of built-in modifiers, see the Tool Reference Manual.
SimpleExpressions 403
SimpleExpressions are a special type of script that can be placed alongside the parameter it is
A text entry box will appear below the control, and a yellow indicator will appear to the left of
the control. The current value of the parameter will be entered into the text box.
Inside this text box you can enter one line scripts in Lua with some Fusion specific shorthand.
Some examples of SimpleExpressions and their syntax:
time
This returns the current frame number.
Merge1.Blend
This returns the value of another input, Blend, from another tool, Merge1.
Merge1:GetValue(“Blend”, time-5)
This returns the the value from another input, but sampled at a different frame, in this
case 5 frames before the current one.
sin(time/20)/2+.5
This returns a sine wave between 0 and 1. If you look in the Spline Editor, you can see
the values plotted out over time. This is a good way to check how your
SimpleExpression evaluates over time.
404
iif(Merge1.Blend == 0, 0, 1)
This returns 0 if the Blend value is 0, and returns 1 if it is not. The iff() function is a
shorthand conditional statement, if-then-else.
iif(Input.Metadata.ColorSpaceID == “sRGB”, 0, 1)
This returns 0 if the image connected to the current tool’s Input is tagged with sRGB
colorspace. When no other tool name is supplied, the expression assumes the Input is
coming from the current tool. It is equivalent to self.Input. The Input in most, but not all,
Fusion tools is the main image input shown in the Flow Node Editor as an orange
triangle. Images have members that can you can read, like Depth, Width, Metadata, etc.
Point(Text1.Center.X, Text1.Center.Y-.1)
Unlike the previous examples, this returns a Point, not a Number. Point inputs use two
members, X and Y. In this example, the Point returned is 1/10 of the image height
below the Text1’s Center. This can be useful for making unidirectional parameter links,
like offsetting one Text from another. Another way to get the same result would be:
Text1.Center - Point(0,.1)
Text(“Colorspace: “..(Merge1.Background.Metadata.ColorSpaceID )
This SimpleExpression returns Text instead of a Number or Point. The string inside the
quotes is concatenated with the metadata string, perhaps returning:
Colorspace: sRGB
The OS library can pull various information about the computer and environment. Here
os.date with different formatting arguments gets the date and time. Any environment
variable can be read by os.getenv, in this case the computer name and the operating
system. Various attributes from the comp can be accessed with the comp variable, like
the file name, expressed as a UNC path. To get a new line in the Text, the escape
sequence \n is used. When working with long SimpleExpressions, it may be helpful to
drag the Tool Control panel out to make it wider or to copy/paste from a text editor or
the Console.
For more details about writing SimpleExpressions, see the Fuse Guide, Scripting Guide, and the 405
official Lua documentation.
To the left of the SimpleExpression sits a button with a + on it. Click dragging the button onto
SimpleExpressions can also be created and edited in the Spline Editor. Right click on the
parameter in the Spline Editor and select Set Expression from the contextual menu. The
SimpleExpression will be plotted in the Spline Editor, allowing you to see the result over time.
A quick way of setting a SimpleExpression in a Number or Point input is to type = into the text
box to the left of the number already there.
UserControls 406
The user interface for each tool in Fusion is designed to provide access to the parameters in a
In the Input Attributes you can select an existing control or create a new one, name it, define
the type, and assign it to a tab. In the Type Attributes you define the input controls, the defaults
and ranges, and whether it has an onscreen preview control. The Input Ctrl Attributes box
contains settings specific to the selected tool control, and the View Ctrl Attributes box contains
settings for the preview control, if any.
All changes made using UserControls are stored in the tool instance itself, so they can be copy/
pasted, saved to a setting, added to the Bins, or added to your favorites.
Consider this example, a customization of the controls for DirectionalBlur:
A default DirectionalBlur
Let’s say we wanted a more intuitive way of controlling a linear blur than using the Length and 408
Angle sliders. We could use the Center input control, along with its preview control, to set an
angle and distance from directly within the Viewer. We’ll do that using SimpleExpressions for
This functions fine, but the controls are confusing. The Center doesn’t function as the center
anymore, it should be named “Blur Vector” instead. The controls for the Length and Angle aren’t
meant to be edited, so they should be hidden away, and we’re only doing a linear blur, so we
don’t need the buttons for Radial or Zoom. We just need to choose between Linear
and Centered.
For the first task, let’s rename the Center. From the Add Control window, select the Center from
the ID list. A dialog will appear asking if you would like to Replace, Hide, or Change ID. We’ll
chose Replace. Now we are editing the Center input. We’ll change the Name to Blur Vector, set
the Type to Point, and the Page to Controls, which is the first tab where the controls are
normally. Press OK, and our new input will appear on our tool in the flow. The ID of the control is
still Center, so our SimpleExpressions did not change.
To hide the Length and Angle, we’ll run the UserControls script again. This time when we select 409
the Length and Angle IDs, we’ll choose Hide in the dialog. Press OK for each.
Finally, to change the options available in the Type, we have two options. We can hide
Once that’s done, we can use the UserControls to hide the Type control.
To make a new MultiButton, run the UserControl script, and add a new control ID,
TypeNew. You can set the Name to be Type, as the Names do not need to be unique,
just the IDs. Set the Type to Number, the Page to Controls, and the Input Ctrl to
MultiButtonControl. In the Input Ctrl Attributes, we can enter the names of our buttons.
Let’s do Linear and Centered. Type them in and hit Add for each. Press OK, and we
have our new buttons with the unneeded options removed. To make this new control
affect the original Type, add a SimpleExpression to the Type:
iif(TypeNew==0, 0, 2).
Once that’s done, we can use the UserControls to hide the original Type control.
Some effects aren’t built with one tool, but with a series of operations, sometimes in complex
The macros can be added to the flow just like any other tool, using the AddTool window or from
the Tools > Macros menu. You can access the Macro Editor to load existing macros for editing
from the File menu.
Groups and Macros are somewhat interchangeable beyond this point as groups can have
exposed controls added to them, just like macros, and can be loaded from the Tools > Macros
menu if their .setting is saved in the Macros folder. For more information, see the
Reference Manual.
Macro Examples
Macros can also be used as LUTs. Just copy the macro’s .setting file to the LUTs: folder, and the
macro will be selectable in the Viewers as a LUT. These LUT macros can be used for more than
just a color adjustment; you could make a macro that does YUV 4:2:2 resampling, a resize, a
sharpening filter, or just watermarking.
FusionScript 412
Scripting is an essential means of increasing productivity. Scripts can create new capabilities or
Other script types are available as well, such as Startup Scripts, Scriptlibs, Bin Scripts, Event
Suites, Hotkey Scripts, Intool Scripts, and SimpleExpressions. Fusion Studio allows external and
commandline scripting as well and network rendering Job and Slave scripting.
FusionScript also forms the basis for Fuses and ViewShaders, special scripting based plug-ins
for tools and viewers that can be used in both Fusion and Fusion Studio.
While Intool Scripts and SimpleExpressions exist in the .comp or .setting file where they were 413
created, most FusionScripts will have the .lua or .scriptlib extension and need to be copied to
the correct folders for Fusion to see them. The root folders for scripts are defined by the Script:
Commandline scripts can be run from anywhere, since .lua can be registered to FuScript.exe.
FuScript.exe can also be run as a service.
External scripting is done from another application by starting or connecting to an active
instance of Fusion locally or on a network.
For more information, see the Scripting Guide and the Scripting Reference.
The Console 414
The Console view provides a place to get log and error messages, read FusionScript outputs,
The Console
At the top of the Console is a Toolbar. The button on the far left is Clear Screen and wipes the
Console contents away. The next four buttons toggle the visibility of Error messages, Log
messages, Script messages, and Input echoing. Showing only a specific type of message can
help you find what you are looking for in the Console. The next three buttons let you choose
the input script language. Lua 5.1 is the default and is installed with Fusion. Python 2.7 and
Python 3.3 require that you have the appropriate Python environment already installed on your
computer. Since scripts in the Console are executed immediately, you can switch between input
languages at any time.
At the bottom of the Console is the Entry Field. You can type your scripts here and execute
them in the current comp context. Scripts are entered one line at a time and are executed
immediately.
Useful shortcuts are available for input in the Console. A single equals sign = is the same as
print(). Two equals signs == is the same as dump(), printing out the contents of a table provided.
Pressing the up arrow will walk through previous input entries. The history of these inputs is
saved in the .comp file.
Because scripts are executed immediately after you hit return, typical loop formatting
won’t work. Doing the loop in one line, however, does.
= composition:AskUser(“Motion Blur Quality For Selected Tools”,
{{“Quality:”, “Slider”, Min = 0, Default = 10 ,Integer = true}}) for
i,tool in pairs(comp:GetToolList(true)) do tool.Quality =
ask[“Quality:”] end
Even though scripts are executed one line at a time, you can still input them one at a
time. If there is an error in your script, you will get a message immediately following the
input in the Console.
When you create a new comp or open an existing one, a Fusion tip will be placed in the
Console. Typing “tip” into the Entry Field will display another tip.
TIP: The font used in the Console can be scaled using Command-Mousewheel or
Ctrl-Mousewheel.
Fuses 416
A special form of FusionScript is the Fuse, which is a tool built using Lua that acts much like a
REGS_OpIconString = “UGFC”,
})
function Create()
LINKID_DataType = “Number”,
INPID_InputControl = “SliderControl”,
INP_MaxScale = 2.0,
INP_MinScale = -2.0,
INP_Default = 0.0,
})
LINKID_DataType = “FuID”,
INPID_InputControl = “MultiButtonIDControl”,
INP_Default = 0.0,
INP_Integer = true,
LINKID_DataType = “Image”,
LINK_Main = 1,
})
LINKID_DataType = “Image”,
LINK_Main = 1,
})
end
function Process(req) 418
local img = InImage:GetValue(req)
if contrast == 0 then
OutImage:Set(req, img)
else
return p
end)
OutImage:Set(req, out)
else
local m = ColorMatrix()
OutImage:Set(req, out)
end
end
end
This next example of a Fuse generates a new grayscale texture image using an input image as
a seed. It uses the built in Blur method to simplify and speed up the code.
FuRegisterClass(“UserGuideFuseTexture”, CT_Tool, {
REGS_OpIconString = “UGFT”,
REG_NoMotionBlurCtrls = true,
})
function Create() 419
InScale = self:AddInput(“Scale”, “Scale”, {
LINKS_Name = “Scale”,
INPID_InputControl = “SliderControl”,
INP_MaxScale = 100.0,
INP_Default = 2.0,
})
LINKS_Name = “Iterations”,
LINKID_DataType = “Number”,
INPID_InputControl = “SliderControl”,
INP_MaxScale = 100,
INP_Default = 25,
INP_Integer = true,
})
LINKID_DataType = “Image”,
LINK_Main = 1,
})
LINKID_DataType = “Image”,
LINK_Main = 1,
})
end
function Process(req)
IMG_Like = img,
IMG_CopyChannels = false,
{ IMG_Channel = “Alpha” },
IMG_Depth = IMDP_8bitInt,
})
for i = 0, iterations - 1 do 420
result:Blur(result, {
BLUR_Type = “Gaussian”,
BLUR_YSize = scale,
BLUR_Normalize = 1.0,
})
result:Blur(result, {
BLUR_Type = “Sharpen”,
BLUR_XSize = scale,
BLUR_YSize = scale,
BLUR_Normalize = 1.0,
})
self:SetProgress(i/iterations)
end
end
OutImage:Set(req, result)
end
Fusion’s internal management of hotkeys, menus, toolbars etc was rewritten and unified for
After ‘Help’ -- place this new top-level menu after the “Help” menu
{
Sub ‘Special’ -- our new menu is called “Special”
{
‘Comp_New’, -- this triggers the ‘Comp_New’ action, creating
a new comp
}
},
},
}
{
Menus
{
Target = ‘ChildFrame’, -- use this for menus when a comp is open
Before ‘File\\Start Render’
-- place this above the Start Render item on
the File menu
{
Sub ‘Stuff’ -- create a submenu called ‘Stuff’
{
‘Execute { Name = “Test Item”, cmd = [[ obj:Comp():Print(“Test
Item”)]] }’, -- executes ‘cmd’ arg string
‘RunScript { Name = “Licenses”, filename = [[ Scripts:Utility/
Licensing.lua ]] }’, -- runs the Licensing.lua script file
},
‘_’, -- this adds a separator
}, 422
Replace ‘Help\\About...’ -- this hides and replaces the About... item
on the Help menu
To change context menus for a specific view, such as the Flow view:
{
Menus
{
Target = ‘FlowView’, -- ID of the view
After ‘Add Tool’ -- after “Add Tool” on the view’s context menu
{
‘Execute { Name = “Action...”, cmd = [[ obj:Comp():ChooseAction(true,
obj) ]] }’, -- shows the ChooseAction dialog
‘AddTool { Name = “Add Overlay”, id = “Overlay” }’, -- this would
just add a Note tool
‘_’, -- add separator
}
},
}
For reference, hotkey config files are similar, but use a Hotkeys table of key identifiers
and Actions:
{
Hotkeys
{
Target = “GLView”,
V = “Viewer_SubView_Show”,
SHIFT_V = “Viewer_SubView_Swap”,
CONTROL_1 = “Viewer_Reset”,
CONTROL_2 = “Viewer_Reset{ scale = 2.0 }”, -- same action but
with an optional scale argument
}
}
Chapter 15
Final and
Preview Renders
Since most composites happen over time, it is very important to be able to view a project or a
The composition will, by default, render only the tools that are required to produce the image
from the tools that are currently displayed in the Viewer.
If a cache already exists for the tools currently being played, the composition will generally play
at the full frame rate. The actual frame rate achieved during playback will be displayed in the
status bar during playback. Frames without a cache will need to render first, but as they render
they will add themselves to the cache, and the next time they play through it will be at the full
frame rate.
The green line in the Time Ruler shows regions of cached frames
You can read more about RAM Flipbook Previews in Chapter 5, Viewers.
File Sequence Previews 426
File Sequence and Disk Previews are previews of file sequences on disk, as in the files used by
Clicking on any of the transport buttons will begin the file sequence playback. The left Viewer is
normally used to display these previews, although the target display can be changed using the
Preview preferences.
The target frame rate is chosen from the Frame Format preferences, but it can be changed 427
using the RATE (FPS) control in the transports. The faster the drives are able to provide footage,
the faster frames are displayed.
While the file sequence playback is active, the Viewer cannot be used for normal
image viewing.
Flipbook Previews are stored entirely in RAM. These previews can play back at frame rates
This method can be used to create previews to video display hardware when using the
Blackmagic Design DeckLink card.
Resizing Flipbooks
Scaling and panning a flipbook uses the same keyboard shortcuts and mouse commands used
to scale and pan a tool that is displayed in the views. See Chapter 5, Viewers, for information on
scaling and panning.
Saving Flipbooks
A flipbook preview can be saved to disk for later use by right clicking on the Preview and
choosing Save As from the contextual menu. Flipbooks are saved to disk with the extension .
FB. They can be reloaded in a Loader or Viewer that contain a flipbook at a later time
for playback.
Memory Usage 429
Since flipbooks are stored in memory, they consume available memory used for image
processing and tool caches. The amount of available memory determines the number of frames
When all is said and done, the composite has to be rendered to disk. This is accomplished by
Any tool that has a valid high quality, full resolution frame in the memory or disk cache will not
need to be rendered. The cached result will be used instead.
This dialog is used to configure the rendering options. Clicking on the Start Render button on
the dialog will begin the actual render.
Fusion can continue to be used while rendering, although performance will be affected by the
ongoing render. You can open new compositions and work on them, but any attempt to change
controls or settings in the rendering composition will display a dialog asking if you would like to
abort the current render.
TIP: To bypass the Render Settings dialog when starting a render, hold Shift down
while clicking on the Start Render button.
Stopping a Final Render 431
When a render is in progress, the green Render button in the Time Ruler turns into a brown
Stop Render button. To stop the render at the current frame, click the Stop button. A dialog will
You can also stop the render by pressing the ESC (escape) key.
TIP: To pause the render, click the Stop button or ESC, but do not confirm the dialog.
As long as the dialog is open, no rendering will take place. To resume, click No.
When the render is complete, final statistics for the time taken to render and the average time
to render each frame will be displayed in a dialog box, as well as in the console.
Troubleshooting Renders
A render can fail to start or complete for several reasons. Generally, an error message in the
console window will indicate a possible cause of the error. The following are common errors
that can cause a render to fail.
Missing frame in a file sequence used by a Loader.
Background input of a Merge tool could not be found.
Saver path is invalid.
Ran out of drive space on the destination.
Memory Optimization 432
The Preferences > Memory section has two options that affect memory use during rendering.
Memory Preferences
Simultaneous Branching
Enabling this Preference checkbox will render more than one branch of the flow at a time. When
enabled, this option can make the most efficient use of the system’s processors on a
multiprocessor system, provided enough memory is available. If the memory used during
rendering exceeds physical memory, disable this checkbox. Leaving this disabled significantly
reduces memory usage, which is why it defaults to unchecked.
The Render Settings dialog generally appears whenever the Render button is clicked or
Clicking the Render button defaults the dialog to the Final configuration, which renders every
frame of the current render range at full quality, full size, with motion blur. These options are
disabled unless the configuration is changed from Final.
High Quality
With the HiQ checkbox selected, the rendered image will be produced with the best possible
quality. De-selecting the HiQ checkbox will cause Fusion to use faster, lower quality methods
for merges, transforms, blurs and other operations. This is the same as the HiQ button in the
Time Ruler.
Some/All
This option is similar to the Some/None/All option displayed in the Time Ruler. When the
composition is set to Some, it will only render the tools that are required to produce output
required by a Saver or other Sink tools in the flow. Orphaned branches in the composition will
not render. This is a forced option for the final render settings.
The All option renders all branches in the flow regardless of whether they terminate in a Saver
tool. There are very few situations where this would be required and it is mostly there for legacy
support. A different configuration than Final render must be configured to enable this option.
The Size section provides control over whether the full image is rendered or if the image is
processed at the selected proxy resolution.
Frame Range
This section is used to set the range of frames rendered. It can accept a start and end Frame
Range separated by two periods, individual frames separated by a comma, or a combination of
both methods. For example:
1..100
1,5,10
1..100,110,120,121..150
Although dashes (-) can also be used to separate the frame numbers in a range, such as 1-50, it
can cause confusion when rendering frames with a negative value (i.e., Fusion allows a render
range of -50..100).
Shoot On
By default, every frame in the render range is rendered. For quick previews, it is often useful to
render only one out of every few frames for an overview of the motion or effect. This technique
is known as Shoot On. To perform a Shoot On render, click the Step option in the Render
Settings dialog and enter the step interval desired in the spinner box beneath the control.
When this option is enabled for a Preview render, the frame rate of the preview will be modified
so that playback of the preview will still take the same amount of time as it would if all of the
frames had been rendered. For example, if the Shoot On option is set to a step of 5 frames for a
RAM preview, and the render range is set to 1..100, the render will render frame 1,
6, 11, 16 until frame 100. When the preview is re-played, frame 1 will be held for five frames,
frame 6 will be held for another 5 frames, and so on until the last frame is reached.
Configurations 435
It is possible to store the current render options for future use. Clicking the Add button in the
Render Settings dialog will allow you to name current render settings. That name will then
Click the Add button to save the current settings to the Configurations list
Status
The Status section displays any warnings and informational messages related to the render. For
example, warnings for compositions that do not contain Savers, or that have passed through
tools, will appear here.
Fusion uses advanced techniques called Region of Interest (RoI) and Domain of Definition (DoD)
Domain Definition
In compositing, the Domain of Definition, frequently abbreviated to DoD, refers to a rectangular
region that defines what part of an image actually contains data. DoD makes the concept of an
image’s actual frame somewhat flexible, since rendering is no longer limited to the actual width
and height of the image. This has two effects on the way Fusion renders images.
Firstly, tools will no longer be required to render portions of the image that do not get affected
by the tool. This helps the renderer to optimize its performance. Secondly, Fusion can now keep
track of, and apply a tools effect to, pixels that lie outside the visible portion of the image.
For example, consider the above 320x240 pixel image, which shows the output of a Text+ tool
rendered against a transparent black background. The text only occupies a portion of the pixels
in the image. Without Domain of Definition, you would be required to process every pixel in the
image. With a DoD you are able to optimize effects applied to the image, producing faster
results and consuming less memory in the process.
The following image shows the same image with the DoD outlined.
It is also possible to set the DoD for an image manually using the Tools > Miscellaneous > Auto
Domain. This can be useful when dealing with pre-created media that does not occupy the full
image dimensions. For example, a rendering of a 3D character that walks toward the camera
will frequently only occupy a portion of the image. The Auto Domain tool can be used to
animate a DoD that covers the character and ignores the rest of the image.
Region of Interest 438
The Region of Interest, frequently abbreviated to RoI, is a rectangular region like the Domain of
Definition. Unlike DoD, which tells the tool what pixels are actually present in the image, the RoI
A color correction with an RoI applied when Auto Proxy mode is off
To reset the RoI to the full width and height of the image select Region > Reset from the context
menu or the Toolbar button menu, or disable ROI which will also reset it.
TIP: Image Overlay will defeat RoI, forcing renders of pixels for the entire image.
Chapter 16
Preferences
Preferences Chapter – 16
440
Preferences 441
Preferences Chapter – 16
Preferences Overview 442
Customization 489
Toolbar Customization 489
HotKey Customization 490
Preferences Overview 442
The Preferences window provides a wide variety of optional settings available for you to
Preferences Chapter – 16
configure Fusion’s behavior to better suit your working environment. These settings are
accessed via the Preferences dialog. The Preferences dialog can be opened from the File
menu at the top of the interface.
The first entry in the Preferences sidebar is assigned to the Global preferences. Clicking the
Preferences Chapter – 16
disclosure arrows for the Global preferences reveals the following sections.
3D View
The 3D View preference offers control over various parameters of the 3D Viewers including
grids, default ambient light set up and Stereoscopic views.
Default
The Default preference is used to select default behavior for a variety of options, such as
animation, global range, timecode display, and automatic tool merging.
Flow
You use the Flow preference to set many of the same options found in the Flow contextual
menu, like settings for Tile picture, the Navigator and pipe style.
Frame Format
The Frame Format preference is used to create new frame formats as well as select the default
image height and width when adding new creator tools like Background and Text+. You also set
the frame rate for playback.
General
General preference contains options for the general operation, such as auto save, and gamma
settings for color controls.
Layout
You can use the Layout preference to save the exact layout of Fusion’s windows.
Loader
Using the Loader preference, you can set options for the Default Loader’s depth and aspect
ratio as well as define the local and network LoaderCache settings.
Memory
Memory management for multi frame and simultaneous branch rendering is configured in the
Memory preference.
Network
Only available in Fusion Studio, the Network rendering preference is used to configure options,
such as selecting a render master, email notification and whether the machine can be used as a
render slave.
OpenCL
The Open CL preference contains options for selecting OpenCL devices, enabling caching, and
debugging OpenCL devices and tools.
Path Map
Path Map preference is used to configure virtual file path names used by Loaders and Savers
as well as the folders used by Fusion to locate comps, macros, scripts, tool settings, disk
caches and more.
Preview 444
The Preview preference is where you configure the Preview creation and playback options.
Preferences Chapter – 16
QuickTime
This section lets you configure QuickTime codecs.
Script
The preference for Scripting includes a field for passwords used to execute scripts externally,
programs to use for editing scripts, and the default Python version to use.
Spline Editor
The Spline Editor preference allows you to set various spline options for Autosnap behavior,
handles, markers and more.
Splines
Options for the handling and smoothing of animation splines, Tracker path defaults, onion-
skinning, roto assist and more are found in the Splines preference.
Timeline
The Timeline preference is where you create and edit Timeline/Spline filters, and set default
options for the Timeline Editor.
Tweaks
Tweaks preference handles miscellaneous settings for modifying the behavior when loading
frames over the network and queue/network rendering.
User Interface
These Preferences set the appearance of the user interface window and how the Control panel
is displayed.
Video Monitoring
The Video Monitoring preference is where you can configure your Blackmagic video display
hardware for monitoring on an HD, Ultra HD or DCI 4K display.
View
The View preference is used to manage settings for Viewers, including default control colors
Z-depth channel viewing ranges, default LUTs, padding for fit zoom, and more.
VR Headsets
The VR Headsets preference allows configuration of any connected Virtual Reality headsets,
including how stereo and 3D scenes are viewed.
Bins
There are three panels as part of the Bins preference: a Security panel where you set users and
passwords for serving the local bins; a Servers panel used to select which remote Bin servers
are connected; and a Settings panel for stamp rendering. These are only available in
Fusion Studio.
Import
The Import settings contains options for EDL Import that affect how flows are built using the
data from an EDL.
Preferences In Depth 445
Preferences Chapter – 16
3D View Preferences
The 3D View preferences contain settings over various defaults in the 3D Viewers including
grids, default ambient light set up and Stereoscopic views.
Preferences Chapter – 16
the antialiased lines of the grid may sort incorrectly in the 3D Viewer. Disabling this
checkbox will disable antialiasing of the grid lines, correcting the issue. To turn the grid
off completely, use the 3D View > Right click > Grid option, rather than preferences.
Size: Increasing the Size value will increase the number of grid lines drawn. The units
used for the spacing between grid lines are not defined in Fusion. A ‘unit’ is whatever
you want it to be.
Scale: Adjusting the overall scaling factor for the grid is useful, for example, if the area
of the grid appears too small compared to the size of your geometry.
PerspectiveViews
The Perspective Views section handles the appearance of the perspective view in both a
normal and stereoscopic project.
Near Plane/Far Plane: These values set the nearest and furthest point any object can
get to or from the camera before it is clipped. The minimum setting is 0.05. Setting
Near Plane too low and Far Plane too far results in loss of depth precision in the Viewer.
Eye Separation/Convergence/Stereo Mode: This group of settings define the defaults
when stereo is turned on in the 3D Viewer.
Fit to View
The Fit to View section has two value fields that manage how much empty space is left around
objects in the Viewer when the F key is pressed.
Fit Selection: Fit Selection determines the empty space when one or more objects are
selected and the F key is pressed.
Fit All: Fit All determines the empty space when you press F with no objects selected.
Default Lights
These three settings control the default light set up in the 3D Viewer.
The default ambient light is used when lighting is turned on and you have not added light to the
scene. The default light moves with the camera, so if the default light is set to ‘upper left,’ the
default light appears to come from the upper left side of the image/camera.
Defaults 447
The choices made here are used to determine Fusion’s behavior when new tools are added to
the flow and when controls are animated.
Preferences Chapter – 16
The Defaults preferences
Default Animate 448
The Default Animate section is used to change the type of modifier attached to a parameter when
the Animate option is selected from its contextual menu. The default option is Nothing, which
Preferences Chapter – 16
uses a Bezier spline to animate numeric controls and a path modifier for positional controls.
Number with and Point with: Drop down lists are used to select a different modifier
for the new default. For example, change the default type used to animate positions by
setting the Point with drop down menu to XY Path.
Choices shown in this menu come from installed modifiers that are valid for that type of
parameter. These include third party plug-in modifiers, as well as native modifiers
installed with Fusion.
Auto Tools
The Auto Tools section determines which tools are added automatically for the most common
operations of the Background tools and Merge operations.
Background: When set to None a standard Background tool is used, however, the drop
down menu allows you to choose from a wide variety of available tools including 2D
and 3D tools to customize the operation to your workflow.
Merge: When set to None nothing happens. When set to Merge, connecting the
outputs of two tools or dragging multiple clips on the Flow area uses a standard Merge.
Other valid options for this are Anaglyph, Channel Booleans and Dissolve.
Use Merge Only When Connecting Outputs Directly: When this option is active,
Merges are not automatically added when you drag multiple clips from the Finder or
Windows Explorer onto the Fl ow area.
Global Range
Using the Start and End fields, you can define the Global Start and End frame used when
creating new compositions.
Time Code
You use this option to determine if new compositions will default to showing SMPTE Time Code
or frames (Feet + Frames) to represent time.
Flow 449
Many of the same options found in the Flow contextual menu, like settings for Tile picture, the
Navigator and pipe style, are found in this category.
Preferences Chapter – 16
The Flow preferences
Force
The Force section can set the default to display pictures in certain tool tiles on the flow, rather
than showing plane tiles. The Active checkbox sets pictures for the actively selected tool, the
All checkbox enables pictures for all tiles, and the Source and Mask checkbox enables tile
pictures for just Source and Mask tools.
When All is enabled, the picture shown will either be a thumbnail of the image rendered by the
tool if the tool has rendered, or if the Show Thumbnails option is disabled, the tool’s default icon
is used. Concatenated transforms will also show a default icon.
Show Modes/Options: Enabling this option will display icons in the tool tile depicting
various states, like Disk Caching or Locked.
Show Thumbnails: When this checkbox is selected, tool tiles set to show tile pictures
will display the rendered output of the tool. When the checkbox is cleared, the default
icon for the tool is used instead.
Options 450
The Options section has a number of settings that control or aid in the layout and alignment of
tools in the flow.
Preferences Chapter – 16
Arrange to Grid: This enables a new flow’s Snap to Grid option to force the tool layout
to align with the grid marks in the flow.
Arrange to Connected: Tools snap to the vertical or horizontal positions of other tools
they are connected to.
Auto Arrange: This option enables the flow to shift the position of tools as needed to
make space when inserting new tools or auto-merging layers.
Show Grid: This enables or disables the display of the Flow Editor’s background grid.
Auto Remove Routers: Pipe Routers or “elbow nodes” in the flow are considered to be
‘orphaned’ if the tools connected to either the input or output are deleted. When this
option is enabled, Orphaned Routers are automatically deleted.
Pipes Always Visible: When enabled, the connecting pipes between tools will be
drawn over top of the tool tiles.
Keep Tile Picture Aspect: Enabling this option forces tool tile thumbnail pictures to
preserve the aspect of the original image in the thumbnail.
Full Tile Render Indicators: Enabling this checkbox will cause the entire tile to change
color when it is rendering. This can make it easier to identify which tools are rendering
in a large composition. The coloring itself will form a progress bar to alert you to how
close slower tools are to finishing their renders.
Show Instance Links: This option can be used to select whether Instance tools will
show links, displayed as green lines, between Instance tools.
Navigator: The Navigator is a small square overview of your entire composition, which
you can use to quickly navigate to different parts of the flow while you are zoomed in.
The checkboxes in this section determine when the Navigator is displayed, if at all.
On: The Flow Navigator will always be visible.
Off: The Flow Navigator will always be hidden.
Auto: The Flow Navigator will only be visible when the Flow Editor’s contents exceed
the currently visible Flow area.
Pipe Style: This drop down menu selects which method is used to draw connections
between tools. The Direct method uses a straight line between tools and Orthogonal
uses horizontal and vertical lines.
Build Direction: When auto-building or laying out a flow, Build Direction controls
whether tools are organized horizontally or vertically.
Scale: The Scale menu allows you to select the default zoom level of the Flow Editor
when a new flow is created.
Group Opacity
This slider controls the opacity of an expanded group’s background in the flow.
Frame Format 451
Frame Format preferences select the format settings for the interface. The settings in this
preferences dialog are described in greater detail in the Frame Formats chapter of the manual.
Preferences Chapter – 16
The Frame Format preferences
Default Format
This drop down menu is used to select the default resolution for tools and media from a list of
presets. This is only a default setting; Loaders and Creators may be adjusted to
different resolutions.
Use the edit boxes to change any of the default settings. When creating a new setting, press
the New button and enter a name for the setting in the dialog box that appears and enter
the parameters.
Settings 452
The Settings section defines the format that is selected in the Default Format menu. You can
modify an existing format or create a new one.
Preferences Chapter – 16
Width/Height: When creating a new format for the menu or modifying an existing menu
item, you specify the Width or Height in pixels of the format using these fields.
Frame Rate: Enter or view the frames per second played by the format. This sets the
default Frame Rate for previews and final renders from the Saver tool. It also sets the
playback for the comp itself, as well as the frame to timecode conversion for tools with
temporal inputs.
Has Fields: When this checkbox is enabled, any Creator or Loader tool added to the
flow will be in Fields process mode.
Film Size: This field is used to define how many frames are found in one foot of film.
The value is used to calculate the display of time code in Feet + Frames mode.
Aspect Ratio: These two fields set the pixel Aspect Ratio of the chosen frame format.
Guide 1: The four fields for Guide 1 define the left, top, right and bottom guide positions
for the custom guides in the Viewer. To change the position of a guide, enter a value
from 0 to 1. The bottom left corner is always 0/0, the top right corner is always 1/1. If the
entered value’s aspect does not conform to the frame format as defined by the Width
and Height parameters, an additional guide is displayed on screen. The dotted line
represents the image aspect centered about Guide 1’s Center values.
Guide 2: This setting determines the image aspect ratio in respect to the entire frame
format width and height. Values higher than 1 cause the height to decrease relative to
the width. Values smaller than 1 cause height to increase relative to width.
New Button: You use the New button to create a new default setting in the drop down
menu. Once you click the button you type a name for the setting in the dialog box
that appears.
Copy Button: The Copy button copies the current setting to create a new one for
customization.
Delete Button: The Delete button will remove the current setting from the default drop
down list.
Color Depth
The three menus in the Color Depth section are used to select the color mode for processing
preview renders, interactive renders and full (final) renders. Processing images at 8-bit is the
lowest color depth and is sufficient for almost all video and multimedia tasks. 16-bit color has
much higher color fidelity but uses more system resources. 16-bit and 32-bit float per channel
uses even more system resources and is best for digital film and HDR rendered images.
Generally, these options are ignored by the composition unless a Loader or Creator tool’s Color
Depth control is set to Default.
General 453
The sections contained in the General preferences affect the behavior of the Control Panel as
well as some other user interface elements.
Preferences Chapter – 16
The General preferences
Usability 454
Usability has a number of Project, Flow and User Interface settings that can make the
application easier to work with, depending on your workflow.
Preferences Chapter – 16
Auto Clip Browse: When this checkbox is enabled, the File Browser is automatically
displayed when a new Loader or Saver is added to the flow.
New Comp on Startup: When checked, a new, empty flow is created each time the
application is launched.
Summarize Load Errors: When loading comps that contain unknown tools (e.g., comps
that have been created on other computers with plug-ins not installed on the current
machine), the missing tools are summarized in the console rather than a dialogue being
presented for every missing tool.
Save Compressed Comps: This option enables the saving of compressed flows, rather
than ASCII based text files. Compressed flows take up less space on disk, although
they may take a moment longer to load. Flows containing complex spline animation
and many paint strokes can grow into tens of megabytes when this option is disabled.
However, compressed comps cannot be edited with a text editor unless saved again as
uncompressed.
Show Video I/O Splash: This toggles whether the Splash image will be displayed over
the video display hardware.
Use Simplified Copy Names: This option reduces the occurrence of underscores in
tool names when copying.
Show Render Settings: When this checkbox is selected, the Render Settings dialog will
be displayed every time a render is started. Holding Shift while starting a render will
prevent the display of the dialog for that session, using whatever settings were applied
during the last render. Disabling this option reverses this behavior.
Mouse Wheel Affects the Window Under the Pointer: Normally the Mouse wheel or
Apple Mouse swiping works in the currently active window. With this option enabled it
will work in the window underneath the cursor, so you don’t have to click into a window
first to make it active.
Frames Start From: This designates the starting frame number for clip times in the
Loader and its Clip list.
Show Color As: This setting determines the numeric scale used to represent colors.
The available options are Normalized (0 to 1), 8-bit (0 to 255) and 16-bit (0 to 65,535).
This does not affect the actual processing or quality of the image, but it can make the
mental math sometimes used to figure out adjustments a bit easier.
Controls
The Controls section includes settings for how the Control Panel is displayed.
Auto Control Close: When enabled, multiple tool headers will be visible, but only one
tool header will be opened to display parameters. When disabled, any number of tools
may be opened to display parameters at the same time. This setting has no effect
unless the Auto Control Hide checkbox is disabled.
Auto Control Hide: When enabled, only the parameters for the currently active tool will
be made visible. Otherwise, all tool headers will be visible and displayed based on the
Auto Control Close setting.
Auto Control Advance: If the Auto Control Advanced checkbox is enabled, the Tab key
and Return/Enter key will cause the keyboard focus to advance to the next edit box
within a tool’s control. When disabled, Return/Enter will cause the value entered to be
accepted, but the keyboard focus will remain in the same edit box of the control. The
Tab key can still be used to advance the keyboard focus.
Show Controls for Selected: When this option is disabled, only the active tool’s 455
parameters are shown tool in the Control Panel. By default, it is enabled showing
controls for the active tool as well as all selected tools.
Preferences Chapter – 16
Combined Color Wheel: When the Color Corrector tool is displayed in the Control
Panel, enabling this checkbox will show one color wheel with buttons to switch
between the master, shadow, midtones and highlight channels. Otherwise four color
wheels are displayed in the Control Panel.
Grab Distance: This slider ranges from 1 to 10 and defaults to 5. It designates the active
area around the cursor and can be modified if you have difficulties in selecting points
for modification in paths and spline curves. Smaller values represent more accurate
selection.
Auto Save
When enabled, comps are automatically saved to a backup file at regular intervals defined
by the Delay setting. If a backup file is found when attempting to open the comp, you are
presented with the choice of loading either the backup or the original.
If the backup comp is opened from the location set in the Path Map preference, saving the
backup will overwrite the original file. If the backup file is closed without saving, it is deleted
without affecting the original file.
Save Before Render: When enabled, the comp is automatically saved before a preview
or final render is started.
Delay: This preference is used to set the interval between Auto Saves. The interval
is set using mm:ss notation, so entering 10 causes an Auto Save to occur every
10 seconds where as entering 10:00 causes and Auto Save every 10 minutes.
Proxy
Update All, Selective, No Update: The Update mode button is located in the Time
Ruler. You can use this preference to determine the default mode for all new comps.
Selective is the usual default. It renders only the tools needed to display the images in
the Display view. All will render all tools in the composition, whereas None prevents all
rendering.
Standard and Auto: These sliders designate the default ratio used to create proxies
when the Proxy and Auto Proxy modes are turned on. These settings do not affect the
final render quality.
Even though the images are being processed smaller than their original size, the
image viewing scales in the Viewers still refer to original resolutions. Additionally, image
processing performed in Proxy Scale mode may differ slightly from full
resolution rendering.
The Proxy and Auto Proxy size ratios may be changed from within the interface itself by
right clicking on the Prx and APrx buttons beside the Render button and selecting the
desired value from the contextual menu
Layout 456
These controls are used to control the Layout, Size and Position of various elements of Fusion’s
interface at startup or when a comp is created.
Preferences Chapter – 16
The Layout preferences
There are a lot of options, but in practice, you simply organize the interface the way you prefer it
on startup and when a new composition is created, then open this preferences panel and click
on the three buttons to grab the Program layout, the Document layout and the Window layout.
Program Layout 457
Grab Program Layout: Pressing this button stores the program’s overall current
position and size.
Preferences Chapter – 16
Run Mode: This menu is used to select the program’s default mode at startup.
You choose between a Maximized program, a Minimized program, or a Normal
program display.
Use the Following Position and Size: When checked, the values stored when Grab
Program Layout was selected will be used when starting Fusion.
Create Floating Views: When checked, the values of the floating display Viewers will
be recorded when the Grab Program Layout button is used.
Document Layout
Recall Layout Saved In Composition: When checked, all Document layout settings in
the controls below will be recalled when a saved composition is loaded.
Grab Document Layout: Pressing this button stores the entire interface setup, including
all of the internal positions and sizes of working areas.
Window: When multiple windows on the same composition are used, this menu is used
to select the window to which the Window settings will apply.
Window Settings
Automatically Open This Window: When checked, the selected window will
automatically be opened for new flows.
Grab Window Layout: Pressing this button stores the size and position of the selected
window.
Run Mode: Select the default run mode for the selected window. You choose between
a Maximized window, a Minimized window, or a Normal window display.
Use Grabbed Position and Size: When checked, the selected window will be created
using the stored position and size.
Loader 458
Using the Loader preference, you can set options for the Default Loader’s depth and aspect
ratio as well as define the local and network cache settings.
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The Loader preferences
Defaults 459
The Defaults section includes two settings to determine how color depth and aspect ratio are
handled for Loaders.
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Loader Depth: The Loader Depth defines how color bit depth is handled when adding
a Loader. Choosing Format means that the correct bit depth is automatically selected,
depending on the file format and the information in the file’s header. Choosing Default
sets the bit depth to the value specified in the Frame Format preferences.
Cache
Disable All Local Caching: This setting disables local caching.
Cache Files from Network DiskCaches: If a tool has Disk Caching enabled, and the
disk cache files are stored remotely on the network, then enabling this option will use a
local copy of those cache files, similarly to the local cache on a networked Loader.
Enable Local Caching of Loaders: Files will be copied into the LoaderCache path set
below or in the Path Maps preferences.
Cache Multi-Frame Files: Files like AVI or QuickTime will be copied into the
LoaderCache path. This may take some time if the file is large.
Don’t Cache Files from Local Disks: Files that do not sit on a network drive will not be
copied into the LoaderCache path. You can disable this option if you have, for example,
a fast SSD cache drive and want to use it for local files as well, to speed up file access
while working interactively.
Only Files Smaller Than xxx MB.: Files larger than the value set here will not be copied
into the LoaderCache path.
Cache Path Separator Character: When Enable Local Caching of Loaders is enabled,
you can use this setting to re-build the path of the original files in LoaderCache.
For instance, given the default “!” character, the original path X\Project\MyShots\
Shot0815\ will be translated into X!Project!MyShots!Shot0815! in the LoaderCache path.
Other separator characters may be used, including the “\” character, which will use
subdirectories in LoaderCache: X\Project\ MyShots\Shot0815\.
If Original File is Missing: This setting provides three options to determine the caching
behavior when the original files can’t be found. The Fail option behaves exactly as the
Default Loader in Fusion. The Loader will not process, which may cause the render to
halt. The Load Cache option loads the cache even though no original file is present.
The Delete Cache option clears missing files from the cache.
Cache Location: For convenience, this is a copy of the LoaderCache path set in the
Path Maps preferences.
Explore: This button opens the LoaderCache path in the Mac OS X Finder window or a
Windows Explorer window.
Clear All Cache Files: This button deletes all cached files present in the
LoaderCache path.
Memory 460
Occasionally, it will be necessary to adjust the Memory Preferences in order to make the best
use of available memory on the computer. For example, some people prefer a higher cache
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memory for faster interactive work, but for final renders the cache memory is often reduced, so
there’s more memory available for simultaneous processing of tools or multiple frames being
rendered at once.
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installed on the system, not the amount currently available.
When the interactive cache reaches the limit defined in this setting, it starts to remove
lower priority frames in the cache to clear space for new frames.
Automatically Adjust In Low Memory Situations: This checkbox will set the caching to
adjust when memory is low. The console will display any cache purges.
Leave At Least X MBytes: This setting is used to set the hard limit for memory usage.
No matter what the setting of the Cache Limit, this setting determines the amount of
physical memory available for use by other applications. Normally, this value should not
be smaller than 25 MBytes.
Interactive Render
Simultaneous Branching: When checked, more than one tool will be processed at the
same time. Disable this checkbox if you are running out of memory frequently.
Final Render
These settings apply to memory usage during a rendering session, either preview or final, with
no effect during an interactive session.
Render Slider: This slider adjusts the number of frames that are rendered at the
same time.
Simultaneous Branching: When checked, more than one branch of a flow will be
rendered at the same time. If you are running low on memory, turn this off to increase
rendering performance.
Network 462
These preferences are used to set up and control Fusion’s network rendering. The majority of
settings are found in the Render Manager dialog. These settings are only available in
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Fusion Studio.
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this control may be pre-filled, but it may be uneditable. This is done to prevent multiple
unauthorized render masters from being created by each person in a facility.
To re-enable editing of the master name and IP, create the environment variable FUSION_NO_
MANAGER and set the value to True.
General
Make This Machine a Render Master: When enabled, Fusion will accept network
render compositions from other computers and manage the render. It does not
necessarily mean that this computer will be directly involved in the render, but it will
submit the job to the render nodes that are listed in the Render Manager dialog.
Allows This Machine to Be Used as a Network Slave: When enabled, this computer
can be used as a Render Node and will accept compositions for network rendering.
De-select it to prevent other people from submitting flows to this computer.
Render on All Available Machines: Enable this checkbox to ignore groups and
priorities configured in the Render Manager. Compositions submitted from this
computer for network rendering will always be assigned to every available slave.
Email Notification
Notify Options: These checkboxes cause emails to be sent when certain render events
take place. The available events are Queue completion, Job done and Job failure.
Send Email to: Enter the address or addresses to which notifications should be sent.
You separate multiple addresses with a semi colon.
Override Sender Address: Enter an email address that will be used as the Sender
Address. If this option is not selected, no sender address is used, which may cause
some spam filters to prevent the message from being delivered to the recipient.
Server Settings
This section covers Clustering and Network Rendering.
For more details on these settings and clustering, refer to the Network Rendering chapter for
Fusion Studio.
OpenCL 464
The Open CL preference contains options for executing and debugging OpenCL devices
and tools.
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The OpenCL preferences
Options 465
OpenCL tools: This preference has three settings: Disable, Enable and Auto. When set
to Disable, no OpenCL tools or plug-ins will be used. Fuses may still require OpenCL.
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If Enable is selected, OpenCL will be available for tools and plug-ins, if appropriate
drivers are installed.
Caching: This preference enables write back cache for OpenCL images.
Device: The Device settings determine where the OpenCL code is executed. When
GPU is selected all OpenCL code will be rendered on the graphics card, if drivers are
available. The CPU setting renders OpenCL code on the CPU, if drivers are available.
The Auto setting gives priority to GPU rendering, however, if it is unavailable, the
vendor’s platform default will be used. Currently both the AMD and CPU options require
either the AMD Catalyst 10.10 Accelerated Parallel Processing (APP) technology Edition
driver, or the ATI Stream SDK 2.1, or later, to be installed. The Select setting allow you to
chose the device explicitly. This is only available to Fusion Studio users.
Debugging
Verbose Console Messages: Enabling this option causes information to be shown in
the Console. For example, Startup Logs, Compiler Warnings and Messages.
Performance Stats in Metadata: This setting adds some timing information to the
output image’s metadata. This can be seen with the Metadata view or accessed using
the Metadata tools in Fusion.
Compiler Options: The Compiler Options allow specific command-line arguments to be
given to the OpenCL compiler.
Clear Cache Files: Enabling this option deletes the contents of the AllDataOCLCache
folder, where compiled OpenCL binaries are cached.
Path Maps 466
Path Maps are virtual paths used to replace segments of filepaths with variables. For example,
define the path ‘movie_x’ as actually being in X\Shows\Movie_X. Using this example, Fusion
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would understand the path ‘movie_x\scene_5\ scan.000.cin’ as actually being X:\Shows\
Movie_X\scene_5\scan.000.cin.
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Also, path maps are used in render farms to bypass the different filename conventions.
Built in Path Maps: There are several built in path maps. Comp refers to the folder
where the current composition is saved. Temp refers to the system’s temporary folder.
Fusion refers to the folder where Fusion is installed.
If the Reverse Pathmap option is enabled, Fusion will automatically attempt to replace
portions of filenames that match known path maps. For example, a composition saved
as C\Comps\example1.comp would automatically replace the path to c:\comps\example.
jpg with Comp:\example.jpg.
Global and Composition Path Maps: Both Global and Composition preferences show a
Path Maps preferences panel. The Global preferences are applied to all compositions,
while Composition path maps are saved with the composition and only apply to it.
Composition path maps will override Global path maps with the same name. The
built-in Comp.Path Map refers to the default Composition folder when used in a
Global path map.
Nesting Path Maps: You can use a path map in a path map’s definition, provided it has
been defined first. For example, define a path map called ‘Episode’ that maps to x\
shows\Episode1. Then create path maps called Renders and Stills that mapped to
Episode\ Renders_v1 and Episode\Stills_v1.
Creating a Path Map: To create a path map, click on the New button and enter the
name of the path map in the From field below. Enter the value of the path map in the
To: field.
Deleting a Path Map: To delete a path map, select it from the list and click on the
delete button.
Enable Reverse Mapping of Paths Preferences: When this checkbox is selected, the
built-in path maps for entries in the Paths preferences will be taken into account when
applying mapping to existing filenames.
Preview 468
The Preview preference is where you configure the Preview creation and playback options.
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The Preview preferences
Options
Render Previews Using Proxy Scaling: When checked, this option scales the
images down to the preview size for the Loader and Creator tools. This causes much
faster rendering. If this control is disabled, frames will be rendered at full size, then
scaled down.
Skip Frames To Maintain Apparent Framerate: When checked, frames are skipped
during playback of flipbooks and file sequences to maintain the frame rate setting.
Show Previews for Active Loaders: This setting determines if the preview playback
controls below the Control Panel are shown when a Loader with a valid file is activated.
Show Previews for Active Savers: This setting determines if the preview playback
controls below the Control Panel are shown when a Saver with a valid file is activated.
Display Files Sequences On: This setting determines which Viewer or external monitor
is used for the interactive and file sequence playbacks as well as for the scrubbing
function in the bins.
Script 469
The preferences for Scripting include a field for passwords used to execute scripts from the
command line and programs for use when editing scripts.
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The Script preferences
Login
No Login Required to Execute Script: If a username and password is assigned, Fusion
will refuse to process incoming external script commands (from FusionScript, for
example), unless the Script first logs onto the workstation. This only affects scripts that
are executed from the command line, or scripts that attempt to control remote copies
of Fusion. Scripts executed from within the interface do not need to log in regardless of
this setting. See the Scripting documentation for details.
Options
Script Editor: Use this preference to select an external editor for scripts (used when
selecting Scripts > Edit from the menu).
Spline Editor 470
The Spline Editor preference allows you to set various spline options for Autosnap behavior,
handles, markers and more.
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The Spine Editor preferences
Spline Editor Options 471
Independent Handles: Enabling this option allows the In or Out direction handle on newly
created keyframes to be moved independently without affecting the other.
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Follow Active: The Spline Editor focuses on the currently active tool.
Show Key Markers: Small colored triangles will be displayed at the top of the Spline
Editor Time Ruler to indicate keyframes on active splines. The colors of the triangles
match the colors of the splines.
Show Tips: Toggles if tooltips are displayed or not.
Autosnap points: When moving points in the Spline Editor, these will snap to the Fields
or Frames or can be moved freely.
Guides: When moving points in the Spline Editor, these will snap to Guides as well.
Autosnap Guides: When moving or creating Guides these will snap to the Fields or
Frames or can be moved freely.
Autoscale: Keeps the Spline View scales intact on changing the editable spline content
of the view.
Scroll: Scrolls horizontally and vertically to show all or most of the spline points on
changing the editable spline content of the view.
Fit: Zooms to fit all points within a Spline view, if necessary, on changing the editable
spline content of the view.
Options for the handling and smoothing of animation splines, tracker path defaults and more
are found in the Splines preferences.
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The Splines preferences
Autosmooth 473
Automatically smooths out any newly created points or keyframes on the splines selected in
this section. This is valid for both animation splines as well as masks, LUTs, paths and meshes.
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B-Spline Modifier Degree
This setting determines the degree used for interpolating B-Splines when used as modifiers.
Cubic B-Splines determine a segment through 2 control points between the anchor points, and
Quadratic B-Splines determine a segment through 1 control point between the anchor points
Onion Skinning
The Onion Skinning settings determine the number of frames displayed while rotoscoping,
allowing you to preview and compare a range of frames. You can also adjust if the preview
frames only from frame prior to the current frame, after the current frames, or split
between the two.
Timeline 474
The Timeline preference is where you create and edit Timeline/Spline filters and set default
options for the Timeline Editor.
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The Timeline preferences
Filter/Filter to Use 475
The Filter menu populates the hierarchy area below the menu with that setting. It lets you edit
the filters. The Filter to Use menu actually sets the filter in the Timeline.
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Settings for Filters
To create a new filter and define its settings, you first click the New button. Creating a new filter
will allow you to select any of the tools that the filter will contain. The Settings for Filters area
includes a list of all the tools. Only tools that are checked will appear in the Timeline or Spline
Editor when the filter is selected. You can also create a copy of the filter using the Copy button
or remove a filter from the list by clicking the Delete button.
Timeline Options
The Timeline Options configure which options in the Timeline are enabled by default. A series
of checkboxes correspond to buttons located in the Timeline, allowing you to determine the
states of those button at the time a new comp is created. For more information on the Timeline
functions read Chapter 7, The Timeline Editor.
Autosnap points: When moving points in the Timeline Editor, the points will snap to the
Fields, Frames or can be moved freely.
Guides: When moving points in the Timeline Editor, the point will snap to the Guides
that are placed in the Timeline.
Autosnap Guides: When moving or creating Guides, the Guides will snap to the Fields,
Frames or can be moved freely.
Autoscale: Keeps the Timeline scales intact while changing the editable spline content
of the view. When set to scroll, the Timeline scrolls horizontally and vertically to show
all or most of the spline points when changing the editable spline content of the view.
When set to Fit, the Timeline zooms to fit all points within the view, if necessary.
Tools Display Mode: This menu controls the default sort order or the tools displayed in
the Timeline. The default can be changed using the Sort order menu in the Timeline.
Tweaks 476
The Tweaks preferences handle a collection of settings for fine tuning I/O, memory and
graphics hardware behavior.
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The Tweaks preferences
File I/O 477
I/O Canceling: This option enables a feature of the operating system that allows
queued operations to be canceled when the function that requested them is stopped.
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This can improve the responsiveness, particularly when loading large images over
a network.
Enabling this option will specifically affect performance while loading and accessing
TIFF, VideoPump and other formats that perform a large amount of seeking.
This option has not been tested with every hardware and OS configuration, so it is
recommended to enable it only after you have thoroughly tested your hardware and OS
configuration using drive loads from both local disks and network shares.
Enable Direct Reads: Enabling this checkbox uses a more efficient method when
loading a large chunk of contiguous data into memory by reducing I/O operations. Not
every operating system employs this ability, so it may produce unknown behavior.
Read Ahead Buffers: This slider determines the number of 64K buffers that are use to
read ahead in a file I/O operation. The more buffers, the more efficient loading frames
from disk will be, but the less responsive it will be to changes that require disk access
interactively.
Area Sampling
Automatic Memory Usage: This checkbox determines how Area Sampling uses
available memory. Area Sampling is used for Merges and Transforms. When the
checkbox is enabled (default), Fusion will detect available RAM when processing the
tool and determine the appropriate trade off between speed and memory.
If less RAM is available, Fusion will use a higher proxy level internally and take longer to
render. The quality of the image is not compromised in any way, just the amount of time
it takes to render. In flows that deal with images larger than 4K, it may be desirable to
override the automatic scaling and fix the proxy scale manually. This can preserve RAM
for future operations.
Pre-Calc Proxy Level: De-selecting the Automatic Memory will enable the Pre-Calc
Proxy Scale slider. Higher values will use less RAM, but take much longer to render.
Open GL 478
This section controls how Fusion makes use of your graphics card. Most settings may be left as
they are, but since OpenGL hardware varies widely in capabilities and different driver revisions
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can sometimes introduce bugs, these tweaks can be useful if you are experiencing
unwanted behavior.
Disable view LUT Shaders: OpenGL shaders can often dramatically accelerate View
LUTs, but this can occasionally involve small tradeoffs in accuracy. This setting will force
Fusion to process LUTs at full accuracy using the CPU instead. Try activating this if View
LUTs do not seem to be giving the desired result.
Use Float16 Textures: If your graphics hardware supports 16-bit floating-point textures,
activating this option will force int16 and float32 images to be uploaded to the Viewer
as float16 instead, which may improve playback performance.
Texture Depth: Defines in what depth images are uploaded to the Viewer.
Auto: The Auto option (recommended) lets Fusion choose the best balance of
performance and capability.
int8: Similar to the Use Float16 Textures switch, this option can be used to force images
to be uploaded to the Display View as int8, which can be faster but gives less range for
View LUT correction.
Native: The Native option uploads images at their native depth, so no
conversion is done.
Image Overlay: The Image Overlay is a Viewer control used with Merge and Transform
tools to display a translucent overlay of the transformed image. This can be helpful in
visualizing the transformation when it is outside the image bounds, but may reduce
performance when selecting the tool if cache memory is low. There are three settings
to choose from: None, Outside and All.
None: This setting never displays the translucent overlay or controls, which can reduce
the need for background renders, in some cases, resulting in a speed up of the display.
Outside: This will display only those areas of the control that are outside the bounds of
the image, which can reduce visual confusion.
All: Displays all overlays of all selected tools.
Smooth Resize: This setting can disable the Viewer’s Smooth Resize behavior when
displaying floating-point images. Some older graphics cards are not capable of filtering
floating-point textures or may be very slow. If Smooth Resize does not work well with
float images, try setting this to flt16 or int.
Auto Detect Graphics Memory (MB): Having Fusion open alongside other OpenGL
programs like 3D animation software can lead to a shortage of graphics memory. In
those cases you can manually reduce the amount of memory Fusion is allowed to use
on the card. Setting this too low or too high may cause performance or data loss.
Use 10-10-10-2 framebuffer: If your graphics hardware and monitor support 30-bit
color, this setting will render Viewers with 10 bits per primary accuracy, instead of 8 bits.
Banding is greatly reduced when displaying 3D renders or images deeper than 8-bit.
This is only available in Fusion Studio.
User Interface 479
These Preferences set the appearance of the user interface window and how the Control panel
is displayed.
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The User Interface preferences
View 480
The View preference is used to manage settings and default controls for Viewers.
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The View preferences
View Settings 481
The area at the top of the View preference lists the currently saved settings that you create
from the Viewer’s contextual menu. For more details on the Viewer and its contextual menu,
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read Chapter 5 on the Viewers. You can use the Rename and Delete buttons to manage the
selected entries in the list.
Control Colors
The Control Colors setting allows you to determine the color of the Active/Inactive
onscreen control.
Fit Margin
The Fit Margin determines how much padding is left around the frame when the Fit button is
pressed or Fit is selected from the Viewer’s contextual menu.
The controls here are used to configure the settings of Blackmagic Video hardware.
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The Video Monitoring preferences
Compressor: This drop down list displays the QuickTime codecs available from your
system. Fusion tests each codec when the program is started.
Some codecs may not be available if the tests indicate that they are unsuitable for use
within Fusion.
Quality: This slider is used to determine the amount of compression to be used by the
codec. Higher values produce clearer images but larger files.
Key Frame Every X Frames: When checked, the codec will create Key Frames at
specified intervals. Key frames are not compressed in conjunction with previous frames
and are, therefore, quicker to seek within the resulting movie.
Limit Data Rate To X KB/Second: When checked, the Data Rates of the rendered file
will be limited to the amount specified. Not all codecs support this option.
Enter the data rate used to limit the QuickTime in kilobytes (Kb) per second,
if applicable. This control will have no effect if the Limit Data Rate To option is
not selected.
Bins/Security 483
This preference is used to manage the Bin users and their permission. Bin Server and Remote
Bins are only available in Fusion Studio.
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The Bins Security preferences
Users List
The Users List is a list of the users and their permissions. You can select one of the entries to
edit their settings using the User and Password edit boxes.
Add: The Add button is used to add a new user to the list by entering a user name
and password.
Remove: Click on this button to remove the selected entry.
User
This editable field shows the user name for the selected Bin Server item. If the user name is
unknown, try Guest with no password.
Password
Use this field to enter the password for the Bin user entered in the Users list.
Permissions
The administrator can set up different permission types for users.
Read: This will allow the user to have read only permission for the bins.
Create: This will allow the user to create new bins.
Admin: This gives the user full control over the bins system.
Modify: This allows the user to modify existing bins.
Delete: This allows the user to remove bins.
Bins/Server 484
This preference is used to add Bin Servers to the list of bins Fusion will display in the
Bins dialog. Bin Server and Remote Bins are only available in Fusion Studio.
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The Bin Server preferences
Servers
This dialog lists the servers that are currently in the connection list. You can select one of the
entries to edit its settings.
Add: Use this button to add a new server to the list.
Remove: Click on this button to remove the selected entry.
Server
This editable field shows the name or IP address of the server for the selected entry in the list.
User
This editable dialog shows the username for the selected Bin Server item.
Password
Use this field to enter the password for the server entered in the Server list.
Library
The Library field lets you name the bins. So if you want to create a bin for individual projects
you would name it in the Library field and each project would gets its own bin.
Application
The Application field allows larger studios to specify some other program to serve out the
Bin requests.
Bins/Settings 485
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The Bins Settings preferences
Stamp Quality
The Stamp Quality is a percentage slider that determines the compression ratio used for Stamp
file creation. Higher values offer better quality but take up more space.
Stamp Format
This drop down list determines whether the Image Stamp files will be saved as compressed or
uncompressed.
Options
Open bins on startup: When Open bins on startup is checked, the bins will open
automatically when Fusion is launched.
Checker Underlay: When the Check Underlay is enabled, a checkerboard background
is used for clips with alpha channels. When disabled, a gray background matching the
Bin window is used as the clip’s background.
EDL Import 486
The EDL Import options are used to determine how compositions are created
from imported EDL files.
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The EDL Import preferences
Flow Format
This drop down menu provides three options that determine how the flow is
constructed for the imported EDL file.
Loader Per Clip:
A Loader will be created for each clip in the EDL file.
A-B Roll:
A Dissolve tool will be created with the settings imported from the EDL file.
Loader Per Transition:
A Loader will be created with the settings representing the settings imported from the
EDL file (Loader with a Clip list created).
The VR Headsets preference allows configuration of any connected Virtual Reality headsets,
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including how stereo and 3D scenes are viewed.
Headset Options
API
Disabled turns off and hides all usage of headsets.
Auto will detect which headset is plugged in.
Occulus will set the VR ouput to the Oculus headset.
OpenVR will support a number of VR headsets like the HTC Vive.
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Auto will detect which method the stereo images are stacked
Vstack the stereo images are stacked vertically as left on top and right at the bottom
Hstack the stereo images are stacked horizontally as left and right.
Swap eyes if stereo is reversed this option will swap the eyes
3D
Lighting
Disabled lighting is off
Auto will detect if lighting is on in the view.
On will force lighting on in the VR view
Sort Method
Z buffer sorting is the fast OpenGL method of sorting polygons
Quick Sort will sort the depth of polygons to get better transparency rendering
Full Sort will use a robust sort and render method to render transparency
Shadows can be on or off
Show Matte Objects will make matte objects visible in view or invisible.
Customization 489
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Toolbar Customization
The toolbar can be customized by the dialog Customize Toolbar.
There are 2 ways to open this Dialog, via the Menu bar, View, Customize Toolbars, or by Right
Mouse clicking on the Toolbar.
The Toolbar has a View Bar, which is a quick layout navigation of the Fusion interface with
4 standard layouts, and a link to the Bin System sub page.
The Toolbar can store shortcuts to tools, settings, scripts, actions and macros. You can also
have multiple toolbars and show and hide them as needed.
To create a new toolbar, choose New, bottom left of the dialog. Custom naming of the toolbar
is possible.
To customize the toolbar navigate the list of available tools using the center column which
shows categories and choose the tool from the right hand column.
These tools can also be dragged and dropped from the list onto the toolbar into order you like.
HotKey Customization 490
Hotkeys can be customized in Fusion. To access the Hotkey Manager via the Menu bar, View,
Customize Hotkeys.
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Fusion has active windows to focus attention on those areas of the interface, like the flow, the
views and the control area. When selected a grey border line will outline that section, the
hotkeys for those sections will only work while if the region is active. For example Ctrl+F in the
View will scale the image to fit the view area, in the flow view Ctrl+F will open the Find tool
dialog, in the Spline editor it will fit the splines to the window.
On the right is a hierarchy tree of each section of Fusion and a list of currently set hotkeys.
By choosing New or Edit another dialog will appear which will give specific control over
that hotkey.
Creating a New Keyframe will give you key combo to press and this Edit Hotkey dialog will
appear where the Action can be defined, top right, Pressed, repeated, or released of that
hotkey. The name, abbreviated short name can be set and the Arguments of action can
also be set.
and
Chapter 17
Steroscopic
Optical Flow
Fusion Studio includes 3D stereoscopic and optical flow-based tools, which partially overlap in
Stereoscopic Overview
All stereoscopic features are fully integrated into Fusion’s 3D-environment. Stereoscopic
images can be created using a single camera, which supports eye separation and convergence
distance, and a Renderer 3D for the virtual left and right eye. It is also possible to combine two
different cameras for a stereo camera rig.
Stereoscopic tools can be used to solve 3D stereoscopic shooting issues, like 3D rig
misalignment, image mirror polarization differences, camera timing sync issues, color alignment,
convergence, and eye separation issues. The stereo tools can also be used for creating
depth maps.
Stereoscopic Tools
Stereo > Anaglyph tool for combing stereo images to create a single anaglyph image
for viewing
Stereo > Combiner tool stacks a separate stereo images into a single stacked pair, so
they can be processed together
Stereo > Disparity tool generates disparity between Left/Right images
Stereo > DisparityToZ tool converts disparity to Z depth
Stereo > Global Align tool shifts each stereo eye manually to do basic alignment of
stereo images
Stereo > NewEye tool replaces left and/or right eye with interpolated eyes
Stereo > Splitter tool separates a stacked stereo image into to left and right images
Stereo > StereoAlign tool for adjusting vertical alignment, convergence, eye separation
Stereo > ZToDisparity tool converts Z depth to disparity
Working with Aux Deep Channels 495
Fusion images can contain channels other than RGBA color, called Aux Deep channels. Stereo
These extra channels are used by some Fusion tools. For example:
Merge can use the Z channel to perform a depth merge. If the Coverage and
BackgroundColor channels are present it can do a better job on antialiased edges
during the Z merge.
Most image processing tools (e.g., BrightnessContrast) have options on their common
controls tab to limit their processing by MaterialID and ObjectID
The Fog and DepthBlur tools make use of the Z channel.
The Texture tool makes use of the TexCoord channel
The Shader tool makes use of the Normal channel.
There are a couple of ways to retrieve or generate those extra channels. For example:
The Renderer3D tool is capable of generating most of these channels.
The OpticalFlow tool generates the Vector and BackVector channels, then
TimeStretcher and TimeSpeed can make use of these channels.
The Disparity tool generates the Disparity channels and then DisparityToZ, NewEye,
and StereoAlign tools can make use of the Disparity channels.
The OpenEXR format can be used to import or export aux channels into Fusion by
specifying a mapping from EXR attributes to Fusion Aux channels using CopyAux.
Optical Flow Workflows 496
The Optical flow analysis is a non real time process and depending on your computer, the clip’s
OpticalFlow
The Optical Flow tool generates the Vector and BackVector data. Typically, for optimal
performance, you connect the Optical Flow output to a Saver to save the image as
OpenEXR files with the motion vectors stored in an Aux channel.
TimeSpeed, TimeStretcher 497
You can create smooth constant or variable slow motion effects using the TimeSpeed or
TimeStertcher tool. When optical flow motion vectors are available in the Aux channel of an
image, enabling Flow Mode in the TimeSpeed or TimeStretcher Interpolation settings will take
advantage of the Vector and Back Vector channels. For the Flow Mode to work there must be
either an upstream OpticalFlow tool generating the hidden channels or an OpenEXR Loader
bringing these channels in. These tools use the Vector/BackVector data to do interpolation on
the motion channel and then destroy the data on output since the input Vector/BackVector
channels are invalid. For more information on TimeSpeed or TimeStretcher see the Tools
Reference guide.
SmoothMotion
SmoothMotion can be used to smooth the Vector and BackVector channels or smooth the
disparity in a stereo 3D clip. This tool passes through, modifies, or generates new aux channels,
but does not destroy them. To learn more about SmoothMotion see the Tool Reference guide.
RepairFrame, Tween 498
The Tween and Repair Frame tools are different from standard optical flow tools because they
have the OpticalFlow analysis and motion vector generation built in. Tween will compare two
frames and create an in-between frame, which is good for recreating a missing or flawed frame.
Repair Frame will look at frames on either side of the current frame and repair scratches, dust
marks, etc. Because these tools work with flow values between non-sequential frames, they
cannot use the optical flow stored in the input image’s Vector/BackVector channels, but rather
must regenerate the flow each frame, do their processing, and then destroy the flow channels.
This being the case, these tools are computationally expensive. For more information on Tween
or Repair Frame see the Tools Reference guide.
Stereoscopic workflows 499
Disparity is the difference between the left and right image. The Disparity map is used by tools
The Disparity tool analyzes a stereo pair of images and generates an X&Y disparity map.
The workflow is to load a left and right stereo image pair and process those in the
Disparity tool. Once the Disparity map is generated, other tools can process the images.
TIP: When connecting Stereo paris in the Flow, make sure that the left and right
images are connected to the left and right inputs of the Disparity tool.
Disparity generation, like Optical Flow, is computationally expensive, so the general idea is that
you can pre-generate these channels, either overnight or on a renderfarm, and save them into
an EXR sequence.
The toolset is designed around this philosophy.
Stereo Camera
There are two ways to setup a stereoscopic camera. The common way is to simply add a
Camera 3D and adjust the eye separation and convergence distance parameters.
500
The other way is to connect another camera to the RightStereoCamera input port of the
Camera 3D. When viewing the scene through the original camera or rendering, the connected
camera is used for creating the right eye content.
Stereo Materials
Using the Stereo Mix material tool, it is possible to assign different textures per eye.
The Disparity tool does the heavy lifting of generating disparity maps. This generates the
Disparity channel and stores it in the hidden aux channels of their output image.
NewEye, StereoAlign
These use and destroy the Disparity channel to do interpolation on the color channel.
The hidden channels are destroyed in the process because, after the tools have been applied,
the original Disparity channels would be invalid.
For these tools to work there must be either an upstream Disparity tool generating the hidden
channels or an OpenEXR Loader bringing these channels in.
DisparityToZ, ZToDisparity 502
These tools pass through, modify, or generate new aux channels, but do not destroy any.
TIP: If the colors between shots are different, use Color Corrector or Color Curves to
do a global alignment first before calculating the Disparity map. Feed the image you
will change into the orange input and the reference into the green input. In the
Histogram section of the Color Corrector, select Match, and also select Snapshot
Match Time. In the Color Curves’ Reference section, select Match Reference.
Separate vs Stack
Stereo tools can work in “Separate” or “Stack” modes. When in Stack mode, the left/right eyes
are stacked horizontally or vertically, forming one image with double width or height
respectively.
The advantage to using Stack mode is that you do not have to have duplicate branches of the
flow for the left and right eyes. As a consequence, you will see Stereo tools with two inputs and
two outputs labeled as “Left” and “Right.”
When in Stack mode, the stack should be connected to the left eye input and the Left output
should be used for connecting further tools. In Stack mode the respective Right eye inputs and
outputs are hidden.
In the above example the workflow on the right takes the left and right eye, generates the
Disparity, then NewEye is used to generate a new eye for the image right away.
The example on the left renders the frames with disparity to intermediate EXR images. These
images are then loaded back into Stereo tools and used to create the NewEye images.
By using rendernodes to compute the disparity first, the later processing of the creative
operations can be a much faster and interactive experience.
Although not shown in the above diagram, it is usually a good idea to color correct the right eye
to be similar to the left eye before disparity generation as this helps with the disparity-tracking
algorithm. The color matching does not need to be perfect, for example, it can be accomplished
using the “Match” option in a Color Corrector’s histogram options.
NOTE that disparity stores both X and Y values because rarely are left/right images
perfectly registered in Y, even when taken through a carefully setup camera rig.
Both Disparity and Optical Flow values are stored as un-normalized pixel shifts. In particular,
note that this breaks from Fusion’s resolution independent convention. After much
consideration, this convention was chosen so the user wouldn’t have to worry about rescaling
the Disparity/Flow values when cropping an image or working out scale factors when importing/
exporting these channels to other applications. Because the Flow and Disparity channels store
things in pixel shifts, this can cause problems with Proxy and AutoProxy. The convention that
Fusion follows is that, for proxied images, these channels store unscaled pixel shifts valid for
the full sized image. So if you wish to access the disparity values in a script or via a probe, you
need to remember to always scale them by (image. Width/image. OriginalWidth, image. Height/
image. OriginalHeight).
Viewing of Disparity and Vector Channels 504
Aux channels can be displayed directly in the Viewers through the Channel toolbar button’s
The CopyAux tool tis used to copy those channels directly into the RGB channels for viewing or
further processing. The advantage of using the CopyAux tool is that it does static normalization,
which reduces a lot of flicker that the Viewer’s time-variant normalization causes. When viewing
long sequences of aux channels, the CopyAux tool has the option to kill off aux channels and
keep only the current RGB channels, freeing up valuable memory so you can cache
more frames.
TIP: Although you can use the Channel Booleans to copy any aux channel into RGBA,
it involves a few additional clicks when compared to CopyAux.
One thing to be aware of is that aux channels tend to consume a lot of memory. A float32 1080p
image containing just RGBA uses about 32MB of memory but, with all the aux channels
enabled, it consumes around 200MB of memory.
Stereo and Optical Flow Best Practices 505
How you create your composition, the images you are using and the type of shot you are
Semi-Transparent Objects
The optical flow and disparity generation algorithms Fusion uses assume there is only one layer
per pixel when tracking pixels from frame to frame. In particular, transparent objects and motion
blur will cause problems. For example, a shot flying through the clouds with the semi-
transparent clouds in the foreground and a distant landscape background will confuse the of/
stereo algorithms as they do not recognize overlapping objects with different motions. Usually
the optical flow will end up tracking regions of one object or the other. If the transparent object
and the background are near the same depth and consequently have the same disparity, then it
is not a problem
Motion Blur
Motion blur is also a serious problem for the reason explained in the previous point. The
Disparity and Optical Flow algorithms are unsure whether or not to assign a pixel in the motion
blur to the moving object or the background pixel. Because the algorithms used are global in
nature, not only the vectors on the motion blur will be wrong, but it will confuse the algorithm on
regions close to the motion blur.
Depth of Field
Depth of field is also another problem related to the above two problems. The problem occurs
when you have a defocused foreground object over a background object that is moving (OF
case) or shifts between L/R (stereo disparity case). The blurred edges will confuse the tracking
since they can’t figure out the edges are actually two separate objects.
As a general tip, if you are cropping your input images down for any reason, it is probably better
to compute the optical flow or disparity before the crop and then afterward crop the flow/
The Vector and BackVector channels store the forward and reverse optical flow.
For example:
(xleft, yleft) + (Dleft. x, Dleft. y) -> (xright, yright)
(xright, yright) + (Dright. x, Dright. y) -> (xleft, yleft)
You would expect for non-occluded pixels that Dleft = -Dright, although, due to the disparity
generation algorithm, this is only an approximate equality. Note that disparity stores both
X and Y values because rarely are left/right images perfectly registered in Y, even when taken
through a carefully setup camera rig.
Disparity and Optical Flow values are stored as un-normalized pixel shifts. In particular, note that
this breaks from Fusion’s resolution independent convention. After much consideration, this
convention was chosen so the user wouldn’t have to worry about rescaling the Disparity/Flow
values when cropping an image or working out scale factors when importing/exporting these
channels to other applications. Because the Flow and Disparity channels store things in pixel
shifts, this can cause problems with Proxy and AutoProxy. The convention that Fusion follows is
that, for proxied images, these channels store unscaled pixel shifts valid for the full sized image.
So if you wish to access the disparity values in a script or via a probe, you need to remember to
always scale them by (image. Width/image. OriginalWidth, image. Height/image. OriginalHeight).
When using Vector and BackVector aux channels remember that all tools expect these aux
channels to be filled with the flow between sequential frames.
When working with these channels, it is the user’s responsibility to follow these rules (or for
clever users to abandon them). Tools like TimeStretcher will not function correctly since they still
expect them to contain flow forward/back by 1 frame.
Network
Licensing
Rendering
By default the Render Node application will be added to Startup folder. Each time you login
the Render Node application will run automatically. To disable the Render Node application
from starting up automatically, press the “Advanced” button in the setup dialog as shown below:
Then, uncheck the option “Automatically start at login”. After the installation is 511
complete, Render Node application is launched.
When Render Node is running, this icon is visible in the system tray.
Rendermanager
Acting as a render master has no significant impact on render performance. The system
resources consumed are insignificant. Many smaller facilities use one of the render nodes as a
Render Master, while freelancers with just one license often use their own interactive license of
Fusion as a Render Master. The larger and more complex a render farm gets, the more likely it
is that a standalone Render Master will be required.
The standalone Render Manager is available at www.blackmagicdesign.com/support or in a
folder on the original Fusion installation disk. To run the manager, simply copy the
rendermanager application and FusionScript.dll into a directory and run rendermanager. It is
usually a good idea to make the rendermanager a startup application for the chosen computer.
For Fusion
Select Fusion > Preferences (Mac OS) or File > Preferences (Windows) and open the
Global Network Preferences window.
513
Locate and enable the checkbox marked Make This Machine a Render Master. If this
machine is to participate in rendering compositions, enable the Allow This Machine to
Be Used as a Network Slave checkbox as well.
For Fusion
Select Allow Network Renders from the File menu, or enable the Allow This Machine to
Be Used as a Network Slave in the Global Network Preferences.
For Render Node and Rendermanager 514
Right-click on the icon for the render node in the system tray and select Allow Network
Renders from the contextual menu, or enable the Allow This Machine to Be Used as a
Opening the Render Manager Dialog 515
For Fusion
Scanning looks through all IP addresses in the subnet to determine if any other
computers in the local network are actively responding on the port Fusion uses for
network rendering. A copy of Fusion Studio or the Fusion Render Node must be
running on the remote machine in order for it to be detected by the scanning.
Enter the name or the IP address of the remote slave in the dialog box that appears. 516
The manager will attempt to resolve names into IP addresses and IP addresses into
names automatically. Use this method to add slaves to the list, slaves that are not
Slaves can be configured into Groups, which are then used when submitting compositions.
For example, imagine that there are five Render Slaves. All of the slaves are members of the
When a render is submitted to the network, choose to submit it to the All group, or the Hi-Mem
group. When a render is submitted to the Hi-Mem group, only the two machines that are part of
that group will be used to render the composition. If a composition is then submitted to the
All group, the remaining three machines will start rendering the new composition. When the two
slaves in the Render Master group stop rendering the first composition, they will then join the
render in progress on the All group.
Groups are optional and don’t have to be used. Managing large render farms across an
installation will become easier if they are used.
When a composition is added to the Render Queue, assign it to a group using one of the
following methods:
There are two modes for the render log: a Verbose mode and a Brief mode. Verbose logging 520
logs all events from the Render Manager, while Brief mode logs only which frames are assigned
to each slave and when they are completed. Toggle between Verbose and Brief logging in the
Fonts
All Fonts used by Text tools in the composition must be available to all nodes participating in
the render. The render will otherwise fail on the slaves that do not have the font installed.
Plugins 521
All third-party plugins and tools used by a composition must be installed in the plugins directory
of the slaves. A slave that attempts to render a composition that contains a plugin it does not
Submitting a Composition
Once the Render Master is set up and some machines have been added to the master’s Slave
List, start using the network to render compositions, previews and disk caches. The Start
Render dialog used for flipbook previews and final renders contains a Use Network checkbox.
When this checkbox is enabled, the render task will be submitted to the Render Manager
configured in Global > Network Preferences instead of rendered locally.
Select the Use Network checkbox to enable the controls for choosing what group will be used.
Flipbook Previews
Fusio Studio is able to use slaves to accelerate the production of Flipbook Previews, allowing
for lightning fast previews. Frames for previews that are not network rendered are rendered
directly into memory. Select the Use Network checkbox and the slaves will render the preview
frames to the directory set in the Preferences Global>Path>Preview Renders. This directory
should be valid for all slaves that will participate in the network render. The default value is
Temp\, which is a virtual path pointing to the system’s default temp folder. This will need to be
changed before network rendered previews can function.Once the preview render is
completed, the frames that are produced by each slave are spooled into memory on the local
workstation. As each frame is copied into memory, it is deleted from disk.
Disk Cache
The dialog used to create Disk Caches for a tool provides a Use Network checkbox. If this
option is selected, click on the Pre-Render button to submit the disk cache to the network.
Remote Administration
Managing a large farm of Render Slaves can become a time-consuming task. Several
capabilities are available from the Render Master to assist with Remote Administration of
Render Slaves.
The master will instruct the remote slave to run the Overseer, application which must be
installed in the Fusion directory of the remote machine. Overseer will shutdown the slave to
prevent any errors with files in use. Once the slave has shutdown, the Overseer will copy the
files from the update directory. The directory structure of the update directory will be
duplicated on the slave. New files will be copied over and existing files will be overwritten.
When the copy is complete, the Overseer will restart the slave. This will allow the slave to
participate in network renders once more, completing the update.
If the update fails for any of the slaves, view an update log by right-clicking on the slave and
selecting View Update Log from the contextual menu. The update log describes the history of
updates for that node, with the most recent update appended to the end of the log file.
Any errors that may have occurred will be detailed in the log. Updates do not have to be
complete updates. Use an update directory to copy new plug-ins, scripts and macros to other
systems on the network.
NOTES: Fusion will not allow itself to be updated by update directories containing
renderslave Nodes will not allow themselves to be updated with Fusion.
Read-only files in the update directory may not allow themselves to be copied over the network 523
using this technique. Ensure that all files in the update directory are set with the read-only
flag disabled.
FusionServer
FusionServer is a small utility installed with Fusion and the Render Node. The application is
silently launched by each Fusion slave when started.
FusionServer monitors the slave to ensure that the slave is still running during a render. It
consumes almost no CPU cycles and very little RAM. If the monitored executable disappears
from the system’s process list without issuing a proper shutdown signal, as can happen after a
crash, the FusionServer will relaunch the slave after a short delay, allowing the slave to rejoin
the render.
FusionServer will only detect situations where the slave has exited abnormally. If the slave is still
in the process list but has become unresponsive for some reason, the FusionServer cannot
detect the problem. Hung processes like this are detected and handled by frame timeouts, as
described below.
Frame Timeout 524
Frame timeouts are a fail-safe method of canceling a slave’s render if a frame takes longer than
the specified time (default 60 minutes or one hour). The Frame Timeout ensures that an
If it is expected to never have a single frame take longer than 10 minutes (for example, film or
HD-sized footage is never rendered), reduce the timeout to 10 minutes instead. To change the
frame timeout value, select Set Frame Timeout from the Render Manager’s Misc menu.
Heartbeats
The Render Master regularly sends out heartbeat signals to each node, awaiting the node’s
reply. A heartbeat is basically a message from the manager to the node asking if the node is still
responsive and healthy. If the slave fails to respond to several consecutive heartbeats, Fusion
will assume the slave is no longer available. The frames assigned to that slave will be
reassigned to other slaves in the list.
The number of heartbeats in a row that must be missed before a slave is removed from the list
by the manager, as well as the interval of time between heartbeats, can be configured in the
Network Preferences panel of the master. The default settings for these options are fine for
90% of cases.
If the compositions that are rendered tend to use more memory than is physically installed, this
will cause swapping of memory to disk. It may be preferred to increase these two settings
somewhat to compensate for the sluggish response time until more RAM can be added to
the slave.
Simultaneous Branching
Enable this option to render every layer in parallel. This can offer substantial gains in throughput
but may also use considerably more memory, especially if many layers are used in the
composition. Machines with limited memory may need to have Simultaneous Branching
disabled when rendering compositions with many layers.
Time Stretching
Compositions using the Time Stretcher and Time Speed tools may encounter difficulties when
rendered over the network. Speeding up or slowing down compositions and clips requires
fetching multiple frames before and after the current frame that is being rendered, resulting in
increased I/O to the file server. This may worsen bottlenecks over the network and lead to
inefficient rendering. If the composition uses the Time Stretcher or Time Speed tools, make
certain that the network is up to the load or pre-render that part of the composition before
network rendering.
Linear Tools
Certain tools cannot be network rendered properly. Particle systems from third-party vendors,
such as Genarts’s Smoke and Rain, and the Fusion own Trails tool cannot render properly over
the network. These tools generally store the previously rendered result and use it as part of the
next frame’s render every frame is dependent on the one rendered before it. This data is local
to the tool so these tools do not render correctly over a network.
NOTES: The above does not apply to network rendered previews, which are previews
created over the network that employ spooling to allow multiframe formats to render
successfully. Only final renders are affected by this limitation.
Video Hardware 526
When network rendering in Fusion, always render to separate sequential file formats like DPX
or OpenEXR, for more efficiency, then convert the image sequence in to a format supported by
Troubleshooting
There are some common pitfalls when rendering across a network. If some difficulties are
encountered, try these steps. If the problem is still not resolved, contact Blackmagic Design’s
technical support. Ideally, email a copy of the render.log file to support-usa@blackmagicdesign.
com to help resolve the problem. Virtually all problems with network rendering have to do with
path names or plug-ins. Verify that all slaves can load the compositions and the footage, and
that all slaves have the plug-ins used in the composition installed.
Setting up CentOS
Make sure the following packages are installed on CentOS
1 xorg-x11-server-Xorg
2 xorg-x11-drivers
3 mesa-dri-drivers
4 mesa-libEGL
5 mesa-libGL
6 mesa-libGLU
4 Start Xorg server by running the following command as SuperUser # Xorg -noreset
+extension GLX
Once the DISPLAY environment variable is set, start FusionRenderNode using the
following command
$ /opt/BlackmagicFusion/FusionRenderNode8/FusionRenderNode
Section “InputDevice”
Identifier “dummy_mouse”
Option “CorePointer” “true”
Driver “void”
EndSection
Section “InputDevice”
Identifier “dummy_keyboard”
Option “CoreKeyboard” “true”
Driver “void”
EndSection
Section “Device”
Identifier “dummy_videocard” Driver “dummy”
Option “ConstantDPI” “true”
#VideoRam 4096000
VideoRam 256000
#VideoRam 192000 EndSection
Section “Monitor”
Identifier “dummy_monitor”
HorizSync 5.0 - 1000.0
VertRefresh 5.0 - 200.0
Modeline “1920x1200” 26.28 1920 1952 2048 2080 1200 1229 1231 1261
Modeline “1920x1080” 23.53 1920 1952 2040 2072 1080 1106 1108 1135
Modeline “1680x1050” 20.08 1680 1712 1784 1816 1050 1075 1077 1103
Modeline “1600x1200” 22.04 1600 1632 1712 1744 1200 1229 1231 1261
Modeline “1600x900” 33.92 1600 1632 1760 1792 900 921 924 946
EndSection
Section “Screen”
Identifier “dummy_screen”
Device “dummy_videocard”
Monitor “dummy_monitor”
DefaultDepth 24
Fusion 9 Studio Network Licensing 530
Fusion 9 Studio introduces a simplified network licensing system via a dongle server setup.
Setup
Install 1 or more dongles on a machine to act as the license server. The Render Node installer
will install (and set up to run on startup) Fusion Server, which acts as the license server. The
Render Node does not have to run on that machine. Only the Fusion Server will setup as a
service/daemon, ready to serve licenses and bins.
Technical Info
Fusion Studio needs either a single-licence dongle on that machine or a multi-licence
dongle with a spare licence on a machine anywhere on that subnet.
Fusion Studio can act as the license server if the dongle is plugged into that machine.
This works Cross Platform without restriction.
Render Nodes are unlimited and need a single or multi-licence dongle somewhere on
the subnet.
Fusion Server is what serves multi-licence dongles so it has to be running (it is started
automatically by Fusion).
By default, Fusion Server will stick around as long as Fusion is running locally or if a
licence is being used by another machine (including Render Node). If nothing is using
Fusion Server, it will quit in a few seconds.
“Fusion Server -S” (capital S) will stick around forever, until force-quit.
“Fusion Server -i” or “-u” will install/uninstall it as a service or daemon, running it on
startup before user login.
Fusion Server also serves shared Bins, which can be connected to remotely.
Multiple dongles can be installed on a single machine and licences will add up.
Multiple licence servers can be present, and Studio will try all of them as needed.
The dongle, Fusion, and Render Node need to be on the same subnet for Auto License
searching.
The FUSION_LICENSE_SERVER environment variable can now take a semicolon-
separated list of IP addresses and host names to scan for license servers, example:
“bobs-mac.local;10.0.0.23;*;license.mystudio.com”
including * to indicate broadcast search of the local subnet.
Like most environment variables, you can put them in Fusion.prefs under Global. 531
EnvironmentVars:
fu:SetPrefs(“Global.EnvironmentVars.FUSION_LICENSE_SERVER”,
Removing a dongle or breaking the network will eventually (30-60secs) drop the
licences of the Studio copies using them.
Upon losing its licence, Studio will start searching for another licence, locally or on a
different machine.
If no licence can be found, Studio will pause rendering and display a modal dialog, with
Retry/Exit options. Retry searches again. Exit will autosave the comp first.
Render Node just checks on startup for a dongle on the network but does not check
afterward. This means it will not be affected by dongle removal or network issues.
NOTES: They may need to configure their firewall on the server (if they have one) to
allow connections for ports. Studios that need network licensing, shared bins, network
renders, or multi-machine scripts, the following incoming ports need to be opened:
TCP 1144
UDP 1144
TCP 49152-49159
UDP 49152-49159
Chapter 19
Fusion Connect
System Requirements
Supported Avid products: Media Composer 8.x
Supported product: Fusion 8. 1 or later
Memory recommendation: 8 GB minimum 16 GB or more recommended
Recommended Monitor Resolution: 1920 x 1080
Installation:
Two files will be installed in your Media Composer:
Fusion Connect.avx
BlackmagicFusionConnect.lua
Avid’s default directory: \Avid\AVX2_Plug-ins
The Effect Palette 535
Launching your Avid product, you will find Fusion Connect under the above effect
When you apply the Fusion Connect AVX plug-in to a clip or a layer stack, you are presented
Once the layer count is selected, Fusion Connect will be applied to the timeline.
Select the layer count to the equal number of layers you want to ingest into Fusion.
Filler can be used as a layer.
Fusion Connect will allow a maximum of 8 layers.
Applying Fusion Connect 537
to a transition point
You can use the Avid dialogue boxes or smart tools to adjust the length and offset of the
transition to Start, Center, End, or Custom.
The Effect Editor 538
Edit Effect
This button performs three subsequent functions.
1 Creates a Fusion composition, with Loaders, Savers, and Merges (for layers) or a
Dissolve (for transitions). This function is only performed the first time a comp is
created when the Fusion Connect AVX2 plug-in is applied.
2 Launch Fusion (if installed on the machine), and if it is not already launched.
3 Open the Fusion comp associated with created effects.
Browse for Location 539
The Fusion Connect media directories will default to the drive where the associated Avid
Media resides, defaulting to the root level of that drive. If you wish to choose another location to
Rename Shot
This button opens a standard windows dialogue box, allowing you to change the original Avid
shot name to a unique user-defined name.
Version
This slider allows the editor to choose which version of the comp is used to populate in the
timeline.It can be used to interactively switch from one version to the other in order to compare
the results.
Warning Overview
The following diagram shows typical workflows for manual and automatic renders.
Create a comp file when first clicked, but will not Creates Fusion RAW files as Export Clip would do.
overwrite this file when clicked again. Attempts to Also creates a comp file when first clicked, but will
launch Fusion and load the comp. If Fusion is not not overwrite this file when clicked again. Launches
installed locally, the comp can be accessed manually Fusion and loads the comp.
from a different machine via the network.
Optional step, but recommended. In this case, both the Fusion-comp and the AVID clip
will be rendered simultaneously. If a full-size rendered
frame is not found, the full size/depth source frames
exported automatically for that time. Fusion is then
instructed to start rendering from that point.
The resulting frame is loaded and returned to MC,
and process is repeated for each frame thereafter.
While Auto-Render is the easier workflow, the manual approach offers faster renderings in
Fusion and more control over the performance and memory usage on your system.
In the manual workflow, Fusion is not required to be installed on the AVID system itself but can
sit on any other machine on the network and artists other than the AVID editor can work on the
compositions.
For Auto-Render, Fusion must be installed on the local machine.
AVID / Fusion layer to comp relationship 543
Once the initial trip from Avid to Fusion is complete, depending on the type of clip to which you
You will also see a Saver. The Saver is directly linked to the directory that is Connected back to
the Media Composer timeline.
Do not change the file format or directory path of the Saver.
Due to the design of the AVX2 standard, hidden embedded handles are not supported.
To add handles, increase the length of your clip to include the handle length.
TIP: move your longest clip to the top layer and apply Fusion Connect to that clip.
Fusion / AVID Project relationship 544
The frame rate and image size preferences created in Avid products are adopted within
AVID SequenceName
Bob_v01.comp
Charlie_v01.comp
Bob
Charlie
AVID
Charlie_0000.raw
Charlie
Charlie_0000.raw
Charlie_0000.raw
Directory named after the
exported clip. Image sequence named
after the exported clip.
Dave Dave_0000.raw
Dave_0000.raw
Optional directory named after Dave_0000.raw
the exported clip.
Optiona second source clip
for Charlie_v01.comp.
xyz_name
xyz_0000.raw
Optional directory named after xyz_0000.raw
the exported clip. xyz_0000.raw
Fusion
Charlie_0000.raw
Render_v01
Charlie_0000.raw
Charlie_0000.raw
Directory named ‘Render_’ plus the
version number of the Fusio comp. Rendered images sequence
named after the AVID clip.
Render_v02
You will notice that the Fusion Connect icon is a green dot (real time) effect.
If your hardware is fast enough, the results that populate the plug-in will play in real-time.
Recommended that you render the green dot effect which will force an MXF precompute to be
created to guarantee real-time playback.
Advanced Project Paths 548
Fusion Connect AVX2 Plugin controls the pathing of Fusion Connect’s .raw media and Fusion’s
Configuring Paths on OS X
When using Fusion Connect on OS X, the Configure Path Defaults dialogue looks like this:
Default paths can be configured using variables similarly as on Windows, but for added
convenience it is possible to enter any desired path defaults directly into fields in the dialogue,
without the need for using environment variables.
In Fusion Connect can defined the User Variables directly in the Fusion Connect plug-in. Click
the Configure Path Defaults button to launch the path defaults dialogue editor. It is located in
the Options section of the Fusion Connect AVX2 Plug in. You must click on the triangle to see it.
Fields and Variables 549
The fields and variables that can be used on OS X and Windows are described below:
The Pathing can be set in Environment Variables of the system, so that IT managment of the
Project Paths can be achieved.
Definitions
Variable is the control title defined specifically by the application that is being
controlled.
Value is the instructions that tell the variable what to do.
Variables and what they mean.