Archive | August 2012

Fusion World

ever wanted to know where fusion is used worldwide? i can show you the answer or at least the people who think that this blog is nice to read.




we can see there is hole around africa and asia. i think that china should be on the map too, but they block wordpress. so chinese reach this block just via proxy.


new stuff to play


after a long time trying to make things work and a lot of features half done i decided to give you the latest release now.

this one has not so many new stuff as the last one, but hopefully something you will find usefull.

What’s new?

  • Support for the correct image output bitdepth in Render3d node (float16 and float32 will gave the same image)
  • displacement in RoE.CookTorrance, this is real Renderman displacment with support for micropolygon displacement and should give better result then the Fusions „Displacement3D“ node. Later can only displace given geometry
  • you can specify a search path for the shaders, in case you want to keep your 3delight installation clean or have a special place for the shaders
  • the multiply setting in the „RoE.EnvLight“ supports now non integer values and also values below 1.0
  • Fusions „Shape3D“ Sphere, Torus, Cone, Cylinder are now rendered as Renderman primitives. That means you dont need high settings for the segments for smooth results. Simple exclusion here: because Renderman primitives dont support caps, this only works if you have no caps. Otherwise it will still exported as set of polygons
  • added support for lights emitting photons. This should give faster results if you use RoE.CookTorrance with „ColorBleeding“ on. I did not see any difference in speed or the image. The photon count is for the whole scene NOT per light. Currently all lights emit photons if this option is on.


download 32bit version

download 64bit version

something else

this  post has nothing to do with the plugin i’m developing but its related to Fusion and CG and compositing

for a long time i admired uncharted territory for the work they did on roland emmerich “anonymous”. really great use of tools in comp. my jaw dropped to the floor after i saw the water/ocean displacement they did in it. and all in comp!

after i watched the presentation by rony soussan at siggraph 2012 i got a little more clear how they did it and i started to playing around.

invested some hours and  got this:

the example comp to let you play with this can be found here


a new snippet

if you looked closely on the displacment picture  from the last post you can see all the facets/polygons on the spheres. this comes from the way the plugin handles geometry. in the version right now it exports everything as sets of polygons with corresponding normals and shading coordinates. this leads to a high poly count for primitves (sphere, torus, cone, …) and this facetted look after displacement.

now i’m working on implementing the renderman primitives.

and here is a new picture with renderman spheres and the same displacement

everything smooth here!!

trying to get this working with torus , cone and tube