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You've been asking for advanced fusion tutorials.
Well, it's time to do that.
Here's what we're going to be making today.
Oh, there it is.
There it is.
So we have this 3D product box kind of coming in hot here with some graphics.
We got a reflection going on.
This is a pretty cool little thing.
And even if you're not looking to make something exactly like a product box,
this is going to teach you a whole bunch of stuff
about fusion that you might not know. Let's do it.
So here's the node graph that I have set up for this comp,
and we're going to take this just one step at a time.
I'll go up here to my media pool, right click and say
new fusion composition and we'll call this box to
and I'll double click on that to open up our blank composition
here in the Fusion page, reset our workspace.
So we all have the same thing going on.
And we're starting with our a little media out node.
Let's put a background in.
So just grab a background and connect it to our media out.
So now we have our background and our media out.
We have a black background.
Now, to get that 3D box, we're going to import an FBI.
If you don't know what an FBI is, it's a 3D mesh that is made from a 3D program.
Here's a simple box that I made in Blender.
You can make this
with whatever 3D program you're used to, or if you don't know anything about 3D,
you can download a mesh and everything in fusion will work the exact same way.
But all we have to have is a mesh
that has a texture applied to it, and it laid out the way that we want.
If you all want a video on how I made this box,
I'll post a tutorial on that and link it in the description.
But the big idea is that you have a mesh and you have a texture
that is applied to the mesh in the right way in your 3D app
and you export it as an FBI file.
In Blender, I can select this mesh, go to file
export MP x,
and just make sure that selected objects is selected here and I can save that out.
That's all we need to do.
Not in resolve, but back in resolve.
I can shift spacebar and type f b X, and we're going to want
mesh 3D and I'll add.
And now it'll ask me for the most like stuff box to.
And now if I select this mesh and hit one to bring it up in this left viewer,
I can hold down alt and middle button mouse drag to kind of move around here.
Now, we don't have any texture or any lighting on this.
I can get a little bit better idea if I go up here to these kind of few options
and I select lights and now we at least have kind of a shaded view of this.
So now we have our box, but we need to put a texture on it.
For that we need to make a material.
I'll hit shift spacebar.
I'm going to add a material called torrents.
This is just a material that has a lot of settings we can mess with.
And I hit add
and I connect this torrents to the mesh.
And now if we did this right, if I change the color of the torrents,
that changes the color of our 3D thing.
Sweet.
Now, this torrents
material has all kinds of inputs that we can put fancy textures into.
I'm just going to apply a basic texture here.
I'll go up to the media pool and I have a PNG here
that is the same PNG that I use to lay out my textures in Blender.
I'll grab this PNG and just drag this down as a media in.
And what we're looking for
is the color diffuse material, which is the yellow input.
I'll grab this connected to the yellow input and now guess what?
Oh baby, we have our 3D mesh
textured inside a fusion.
What's going on? So we're doing pretty good.
I'll close the media pool and let's rename stuff so that we don't get confused.
I'll just select an F2.
We'll call this box texture.
Am I for media in Torrance? Cool.
We'll leave that for Mesh 3D.
Let's call this box mesh.
That'll be X and we can't merge this over a 2D layer because this is a 3D mesh.
We need to put it into a 3D environment.
Which infusion is called a Merge 3D.
So let's bring that down.
Put this into merge 3D.
Let's take the Merge 3D and put that into a render a 3D
that will turn our 3D stuff into a 2D image which is jacked up at the moment,
but we can take this output and merge it over our background
and now we'll
have our black background and the image of our 3D mesh over it.
One thing we need to fix immediately is this We're like inside of the mesh
right now, so we need to add a camera and move the camera around.
So I'll grab this camera icon here.
Drag this in and let's just put this into the Merge 3D.
And if I bring my Merge 3D up in my left viewer,
I can select my camera and move that around.
And now we see, you know,
as we move the camera around on this left view, we can see the box starting
to make any sense at all on the right view suite.
From here we can take our FBA box and we can adjust its transform here
and the inspector and I can rotate this on the y axis.
And look, we're getting there.
This is, this is a thing.
So let's go ahead and kind of put this where we want our rotate this like this
and push this box kind of heavily to the left.
So it's, you know, nicely framed on this left third of the screen.
From here we can animate this.
So I'll grab this box and let's have this end up here at like 30 frames.
Our keyframe rotation and our X translation.
And here at the beginning, we're going to move this back over.
Let's go ahead and do like 200 and maybe
300. We just want this off screen a little bit.
So 500.
There we go.
So now it's just off screen and it will move in like this.
But at the beginning, let's turn this a little bit.
I'll just tweak that rotation a little bit.
So now as this comes in, it's turning and then it stops right there.
Awesome. So let's play this back.
You have that coming in.
Oh, baby, it's looking good.
Now, we don't want this animation to be too jerky, right?
It just kind of comes in and stops immediately.
We want it to ease in.
So let's go over to the spine panel, open that up,
and let's click our offset.
And why rotation.
And click the zoom to fit button.
And now at the very end,
these and keyframes are select those and F to flatten out those tangents.
And now this will come in and just nicely pause, you know.
There we go.
All right.
So we have our box built.
And if I select media out and hit two on the keyboard of this coming in.
But one thing is this looks kind of cartoony.
The reason for that is there isn't any lighting on it.
It's just kind of the surfaces of the box being kind of
tweaked to look like it's 3D.
So let's add some lighting.
First thing I'll do is add a directional light.
Let's set shift spacebar animal type
T, that'll bring up all the lights that are available.
And let's get a directional light like this and I'll add,
and this is going to be our key light.
So I'll hit F2 and type key
and we'll connect this key
light to our Merge 3D, bringing it into our 3D world.
And since we have merged 3D open in this first viewer,
we'll see the light show up right here.
I'm moving around in this 3D world by clicking and dragging
with the middle button.
That's the scroll wheel on my mouse to kind of pan I can hold down alt
and click and drag with the middle button to orbit.
I can roll up and down to move up and down.
I can hold control and scroll to zoom in and out.
And with a combination of all of those things,
you can kind of move around in 3D space.
So what we're going to do is take this key light
and I'm going to bring it back and up and to the right.
It doesn't actually matter
where this directional light goes,
but just to kind of keep us organized,
I like to put this where it would be in the real world.
Also going to go up here to these little buttons here.
This kind of switches out between rotate and translate,
and I'll take this rotation gizmo
and let's take this green axis
and we'll point the light towards the box and then down a little bit like that.
Again, this is going to be our key light.
So we're just pointing it right at the box.
Now, our preview here on the left, we can see what that light is lighting.
But on the right, nothing's really happening.
That's because in our Renderer 3D, we don't have lighting enabled.
So we go over here and enable lighting and shadows.
And now we have
these kind of shadows happening here on our box.
So that works.
For now, I'm going to take this key light.
I'll move this up here and kind of get organized a little bit.
Take this key light and I control C double click off
of everything and hit control V This is going to call this key one.
We're going to rename this to Phil.
That's going to be our Phil Light
and I'll take this output and put it into our Merge 3D as well.
And now this Phil Light.
Let's select that here in the node graph
and here in our Merge 3D, I'm going to kind of move this around.
So I'm going to
first of all level it a little more
and then I'm going to move this over to the left
just again so that I have these kind of split up and I can easily
grab them and move them around and see which ones point in which way.
And we'll take this and
we're going to kind of point this
on the other side of the box.
Okay.
So we have two lights, one coming from the upper right,
another one coming from the upper left.
But what happens here is this flattens this out to the point
where it almost doesn't look like we have lights again.
So to really see the shape of something in 3D
or in lighting in general, you have to have some contrast here.
So this key light is going to be our brightest light,
but the Phil light is going to be maybe like half.
And I think I actually switch these.
This is really easy to do, to switch which one is which.
That's okay. So this key light
apparently is on the left and the Phil light is on the right.
So we're just going to rename this. This will be called Phil Light,
a city called Key Light.
And the key light will be at full intensity
and the Phil light will be about half.
So now we have that difference between
this front face of the box and the side.
And as this box animates,
that lighting is going to change,
which makes it look 3D.
Yeah, let's go.
So that's a pretty good start.
We're also going to want a kicker.
So that's a light
that shines from the very back like from behind what we're shooting.
So let's just make a new light shift.
Spacebar again, directional light,
and we'll add this to our Merge 3D.
This one is going to be our kicker
and this kicker is going to go behind
our box and probably up a little bit,
just like we
were really placing a light behind it.
But again, it doesn't really matter for directional lights where they go.
This is more of an organizational thing.
So let's turn on our rotation gizmo here.
I'll turn this all the way around and I'll tilt it down a little bit.
And depending on which way we shoot this light, it'll make a difference.
Or it won't.
So what I'm really trying to do is kind of highlight this edge.
So right there
we can see this little edge kind of lighting up a little more
when we have this light on or off.
So here's no kicker and here it is with it.
So it just adds a little bit of edge there
and that's going to be a little bit more pronounced later.
Let's turn this intensity up to like three maybe.
There we go.
So now we're kind of getting a little bit of glint off that little edge.
Maybe we want to add another kicker grab this and hit
control, see double click off and hit Control V,
attach that to the merge 3D
and this kicker will do the same thing.
We'll kind of rotate this
to where we can get a little bit more glint off the top here.
That's what this other kicker is doing.
Giving just a little more glint
might not even need this other kicker. Now,
but we'll keep it on for now.
The lighting thing is really you kind of have to just play around with it
because it's hard to get it right the first time.
You really have to mess with stuff.
So let's call this kicker to you, okay?
I'm going to select
all of these lights, move this up and hit spacebar and type you.
And for Underlay, that's going to add a little background here.
Now click off of it and then hold down alt and select this underlay.
And that will select only the underlay and not the nodes that it's surrounding.
And I'll have to and we'll call this lights
and we'll make this apricot nice and bright like the lights, right?
So now we have kind of a little group here.
Let's start spreading things out a little more.
Here's our camera
and we're starting to build out our node graph.
So now we have like a lot of the basic stuff going on here.
Now it's time to get it a little bit more fancy because let's say
we want this to look like it's on a reflective floor.
There isn't really a way to do this with real reflections inside of fusion
to get those real kind of Ray traced reflections,
you need to actually use a 3D app, but we can fake it in a really cool way.
Here's what we're going to do.
We're basically going to take this box, we're going to duplicate it and flip it
and put it under itself so that we're really looking at
two boxes stacked on top of one another.
And where they meet in the middle will sort of look like a floor.
So let's shift spacebar and we'll type in
EXIF and that'll bring up anything called Transform.
And what we want is transform 3D.
What this note does is
it takes things and transforms them in 3D space, amazingly.
Right?
So I'll take this mesh and pipe that into our Transform 3D.
And now essentially what I'm going to have is a duplicate of this mesh
that I can move around kind of independently.
So I want to take the output of this and put that into the Merge 3D as well.
And nothing's happened yet.
But if I take this and I move this around,
we'll see that we now have two boxes.
So what we're going to do
is take just our scale
here.
I'll unlock X-Y-Z and we're going to scale this on Y to negative one.
And when I hit that, guess what happens?
Boom.
It makes a flipped copy of this
3D mesh right under our other mesh.
And what's really cool is that because we have all of our animation
on this box, it's taking that animation and it's applying a flip to it.
And so it actually moves along with the box automatically.
And we already have a pretty good looking effect here, so that works pretty well.
And if we like that strong reflection like that, we could probably just leave it
like that.
But we're going to do some more fancy things.
What we want to do on this reflection is blur it
a little bit and we also want to kind of feed it out at the bottom.
For any of you who remember back in the day, back in 2007,
our buddy Andrew Cramer
did a tutorial about making 3D Reflections and After Effects,
and it used basically the same process that I'm going to use here.
So this is a really smart way to make kind of fake reflections
that we're kind of adapting for fusion all these years later.
And basically the idea is that we take this flipped 3D object,
we put it on its own 2D layer, and then we can mask it and blur it by itself.
To do that in fusion, we need to do a little bit of fanciness.
First of all, all of this, all of the 3D stuff is coming in through
this render a 3D, which is basically making its own 2D layer.
What we really need is this transform 3D, this duplicate
of our box to be on its own 2D layer so that we can do stuff to it.
So what we're going to do is duplicate this, merge
3D and connect it and kind of make the same 3D environment.
But we're going to split these two boxes into two different layers.
How do we do that, you may ask?
Well, I'm going to take this transform 3D down here and let's select
this Merge 3D and I control C double click off of it and I'll control shift V.
What that will do is make something called an instance.
An instance is like a linked copy of a note.
And so any settings that I mess with or anything for this
merge 3D is also going to happen here in this Merge 3D.
So if we want to tweak something later, we can we might not need to do an instance
for this exact situation.
But this is a great thing to get in the habit of.
If you want to make two nodes that kind of share
the same settings again, that's select the node you want control
C double click off and control shift V and that'll make an instance.
So we will need to connect our lights.
So I'll just take each of these lights and drag it onto our Merge 3D
like this and also our camera.
And now we have pretty much the same 3D environment,
but we're going to take this transform 3D
out of this first one and put it in the second one.
I'll also take this render a 3D, which I think
will just instance that to control shift V
take the output of our merge 3D into this render 3D
and we'll take the render a 3D here and put it over our background
and now our media out should look exactly how it did.
Looks pretty much the same.
The only difference is that this box
and the lower box are in two different 2D layers.
So I could turn off one layer by turning off the merge.
So that's on one layer and this top one is on
one layer.
Let's take a second and get organized.
First thing I'm going to do is go to this merge 3D and this like spaghetti here.
If you select any node and then you go over to settings here
and the inspector, you can select hide incoming connections.
And what that will do is when you're not selecting a node,
it will hide all of the connections just so it doesn't look so overwhelming.
So that's pretty cool.
And again, because these
merge threads are instanced, that happens on both of those at the same time.
So now that cleans things up a little bit, makes it a little less horrible.
We'll line the stuff up a little bit
and let's name these merges F2
and we'll call this reflection merge.
This is going to be called box merge.
And now anything that we put in between this render 3D
and this reflection merge will affect only the reflected image.
So if we were to do something like add a blur, grab this blur here, drag it in
between, render a 3D and reflection merge and I push up the blur size.
We are blurring just the reflection
and I think just a slight blur would do us good.
So now we have this kind of blurry
reflection here, which looks great, and we can also mask this.
So that kind of fades out as it goes down.
So an easy way to do that is just to add a mask to our merge.
So I'll take a rectangle mask and just connect this here to our merge like this
and we'll zoom out
and I'll make this nice and wide and we'll just kind of put this down.
So it's almost half way off the screen and then we'll take our soft edge
and kind of just feather that out a little bit
just so we're starting to see it fade out.
I think that works well now.
We pretty much have our box in our animation set up and it looks pretty sick.
A couple of things that I want to do to just make this a little nicer
is obviously we need to switch out the art for this box.
The great thing is that
we can use this texture here that we've kind of set up and done our UV
mapping and blender from, and we can just kind of replace
whatever's here with whatever we want to be on the box.
So you can do this in an image editing program.
You could build it here in fusion if you wanted to like this.
So I could do something like take a background
and just merge over my texture.
I could do something like,
you know, if I want to make kind of a pink
or box or something like that, I can just make a solid pink texture.
And now we have a pink box and I can just kind of build out
a cup here that's going to work for my box.
And I can kind of see it happen in real time
and I can move this back and forth here on my left
and see it actually come to life on the right viewer.
And it sounds pretty fancy.
Just whatever I connect to this material here, that's going to be the texture.
And so what I think I'll do is grab this image that I made in
a design program
and I'll just kind of disconnect these right now and reconnect our media in.
And there we have our nice art kind of switched out, works pretty well.
Let's change our background color.
I'll go down here to our background node,
which is just a black background right now, but will take this color
and we can do something like this.
Now we have this nice blue background and pretty much
whatever we want to do to kind of build this and make it look nice again.
It's kind of the same thing.
I could
merge another background over this
and move this down, turn the blend down
and we'd have sort of a floor
and it's all kind of a trick, right?
It's not really a 3D floor, but it looks like a floor just to keep us organized.
I can select all of that shift.
Spacebar used for Underlay.
Click off of this alt
click to select just the underlay and F2 and we'll call this BG for background.
We'll set this color as teal for now
because that's sort of our color
all of this can be box art.
Another underlay click off, alt click
F2 box art will make this a nice color so we can easily see it.
Just make it violet.
Now we have our sections kind of organized here
so that we can easily get to whatever we need to later from here.
It's just a matter of if we want to add some text.
So I'll grab a text.
Plus I could also probably do this in the edit page if I wanted to,
but this will work fine.
Treat your man because look, it's okay.
This man, he's a handsome.
He's handsome boy. Oh, man.
Just size this up kind of move it over and we can animate this in, let's say
we'll have this start about frame 22, right as this is kind of going past it.
And I'll animate right on.
And we'll start with this completely gone
and then over the next 15 frames or so, we'll have it right on like that.
So now we have our animation coming in.
There it is, baby.
Last little bit that I want to do is I want a little sparkle in this boy's eye
just because I think it's just puts the sprinkle on top.
So how do we do something like that?
Well, you can do this a hundred different ways.
I'll use a shape.
I'm just going to make a little star.
Like a little star ding thing.
I'll hit chef spacebar and type s s.
That'll bring up my shape Star add.
And we also want a shape render.
So S.R. will grab a shape. Render.
And now let's take this and put it over our box.
And now we have a giant, obnoxious star over everything.
Great. I'll select our shape Star,
and let's bring the points down to five,
and we'll make this kind of a normal looking star that looks good.
And just for consistency, let's do a shape transform.
So I'll type s t r that'll bring up a shape transform, I add.
And now we can rotate this and size it and everything.
We could totally do that within the shape itself.
It's good practice to have a transform node
that does kind of the animation and everything just makes things
a little easier later.
So let's adjust the offset and let's bring the size down.
I'm actually going to link these sizes together.
I want this to scale together.
So here under y size, I'll hit equals enter
and that'll bring up this blank expression.
And I can take this little plus thing and choose whatever I want to link it to.
So I'll just say exercise.
You can also just type exercise if you want.
I'll hit enter and now when I adjust exercise, it's
going to adjust y size as well.
I wish there was a way to just link those automatically, but whatever here we're
so we'll put this
star like right over as I like this
right where that kind of highlight is and as I like this being like that,
I'll give us a little more room here
and right after this sets for a couple of seconds.
Let's start it like frame 50
will make this star kind of grow and rotate.
So I'll take this forward, I don't know, like frame 60 or so
and let's keyframe exercise to be right there,
and then we'll come to the left a few frames and we'll take exercise
all the way down to now being all right,
and then we'll have it come back down again here a few frames later.
So now we have this kind of animation grows
and comes back and let's have it rotate the whole time.
So we'll start with rotation at zero here.
So we'll hit that keyframe diamond and then towards
the end we'll have this rotate, I don't know, 180 degrees maybe.
Let's see how that looks.
Yep, That's going to be just fine.
Being
this is all I actually want to make
in life as this kind of thing.
So I'll uncheck my text and just have my s transform
selected in our spline panel Hit Zoom to Fit.
Let's take all of these key frames for our size
and hit F on the keyboard to flatten everything out.
It flattened out the rotation as well, but it's not that big a deal.
See how this looks being?
Yep, it's wonderful. That's what we need.
All right, so there's our handsome man
just looking all handsome.
See how this looks?
This comes in
trait, your main being.
This is all that is needed there.
We have our finished graphics.
We can throw this into the edit page.
Just grab this box to throw it over there.
I'll let this cache for a second and we'll play this back.
See how she looks. Yep.
Being so good.
Are so I hope that's helpful for any of you advanced fusion people.
If you have any questions, put them in the comments
below and I will double view them and we'll see.
Maybe we'll maybe we'll address things in a future video.
If you want more advanced fusion videos, please let me know.
I'm kind of you know, there's a mixed audience here.
Some people want the noob stuff.
Some people want the advanced stuff.
So let me know what you think.
I'm on a different shirt.
Suddenly.
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