Fusion Basics
Power to the People

Learn the Intricacies of the Smooth Seams Function

 

Introduction

In this tutorial, I'll demonstrate two ways to use Fusion™. Fusion™ is an amazing technology that can blend the seams of objects.

This tutorial requires:

Pixels3D | studio | v3.x

Pixels Units
Before we start, it is important to know that the default grid in Pixels represents 4 Units. Pixels Units are the measure we will use when setting up Fusion™.
Simple Fusion™

The Image on the right is a cylinder running through a sphere. Notice the sharp edges where the two objects intersect. It is very apparent that the scene is composed of two separate objects.

The easiest way to use fusion is by linking one object to another. In this case, select the Cylinder, Shift-Select the Sphere, and choose Control>Link.

In the Link Options window, check Smooth Seams, set the Range to 1.00 ( Pixels Units ), and the type to Intersection.

Do a Quick Render.

Notice the 1 Unit area around the intersection of the objects has been blended, and the scene now appears to be a single, multi-colored object.

But What If My Character is Linked to an IK Chain?

In the Image on the Right, there are several intersecting primitives. In a situation like this, Linking is not the best solution.

And obviously, if your patches are linked to an IK Setup, they cannot be relinked to each other for blending. How do we get around this? Easy. The Layer Manager!

Open the Layer Manager ( Cmd+J ).

Create a New Layer by clicking the 'New' Button.

The Layer Editor opens.

Call the Layer 'Fused Objects', and select the objects to include in the layer. In this case, all of the patch objects.

Click OK.

Click the F Column next to the layer name. This enables Fusion™ for the entire layer. The V is for Visible, and the L is for Lock.

IMPORTANT:

You cannot enable Fusion for two layers that contain the same object.

Once the Layer is set up, select each object individually, and open its Link Options Window (Cmd - L ). Check Smooth Seams, and set an appropriate range for the object. It may take a few tries to find a range that looks good. Do a few quick renders to check.

By setting each object's Fusion range to 1.0, we've produced a nice pseudo-fillet at the objects' intersections.

 

 

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