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Introduction |
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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
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Pixels
Units |
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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. |
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Simple
Fusion |
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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.
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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.
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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.
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But
What If My Character is Linked to an IK Chain? |
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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!
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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.
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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.
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| 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. |
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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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