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UserNoah

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About UserNoah

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    Noah Hähnel
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  1. A kinda old topic so you probably figured that out already but in case you didn't: I just looked at your render in Fusion. If something like that is happening then there are only a limited number of things that could have happened. In your case, it's very simple. Your diffuse is empty as you have used a dome light, you don't need that. Looking further, the Emission channel doesn't have a solid alpha exactly where that dark spot is in your image. Now the diffuse channel is visible through it. But there is also a second issue and that is why the Alpha isn't solid and why all Applications seem to strike. Your colors are INSANELY high. So high that Fusion (and other Software) can't handle it. These are the color values directly next to that spot: And these are the color values on that spot: The reason you might not see it in 8bit is that AE might clip it and just show white. I have ditched AE for comp work so I can't tell you how to fix it in AE but I can tell you how to fix it in Fusion. A normal BrightnessContrast tool won't help as this can't handle these values either, but you can clip them using a CustomTool. Copy and paste the following code into Fusion and wire your emission channel into that CustomTool. { Tools = ordered() { CustomTool1 = Custom { CtrlWZoom = false, Inputs = { LUTIn1 = Input { SourceOp = "CustomTool1LUTIn1", Source = "Value", }, LUTIn2 = Input { SourceOp = "CustomTool1LUTIn2", Source = "Value", }, LUTIn3 = Input { SourceOp = "CustomTool1LUTIn3", Source = "Value", }, LUTIn4 = Input { SourceOp = "CustomTool1LUTIn4", Source = "Value", }, RedExpression = Input { Value = "if(r1 > 1000, 100, r1)", }, GreenExpression = Input { Value = "if(g1 > 1000, 100, g1)", }, BlueExpression = Input { Value = "if(b1 > 1000, 100, b1)", }, }, ViewInfo = OperatorInfo { Pos = { 1320, 412.5 } }, }, CustomTool1LUTIn1 = LUTBezier { KeyColorSplines = { [0] = { [0] = { 0, RH = { 0.333333333333333, 0.333333333333333 }, Flags = { Linear = true } }, [1] = { 1, LH = { 0.666666666666667, 0.666666666666667 }, Flags = { Linear = true } } } }, SplineColor = { Red = 204, Green = 0, Blue = 0 }, NameSet = true, }, CustomTool1LUTIn2 = LUTBezier { KeyColorSplines = { [0] = { [0] = { 0, RH = { 0.333333333333333, 0.333333333333333 }, Flags = { Linear = true } }, [1] = { 1, LH = { 0.666666666666667, 0.666666666666667 }, Flags = { Linear = true } } } }, SplineColor = { Red = 0, Green = 204, Blue = 0 }, NameSet = true, }, CustomTool1LUTIn3 = LUTBezier { KeyColorSplines = { [0] = { [0] = { 0, RH = { 0.333333333333333, 0.333333333333333 }, Flags = { Linear = true } }, [1] = { 1, LH = { 0.666666666666667, 0.666666666666667 }, Flags = { Linear = true } } } }, SplineColor = { Red = 0, Green = 0, Blue = 204 }, NameSet = true, }, CustomTool1LUTIn4 = LUTBezier { KeyColorSplines = { [0] = { [0] = { 0, RH = { 0.333333333333333, 0.333333333333333 }, Flags = { Linear = true } }, [1] = { 1, LH = { 0.666666666666667, 0.666666666666667 }, Flags = { Linear = true } } } }, SplineColor = { Red = 204, Green = 204, Blue = 204 }, NameSet = true, } }, ActiveTool = "CustomTool1" } This will clamp the values above 1000. You can go lower you can go higher, but the difference between that insanely high spot and your normal colors is so huge that you will always have a bright white spot there. I was able to recover most though by using a ColorCorrector after the Custom tool. Nevertheless, think of ditching that and simply use the HDRI inside of AE or Fusion. It's so easy to import the camera into Fusion and you don't have to deal with these crazy numbers.
  2. [SOLVED] @P in Flip/POP Vexpression

    Thank you so much Tomas that did the trick (and something I would never have figured out by myself)! I assumed that since I can't see my custom length attribute in the spreadsheet, that it couldn't work either. Good to know that it would have worked and even better to know how to export it properly!
  3. [SOLVED] @P in Flip/POP Vexpression

    Hello everyone, I am currently working on something with FLIP Fluids and need to decrease the POP Windforce depending on the distance to a point. I assumed I could use the Vexpression inside the POP Wind but I can't seem to be able to access the particle Position. I have created a basic HIP file. Inside the AutoDOP Network, you will find the POP Wind in which I'm simply trying to export a test attribute that should be "@P". I've already tried a couple of things like Google, reading the float values separately ("@P.x"), or simply using it like I would use VEX in SOPS ("float length = length(@P);"). I am sure there is an easy way that I haven't found yet or a logical reason why I can't access "@P". Any help would be appreciated! Position_in_Vexpression.hiplc
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