User Login | Reseller Access
Products |Plug-ins |Buying |Support |Downloads |Techniques |Press |Community |Registration |
 Techniques
 VFXPedia.com
 Go With The Flow
 Tips & Tutorials
 Courseware
 Macros
 Scripting
 Training
 Learning Edition
Home » Techniques » Macros
Whether you are looking for a Macro or have created a really cool one you'd like to share with the Fusion community, the Macros section provides archived Macros for community access. On these pages we will provide a central repository of custom Macros created by eyeon as well as many of our clients. If you have a custom macro you would like to submit, please feel free to forward it to us along with a description of how the tool works and any specific issues or special usage to be aware of. Please note that any Macros submitted will be made available for download on our site.

Usage: To use a Macro simply download the specific *.dfs file and place a copy of it in your Fusion or DFX+ 'Macros' folder. When you load the application the Macro will be available from the Tools > Macro menu. You can also load a Macro by simply dragging and dropping from Windows Explorer into the flow region, or add it to your Bins.

  The Orphanage - Muzzle Flash 1.0
Last Updated: Tuesday October, 19 2004
Contributor: Stu Maschwitz (http://www.theorphanage.com)

Description:
Here's something I wish I'd had ten years ago!


Muzzle Flash 1.0

This Macro makes muzzle flashes. Well, actually, YOU make them, but this Macro allows simple paint strokes to look a lot like single-frame bursts of gunfire. It also allows for simple interactive light.

To do this takes three inputs, so this Macro doesn't do much right out of the box. Here's how to set it up:

You'll need some footage, preferably some with people pretending to shoot guns. Select its Loader and then add the Muzzle Flash Macro. The Loader will pipe into the Background input.

You will need two other inputs, each of which is a simple luma matte. One represents the shapes of the flashes, and one the interactive light. The idea behind this Macro is that each of these can be simple paint strokes on black. So from your Loader, pipe out two other branches. Each branch should first be connected to a Brightness/Contrast tool and then to a Paint tool.

In each of the BCs, set the Gain to 0. Now you're painting on a black BG.

Name one Paint tool 'Flash Matte' and the other Paint tool 'IL Matte' (IL = Interactive Light). Then connect each Paint tool to the appropriate connection on the Muzzle Flash macro tool.

Muzzle Flash 1.0 works best in float, so set your Loader to float. That way your paint tools will also be float.

This Macro works on the assumption that most muzzle flashes are single-frame events. You paint simple white blobs into the Flash Matte Paint tool, and they become fiery, glowing muzzle flashes. So you'll probably want to set your Paint tools to paint on single frames. (Limited duration set to 1.0)

The real fun comes from viewing the Macro's output while painting the Flash Matte. Your simple brush strokes become glowing fire as you paint!

Painting the IL Matte is even simpler. Just paint with a big, soft brush in the areas where it seems like the flash would cast a little illumination.

You have the following controls for the look of your muzzle flashes:

Source Gamma:
The gamma of your Background input. Most likely 2.2 (the default). I don't know if this Macro will work with DFX+, but if it does, it's probably best for DFX+ users to set this to 1.0 no matter what.

Presoften Flash Matte:
Depending on how soft-edged your Flash Matte is to begin with, you may wish to play with different values here.

Noise Detail:
Controls the complexity of the detail in the flashes.

Scale (Noise):
Controls the size of the detail in the flashes.

Noise Tweak:
The noise automatically changes from frame to frame, but you may not like the particular noise you happened to get. This thumbwheel allows you to fine-tune it to taste.

Noise Influence:
Controls how much noise affects the look of the flashes.

Flash Brightness:
Adjusts the overall intensity of the flashes. Zero means no flashes. Very high numbers are OK.

Gain Red, Blue, Green:
Here's where you set the color of your flashes. Feel free to experiment. The color of the IL is also governed by these sliders.

Glow Size:
The size of the glow around the flashes.

Glow Amount:
The intensity of the glow around the flashes.

Do Heat Blur:
The coolest! Adds heat distortion to the Background behind the flashes. Turn it on and off to see the effect.

Heat Blur Size:
How much of this awesome effect do you want?

Heat Blur Amount:
A Blend slider for Heat Blur.

Do Interactive Light:
Turn the IL effect on and off.

Interactive Light Amount:
Adjust the intensity of the IL.

Show Flash Only:
Switch this on to see the flashes against black.

You'll notice that this macro has a second output. This is the Regrain Matte output, and it is a simple luma matte that corresponds to the amount of Heat Blur used. If you are super anal retentive you'll want to add film or video grain back in where you've blurred, and this matte will help you do that.

Painting the Flash Matte can be a very quick thing. The whole point is to speed up the creation of the flashes by turning simple brush strokes into a complex effect. Any action movie in a DVD player with a Pause button should provide excellent reference. Note that your Flash Matte can have floating-point values greater than 1.0. Even if you are starting with LDR (Low Dynamic Range) imagery, it will be HDR after adding the flashes. Check your results with Show Full Color Range on -- you'll see where you may need to paint some hotspots into your flashes.

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b with all Modules. (May have limited functionality due to lack of Float color support.)

  The Orphanage - Exposure Deluxe 3a
Last Updated: Wednesday September, 01 2004
Contributor: Stu Maschwitz (http://www.theorphanage.com)

Description:
ExposureDeluxe has an overall exposure slider that works in stops. It also has individual R, G and B printer point adjustments. It has the option to normalize the point adjustments so luminance stays consistent, and it has a Source Gamma, so if your input isn't in linear space you can still get the correct results. (The source gamma is the gamma of the incoming image. Most people working without LUTs will want to set this to their monitor gamma, probably 2.2) And it has a pivot, which defaults to a value that produces similar results to Light Trim. Set this to 0.0 if you want to avoid changing the black level when adjusting the points and stops.

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b with all Modules.

  The Orphanage - Suck Less Merge 1.3
Last Updated: Wednesday September, 01 2004
Contributor: Stu Maschwitz (http://www.theorphanage.com)

Description:
In the spirit of eyeon's motto, 'We Suck Less,' we present the 'Suck Less Merge,' and that's what it is -- a Merge tool that sucks less by doing more!

This macro combines two light wraps, an edge blur, and a cool trick of spilling light 'behind' the FG. It combines 37 tools and is optimized to allow you to use only parts of the macro to optimize render times.

Suck Less Merge 1.3

Used to combine a FG and BG of like size using three cool compositing tricks wrapped into one convenient package: A blur-through effect to simulate backlighting of the FG element, two different light wraps, and an edge blur.

Source Gamma:
Indicates the gamma of your inputs. For most people this will be 2.2, although the default is 1.0.

Do BG Blur Through:
Determines whether the 'BG Blur Through' is done. This is basically a copy of the BG that is blurred and mixed behind the FG according to the FG matte. The effect is most noticeable on semi-transparent FGs and bright BGs. Use this to give the impression that your FG is 'backlit' by the BG values.

BG Blur Through Blur:
The size of the blur applied to the BG behind the FG. Same units as Blr.

BG Blur Through Blend:
The opacity of the blurred BG.

Do Light Wrap 1:
Determines whether the first light wrap is calculated and used.

Light Wrap 1 Blur:
The size of the first light wrap. Same units as Blr.

Alpha Gain (should really be called Light Wrap 1 Alpha Gain):
As in thestandard Merge tool, this controls the add/mix ratio of the first light wrap. At 1.0, the light wrap is opaque, and will blend dark colors in from the BG as well as light (but biased towards light!). At 0.0, the light wrap is fully additive.

Light Wrap 1 Blend:
As in the standard Merge tool, controls the intensity of the light wrap.

The controls for Light Wrap 2 are the same as for Light Wrap 1. Light Wrap 2 is calculated after, or is 'in front of,' Light Wrap 1.

Do Edge:
Determines whether the edge blur is calculated and used.

Edge Width:
The size of the edge blur area. Same units as Blr.

Blur Size:
The amount of blur applied to the edge areas.

Edge Blur Blend:
Controls the intensity of the Edge Blur.

Show Edge Matte:
When checked, the edge matte will be displayed instead of the SLM output. Only works when Do Edge is checked. This is allows you to see what your edge matte looks like as you tweak the Width, and provides a matte to use if you wish to regrain the softened edge.

Usage Notes:
The default settings are subtle for some FG/BG combos and too much for others. Experiment by switching only one effect on at once. The controls for the first Light Wrap are scaled smaller, the idea being to use this effect for a small radius 'erosion' effect near the edge of the FG. The second Light Wrap is scaled much bigger and defaults to very subtle, providing a more overall contamination. Either may benefit from being more additive than the defaults, so experiment with reducing Alpha Gain on each. Remember to identify your source gamma to ensure that SLM does its work in linear color space. For most video sources the correct gamma is 2.2.

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b with all Modules.

  Simple Strobe
Last Updated: Thursday September, 02 2004
Contributor: eyeon Software

Description:
This macro will strobe the image by holding one frame for the specified number of frames, then skipping forward and holding again. It is described in more detail in the Tip called 'Simple and Stuttered Strobes' available here http://www.eyeonline.com/Web/EyeonWeb/Techniques/tips_tricks/newtips/fusion_013.aspx

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b or later.

  Checkerboard Generator
Last Updated: Wednesday September, 01 2004
Contributor: eyeon Software

Description:
A simple checkerboard generator with options for the size, aspect, colors and angles of the pattern created.

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b or later.

  Color Scanlines Generator
Last Updated: Wednesday September, 01 2004
Contributor: eyeon Software

Description:
This macro replaces every second scanline in your image with a solid color of your choice. Options for Scanline Alpha level are also available.

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b or later.

  Fast Defocus II
Last Updated: Wednesday September, 01 2004
Contributor: eyeon Software

Description:
This macro takes advantage of the fact that a strong defocus will blur out any small image details to speed the defocus up. It first scales the input image by half, then it will apply the lens defocus, then finally it will resize the result back to the original height.

Known Issues:
No known problems.

Requirements:
Fusion 4.03b or later.
DFX+ 4.03b or later.
©Copyright 2008 eyeon Software About Us | Contact Us | Careers | Privacy Policy