User Manual

Table Of Contents
An Overview of 3D Compositing
Traditional image-based compositing is a two-dimensional process. Image layers have only the
amount of depth needed to define one as foreground and another as background. This is at
odds with the realities of production, since all images are either captured using a live-action
camera with freedom in all three dimensions, in a shot that has real depth, or have been created
in a true 3D modeling and rendering application.
Within the Fusion Node Editor, you have a GPU-accelerated 3D compositing environment that
includes support for imported geometry, point clouds, and particle systems for taking care of
such things as:
Converting 2D images into image planes in 3D space
Creating rough primitive geometry
Importing mesh geometry from FBX or Alembic scenes
Creating realistic surfaces using illumination models and shader compositing
Rendering with realistic depth of field, motion blur, and supersampling
Creating and using 3D particle systems
Creating, extruding, and beveling 3D text
Lighting and casting shadows across geometry
3D camera tracking
Importing cameras, lights, and materials from 3D applications such as Maya,
3ds Max, or LightWave
Importing matched cameras and point clouds from applications such as
SynthEyes or PF Track
An example 3D scene in Fusion.
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