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cmiVFX Launches New Fusion Procedural Shading Networks Training Video

cmiVFX launches its latest training video just in time for Siggraph 2010. With the latest release of Eyeon's Fusion 6.1 Compositing Software, GPU based 3d compositing has never been so important.

Press Release from cmiVFX

Princeton, NJ (July 28th, 2010) – cmiVFX launches its latest training video just in time for Siggraph 2010. With the latest release of Eyeon's Fusion 6.1 Compositing Software, GPU based 3d compositing has never been so important. This new training video takes you through an entire car commercial project shot utilizing the latest GPU accelerated compositing techniques.  Real time reflections and shadows help take compositing speeds to their fastest ever when working in a client driven environment. When it comes to high end CG and VFX training, there is only once choice... cmiVFX!

This video is available today at the cmiVFX store

Fusion Procedural Shading Networks

Fusion 6.1 accelerates from the starting line with astounding GPU optimizations, local file caches and particle solution caching. The creative horizon expands with new tools for managing grain, color correction and handling metadata. Scripters will rejoice at the inclusion of native python support, and everyone benefits from the many enhancements to particles.

Quick overview of what will be covered.

Shading the CarWe will start by importing a 3d car model. This model is split up into different parts so that they can be shaded individually. The hull will be coloured by a bright shiny yellow shader while other parts will be shaded to look like chrome or black rubber. Mesh DisplacementTo give the car an environment we will start building up a terrain. Using fast noise as a base for the topology we will start to carve a landscape into the mesh of a plane.

Speed Control via ExpressionsIf we were animating the car to drive at great speeds we would need to build a lot of  environment. To prevent that we animate the terrain instead. Via some simple expressions we will build a controller to adjust the speed the landscape is moving by.

Green Field ApproachNow that we have setup the terrain we also have to create a shader that corresponds to the environment we want to create. Adjusting the color of the fast noise is only one part, more detail in the ground is created through a bump map and adjustments in the falloff.

Constructing a RoadWe also need a road where the car can drive on. Using a simple text tool as a simple trick to create a doted center line we will also merge this shader with our terrain shader.

Particle VegetationThe landscape still comes across a bit bare - what is missing? Vegetation. Using fusions particle system we will populate the terrain with different trees and brush. It is important that the trees sit on our hilly mesh and that they don't grow on the road.

Particle ControlNow that we have trees in our environment. It is important that they move along at the same speed as the terrain. Also their particle lifespan can be a lot shorter as the speed of the terrain increases.  This is a measure to keep performance up and will be handled through expressions to our main speed controller.  

Sky DomeTo complete the environment we have to give our scene a sky. Using the day sky tool we will create a slightly murky sunset that will cover our sky dome and create a great atmosphere enhancing the whole scene.

Reflection MapHaving completed our virtual environment we will go back to adjust our car shaders. Since they are nice and shiny we want them to reflect our environment. This will be achieved by setting up a camera rig capturing 360 degrees of our scene from the position of the car, a complete environment map.

Blurring the WheelsOften it can be tricky to get the right amount of motion blur on the wheels (very long render times).  Here is a little cheat that can create an effective mock up at least for some situations.

Lights & RenderersNow to complete the setup we are going to add some lights to the scene. We are also going to set up separate lights to light the car.  In fact we are going to split up the render into different parts so that we still have an easy option to correct colours and or add effects.

Start your training immediately on this Fusion 6.1 Shading Networks tutorial by visiting cmiVFX at

About the AuthorDerk started his career as a graphic designer for vintage merchandising products. Not being solely interested in pub signs, he shifted his focus to moving image and visual effects while studying visual communication in Aachen (Germany) and Birmingham. For the past four years he has delivered creative solutions for various corporate and independent projects. His expertise lies in the field of motion graphics and compositing. For more information on Derk, please contacted cmiVFX.

Special Thanks to YUX DesignYUX Design supplied the awesome detailed image of the vehicle utilized through out the Fusion Shading Networks Training Video.  YUX Design Studio is the expert in creating high quality 3D data and stunning digital imagery, whether you are an advertising agency, design studio or a manufacturer, YUX Design can produce photo-realistic advertising standard creative solutions. Their constant dedication of the most experienced and talented team is to create fantastic 3D imagery of unsurpassed realism using the most up to date technologies. Their focus since starting has been to produce creative, fascinating 3D visualization works for clients. The continuing use of high-end techniques allows their customers to form new ideas, react flexibly and improve the quality of the products. Challenge the possibilities of the virtual world and visit today.

About cmiVFXcmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. For additional information about cmiVFX, visit

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