u/Glad-Parking3315

News from the ReliefMap in Fusion 3D...

I revisited this old procedural animation I had previously shown, and I wanted to add some texture to give it a metallic look. I then realized that the effect depends on the scale of the 3D object; the frame and the text receive the same texture map via a "replace material" setting, and the result really surprised me.

u/Glad-Parking3315 — 3 days ago

Colored Text challenge, the solutions

A fully procedural, adaptive per-character colored text system built entirely with expressions -- no character level styling, no scripts, no keyframes.

Change the text to whatever you want, tweak the gradient colors, and hit play. That's all.

⚠️ Note: the mechanisms involved -- subframe evaluation, temporal gradient mapping, modulo-based windowing -- may be challenging for beginners. A good understanding of Fusion expressions is recommended.

Three setups covered in this tutorial:

  • 2D version using Duplicate
  • 3D version using Duplicate3D
  • 3D version using Replicate3D + Ribbon3D

The core engine is the same in all three -- only the animation layer changes.

Expressions used

Note : #Text1.StyledText.Value represents the number of char of the text+.

StyledTextFollower
Delay 1/(#self.Text.Value+1)
Opacity iif(time%1>=0 and time%1<1/(#self.Text.Value+1),1,0)

Note : The follower must refer to it's own text to avoid circular reference

GradientColorModifier (temporal mapping)
Start Time floor(time)
End Time ceil(time)-1/(#Text1.StyledText.Value)

Duplicate / Duplicate3D
Copies #Text1.StyledText.Value
Time Offset 1/(#Text1.StyledText.Value)

Replicate3D
Time Offset 1/(#Text1.StyledText.Value)

Ribbon3D
Subdivision #Text1.StyledText.Value-1
Start X = End X = 0

Note : It's better to rewrite each expression for performance purpose. Fusion doesn't store the result of an expression but revaluate it each time it is needed.

youtu.be
u/Glad-Parking3315 — 4 days ago

Fusion 21 beta — ReliefMap nodes : has anyone tried these yet?

Fusion 21 beta introduced two new 3D nodes: CreateReliefMap and ReliefMap.

Feed them any image and they'll carve realistic surface detail into a 3D shape — cracks, fabric weave, embossed metal, rough stone — without touching the geometry.

Unlike bumpmaps, the shadows and lighting actually look real because the surface can shadow itself. This is the same technique used in real-time game engines like Unreal — now available natively in Fusion.

Fast, non-destructive, and surprisingly powerful for how simple the setup is.

u/Glad-Parking3315 — 5 days ago

A hint for the ongoing challenge 👀

Here is a small hint for the ongoing challenge — not the full solution, just the core engine.

Two standard nodes. No character level styling. No scripts. Just expressions.

The rest is up to you 😏

Note: this core engine works both in 2D and 3D setups. Per-character font variation (grunge, punk styles...) is also under investigation — stay tuned 🤘

u/Glad-Parking3315 — 5 days ago

It's been a while — new Fusion challenge 🎨

A new challenge: one Text+ node (plus 6 others, 7 total) to make this per-character colored text animation. No character level styling. No particles. Just a set-and-forget composition.

Change the text to whatever you want, tweak the colors if you wish... and hit play. That's all.

Can you guess how it works or propose your solution? 🎨

Note: the same approach can easily be extended to per-character font, size, or any other style variation.

u/Glad-Parking3315 — 6 days ago

Just a fun experiment — The key difference with similar effects (trails, duplicates, echoes, particles, Krokodove's extrusion, shadow): rays shoot only from the outermost contour pixels in the chosen direction.

Hoping to add fade, gradient, and polygon contour export (another project?).

u/Glad-Parking3315 — 19 days ago