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if your goal is to step up from
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short films up to feature film level visual effects
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then stick around for this video
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because this video is designed for you
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if you're like me starting out in visual effects
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you're probably an after effects user
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you've probably done some Andrew Kramer tutorials
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the OG and maybe some of your own short films
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this is where I started visual effects as well
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if you want to go professionally
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have to transition to new
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when I was younger
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I was always going out in
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shooting films with my friends
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the process of coming up with shooting story
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filming and adding visual effects
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I had a green screen
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I had to hang on the back of a garage
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key it out and add some effects
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or enter small competitions
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at the time I didn't even know what the term compositor
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was however
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once I Learned about nuke
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I was hooked once I saw the potential
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so this is a clip from way back in high school
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a little short film with lightsabers and after effects
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and then
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a shot I did on The Rise with Skywalker with nuke
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so this video is aimed towards my prior self
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people out there who want to transition from
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aftereffects and work on feature films
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so if you stick around for this tutorial
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this will be the first shot that we comp and nuke
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we're just gonna be working with still images here
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so I'm gonna give you guys a few images to work with
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and we'll start to see
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how this node based workflow is actually working
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and I'll compare it against after effects
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and show you guys how we can take
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a very basic composite that isn't really finalized
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and then we can kind of add those
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creative adjustments
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to get something that looks a bit more polished
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so
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the first thing you're going to want to do is download
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Nukenot Commercial
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it is free for non commercial use
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you can use it for all your personal projects
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your demo reel
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it's a pretty good deal
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and there's very few limitations
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you can render up to HD and there's no problem
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so the link for that is in the description
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and you'll want to make sure you launch nukex
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it comes with two versions when you
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download it and one says X on it
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it just has like all the features when you launch the
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X versus the non
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x version so that's all you really need to know
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so just make sure you launch that when you start
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so if you download the project files if that's
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included in the description as well
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you'll get a few images here that you can drag into
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after effects the way you normally start in
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after effects
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so I'm just going to compare the two interfaces real
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quick and then we'll kind of explain
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more of the nukes interface after that
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so we'll make some comparisons along
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the way
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just so you can transfer your knowledge really quickly
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but after effects if we start here
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the normal you have your images on your
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sort of media
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project file over here
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and when you drag one in
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it will create a new composition
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and when you create a composition in the composition
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settings you see it's automatically
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grabbing the format so nuke is a little bit different
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if we open up nuke
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this is what it's gonna look like
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and if we drag it an image
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the same way we
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just in after effects
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we can take an image and just drag it in
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and we get a little node down here
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which is a read node
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now by default we don't see anything
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so what you actually have to do is
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click the node and hit 1 on your keyboard
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and this is gonna create
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a yellow line and there's this little
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node here called viewer so if I
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just move it up here so I can see it
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we see this little viewer node
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and the way you can navigate this little
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node graph is by holding your middle mouse on your
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keyboard and you can
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click and drag these nodes around
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and you'll see
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this connection
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so whatever this viewer is connected to
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is what we're going to see
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in our window here
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so that's a bit different in after effects
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whenever you just
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put all your toggles
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on your visibility layers
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which are these eyeballs here
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it's kind of like that in nuke but whenever
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we want to turn something off
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we just look at the layer we want to look at
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so we'll just grab another image here
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we'll go here
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we'll grab the soldier image and we'll bring it in
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and then we have two images
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so if we select the other one and we hit one
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we'll see we're looking at that image now
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so we can swap between the two by hitting one
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you can also hit one and then click on this one hit two
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so you can hit one and two on your keyboard and
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switch between them easily
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so that's kind of useful if you're working on
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different parts of your composite
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so in after effects if we were to do the same thing
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we can bring in our guy
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we can put it on top
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and automatically they start being layered together
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and nuke is a little bit different
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this is where people start to get tripped up
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in nuke there's two places that
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people
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start to get confused and overwhelmed right away
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and it's actually
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really not as complicated as it seems
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but
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it's just something that's coming from after effects
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you don't understand the purpose of why it's doing this
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so if we want to merge this guy over this background
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we just need to do a merge node
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but there is one extra node that we have to do
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and we're going to explain it in just a second
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but if we just click this and we hit m
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we can say merge and then we say a over B
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so we work from top to bottom in nuke we don't work
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bottom up so here
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the bottom layer would be the background that we work
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upwards it's just opposite in nuke
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and so
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the way you could think of it is each one of these
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images coming in
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a over B is a new layer
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so you could have many layers for or to select these
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hit control C control V
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it's going to be built out like this
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so we always be going down
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you'll always see that your B pipe is pointing down
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you'll see these layers coming in over
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and it's kind of like a painting
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so background the foreground the same as after effects
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except we're just working in a tree
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now the only thing is where people get tripped up
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here is if you view this node
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so we hit one
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again to look at the node that we want to see
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you'll see that we're not actually seeing
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this guy over the background
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and this is a PNG
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so it does have an alpha
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but nuke doesn't automatically apply
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the alpha to the image in some cases
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and this is where people get confused and
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you're like it's a PNG
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it has an alpha
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why is it not just merging over like after effects
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there's one node you have to put
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and it's called premult
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so if you hit tab on your keyboard
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and you type premult
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that's how you can get a pre molt node
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and that will automatically
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make this work
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so essentially what's happening if we just
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compare the idea to Photoshop real quickly is
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the same as in Photoshop
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if you have an image
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and you want to apply a mask
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we can create a little mask layer here
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you see that there's an alpha
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but it's separated from the RGB
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so there's the
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colors of the image
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and then there's an alpha of the image
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and it's really important to always
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think of these things as
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two different things
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and all that pre malt node does is apply
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the stored alpha in the image
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so if we look at the image and we hover our mouse over
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the viewer and hit a
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we can actually see that
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there's an alpha stored in the image
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and so it's just taking that and multiplying that
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against the colors of the image
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in other words it's applying the cut out
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just as it did in Photoshop we just saw
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so afterfx automatically does that nuke it doesn't
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and later on that's actually really
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really useful that it doesn't do that
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but we don't need to talk about it really in this
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tutorial so this is a beginner tutorial
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so before we continue further
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I'm just going to explain the layout a little bit more
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and we'll also compare to aftereffects to see
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where the similar
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effects will be and those type of things
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so over here on the right side is your properties panel
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and this allows you to control
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different effects and different nodes
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so if you want to create a node
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again we kind of did it real quick
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but if you click down here and hit tab and you type
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something it will open this window
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and you can access all your notes here
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so there's a lot of nodes that we'll use
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and it's good to start to memorize them
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but you also have
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this panel over here where you can access them
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so these are all the nodes that you can use in nuke
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and you can click in here and find them
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a lot of them you're not going to know what to do
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at the start
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so we'll just talk about a few by typing them
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so we hit tab and we'll say blur
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and then we can create a blur node
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and so the control for the blur node would be here
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and if we take the blur and we plug it into the layer
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or sorry the image we can view it
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so we want to make sure we're viewing it
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if we're not viewing it
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we're not going to see anything happen
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so make sure we click it and hit 1
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and then we can just start to increase that
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and you'll see that the image starts to get blurred
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and you see that I've put it off to the side here
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so we can have different composites going in different
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directions here
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which is what's interesting about nuke
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and you'll see
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how that becomes really beneficial later on
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but if we view here we have this blurred image
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if we view here we just have our normal composite
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so to go over a few other just quick
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shortcut keys and things you'll need to know
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we have up here some sliders
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this will kind of adjust your viewer brightness
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so it's not going to permanently affect the image
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just if we want to
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kind of brighten it to see some details
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like maybe we're working the shadow area for example
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this is the gamma control so
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gamma and gain are a little bit different
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this is gain and this is gamma this one right here
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and you see that when we bring this one up
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it looks a little bit foggier
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it's a little bit different
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and if we bring it down it gets more contrast
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and so
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we'll explain that later on in some more advanced
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tutorials if you're interested in
272
00:08:03,133 --> 00:08:06,600
the actual curves and why that's doing that behavior
273
00:08:06,666 --> 00:08:09,266
but just to know that those are there is
274
00:08:09,533 --> 00:08:10,733
brightness and
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00:08:11,000 --> 00:08:12,966
gamma which looks a little bit different
276
00:08:13,300 --> 00:08:15,766
so also you can move around by holding middle mouse
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00:08:15,766 --> 00:08:17,500
drag by zooming in and out
278
00:08:17,500 --> 00:08:19,166
so you can hold middle mouse and
279
00:08:19,600 --> 00:08:22,000
you can zoom in with middle mouse or you can click and
280
00:08:22,133 --> 00:08:24,266
click your middle mouse in and drag it around like that
281
00:08:24,900 --> 00:08:27,500
you can also hit f on your keyboard to frame up
282
00:08:27,933 --> 00:08:30,700
your shot so we're not going to have to use z or any
283
00:08:30,733 --> 00:08:32,333
shortcut key like that in after effects
284
00:08:32,333 --> 00:08:33,966
we can just use them in a mouse all the time
285
00:08:34,533 --> 00:08:35,466
the other thing I did here
286
00:08:35,466 --> 00:08:36,900
I just brought in a video file
287
00:08:36,900 --> 00:08:39,133
if you have a video file you can just drag it in
288
00:08:39,600 --> 00:08:42,133
this is an image sequence actually but if I view this
289
00:08:42,700 --> 00:08:44,300
and they will hit f by
290
00:08:44,600 --> 00:08:46,366
holding my mouse over to frame it up
291
00:08:46,366 --> 00:08:48,466
you can see there's some video of embers here
292
00:08:49,766 --> 00:08:51,900
if we drag on this timeline that's how you play
293
00:08:51,900 --> 00:08:53,933
so it's a little bit different than after
294
00:08:53,933 --> 00:08:54,733
effects where it's
295
00:08:54,733 --> 00:08:56,133
sort of a timeline
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00:08:56,133 --> 00:08:57,600
this is just showing the frame number
297
00:08:57,933 --> 00:08:59,800
and if we switch the input
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00:08:59,866 --> 00:09:03,133
it'll switch to the frame range of the video
299
00:09:03,133 --> 00:09:04,733
and if we switch to global
300
00:09:04,733 --> 00:09:07,166
it'll switch to the project settings
301
00:09:07,166 --> 00:09:08,533
of the frame range
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00:09:08,533 --> 00:09:10,066
and if you want to access your project
303
00:09:10,066 --> 00:09:12,500
settings to set the frame range or the resolution
304
00:09:12,800 --> 00:09:13,600
for example
305
00:09:13,600 --> 00:09:16,166
in after effects when we create a new composite
306
00:09:16,666 --> 00:09:17,700
in the composition settings
307
00:09:17,700 --> 00:09:18,933
you see it's automatically
308
00:09:18,933 --> 00:09:20,200
grabbing the width and height
309
00:09:20,200 --> 00:09:21,866
of the image that we dragged in
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00:09:21,866 --> 00:09:23,000
and nuke is not doing that
311
00:09:23,000 --> 00:09:26,566
so if we go here and we hover hover over the mouse
312
00:09:26,933 --> 00:09:29,100
sorry the no graph area and we hit s
313
00:09:29,466 --> 00:09:30,900
that will access your
314
00:09:31,200 --> 00:09:32,866
project settings and
315
00:09:32,933 --> 00:09:34,566
you know we'll want to make sure that we're working
316
00:09:34,566 --> 00:09:36,466
the format that the image is set to
317
00:09:36,466 --> 00:09:39,333
so if we go back to our image here and click 1
318
00:09:40,000 --> 00:09:44,166
we can see the image is this size 1456 by 816
319
00:09:44,200 --> 00:09:45,866
and all the images we're working with
320
00:09:45,866 --> 00:09:46,900
in this specific project
321
00:09:46,900 --> 00:09:47,900
are that size
322
00:09:47,933 --> 00:09:49,500
so you want to make sure your
323
00:09:49,500 --> 00:09:51,166
your format is set to that
324
00:09:51,266 --> 00:09:53,700
and if you drag in an image
325
00:09:53,700 --> 00:09:54,933
it'll actually create these
326
00:09:54,933 --> 00:09:55,900
additional formats down
327
00:09:55,900 --> 00:09:57,400
here at the bottom where you see that that
328
00:09:57,400 --> 00:09:58,100
format is there
329
00:09:58,100 --> 00:09:59,733
so we have some standard formats like
330
00:09:59,766 --> 00:10:02,333
if you're working on YouTube maybe 1920 by 1080
331
00:10:02,800 --> 00:10:04,700
something like that would be which you render out
332
00:10:04,700 --> 00:10:05,900
and maybe we work in
333
00:10:05,933 --> 00:10:07,300
but if we're working with
334
00:10:07,300 --> 00:10:10,000
something that's not standard if we drag it into nuke
335
00:10:10,000 --> 00:10:11,333
it'll appear down here
336
00:10:11,333 --> 00:10:11,966
and we can just
337
00:10:11,966 --> 00:10:14,266
click that and set a project to that resolution
338
00:10:14,500 --> 00:10:15,733
so that's another place that
339
00:10:15,866 --> 00:10:17,166
people will get tripped up a little bit
340
00:10:17,166 --> 00:10:18,400
is with formats
341
00:10:18,400 --> 00:10:18,900
because
342
00:10:18,900 --> 00:10:21,466
aftereffects is automatically handling that for you
343
00:10:21,466 --> 00:10:23,066
so now we're just going to talk about the color
344
00:10:23,066 --> 00:10:25,333
channels real quick and the alpha channel again
345
00:10:25,333 --> 00:10:26,900
just to make sure that we get the concept
346
00:10:26,900 --> 00:10:29,533
and we'll do a little bit of a roto just to do that
347
00:10:29,533 --> 00:10:31,600
because it's a very common process and you're probably
348
00:10:31,600 --> 00:10:33,600
familiar with doing it in aftereffects
349
00:10:33,666 --> 00:10:35,900
so to see different color channels
350
00:10:36,366 --> 00:10:38,166
and maybe you're not even familiar with what
351
00:10:38,166 --> 00:10:39,200
color channels are
352
00:10:39,300 --> 00:10:41,566
but the color channels just represent each
353
00:10:42,333 --> 00:10:44,666
amount of color in each channel so
354
00:10:44,666 --> 00:10:46,666
image is made up of red green and blue
355
00:10:46,666 --> 00:10:48,866
and so we can look at those channels independently
356
00:10:48,866 --> 00:10:50,700
so if we look at this merge node I mean
357
00:10:50,700 --> 00:10:52,533
we click over our viewer and hit R
358
00:10:52,766 --> 00:10:54,900
we'll see that the areas that are the most red
359
00:10:54,900 --> 00:10:57,166
will become it'll kind of be a black
360
00:10:57,166 --> 00:10:58,533
and white representation
361
00:10:58,533 --> 00:11:00,333
but the areas that have the most red will be the
362
00:11:00,333 --> 00:11:01,466
brightest areas
363
00:11:01,466 --> 00:11:03,766
so you see like this area that's more blue
364
00:11:04,400 --> 00:11:06,966
you know is going to be a little bit darker
365
00:11:07,400 --> 00:11:10,300
so if we go to the green channel or the blue channel
366
00:11:10,366 --> 00:11:12,933
like if we say the blue channel for example we hit B
367
00:11:13,800 --> 00:11:16,300
you see the areas that are yellow are getting darker
368
00:11:16,300 --> 00:11:17,266
but the areas that are
369
00:11:17,266 --> 00:11:19,966
blue are staying bright so we know there is more blue
370
00:11:19,966 --> 00:11:21,066
in this area
371
00:11:21,566 --> 00:11:24,400
we can also hit alpha which again is just our guy
372
00:11:24,666 --> 00:11:26,900
but if we want to create a mask for this guy
373
00:11:26,900 --> 00:11:27,933
how would we do it
374
00:11:27,933 --> 00:11:30,266
so in after effects you would just go to your layer
375
00:11:30,266 --> 00:11:32,533
you would go to your pen tool and you would just
376
00:11:32,666 --> 00:11:34,066
click around the head here
377
00:11:34,300 --> 00:11:35,100
and we would just
378
00:11:35,200 --> 00:11:37,800
hit this and it would automatically cut that out
379
00:11:37,900 --> 00:11:39,300
and nuke it's a little bit different
380
00:11:39,300 --> 00:11:40,466
we need to cut out
381
00:11:40,566 --> 00:11:43,500
this guy and his alpha by another alpha
382
00:11:43,500 --> 00:11:45,766
so how we do that is we create a roto nodes
383
00:11:45,766 --> 00:11:47,700
we can hit tab and hit type roto
384
00:11:48,466 --> 00:11:49,500
and you get the roto node
385
00:11:49,500 --> 00:11:52,466
the other way you can do it is hit 0 on your keyboard
386
00:11:53,333 --> 00:11:54,800
if we double click that Roto node
387
00:11:54,800 --> 00:11:56,100
we'll have the properties here
388
00:11:56,100 --> 00:11:58,600
and we'll have this little panel on the side
389
00:11:59,200 --> 00:12:00,866
so if we hit Q on our keyboard
390
00:12:00,866 --> 00:12:03,000
when your mouse is pointing over the viewer
391
00:12:03,100 --> 00:12:04,933
and you'll see that we keep having to do
392
00:12:05,000 --> 00:12:06,900
the keyboard shortcuts where your mouse is pointing
393
00:12:06,900 --> 00:12:08,666
it's important you're doing that
394
00:12:08,933 --> 00:12:10,400
so pointing over here
395
00:12:10,800 --> 00:12:12,000
make sure Q is on
396
00:12:12,000 --> 00:12:13,000
you'll say overlay on
397
00:12:13,000 --> 00:12:14,600
and you'll see the little format here
398
00:12:15,000 --> 00:12:17,533
if we click around we can do the same effect
399
00:12:18,866 --> 00:12:20,966
and we close the curve here
400
00:12:21,133 --> 00:12:22,500
so that's how you can create new curves
401
00:12:22,500 --> 00:12:24,200
you can just draw them and hit enter
402
00:12:24,200 --> 00:12:26,266
and then you'll see that they stack up here
403
00:12:26,466 --> 00:12:28,600
and if we are viewing that roto node
404
00:12:28,600 --> 00:12:29,900
so let's go to the view
405
00:12:30,300 --> 00:12:33,400
and hit a we'll see that those two are stored there
406
00:12:33,400 --> 00:12:35,066
so we can view something else
407
00:12:35,066 --> 00:12:36,300
even though we're not working on it
408
00:12:36,300 --> 00:12:38,733
see how the rotode node is not connected to anything
409
00:12:38,733 --> 00:12:40,766
but we can be viewing the soldier
410
00:12:40,766 --> 00:12:42,733
so if I hit one I'm viewing the soldier
411
00:12:42,766 --> 00:12:45,000
we see the overlay from the rotode node
412
00:12:45,000 --> 00:12:46,566
even though it's not even connected
413
00:12:46,566 --> 00:12:47,500
so that's just something
414
00:12:47,500 --> 00:12:48,933
that you can keep in mind is like
415
00:12:49,200 --> 00:12:50,600
the overlay can be
416
00:12:51,066 --> 00:12:53,100
sort of from a different layer
417
00:12:53,666 --> 00:12:54,933
but right now it's not doing anything
418
00:12:54,933 --> 00:12:57,000
because you see that these nodes are not connected
419
00:12:57,000 --> 00:12:58,666
and so how do we connect these nodes
420
00:12:58,666 --> 00:12:59,933
if I view this and hit a
421
00:12:59,933 --> 00:13:02,300
we do have an alpha but we want to cut this out
422
00:13:02,366 --> 00:13:03,166
by this
423
00:13:03,300 --> 00:13:06,100
so all we do is we create a merge node by hitting m
424
00:13:06,733 --> 00:13:07,766
and we can say a
425
00:13:09,000 --> 00:13:10,766
overbeat but we don't want it to be over
426
00:13:10,766 --> 00:13:12,666
because we don't want to merge something over
427
00:13:12,800 --> 00:13:15,800
we want to mask it so if we switch this to mask
428
00:13:16,366 --> 00:13:17,200
you'll see that
429
00:13:17,333 --> 00:13:20,500
this Roto alpha is now masking the layer
430
00:13:20,666 --> 00:13:22,533
that's been connected with here
431
00:13:22,533 --> 00:13:24,933
so we have that result and if we merge it over
432
00:13:25,100 --> 00:13:28,600
a overbeat we have the result that we're expecting
433
00:13:28,766 --> 00:13:29,866
so that's the difference between
434
00:13:29,866 --> 00:13:31,166
after effects is just that
435
00:13:31,800 --> 00:13:33,766
the nodes are kind of separated
436
00:13:33,766 --> 00:13:36,466
and this is actually pretty useful because you can say
437
00:13:37,000 --> 00:13:39,400
what's cool about is you can maft different layers
438
00:13:39,800 --> 00:13:40,666
because it's a tree
439
00:13:40,666 --> 00:13:43,066
so you could do another merge node and you could say
440
00:13:43,566 --> 00:13:44,566
we could take that roto
441
00:13:44,566 --> 00:13:45,933
and we could mask the background
442
00:13:45,933 --> 00:13:48,900
and we could switch it to mask right and so
443
00:13:49,066 --> 00:13:50,266
you could see how that could
444
00:13:50,266 --> 00:13:51,566
start to be interesting when you have many
445
00:13:51,566 --> 00:13:54,100
many layers and it might not click yet
446
00:13:54,100 --> 00:13:55,766
but when you start doing with 10
447
00:13:55,766 --> 00:13:58,800
20 30 layers it's really useful to have things
448
00:13:58,800 --> 00:14:00,300
displayed in a tree like this
449
00:14:01,300 --> 00:14:03,600
another thing I just did it but you can press space
450
00:14:03,733 --> 00:14:05,666
to full screen different areas
451
00:14:05,966 --> 00:14:06,900
if you're pointing over
452
00:14:06,900 --> 00:14:08,333
if you just want to see everything
453
00:14:08,366 --> 00:14:10,766
laid out you can also hit space on
454
00:14:11,000 --> 00:14:13,366
this area hit f to just get it bigger
455
00:14:13,400 --> 00:14:15,766
so those are just some extra shortcut keys there
456
00:14:16,366 --> 00:14:17,466
I'm gonna delete this now
457
00:14:17,466 --> 00:14:19,566
because we don't need it but that's just how you can
458
00:14:19,566 --> 00:14:21,366
apply a rotor shape really quickly
459
00:14:21,700 --> 00:14:23,600
on a layer that has an alpha already
460
00:14:24,733 --> 00:14:26,666
so so just to mention some other things real quick
461
00:14:26,666 --> 00:14:28,300
if you wanted to do the opposite
462
00:14:28,466 --> 00:14:29,900
we'll just do it real quick anyway
463
00:14:29,900 --> 00:14:31,333
so I'll just create a rotor node
464
00:14:31,333 --> 00:14:32,133
and I'm just going to
465
00:14:32,300 --> 00:14:34,733
do a stencil instead of a mask so operation
466
00:14:34,733 --> 00:14:35,866
set the stencil
467
00:14:36,100 --> 00:14:38,400
and then same thing so if we click around
468
00:14:38,400 --> 00:14:39,366
it would just stencil it out
469
00:14:39,366 --> 00:14:40,733
so that's just useful to know
470
00:14:40,733 --> 00:14:42,366
that's kind of how you would invert it
471
00:14:42,800 --> 00:14:45,600
and that's a useful thing to see
472
00:14:46,066 --> 00:14:48,066
otherwise you can have it set the mask
473
00:14:48,266 --> 00:14:49,733
and you could use an invert node
474
00:14:49,733 --> 00:14:51,400
so you could hit tab and type invert
475
00:14:51,800 --> 00:14:52,733
I wouldn't do it that way
476
00:14:52,733 --> 00:14:54,466
but just to know that that node is there
477
00:14:54,700 --> 00:14:55,733
is pretty useful
478
00:14:56,300 --> 00:14:57,400
one other thing
479
00:14:57,400 --> 00:14:59,266
and just do I know I'm going fast
480
00:14:59,266 --> 00:15:00,966
but there's a lot of things to cover so
481
00:15:01,466 --> 00:15:02,266
if we want to
482
00:15:02,466 --> 00:15:05,500
if we wanted to make this Roto node have color in it
483
00:15:05,500 --> 00:15:07,166
because right now it only has an alpha right
484
00:15:07,166 --> 00:15:09,333
it says Roto and it says alpha
485
00:15:09,800 --> 00:15:11,066
and one thing to know
486
00:15:11,100 --> 00:15:13,066
is if you want to know what's coming out of a node
487
00:15:13,066 --> 00:15:15,066
you can look at these little colorful boxes here
488
00:15:15,100 --> 00:15:18,333
so this one has red green and blue and an alpha
489
00:15:18,333 --> 00:15:20,366
so we have the colors of the image and the alpha
490
00:15:20,366 --> 00:15:21,466
a little white box
491
00:15:21,533 --> 00:15:23,333
but we see here it's only giving us a white box
492
00:15:23,333 --> 00:15:24,133
so how could we
493
00:15:24,200 --> 00:15:25,900
if we wanted this to just be a solid
494
00:15:25,900 --> 00:15:27,166
like we want to create a solid
495
00:15:27,166 --> 00:15:28,166
and after effects
496
00:15:28,166 --> 00:15:30,400
we go here we do new solid
497
00:15:30,666 --> 00:15:32,100
and we would pull this over
498
00:15:32,100 --> 00:15:33,800
and then we would just select the color
499
00:15:34,000 --> 00:15:36,600
and we'd have a solid here but doesn't have an alpha
500
00:15:36,600 --> 00:15:38,000
so we would go here and kind of
501
00:15:38,366 --> 00:15:40,400
mask it out like that's how we would create
502
00:15:40,600 --> 00:15:42,466
this red block over this image
503
00:15:43,000 --> 00:15:44,400
if we wanted to do the same thing
504
00:15:44,500 --> 00:15:46,266
we need to give this some color
505
00:15:46,266 --> 00:15:47,100
so if we
506
00:15:47,133 --> 00:15:49,533
switch the Roto note instead of just outputing alpha
507
00:15:49,533 --> 00:15:51,466
we just switch it to RGB and a
508
00:15:51,466 --> 00:15:53,566
so it'll give us colors and an alpha
509
00:15:53,666 --> 00:15:56,966
and so if we switch that you'll see now that in our red
510
00:15:56,966 --> 00:15:58,900
green blue channels we need RG and B
511
00:15:59,000 --> 00:16:00,800
you'll see that white is there
512
00:16:01,466 --> 00:16:02,700
and we can give it some color
513
00:16:02,866 --> 00:16:05,266
so we could go over to our
514
00:16:05,266 --> 00:16:06,700
shape by clicking it
515
00:16:06,700 --> 00:16:07,800
so we click the layer first
516
00:16:07,800 --> 00:16:09,200
and then we go to the shape tab
517
00:16:09,200 --> 00:16:11,600
and then we can just adjust the colors that
518
00:16:11,766 --> 00:16:12,866
is coming out of this
519
00:16:13,066 --> 00:16:14,933
and if we were to merge this now so we hit
520
00:16:14,933 --> 00:16:16,100
click it hit m
521
00:16:16,566 --> 00:16:17,366
a over B
522
00:16:18,300 --> 00:16:20,800
now we can see that that is being merged over so
523
00:16:21,300 --> 00:16:22,800
you see it's a little bit semi transparent
524
00:16:22,800 --> 00:16:24,266
because in our shape
525
00:16:24,533 --> 00:16:26,466
I did affect the alpha so we have red
526
00:16:26,466 --> 00:16:28,533
green blue and an alpha is at.81
527
00:16:28,533 --> 00:16:29,866
so that means it's gonna be a little bit
528
00:16:29,866 --> 00:16:32,266
transparent so if I would want that solid I would just
529
00:16:32,333 --> 00:16:34,266
push that up so it's completely solid
530
00:16:34,300 --> 00:16:35,333
so that's just why
531
00:16:35,766 --> 00:16:38,100
you know when you start to look at these nodes you see
532
00:16:38,100 --> 00:16:40,200
all of these things as this RGBA
533
00:16:40,700 --> 00:16:41,800
or just alpha
534
00:16:41,900 --> 00:16:42,966
and so again
535
00:16:42,966 --> 00:16:45,200
remembering to always think of these things different
536
00:16:45,200 --> 00:16:47,400
like in Photoshop if we just think of the color
537
00:16:47,400 --> 00:16:49,366
and the alpha as something that's separate
538
00:16:49,366 --> 00:16:51,266
we can control them separately
539
00:16:51,266 --> 00:16:52,500
and that's going to help us a lot
540
00:16:54,700 --> 00:16:58,100
to further emphasize that example we could blur this
541
00:16:58,966 --> 00:17:00,333
by hitting B on our keyboard
542
00:17:00,333 --> 00:17:02,000
and then we could blur just that
543
00:17:02,266 --> 00:17:05,300
specific element and then is being merged over
544
00:17:05,733 --> 00:17:09,300
and so wherever you're placing these effects are
545
00:17:09,300 --> 00:17:12,166
it's only going to affect the nodes that are before it
546
00:17:12,333 --> 00:17:14,800
so let's just delete all of this and do it again so
547
00:17:15,133 --> 00:17:17,000
if we wanted to blur just the background
548
00:17:17,066 --> 00:17:18,700
we could put a blur node
549
00:17:19,566 --> 00:17:21,500
and then we put it in between
550
00:17:21,933 --> 00:17:23,700
these nodes that are connecting
551
00:17:23,700 --> 00:17:25,400
and we just blur it like this
552
00:17:26,066 --> 00:17:27,666
if we wanted to just blur the guy
553
00:17:27,666 --> 00:17:29,100
so you can hit delete and delete it
554
00:17:29,466 --> 00:17:30,500
put a blur node here
555
00:17:30,500 --> 00:17:32,466
and we'll just blur the guy like this
556
00:17:32,466 --> 00:17:34,300
and we are only blurring our guy
557
00:17:34,300 --> 00:17:35,666
if you want to blur them together
558
00:17:35,700 --> 00:17:36,966
we put it after those
559
00:17:37,066 --> 00:17:39,566
nodes and we just blur it together
560
00:17:39,733 --> 00:17:41,766
and so that's how we can construct
561
00:17:41,800 --> 00:17:43,700
our image and how the
562
00:17:43,700 --> 00:17:45,866
tree and the order of things matters
563
00:17:47,200 --> 00:17:50,266
so now that we saw how the order things matter
564
00:17:50,933 --> 00:17:51,733
what is it
565
00:17:51,800 --> 00:17:54,666
compared to aftereffects and the pre comp workflow
566
00:17:55,133 --> 00:17:57,866
so in aftereffects if we wanted to blur these layers
567
00:17:57,866 --> 00:18:00,000
together I mean there would be two ways to do it
568
00:18:00,000 --> 00:18:01,500
you could use an adjustment layer
569
00:18:01,733 --> 00:18:02,566
I'll just delete this
570
00:18:02,566 --> 00:18:04,200
you could use an adjustment layer to
571
00:18:04,566 --> 00:18:05,566
affect everything
572
00:18:06,100 --> 00:18:06,800
which you know
573
00:18:06,800 --> 00:18:08,166
we don't need to do it in nuke
574
00:18:08,166 --> 00:18:09,566
because you saw that if I want to do everything
575
00:18:09,566 --> 00:18:10,500
I just put it after
576
00:18:10,666 --> 00:18:13,533
but the other way to do it would be to
577
00:18:13,566 --> 00:18:16,566
merge things together and make them like a pre comp
578
00:18:16,566 --> 00:18:17,733
so I'm gonna take
579
00:18:17,933 --> 00:18:20,100
these two things I'm gonna bring in this mist here
580
00:18:20,733 --> 00:18:21,933
I'm gonna put it over
581
00:18:22,266 --> 00:18:23,966
our image I'm just gonna drag it in
582
00:18:24,533 --> 00:18:26,066
and I'm just going to scale down
583
00:18:26,066 --> 00:18:27,800
I'm not going to make it transparent or anything
584
00:18:27,800 --> 00:18:29,766
I'm just going to put these two layers together
585
00:18:29,933 --> 00:18:33,000
so if you wanted to blur the guy and the smoke together
586
00:18:33,000 --> 00:18:34,300
normally what you have to do
587
00:18:34,333 --> 00:18:36,600
is you select those two layers by hitting shift
588
00:18:36,600 --> 00:18:38,966
and you would go to layer and you would pre compose it
589
00:18:39,200 --> 00:18:40,700
we pre compost 2 together
590
00:18:40,700 --> 00:18:43,133
and now we would apply the effect to that layer
591
00:18:43,133 --> 00:18:44,733
because they're now merged together
592
00:18:44,800 --> 00:18:45,733
so we could say
593
00:18:45,800 --> 00:18:47,966
we go here we could put a gouge and blur
594
00:18:48,000 --> 00:18:50,300
and then we would drag it to our pre comp
595
00:18:50,733 --> 00:18:52,866
and then we would just blur the pre comp
596
00:18:53,166 --> 00:18:55,266
so you can see these are blurring together
597
00:18:55,366 --> 00:18:58,266
now in nuke we don't need to actually precomp anything
598
00:18:58,600 --> 00:19:01,666
we can do renders and precomping layers
599
00:19:01,733 --> 00:19:04,100
we don't need to talk about it necessarily in this case
600
00:19:04,133 --> 00:19:06,533
but if we bring in a smoke element here
601
00:19:06,566 --> 00:19:09,700
so I'll go here I'll grab our mist I'll drag it in
602
00:19:10,100 --> 00:19:11,300
and then we will
603
00:19:11,600 --> 00:19:12,566
merge them together
604
00:19:12,566 --> 00:19:14,466
just like how we did in after effects
605
00:19:14,766 --> 00:19:16,566
so you see one thing real quick
606
00:19:16,800 --> 00:19:18,400
you'll see that it is a JPEG
607
00:19:18,400 --> 00:19:19,333
so there's no alpha
608
00:19:19,333 --> 00:19:20,966
so it's gonna get a little bit confused here
609
00:19:20,966 --> 00:19:21,700
so you'll watch
610
00:19:21,700 --> 00:19:23,366
so we'll take this and we'll merge it over
611
00:19:24,066 --> 00:19:26,966
and you'll see that it comes in like semi transparent
612
00:19:26,966 --> 00:19:27,866
right it's like
613
00:19:27,866 --> 00:19:30,000
it's kind of like a plus
614
00:19:30,733 --> 00:19:32,733
whereas here you see when we merged over
615
00:19:32,733 --> 00:19:33,866
it's a black square
616
00:19:34,600 --> 00:19:35,966
so what we want to do to
617
00:19:35,966 --> 00:19:38,100
just make it solid because it doesn't have an alpha
618
00:19:38,100 --> 00:19:40,166
it doesn't know what should be solid and what
619
00:19:40,166 --> 00:19:43,366
shouldn't be so that's the thing with nuke that again
620
00:19:43,600 --> 00:19:45,200
beginners will be a little bit tripped up on
621
00:19:45,200 --> 00:19:45,733
it's just like
622
00:19:45,733 --> 00:19:47,600
you have to think of the alpha separately
623
00:19:47,600 --> 00:19:48,600
so if it doesn't have an alpha
624
00:19:48,600 --> 00:19:49,733
we just want to give it one
625
00:19:49,733 --> 00:19:51,400
so to give it a solid alpha
626
00:19:51,400 --> 00:19:52,966
just so that this will be black
627
00:19:52,966 --> 00:19:53,900
and this will be
628
00:19:54,533 --> 00:19:55,733
white like how it is
629
00:19:55,766 --> 00:19:58,133
we want to do a shuffle note so we type shuffle
630
00:19:58,966 --> 00:20:00,333
and then what we're gonna do
631
00:20:00,333 --> 00:20:02,266
is we're gonna hit this little white button here
632
00:20:02,300 --> 00:20:04,533
so without having to explain this whole shuffle node
633
00:20:04,533 --> 00:20:06,366
this isn't really necessary for beginners
634
00:20:06,566 --> 00:20:07,733
again don't get overwhelmed
635
00:20:07,733 --> 00:20:09,266
it actually is really easy but
636
00:20:09,733 --> 00:20:10,766
all we need to do is
637
00:20:10,766 --> 00:20:12,966
if we press up a little white button and we hit a
638
00:20:13,500 --> 00:20:15,000
you'll see that there's a solid
639
00:20:15,166 --> 00:20:17,166
alpha now and when you merge it over
640
00:20:18,000 --> 00:20:19,466
it's gonna block the other image
641
00:20:19,466 --> 00:20:20,900
kind of like how we would expect
642
00:20:21,200 --> 00:20:23,500
so the other thing we want to do is we want to
643
00:20:23,500 --> 00:20:24,300
scale this down
644
00:20:24,300 --> 00:20:26,500
so we can do the same as what we did in after effects
645
00:20:26,500 --> 00:20:28,766
so we kind of scale it down and put it next to the guy
646
00:20:28,933 --> 00:20:30,733
so how we can scale images in
647
00:20:30,733 --> 00:20:32,533
nuke is to create a transform node
648
00:20:32,533 --> 00:20:34,933
so we'll hit after it hit t
649
00:20:34,933 --> 00:20:36,900
on the keyboard or type transform
650
00:20:37,500 --> 00:20:39,133
and then we could just scale it down
651
00:20:39,466 --> 00:20:41,266
so you'll have the controls for the
652
00:20:41,333 --> 00:20:44,566
for the node if it's double clicked and you have Q
653
00:20:44,566 --> 00:20:45,800
so your overlay is on
654
00:20:45,900 --> 00:20:47,733
we have our little transform controls
655
00:20:48,366 --> 00:20:49,166
you know after effects
656
00:20:49,166 --> 00:20:50,800
we can just click the different layers and scale them
657
00:20:50,800 --> 00:20:51,500
but in nuke
658
00:20:51,500 --> 00:20:53,366
we got to double click the node that we want
659
00:20:53,366 --> 00:20:54,300
to control here
660
00:20:54,366 --> 00:20:55,533
so I'm going to put it here
661
00:20:55,533 --> 00:20:57,166
and next to the guy like this
662
00:20:58,066 --> 00:20:58,866
and so
663
00:20:59,366 --> 00:21:01,600
we don't need to precomp these layers now
664
00:21:01,600 --> 00:21:02,600
it's already done
665
00:21:02,933 --> 00:21:04,766
if we wanted to blur these layers together
666
00:21:04,933 --> 00:21:07,366
we just put the blur between these nodes here
667
00:21:07,366 --> 00:21:08,666
so we put the blur here
668
00:21:08,766 --> 00:21:09,900
and then we just blur
669
00:21:10,100 --> 00:21:11,933
and you see that those two layers
670
00:21:12,066 --> 00:21:13,200
are being blurred together
671
00:21:13,200 --> 00:21:16,533
so just the order of our nodes and the way we
672
00:21:16,533 --> 00:21:17,666
design this tree
673
00:21:17,700 --> 00:21:19,533
is going to be essentially
674
00:21:19,866 --> 00:21:21,366
it's sort of like a logic
675
00:21:21,366 --> 00:21:22,666
of the way things are flowing
676
00:21:22,666 --> 00:21:24,666
and the effects are always in between
677
00:21:25,333 --> 00:21:26,866
where the merges are
678
00:21:27,300 --> 00:21:28,266
so one other thing to
679
00:21:28,266 --> 00:21:31,300
mention is if you do put a transform node after
680
00:21:31,300 --> 00:21:32,866
an image that doesn't have an alpha
681
00:21:32,866 --> 00:21:35,566
it will actually automatically create an alpha as well
682
00:21:35,566 --> 00:21:37,466
so you see that the little white thing is appearing
683
00:21:37,466 --> 00:21:38,666
so if we merge it over
684
00:21:38,800 --> 00:21:40,266
it will do the same result
685
00:21:40,333 --> 00:21:42,133
so if I merge it over hit Q
686
00:21:42,500 --> 00:21:44,200
take the scale scale down a little bit
687
00:21:44,266 --> 00:21:46,966
it is doing that effect and if I disable that
688
00:21:47,000 --> 00:21:48,366
you see it sets transparent
689
00:21:48,366 --> 00:21:49,366
so that's
690
00:21:49,466 --> 00:21:51,500
again just like a little quirk of nuke that
691
00:21:51,500 --> 00:21:52,866
when you're starting out you're like well
692
00:21:52,866 --> 00:21:54,133
if I just merge it over
693
00:21:54,566 --> 00:21:57,700
why is it semi transparent but if I scale it down
694
00:21:57,800 --> 00:21:59,400
then suddenly it becomes solid
695
00:21:59,400 --> 00:22:02,100
it's just adding an alpha there because it thinks that
696
00:22:02,566 --> 00:22:04,933
you're probably trying to merge an image over another
697
00:22:04,933 --> 00:22:05,666
image so
698
00:22:05,666 --> 00:22:07,866
that's why I explained it with the shuffle node first
699
00:22:07,866 --> 00:22:09,266
and then the transform
700
00:22:09,266 --> 00:22:10,866
but you actually don't need the shuffle node
701
00:22:10,866 --> 00:22:12,766
you can just do it and it's gonna automatically create
702
00:22:12,766 --> 00:22:13,333
it so
703
00:22:13,333 --> 00:22:14,200
if you ever see a problem
704
00:22:14,200 --> 00:22:16,133
where it's like doing stuff that you don't expect
705
00:22:16,533 --> 00:22:17,766
you probably don't have an alpha
706
00:22:17,766 --> 00:22:18,900
that's probably what's happening
707
00:22:18,900 --> 00:22:20,566
so just keep that in mind
708
00:22:22,133 --> 00:22:24,966
so I want to go over a few merge operations that are
709
00:22:24,966 --> 00:22:27,100
present in after effects you might be familiar with
710
00:22:27,100 --> 00:22:28,600
so if I just go over
711
00:22:28,600 --> 00:22:30,766
into our project and bring in our mist
712
00:22:30,766 --> 00:22:31,566
again
713
00:22:31,900 --> 00:22:34,766
you might be familiar when with if you hit F4
714
00:22:35,333 --> 00:22:36,900
you can switch between these modes here
715
00:22:36,900 --> 00:22:37,333
and then
716
00:22:37,333 --> 00:22:39,266
these are all your kind of blending operations
717
00:22:39,266 --> 00:22:40,200
similar to
718
00:22:41,000 --> 00:22:41,800
Photoshop
719
00:22:41,866 --> 00:22:45,366
and so add is going to make it kind of add over the top
720
00:22:45,766 --> 00:22:47,533
we could do a multiply
721
00:22:48,366 --> 00:22:49,700
we could do a screen
722
00:22:49,700 --> 00:22:51,166
there's different ones that we can do here
723
00:22:51,166 --> 00:22:52,500
multiply would be another big one
724
00:22:52,500 --> 00:22:53,866
so you get this type of effect
725
00:22:53,866 --> 00:22:56,866
it's the same in nuke with our merge operations
726
00:22:56,866 --> 00:22:57,300
so it's got
727
00:22:57,300 --> 00:22:59,166
that knowledge is really going to transfer over
728
00:22:59,166 --> 00:22:59,866
if you're familiar
729
00:22:59,866 --> 00:23:01,666
so if we do a merge node and we do a
730
00:23:02,200 --> 00:23:05,366
over B at the beginning and we switch it to plus
731
00:23:06,100 --> 00:23:07,700
right now it's not going to do anything because again
732
00:23:07,700 --> 00:23:08,566
it doesn't have an alpha
733
00:23:08,566 --> 00:23:09,933
but if it had an alpha
734
00:23:10,000 --> 00:23:12,366
so let's give it an alpha by hitting transform
735
00:23:12,366 --> 00:23:13,933
and we'll move it around a little bit
736
00:23:14,900 --> 00:23:17,000
so if it's set to over and it has an alpha
737
00:23:17,000 --> 00:23:18,066
it's just gonna be like
738
00:23:18,066 --> 00:23:20,000
a merge like we just saw
739
00:23:20,200 --> 00:23:21,700
but if we switch it to plus
740
00:23:21,700 --> 00:23:22,400
it's gonna be that
741
00:23:22,400 --> 00:23:23,866
kind of that transparenty
742
00:23:23,866 --> 00:23:25,866
result where it's adding over the top
743
00:23:25,900 --> 00:23:28,500
and multiply it's going to sort of
744
00:23:28,766 --> 00:23:30,666
cut through like this so you can see
745
00:23:30,900 --> 00:23:33,266
the same effect that we just saw in after effects
746
00:23:33,266 --> 00:23:35,466
if we want to compare color correction in
747
00:23:35,466 --> 00:23:37,966
after effects versus nuke I'm gonna do a grade note
748
00:23:37,966 --> 00:23:38,800
so I'm gonna hit G
749
00:23:38,800 --> 00:23:41,666
on my keyboard or you can hit tab and type grade
750
00:23:42,466 --> 00:23:43,900
so this is the most common grade note
751
00:23:43,900 --> 00:23:45,100
the other one that you might
752
00:23:45,100 --> 00:23:47,133
be kind of familiar with if you're coming from after
753
00:23:47,133 --> 00:23:48,400
effects is the curve tool
754
00:23:48,400 --> 00:23:49,900
but it's called Color Lookup
755
00:23:50,366 --> 00:23:52,900
so if you type the Color Lookup and you plug this in
756
00:23:53,333 --> 00:23:54,866
and you click on the master right here
757
00:23:54,866 --> 00:23:56,200
you'll recognize this curve
758
00:23:56,200 --> 00:23:56,800
probably
759
00:23:56,800 --> 00:23:58,866
if you're coming from Photoshop and stuff like that
760
00:23:59,200 --> 00:24:00,766
the grade node does the same thing
761
00:24:00,766 --> 00:24:01,866
it's just in a different way
762
00:24:01,866 --> 00:24:02,966
it's actually faster
763
00:24:02,966 --> 00:24:04,466
I actually prefer this
764
00:24:04,666 --> 00:24:07,466
versus using a color lookup all the time most people
765
00:24:07,800 --> 00:24:08,700
once you use this
766
00:24:08,700 --> 00:24:09,400
you're not going to actually
767
00:24:09,400 --> 00:24:10,666
want to go back and have to use
768
00:24:10,666 --> 00:24:11,666
curve every single time
769
00:24:11,666 --> 00:24:12,900
because you can do the majority
770
00:24:12,900 --> 00:24:13,466
with
771
00:24:13,466 --> 00:24:16,133
basically these two sliders the gain and the gamma
772
00:24:16,133 --> 00:24:18,300
that's what you're gonna use the most often
773
00:24:19,466 --> 00:24:22,200
so if we just use the grade note I plug it in
774
00:24:22,300 --> 00:24:23,900
I'm just gonna gamma down a tiny bit
775
00:24:23,900 --> 00:24:24,400
and you'll see that
776
00:24:24,400 --> 00:24:26,533
we're adding contrast overall to the scene
777
00:24:26,966 --> 00:24:28,100
and if we were to go in after
778
00:24:28,100 --> 00:24:29,500
effects and try the same thing
779
00:24:29,500 --> 00:24:31,566
we could go let's create an adjustment layer
780
00:24:31,566 --> 00:24:32,666
so we do it to everything
781
00:24:32,933 --> 00:24:34,066
so we'll create an adjustment layer
782
00:24:34,066 --> 00:24:35,533
and then we'll just do a curve
783
00:24:36,333 --> 00:24:37,133
we'll plug it in
784
00:24:37,133 --> 00:24:38,700
and we'll just pull down the center here
785
00:24:38,700 --> 00:24:40,933
and you see we're adding contrast
786
00:24:40,933 --> 00:24:41,966
so it's the same thing
787
00:24:42,200 --> 00:24:43,800
we can adjust the white point here
788
00:24:43,800 --> 00:24:45,100
so we can grab the top corner
789
00:24:45,100 --> 00:24:46,266
we can push it over
790
00:24:46,600 --> 00:24:47,900
and if you want to adjust
791
00:24:48,566 --> 00:24:49,966
sort of like this in
792
00:24:50,600 --> 00:24:52,300
nuke you can do the same
793
00:24:52,300 --> 00:24:54,366
so let's bring the gamma back up and we can
794
00:24:54,400 --> 00:24:55,866
push up like this and that's going to
795
00:24:55,900 --> 00:24:56,900
brighten like that
796
00:24:57,066 --> 00:24:59,933
so if we wanted to do that in after effects
797
00:25:00,300 --> 00:25:02,533
let's bring that back up and then
798
00:25:03,000 --> 00:25:05,000
I'll just get rid of the center point here actually
799
00:25:05,000 --> 00:25:06,500
so we'll just create a new curve
800
00:25:07,266 --> 00:25:09,166
and then we would just pull up towards the top
801
00:25:09,166 --> 00:25:10,933
and you see that that's visually the same
802
00:25:10,933 --> 00:25:12,266
so we're doing a gain
803
00:25:12,600 --> 00:25:15,400
and that's how that effect is happening so
804
00:25:15,900 --> 00:25:18,400
on that curve we're just doing it in a different way
805
00:25:18,933 --> 00:25:21,766
so again gamma that's a very common
806
00:25:22,133 --> 00:25:23,133
s curve so
807
00:25:23,133 --> 00:25:25,733
what you're doing is you're adding contrast and you're
808
00:25:25,733 --> 00:25:26,900
bringing up the highlights
809
00:25:27,200 --> 00:25:28,500
so in after effects
810
00:25:28,500 --> 00:25:29,800
you might be familiar with doing that
811
00:25:29,800 --> 00:25:31,333
so you would bring it up like this
812
00:25:31,333 --> 00:25:32,866
and then you pull it down like this
813
00:25:32,866 --> 00:25:34,266
and that's why it's called an s curve
814
00:25:34,266 --> 00:25:36,000
because it's creating something that looks like an s
815
00:25:36,000 --> 00:25:38,000
but it gives you that sort of film
816
00:25:38,333 --> 00:25:39,933
grade that is very common
817
00:25:39,933 --> 00:25:40,966
so you can push it too far
818
00:25:40,966 --> 00:25:42,766
it's a little bit too far for the shot
819
00:25:42,866 --> 00:25:45,166
but that's just to know what we're doing so
820
00:25:46,100 --> 00:25:47,466
it's good to know though
821
00:25:47,466 --> 00:25:49,766
that a gamma is sort of in the center of the curve
822
00:25:49,766 --> 00:25:51,400
and the multiply is when
823
00:25:51,900 --> 00:25:53,400
not when we have the second point here
824
00:25:53,400 --> 00:25:54,500
but when we pull up
825
00:25:55,666 --> 00:25:58,500
this point here that's kind of what we're doing
826
00:25:59,400 --> 00:26:00,500
now if you want to go further
827
00:26:00,500 --> 00:26:01,933
and we want to adjust different colors
828
00:26:01,933 --> 00:26:03,300
we can put a new grade node here
829
00:26:03,300 --> 00:26:05,200
obviously the old one outlet the little color wheel
830
00:26:05,200 --> 00:26:07,066
we can split into the colors and we can
831
00:26:07,500 --> 00:26:08,533
adjust the colors this way
832
00:26:08,533 --> 00:26:11,333
so we want to take red out of the image we can do that
833
00:26:11,766 --> 00:26:13,500
if we take green out of the image
834
00:26:13,666 --> 00:26:14,766
we want to take blue out
835
00:26:14,800 --> 00:26:17,300
and so that's the same thing as going into your
836
00:26:17,533 --> 00:26:20,700
curves here and going to your different color channels
837
00:26:20,700 --> 00:26:23,766
and basically just manipulating those there
838
00:26:23,766 --> 00:26:25,066
so you can do the same thing
839
00:26:25,366 --> 00:26:26,466
the other way you can do it
840
00:26:26,466 --> 00:26:28,666
I don't really do it this way but you could
841
00:26:29,366 --> 00:26:31,466
disable these and then just start pulling down
842
00:26:31,466 --> 00:26:33,933
like you just affect only the red channel for example
843
00:26:33,933 --> 00:26:36,000
so you can Gam it down only in the red channel
844
00:26:36,133 --> 00:26:37,933
I don't typically work like that
845
00:26:37,933 --> 00:26:40,700
but you can get some interesting effects by just
846
00:26:41,133 --> 00:26:42,533
disabling the color channels
847
00:26:42,533 --> 00:26:44,333
I prefer to just work with the color wheels
848
00:26:44,333 --> 00:26:45,900
with all the channels enabled
849
00:26:46,533 --> 00:26:47,366
for the most part
850
00:26:47,733 --> 00:26:47,900
but
851
00:26:47,900 --> 00:26:50,300
that's pretty much it for the basic cover correction
852
00:26:50,900 --> 00:26:52,300
and we can continue on
853
00:26:53,066 --> 00:26:55,466
so one last thing I'm going to mention is
854
00:26:56,300 --> 00:26:57,400
node cloning
855
00:26:57,400 --> 00:27:00,200
and so if you're familiar with the pickwhip in
856
00:27:00,566 --> 00:27:02,400
after effects that's something that
857
00:27:02,866 --> 00:27:04,900
might confuse you if you're transitioning over
858
00:27:04,933 --> 00:27:06,800
and you want to make things move together
859
00:27:06,800 --> 00:27:07,933
and you're not exactly sure
860
00:27:07,933 --> 00:27:10,000
how to do that if they're on different layers
861
00:27:10,000 --> 00:27:13,300
so let's say we have a mist and we bring it in here
862
00:27:14,100 --> 00:27:16,366
and let's say we want these two to move together
863
00:27:16,366 --> 00:27:17,133
but we don't want
864
00:27:17,133 --> 00:27:19,066
to precomp them together for some reason
865
00:27:19,066 --> 00:27:20,333
like maybe there's just a reason
866
00:27:20,333 --> 00:27:22,266
we want to do that and removing this guy around
867
00:27:22,266 --> 00:27:23,500
we want that to move with it
868
00:27:23,500 --> 00:27:28,266
we would go here and we would grab the pick whip and we
869
00:27:28,333 --> 00:27:30,733
drag it to our guy and then they'll move together
870
00:27:30,900 --> 00:27:32,966
and so there is a way to do that in nuke
871
00:27:32,966 --> 00:27:35,500
so you can create a transform node and merge this over
872
00:27:36,333 --> 00:27:38,500
again so we have an alpha and we can scale down
873
00:27:39,000 --> 00:27:40,900
and we'll put it behind and then we'll view
874
00:27:40,900 --> 00:27:42,000
when there merge over
875
00:27:42,300 --> 00:27:43,733
so how could we get those
876
00:27:43,733 --> 00:27:45,400
two layers to have a relationship
877
00:27:45,400 --> 00:27:46,300
to each other
878
00:27:46,300 --> 00:27:47,600
what you can actually do is create
879
00:27:47,600 --> 00:27:48,700
another transform node
880
00:27:48,700 --> 00:27:50,733
and you can stack transform nodes like this
881
00:27:51,666 --> 00:27:54,200
and what we want to do is press Alt K
882
00:27:55,800 --> 00:27:58,100
I would be option K on Mac if you do
883
00:27:58,333 --> 00:27:58,900
on Mac
884
00:27:58,900 --> 00:28:01,366
and you'll see this little orange line between the two
885
00:28:01,766 --> 00:28:02,566
nodes here
886
00:28:03,466 --> 00:28:05,533
we can drag it and put it on the other layer
887
00:28:05,533 --> 00:28:06,866
so it means that these are
888
00:28:07,200 --> 00:28:09,000
basically doing the same transform
889
00:28:09,000 --> 00:28:10,400
so if we double click that
890
00:28:10,666 --> 00:28:12,266
make sure that we're doing the
891
00:28:12,500 --> 00:28:13,766
the right layer here because
892
00:28:13,900 --> 00:28:15,900
if we still have this one open you might get confused
893
00:28:15,900 --> 00:28:17,500
so make sure the last one that you double
894
00:28:17,500 --> 00:28:18,933
click will be the one that's
895
00:28:19,533 --> 00:28:21,000
being controlled in your
896
00:28:21,533 --> 00:28:23,066
sort of viewer here
897
00:28:23,166 --> 00:28:23,666
so I'm going to
898
00:28:23,666 --> 00:28:25,500
close the other one just so it's not confusing
899
00:28:25,600 --> 00:28:27,666
and if we double click it and we move it
900
00:28:27,666 --> 00:28:29,766
you'll see that both layers move together now
901
00:28:29,766 --> 00:28:31,900
so these nodes are a clone
902
00:28:31,900 --> 00:28:34,300
and that's how you could make them move together
903
00:28:34,500 --> 00:28:35,533
alternatively
904
00:28:35,533 --> 00:28:36,700
like we mentioned earlier
905
00:28:36,700 --> 00:28:39,700
you could just have them on the same layer like so
906
00:28:41,133 --> 00:28:42,933
and then we can put a node after
907
00:28:43,166 --> 00:28:45,500
and then they would move together like this as well
908
00:28:45,566 --> 00:28:46,766
so that's just a different way
909
00:28:46,766 --> 00:28:47,600
for some reason
910
00:28:47,666 --> 00:28:49,733
your node tree needs to be in a different order
911
00:28:50,933 --> 00:28:51,733
maybe
912
00:28:52,066 --> 00:28:53,733
there's some effects being applied to the background
913
00:28:53,733 --> 00:28:54,566
but not the foreground
914
00:28:54,566 --> 00:28:55,966
but they move together for example
915
00:28:55,966 --> 00:28:57,366
so that's just to know
916
00:28:58,000 --> 00:28:58,600
if you're
917
00:28:58,600 --> 00:29:01,400
trying to do a pick whip or a parent essentially
918
00:29:01,400 --> 00:29:02,800
that is the way you would do it
919
00:29:03,500 --> 00:29:04,600
so the next thing we will
920
00:29:04,600 --> 00:29:06,900
mention is to merge different images that are different
921
00:29:06,900 --> 00:29:07,900
size over each other
922
00:29:07,900 --> 00:29:10,066
this is where again beginners get tripped up
923
00:29:10,066 --> 00:29:11,500
it's always the pre malt thing
924
00:29:11,566 --> 00:29:13,100
it's always this and it's always
925
00:29:13,566 --> 00:29:15,266
the two different size of image
926
00:29:15,266 --> 00:29:16,966
but once you get past those two
927
00:29:17,300 --> 00:29:19,866
a little bit of confusion versus after effects
928
00:29:19,866 --> 00:29:20,900
I promise you
929
00:29:21,100 --> 00:29:24,100
there's no other huge hurdle of understanding
930
00:29:24,100 --> 00:29:25,700
it's just those really simple things
931
00:29:25,766 --> 00:29:30,166
so here we have this 1456 by 816 and then we have
932
00:29:30,333 --> 00:29:32,966
this thing that was filmed on iPhone vertically
933
00:29:32,966 --> 00:29:35,533
and so if I want to merge this over the other one
934
00:29:35,800 --> 00:29:37,100
remember there's no alpha
935
00:29:37,100 --> 00:29:38,200
so we're going to see
936
00:29:38,200 --> 00:29:41,000
the semi transparent weird result by default
937
00:29:41,700 --> 00:29:44,166
so again if we hit t it's going to create an alpha
938
00:29:44,300 --> 00:29:45,466
through that transform though
939
00:29:45,466 --> 00:29:47,066
and then it's going to be merged over
940
00:29:47,066 --> 00:29:49,166
but you see that it's not sized to the
941
00:29:49,700 --> 00:29:51,800
project size and after effects we do the same thing
942
00:29:51,800 --> 00:29:54,100
it would be kind of scaled off of your video
943
00:29:54,166 --> 00:29:56,100
so what we can do is take the transform
944
00:29:56,100 --> 00:29:57,266
and just scale it down
945
00:29:57,533 --> 00:29:59,400
and we could bring it in like that
946
00:29:59,466 --> 00:30:01,500
and so that would be a perfectly fun way of
947
00:30:01,500 --> 00:30:02,700
bringing in an image
948
00:30:02,700 --> 00:30:03,800
and making it fit
949
00:30:04,266 --> 00:30:06,700
the other way we could do it if you wanted it just to
950
00:30:06,700 --> 00:30:08,566
automatically fit to this
951
00:30:09,500 --> 00:30:11,600
project size 1456
952
00:30:12,133 --> 00:30:14,066
would be to put a reformat node
953
00:30:15,200 --> 00:30:15,733
and so
954
00:30:15,733 --> 00:30:17,933
reformat node allows you to change the size of a node
955
00:30:17,933 --> 00:30:19,466
and so by default
956
00:30:20,100 --> 00:30:21,766
if you set your project size correctly
957
00:30:21,766 --> 00:30:23,466
if you hit s which I believe
958
00:30:23,466 --> 00:30:25,533
it'll be delivered like this to you automatically
959
00:30:25,533 --> 00:30:28,300
so your project size should be this 1456
960
00:30:28,800 --> 00:30:31,366
if that is set by default
961
00:30:31,366 --> 00:30:34,266
the node will reformat whatever this thing is
962
00:30:34,333 --> 00:30:35,500
to the project size
963
00:30:35,500 --> 00:30:38,733
so this thing is coming in as 1080 by 1920
964
00:30:38,733 --> 00:30:40,700
it's going to automatically go to the project size
965
00:30:40,733 --> 00:30:43,100
but you see that the way if you view it
966
00:30:43,200 --> 00:30:45,000
you see that the way it's reformatting it
967
00:30:45,000 --> 00:30:47,133
it's just cropping off the top and the bottom
968
00:30:47,466 --> 00:30:48,766
which maybe that's not what you want
969
00:30:48,766 --> 00:30:50,533
so there's different resized type here
970
00:30:50,533 --> 00:30:52,133
and so you can switch it to height
971
00:30:52,900 --> 00:30:54,466
so to take this vertical video
972
00:30:54,466 --> 00:30:55,400
it'll shrink it down
973
00:30:55,400 --> 00:30:57,700
into that rectangle format that we're working in
974
00:30:57,800 --> 00:31:00,933
and it'll create this weird stretch pixel effect
975
00:31:01,100 --> 00:31:03,266
and the reason it's doing that is because this
976
00:31:03,266 --> 00:31:05,466
dotted line is the pixels that are being calculated
977
00:31:05,466 --> 00:31:07,766
so it's only calculating the pixels inside your
978
00:31:08,600 --> 00:31:10,100
bounding box that's what this is called
979
00:31:10,100 --> 00:31:12,100
it's called a bounding box these dotted line
980
00:31:13,333 --> 00:31:15,333
and essentially what you could do is just
981
00:31:15,333 --> 00:31:17,466
press this little button here that says black outside
982
00:31:17,466 --> 00:31:19,366
and it will just get rid of everything out there
983
00:31:19,366 --> 00:31:21,900
the reason it does that is just because the edge
984
00:31:22,166 --> 00:31:23,100
it's not calculating it
985
00:31:23,100 --> 00:31:25,333
beyond that and it's just stretching the color
986
00:31:25,333 --> 00:31:26,533
because it doesn't know what to do
987
00:31:26,566 --> 00:31:27,100
so you just
988
00:31:27,100 --> 00:31:29,333
click the black outside button and it fixes it
989
00:31:29,666 --> 00:31:31,600
the other way you could do it is if you leave it off
990
00:31:31,600 --> 00:31:32,700
and you hit t
991
00:31:33,400 --> 00:31:34,466
and you create the Alpha
992
00:31:34,466 --> 00:31:36,300
it'll automatically just discard everything
993
00:31:36,300 --> 00:31:37,866
that's not being calculated
994
00:31:37,866 --> 00:31:39,466
outside of the bounding box
995
00:31:40,200 --> 00:31:41,266
so if you merge it over
996
00:31:41,666 --> 00:31:43,866
same result it's fitting perfectly to a video
997
00:31:43,933 --> 00:31:45,600
and that's good to go
998
00:31:46,000 --> 00:31:48,333
the other thing to note is if you scale this up
999
00:31:48,400 --> 00:31:49,000
and you see that
1000
00:31:49,000 --> 00:31:51,166
that dotted line is going beyond your frame
1001
00:31:51,166 --> 00:31:53,333
again our bounding box is going beyond the frame
1002
00:31:53,333 --> 00:31:54,800
but the term for that
1003
00:31:55,166 --> 00:31:56,166
it's important to know
1004
00:31:56,166 --> 00:31:57,300
because when you're talking about it
1005
00:31:57,300 --> 00:31:58,500
if you don't know what the term is
1006
00:31:58,766 --> 00:31:59,700
it's called overscan
1007
00:31:59,700 --> 00:32:01,366
so any pixels that are outside of
1008
00:32:01,366 --> 00:32:02,866
the frame are called overscan
1009
00:32:02,933 --> 00:32:04,000
and sometimes you want
1010
00:32:04,000 --> 00:32:06,200
some pixels to be outside of the frame because
1011
00:32:06,200 --> 00:32:07,666
let's say you want to animate this
1012
00:32:07,666 --> 00:32:09,200
clip moving into the frame right
1013
00:32:09,200 --> 00:32:11,300
you want to have some data that's out there
1014
00:32:11,400 --> 00:32:14,000
so that's just important to know
1015
00:32:14,100 --> 00:32:14,666
overscan
1016
00:32:14,666 --> 00:32:17,333
pixels are outside of the frame that we can see
1017
00:32:19,933 --> 00:32:21,333
the reason that can be useful as well
1018
00:32:21,333 --> 00:32:22,700
is if we blur this image
1019
00:32:22,900 --> 00:32:25,300
so we put a blur node and we'll just blur it
1020
00:32:25,800 --> 00:32:28,800
so that blur is taking the average of all the colors
1021
00:32:28,800 --> 00:32:31,733
and so if there was no pixels outside of this frame
1022
00:32:31,733 --> 00:32:33,800
it would just be pulling in black here
1023
00:32:33,933 --> 00:32:36,566
so for example to show to kind of show that
1024
00:32:36,666 --> 00:32:38,500
let's just disable the blur for a second
1025
00:32:38,500 --> 00:32:40,333
and we'll use another node that's very common
1026
00:32:40,333 --> 00:32:41,566
it's called the crop node
1027
00:32:41,900 --> 00:32:44,300
and we'll crop it and the crop will automatically
1028
00:32:44,300 --> 00:32:46,566
cut the pixels to the edge of the video
1029
00:32:46,800 --> 00:32:47,600
and so
1030
00:32:47,600 --> 00:32:50,300
now you see that that dotted line if I hit disable
1031
00:32:50,300 --> 00:32:51,566
if you press the node hit d
1032
00:32:51,766 --> 00:32:53,300
it'll disable the effect
1033
00:32:53,400 --> 00:32:53,900
you see that
1034
00:32:53,900 --> 00:32:55,733
the pixels that are outside there are getting
1035
00:32:55,733 --> 00:32:57,066
cut off because our dotted
1036
00:32:57,066 --> 00:32:59,300
frame is no longer showing that overscan
1037
00:32:59,500 --> 00:33:00,966
and so if we were to blur it now
1038
00:33:01,000 --> 00:33:02,366
you'll see that the edge
1039
00:33:02,766 --> 00:33:03,733
there's nothing for it to
1040
00:33:03,733 --> 00:33:06,066
pull in there's no colors for it to pull in so
1041
00:33:06,366 --> 00:33:08,933
that's why it's useful to have some overscan sometimes
1042
00:33:08,933 --> 00:33:10,100
but at the same time
1043
00:33:10,100 --> 00:33:12,066
if you have a really big bounty box
1044
00:33:12,666 --> 00:33:14,700
and let's say you've scaled up this image
1045
00:33:14,700 --> 00:33:16,133
you know we've let's say we brought in this
1046
00:33:16,133 --> 00:33:19,933
Ember video and we've scaled it and we've rotated it
1047
00:33:19,933 --> 00:33:21,266
and we put it like this
1048
00:33:21,266 --> 00:33:23,066
and we have like all this giant
1049
00:33:24,300 --> 00:33:25,466
pixels out here
1050
00:33:25,600 --> 00:33:27,700
every frame is calculating all this
1051
00:33:27,700 --> 00:33:29,333
stuff that we actually don't see
1052
00:33:29,366 --> 00:33:31,666
and so if we were to like take this and then we
1053
00:33:31,666 --> 00:33:34,900
blur it it's blurring the pixels in here
1054
00:33:34,900 --> 00:33:37,000
but it's also blurring all the pixels out here
1055
00:33:37,066 --> 00:33:38,900
so it's gonna slow down your computer if it's
1056
00:33:38,966 --> 00:33:41,600
wasting that processing power to blur all these pixels
1057
00:33:41,600 --> 00:33:43,966
and so this is where the crop node would be useful
1058
00:33:44,066 --> 00:33:47,166
but again we just said that we can't crop it because
1059
00:33:47,466 --> 00:33:47,900
sorry
1060
00:33:47,900 --> 00:33:50,000
we can't crop it because there's not pixels to pull in
1061
00:33:50,000 --> 00:33:53,066
but we can crop it and then double click the crop node
1062
00:33:53,066 --> 00:33:54,933
and then just there's actually a little
1063
00:33:55,133 --> 00:33:56,400
line here if we hit Q
1064
00:33:56,400 --> 00:33:58,600
make sure overlays on we just expand it
1065
00:33:58,800 --> 00:34:00,466
so we give it enough overscan
1066
00:34:00,466 --> 00:34:02,666
so that it doesn't have that blurring issue
1067
00:34:02,800 --> 00:34:04,500
but at the same time
1068
00:34:04,500 --> 00:34:07,200
we're not processing all of the pixels that are like
1069
00:34:07,200 --> 00:34:08,966
way way outside of the video frame
1070
00:34:09,066 --> 00:34:10,300
that's where the crop node comes in
1071
00:34:10,300 --> 00:34:13,300
it becomes an optimization issue when you have like
1072
00:34:13,366 --> 00:34:15,466
things that you've massively scaled up
1073
00:34:15,466 --> 00:34:17,733
and then you know it's just wasting processing
1074
00:34:17,733 --> 00:34:18,600
and it will happen
1075
00:34:18,600 --> 00:34:20,800
that's like a media issue that people run into
1076
00:34:21,000 --> 00:34:23,133
you scale two images that don't fit together
1077
00:34:23,333 --> 00:34:25,466
and then your computer starts slowing down
1078
00:34:25,600 --> 00:34:28,066
if you start having some really slow stuff or
1079
00:34:28,333 --> 00:34:29,166
something like that
1080
00:34:29,366 --> 00:34:30,100
zoom out
1081
00:34:30,100 --> 00:34:32,966
check this little dotted line that's most often
1082
00:34:33,466 --> 00:34:36,766
the issue that beginners run into it's very very common
1083
00:34:37,166 --> 00:34:40,300
even to make that mistake just working so
1084
00:34:40,733 --> 00:34:42,400
definitely check your bounding box
1085
00:34:42,533 --> 00:34:44,100
is something that I would recommend
1086
00:34:44,733 --> 00:34:47,933
and so this is good and we could switch this video
1087
00:34:48,100 --> 00:34:49,166
clip here to a
1088
00:34:49,933 --> 00:34:50,933
and then we could
1089
00:34:51,100 --> 00:34:53,200
you know see instead of having it over black
1090
00:34:53,200 --> 00:34:54,400
we have some of those like
1091
00:34:54,533 --> 00:34:56,400
Embers Blunt of the video
1092
00:34:56,533 --> 00:34:57,500
we're gonna make this look better
1093
00:34:57,500 --> 00:34:58,666
this is just a quick example
1094
00:34:58,666 --> 00:35:01,900
that's just kind of a quick and dirty example but
1095
00:35:02,400 --> 00:35:03,533
yeah that is something
1096
00:35:03,533 --> 00:35:05,266
to know with merging images that are different
1097
00:35:05,266 --> 00:35:06,566
sizes over each other
1098
00:35:07,700 --> 00:35:08,600
so next we're going to talk
1099
00:35:08,600 --> 00:35:09,966
about how to take this image and
1100
00:35:09,966 --> 00:35:11,400
bring it into a composite
1101
00:35:11,400 --> 00:35:13,066
that is sort of more final
1102
00:35:13,066 --> 00:35:15,900
so I'm going to give you guys my full node tree here
1103
00:35:15,900 --> 00:35:18,066
one of the best ways to learn nuke is to learn
1104
00:35:18,066 --> 00:35:19,166
from other people's scripts
1105
00:35:19,166 --> 00:35:21,666
so I provided you guys my simple script here
1106
00:35:21,666 --> 00:35:23,066
you'll be able to step down
1107
00:35:23,366 --> 00:35:25,600
one really good way to learn is take the viewer node
1108
00:35:25,700 --> 00:35:27,533
and just look at each layer to
1109
00:35:27,533 --> 00:35:29,366
understand what the person's logic was
1110
00:35:29,366 --> 00:35:30,266
and that's a really really
1111
00:35:30,266 --> 00:35:32,900
good way to follow and understand what the
1112
00:35:32,933 --> 00:35:33,900
decisions were
1113
00:35:34,333 --> 00:35:36,300
to kind of make the composite work
1114
00:35:36,466 --> 00:35:38,266
and so I can step down this comp
1115
00:35:38,266 --> 00:35:39,300
and I can look at every
1116
00:35:39,300 --> 00:35:40,500
single layer every single
1117
00:35:40,500 --> 00:35:42,466
color correction that's being done here
1118
00:35:42,466 --> 00:35:44,866
and you can see exactly how it's done
1119
00:35:45,000 --> 00:35:46,966
so that is available for you guys
1120
00:35:46,966 --> 00:35:49,533
we're gonna rebuild this from scratch in this video
1121
00:35:49,533 --> 00:35:52,166
so not to worry but that is there
1122
00:35:52,166 --> 00:35:53,500
I'll leave it in the script
1123
00:35:54,266 --> 00:35:55,333
on this side here
1124
00:35:56,133 --> 00:35:57,333
so this viewer nodes here
1125
00:35:57,333 --> 00:35:58,700
this is the example we just did
1126
00:35:58,766 --> 00:36:00,600
and I'll start building it from here
1127
00:36:00,800 --> 00:36:02,000
again we'll have our elements
1128
00:36:02,000 --> 00:36:03,266
and I also provided you guys
1129
00:36:03,266 --> 00:36:05,566
one extra node called Exponential Glow
1130
00:36:05,900 --> 00:36:07,866
the way you can save this is a custom node
1131
00:36:07,866 --> 00:36:10,700
but you can save it by pressing this little thing
1132
00:36:11,100 --> 00:36:13,900
little kind of a wrench here and hitting create
1133
00:36:14,166 --> 00:36:15,733
and then if you just type a name
1134
00:36:15,933 --> 00:36:17,533
it'll save this in your
1135
00:36:17,933 --> 00:36:20,600
nodes that you can search later so just say X glow
1136
00:36:21,300 --> 00:36:24,133
X glow like this and hit enter
1137
00:36:24,666 --> 00:36:25,666
whenever you hit tab
1138
00:36:25,666 --> 00:36:28,366
you can type that and you'll actually get that node
1139
00:36:28,366 --> 00:36:30,300
and so all this node is is just a better
1140
00:36:30,300 --> 00:36:31,400
glow than the normal glow
1141
00:36:31,400 --> 00:36:33,400
there's a normal glow in new called glow
1142
00:36:34,900 --> 00:36:37,733
this one just looks a little bit better because if we
1143
00:36:38,733 --> 00:36:39,866
put it on something to show you
1144
00:36:39,866 --> 00:36:41,300
if we create a radial node
1145
00:36:41,533 --> 00:36:42,700
which is just a circle
1146
00:36:43,566 --> 00:36:45,300
I'll just turn the softness to zero
1147
00:36:45,300 --> 00:36:47,766
and then I'll plug the glow into the radio
1148
00:36:48,000 --> 00:36:49,700
you see what the normal glow looks like
1149
00:36:49,700 --> 00:36:50,400
and then if we put
1150
00:36:50,400 --> 00:36:52,500
an exponential glow and switch our viewer
1151
00:36:53,000 --> 00:36:54,100
it's a little bit better
1152
00:36:54,100 --> 00:36:56,100
it just kind of falls off nicer and
1153
00:36:56,400 --> 00:36:58,766
that's something you'll learn about as time goes on
1154
00:36:58,866 --> 00:37:00,066
exponential glow and
1155
00:37:00,166 --> 00:37:01,900
quadratic fall off and those type of things
1156
00:37:01,900 --> 00:37:03,133
we're not going to go deep in those
1157
00:37:03,133 --> 00:37:04,533
concepts in this video
1158
00:37:04,600 --> 00:37:05,666
but it is better
1159
00:37:05,666 --> 00:37:07,666
so save it and it'll make your stuff look
1160
00:37:08,300 --> 00:37:09,700
better so
1161
00:37:10,366 --> 00:37:13,500
with that in mind we'll start building this composite
1162
00:37:13,500 --> 00:37:15,200
so now we're going to start the composite
1163
00:37:15,466 --> 00:37:16,300
one thing to
1164
00:37:16,300 --> 00:37:18,266
mention is we want to look at our pictures first
1165
00:37:18,266 --> 00:37:19,966
so we have all of our pictures laid out here
1166
00:37:19,966 --> 00:37:22,400
and we have the basic startup for our script which is
1167
00:37:22,400 --> 00:37:23,566
well give you guys to
1168
00:37:23,666 --> 00:37:24,466
set up and
1169
00:37:25,066 --> 00:37:26,933
also to keep your script organized
1170
00:37:26,933 --> 00:37:29,100
you can add these little elbows these little dot
1171
00:37:29,200 --> 00:37:30,866
nodes by holding
1172
00:37:30,866 --> 00:37:31,533
Ctrl and then
1173
00:37:31,533 --> 00:37:33,733
clicking on these pipes in between the nodes
1174
00:37:33,733 --> 00:37:35,800
and that just helps you keep these straight lines
1175
00:37:35,800 --> 00:37:37,766
I always give a little bit of space and usually I
1176
00:37:37,766 --> 00:37:39,400
will always add the nodes vertically
1177
00:37:39,400 --> 00:37:41,466
and then we just connect it over to the right
1178
00:37:41,533 --> 00:37:42,200
and that's really good
1179
00:37:42,200 --> 00:37:43,900
way to keep your scripts organized
1180
00:37:44,100 --> 00:37:46,000
so first thing we want to do is look at our images
1181
00:37:46,000 --> 00:37:47,566
we can see here that he's a little bit
1182
00:37:47,566 --> 00:37:49,200
out of focus on his back
1183
00:37:49,366 --> 00:37:52,366
arm and shoulder and he's in focus towards the camera
1184
00:37:52,366 --> 00:37:54,100
so what we want to actually do to make this look
1185
00:37:54,100 --> 00:37:57,100
kind of cool is make it look like a long focal length
1186
00:37:57,266 --> 00:37:58,300
lens so a longer
1187
00:37:58,300 --> 00:38:00,700
lens is gonna have a shallower depth of field
1188
00:38:00,700 --> 00:38:01,933
depth of field is where
1189
00:38:02,000 --> 00:38:04,166
you have a certain
1190
00:38:04,300 --> 00:38:05,800
portion of your frame that's in focus
1191
00:38:05,800 --> 00:38:07,200
and the rest is out of focus
1192
00:38:07,200 --> 00:38:09,533
and you get a bouquet background
1193
00:38:09,533 --> 00:38:10,966
so some of you guys might know what that is
1194
00:38:10,966 --> 00:38:11,666
some might not
1195
00:38:11,666 --> 00:38:13,400
but just speaking broadly here
1196
00:38:13,866 --> 00:38:15,900
that's what we're gonna do so basically we need to do
1197
00:38:16,000 --> 00:38:18,066
reframe the background and make it look out of focus
1198
00:38:18,066 --> 00:38:20,100
so I'm gonna put a transform though by hitting t
1199
00:38:20,733 --> 00:38:21,900
I'm gonna scale it up
1200
00:38:22,266 --> 00:38:24,533
and I'm going to start to position it in a place that
1201
00:38:24,600 --> 00:38:27,100
makes sense he's lit from the top left
1202
00:38:27,100 --> 00:38:28,366
so I want to have something that sort of
1203
00:38:28,366 --> 00:38:30,000
justifies that kind of lighting
1204
00:38:30,000 --> 00:38:32,500
and I'll just play with the position here to get
1205
00:38:32,500 --> 00:38:34,266
something along those lines
1206
00:38:34,600 --> 00:38:35,700
move it into place
1207
00:38:35,966 --> 00:38:38,200
and make it look like these mountains are
1208
00:38:38,266 --> 00:38:40,100
the trees are pretty far behind him
1209
00:38:40,300 --> 00:38:41,600
so something like this
1210
00:38:41,600 --> 00:38:42,166
would be good
1211
00:38:42,166 --> 00:38:44,566
I'm gonna have it more on the left as well because
1212
00:38:44,600 --> 00:38:46,466
I do want to add a smoke element back there
1213
00:38:46,466 --> 00:38:48,900
so if I put just you know white
1214
00:38:49,000 --> 00:38:50,300
it's gonna be hard to see any
1215
00:38:50,533 --> 00:38:51,533
additional layers of
1216
00:38:51,533 --> 00:38:53,400
elements and that wouldn't be as interesting
1217
00:38:53,400 --> 00:38:54,900
so something like this is gonna work
1218
00:38:55,000 --> 00:38:56,200
it doesn't matter that our
1219
00:38:56,200 --> 00:38:57,600
image is really low RES because
1220
00:38:57,600 --> 00:38:59,600
we're gonna make it out of focus anyways
1221
00:38:59,600 --> 00:39:00,066
so
1222
00:39:00,066 --> 00:39:02,466
one thing we want to do before we add the defocus is
1223
00:39:02,466 --> 00:39:03,900
remember our good habits
1224
00:39:04,166 --> 00:39:05,500
as soon as we scale that picture up
1225
00:39:05,500 --> 00:39:07,400
we're gonna have a really really big boundary box
1226
00:39:07,400 --> 00:39:08,666
and we don't really want to do that
1227
00:39:08,666 --> 00:39:10,400
because if we add a defocus node
1228
00:39:10,400 --> 00:39:11,700
and this is kind of like a blur
1229
00:39:11,700 --> 00:39:13,533
but it acts more like a camera defocus
1230
00:39:13,566 --> 00:39:15,866
it's gonna defocus all these pixels that are out here
1231
00:39:15,866 --> 00:39:17,666
and that's gonna waste a lot of computer
1232
00:39:17,766 --> 00:39:20,266
memory so we're gonna do is add a crop node
1233
00:39:20,266 --> 00:39:21,400
after the transform
1234
00:39:21,600 --> 00:39:23,400
and then just pull that a little bit outside the
1235
00:39:23,400 --> 00:39:24,333
edges so that we
1236
00:39:24,333 --> 00:39:26,566
don't run into the issue that we talked about earlier
1237
00:39:26,866 --> 00:39:29,333
now if we add the defocus double click it
1238
00:39:29,400 --> 00:39:31,266
and we can increase that amount
1239
00:39:31,300 --> 00:39:31,966
we'll start to see that
1240
00:39:31,966 --> 00:39:33,700
that looks like a camera defocus
1241
00:39:33,700 --> 00:39:36,766
so let's look at the result of the merge by pressing 1
1242
00:39:36,866 --> 00:39:39,266
and we can get something interesting like that
1243
00:39:39,800 --> 00:39:41,333
so we could scale that up and down
1244
00:39:41,466 --> 00:39:43,000
now one thing to note visual
1245
00:39:43,000 --> 00:39:44,266
as a visual difference
1246
00:39:44,266 --> 00:39:47,100
is if you plug in the blur node and we blur it
1247
00:39:47,566 --> 00:39:49,500
and we compare to the focus I press
1248
00:39:49,500 --> 00:39:51,400
1 and look at this and press 1 and look at this
1249
00:39:51,400 --> 00:39:53,000
they actually do a different thing
1250
00:39:53,000 --> 00:39:55,166
so you see that we get these sharp
1251
00:39:55,366 --> 00:39:57,100
circular bouquet highlights
1252
00:39:57,100 --> 00:39:59,500
and that's what a camera does when it's defocused
1253
00:39:59,700 --> 00:40:02,700
image versus blur which is not as photorealistic
1254
00:40:02,700 --> 00:40:06,133
so it is better to use this in this type of scenario
1255
00:40:06,400 --> 00:40:07,566
it's a good thing to
1256
00:40:07,666 --> 00:40:09,700
understand visually that there is a difference there
1257
00:40:10,900 --> 00:40:12,500
so if we look at our guy
1258
00:40:12,500 --> 00:40:14,333
there's a few things we got to fix on him as well
1259
00:40:14,333 --> 00:40:16,733
because this was cut out just roughly Photoshop
1260
00:40:17,000 --> 00:40:19,200
the edge is not matching the focus
1261
00:40:19,200 --> 00:40:19,900
if we look at him
1262
00:40:19,900 --> 00:40:22,366
you see that we have like a dark and sharp edge
1263
00:40:22,800 --> 00:40:23,166
where
1264
00:40:23,166 --> 00:40:25,266
it should just be kind of out of focus on that edge
1265
00:40:25,266 --> 00:40:27,466
so what we can do is just add a simple edge blur
1266
00:40:28,266 --> 00:40:29,466
so we can add edge blur node
1267
00:40:29,466 --> 00:40:31,133
and this will just blur around the edge
1268
00:40:31,133 --> 00:40:33,600
and we can crease this amount until it
1269
00:40:33,666 --> 00:40:35,100
matches the defocus
1270
00:40:35,100 --> 00:40:37,200
and the way to match it is to look at the highlights
1271
00:40:37,200 --> 00:40:37,733
try to find
1272
00:40:37,733 --> 00:40:40,100
circular highlights is even better to look for
1273
00:40:40,100 --> 00:40:41,533
but even just the edges
1274
00:40:41,533 --> 00:40:42,733
and you can see how wide the
1275
00:40:42,733 --> 00:40:44,333
edges are and try to match that
1276
00:40:44,600 --> 00:40:46,100
we could do some more advanced
1277
00:40:46,133 --> 00:40:47,666
edge fixes and edge extends
1278
00:40:47,666 --> 00:40:49,866
but I'm not going to get into it in this tutorial
1279
00:40:49,866 --> 00:40:52,366
just to not overcomplicate things for beginners
1280
00:40:52,366 --> 00:40:54,700
so this is perfectly fine for what we're doing
1281
00:40:54,733 --> 00:40:57,800
and what we can do is we can isolate this effect
1282
00:40:57,800 --> 00:40:59,166
because we're doing an edge blur
1283
00:40:59,366 --> 00:41:01,400
what it's doing is it blurs the edge all the way around
1284
00:41:01,933 --> 00:41:03,866
but no we don't want to blur this side
1285
00:41:03,866 --> 00:41:04,766
so we want to isolate it
1286
00:41:04,766 --> 00:41:05,600
so we press 0
1287
00:41:05,600 --> 00:41:07,600
and we can plug in this little mask input
1288
00:41:07,600 --> 00:41:08,566
so let many nodes
1289
00:41:08,566 --> 00:41:10,866
even the grade node for example this little side arrow
1290
00:41:10,866 --> 00:41:11,933
has a mask input
1291
00:41:11,933 --> 00:41:13,766
and it will isolate the effect through
1292
00:41:13,766 --> 00:41:14,666
that roto shape
1293
00:41:14,666 --> 00:41:16,533
so if we take the roto shape we double click
1294
00:41:16,666 --> 00:41:18,966
we turn our overlay on and we just draw a roto
1295
00:41:19,133 --> 00:41:20,066
around this area
1296
00:41:20,766 --> 00:41:21,866
and then we view this node
1297
00:41:21,866 --> 00:41:23,066
make sure we're looking at it
1298
00:41:23,133 --> 00:41:24,900
you'll see if I zoom in here that
1299
00:41:24,900 --> 00:41:27,866
the edge blur is only being applied within the alpha
1300
00:41:27,966 --> 00:41:30,100
and so that's good but we don't want to have a sharp
1301
00:41:30,100 --> 00:41:32,100
you know cut off where that effect ends
1302
00:41:32,100 --> 00:41:33,900
so what we can do with your roto points is hold
1303
00:41:33,900 --> 00:41:34,800
control and just
1304
00:41:35,100 --> 00:41:36,333
soften them off a little bit
1305
00:41:36,800 --> 00:41:38,933
and that's gonna be good enough for what we're doing
1306
00:41:39,133 --> 00:41:40,400
so that's a good result
1307
00:41:40,400 --> 00:41:41,766
and now we can look at this
1308
00:41:41,766 --> 00:41:44,566
and it looks like he's fading back out of focus
1309
00:41:44,733 --> 00:41:46,400
we could brighten the edge slightly
1310
00:41:46,400 --> 00:41:48,266
but like I said we won't
1311
00:41:48,266 --> 00:41:50,200
nitpick too much on this comp
1312
00:41:50,866 --> 00:41:52,733
one of the reasons I moved this down
1313
00:41:52,733 --> 00:41:55,133
like we said was to get the smoke element in there
1314
00:41:55,133 --> 00:41:56,333
because we didn't want to put it over
1315
00:41:56,333 --> 00:41:57,366
something really bright
1316
00:41:57,466 --> 00:42:00,000
so let's go grab our smoke element and we can put some
1317
00:42:00,500 --> 00:42:03,100
just an additional layer of contrast between them
1318
00:42:03,100 --> 00:42:04,966
and that will give it a little bit more interest
1319
00:42:04,966 --> 00:42:06,933
so we grab this guy I'll hit Ctrl V
1320
00:42:06,933 --> 00:42:09,000
so we leave the original up there and just control
1321
00:42:09,566 --> 00:42:10,933
C control V rather
1322
00:42:11,900 --> 00:42:14,866
and we'll put a transform node and we'll merge it over
1323
00:42:15,966 --> 00:42:17,566
so of course this is not what we want
1324
00:42:17,566 --> 00:42:18,466
we want that to be
1325
00:42:18,500 --> 00:42:19,300
kind of
1326
00:42:19,933 --> 00:42:23,400
transparent one mistake that you will make
1327
00:42:23,600 --> 00:42:26,066
probably is doing this operation
1328
00:42:26,066 --> 00:42:28,900
and in some cases this kind of technically works but
1329
00:42:29,866 --> 00:42:30,300
it's actually
1330
00:42:30,300 --> 00:42:31,566
you're gonna get slapped on the wrist if you
1331
00:42:31,566 --> 00:42:32,466
ever do this in the Visual
1332
00:42:32,466 --> 00:42:33,066
Effect studio
1333
00:42:33,066 --> 00:42:35,166
because it's not actually what you're supposed to do
1334
00:42:35,166 --> 00:42:37,600
with smoke over black it works
1335
00:42:37,600 --> 00:42:38,566
but if you do it over
1336
00:42:38,566 --> 00:42:40,100
things that have any kind of light
1337
00:42:40,100 --> 00:42:42,566
this is actually incorrect because smoke should not
1338
00:42:42,566 --> 00:42:44,700
brighten something that is behind
1339
00:42:44,700 --> 00:42:47,500
so you should never be plussing a smoke over
1340
00:42:47,533 --> 00:42:48,300
and even though
1341
00:42:48,300 --> 00:42:49,900
you may have Learned to do it this way at after
1342
00:42:49,900 --> 00:42:50,900
effects or Photoshop
1343
00:42:50,900 --> 00:42:52,600
there's tutorials out there to show this
1344
00:42:52,900 --> 00:42:55,533
the technically correct way is slightly different
1345
00:42:55,533 --> 00:42:56,966
so I'm gonna teach you guys this
1346
00:42:56,966 --> 00:42:58,733
early on just so you have a good habit
1347
00:42:58,766 --> 00:43:00,200
so we're gonna keep it as an over
1348
00:43:01,000 --> 00:43:02,000
but what we're gonna do
1349
00:43:02,200 --> 00:43:04,000
is we're gonna give this an alpha
1350
00:43:04,000 --> 00:43:05,700
and so right now it doesn't have an alpha
1351
00:43:05,700 --> 00:43:07,466
but what we can do is create an alpha
1352
00:43:07,466 --> 00:43:10,133
from the luminance or the brightness of the image
1353
00:43:10,133 --> 00:43:11,600
so we're gonna use a key or node
1354
00:43:12,566 --> 00:43:14,000
what this node does is it looks at the
1355
00:43:14,000 --> 00:43:15,066
brightness of the image
1356
00:43:15,066 --> 00:43:17,133
it creates an alpha channel so if you hit a
1357
00:43:17,266 --> 00:43:18,700
we see that there's now an alpha channel
1358
00:43:18,700 --> 00:43:20,733
if I hit d on the keyword disable it
1359
00:43:20,733 --> 00:43:21,966
you see it's no longer there
1360
00:43:22,100 --> 00:43:24,000
so it's creating that alpha channel
1361
00:43:24,000 --> 00:43:25,866
which if we do over
1362
00:43:26,066 --> 00:43:28,533
you see that it's doing a similar effect now
1363
00:43:28,533 --> 00:43:30,100
so if I disable the key here
1364
00:43:30,566 --> 00:43:32,566
and enable you see that's doing that
1365
00:43:32,700 --> 00:43:35,100
there's a slight difference visually though so if we
1366
00:43:35,166 --> 00:43:37,166
take the two I'll just show you to compare
1367
00:43:37,200 --> 00:43:38,866
I'll make this one a plus
1368
00:43:39,200 --> 00:43:40,533
same thing as we had before
1369
00:43:40,700 --> 00:43:42,533
and you see if we look real close
1370
00:43:42,700 --> 00:43:44,300
it's brightening what's behind
1371
00:43:44,300 --> 00:43:45,733
and then this one is actually
1372
00:43:45,733 --> 00:43:46,933
occluding what's behind
1373
00:43:46,933 --> 00:43:48,966
so smoke occludes it doesn't brighten
1374
00:43:49,300 --> 00:43:51,200
and so that's an interesting
1375
00:43:51,733 --> 00:43:53,133
thing to keep in mind
1376
00:43:54,366 --> 00:43:56,733
now what we can do as well is we can
1377
00:43:56,866 --> 00:43:58,166
grade this a little bit
1378
00:43:58,266 --> 00:44:01,333
to get it in the color tones that our image is in
1379
00:44:01,400 --> 00:44:02,000
so I'm
1380
00:44:02,000 --> 00:44:03,366
just going to move it into a more interesting place
1381
00:44:03,366 --> 00:44:04,166
real quick
1382
00:44:04,200 --> 00:44:06,066
and maybe we'll just flip it over
1383
00:44:06,066 --> 00:44:07,866
so I can grab these little things and just
1384
00:44:08,133 --> 00:44:09,200
flip it like this
1385
00:44:09,900 --> 00:44:12,100
so we could use maybe the bottom half or you know
1386
00:44:12,100 --> 00:44:13,866
scale it in different ways
1387
00:44:13,866 --> 00:44:15,533
we could even create another transform
1388
00:44:15,566 --> 00:44:17,933
and just kind of play around with the position
1389
00:44:19,200 --> 00:44:21,100
so maybe something like that
1390
00:44:21,533 --> 00:44:22,933
I'll just keep playing with it to get
1391
00:44:22,933 --> 00:44:24,400
something that looks interesting
1392
00:44:28,766 --> 00:44:30,966
maybe something like this
1393
00:44:32,466 --> 00:44:34,566
and it's also gonna look kind of weird because
1394
00:44:34,566 --> 00:44:35,700
like I said the cars aren't matching
1395
00:44:35,700 --> 00:44:37,933
so I'm gonna put a great note before the key here
1396
00:44:37,933 --> 00:44:39,133
that would affect the key here slightly
1397
00:44:39,133 --> 00:44:40,533
but we're not gonna worry about it right now
1398
00:44:40,533 --> 00:44:41,266
because I don't want to
1399
00:44:41,266 --> 00:44:41,966
worry about the
1400
00:44:41,966 --> 00:44:44,400
there's a workflow called unpremote premote
1401
00:44:44,466 --> 00:44:46,400
we're not gonna get into it in this video
1402
00:44:46,866 --> 00:44:48,300
we're just gonna keep simple
1403
00:44:48,366 --> 00:44:50,533
so what we're gonna do is go to the multiply
1404
00:44:50,666 --> 00:44:53,166
and we're just gonna put a little bit of blue into it
1405
00:44:53,166 --> 00:44:54,366
so if you notice
1406
00:44:54,866 --> 00:44:56,533
everything is kind of neutral
1407
00:44:56,533 --> 00:44:58,300
it's pretty neutral but with a slight
1408
00:44:58,666 --> 00:45:00,300
kind of blue color in there
1409
00:45:00,300 --> 00:45:01,900
we don't want to be this reddish color
1410
00:45:01,900 --> 00:45:04,333
we just want to get those tones feel slightly similar
1411
00:45:05,100 --> 00:45:07,766
and also we could make it a little bit more transparent
1412
00:45:07,766 --> 00:45:09,366
and we also need to defocus it
1413
00:45:09,366 --> 00:45:11,600
so again what we want to do is
1414
00:45:11,600 --> 00:45:13,066
we're going to copy this defocus
1415
00:45:13,066 --> 00:45:14,600
and we're going to paste it on here
1416
00:45:15,366 --> 00:45:17,100
now what we're going to do is take that
1417
00:45:17,100 --> 00:45:19,266
defocus and just reduce it a tiny bit
1418
00:45:19,266 --> 00:45:20,933
so we'll kind of pretend that that's a little bit
1419
00:45:20,933 --> 00:45:22,733
closer to us and so
1420
00:45:23,366 --> 00:45:25,700
it would be a little bit less out of focus
1421
00:45:25,700 --> 00:45:28,000
and that's why we're not using the same defocus
1422
00:45:28,000 --> 00:45:28,566
the other way we could
1423
00:45:28,566 --> 00:45:30,066
do it if you wanted to keep it the same
1424
00:45:30,066 --> 00:45:32,166
you could have one defocus note after
1425
00:45:32,166 --> 00:45:33,733
and it would just defocus everything
1426
00:45:34,366 --> 00:45:37,100
so this will be fine what we can also do is
1427
00:45:37,500 --> 00:45:39,733
take the alpha here and we will
1428
00:45:40,800 --> 00:45:41,700
reduce it
1429
00:45:42,933 --> 00:45:44,366
so there's different ways we can do that
1430
00:45:44,733 --> 00:45:46,900
one way we'll just do it through the merge node for now
1431
00:45:46,900 --> 00:45:47,866
to keep it simple
1432
00:45:47,900 --> 00:45:48,900
there's a mix
1433
00:45:49,200 --> 00:45:51,466
option so if I double click this merge node
1434
00:45:51,533 --> 00:45:52,333
we can just
1435
00:45:52,600 --> 00:45:55,266
bring the mix down and we can make it a little bit more
1436
00:45:55,600 --> 00:45:58,200
see through that way so there's a few ways to do it
1437
00:45:58,500 --> 00:46:00,266
if you continue down the path of learning nuke
1438
00:46:00,266 --> 00:46:01,766
we'll learn some different ways
1439
00:46:01,766 --> 00:46:03,500
but this is keeping it simple
1440
00:46:04,966 --> 00:46:06,066
and we'll just tweak the color
1441
00:46:06,066 --> 00:46:07,400
a tiny bit more on the smoke
1442
00:46:07,400 --> 00:46:09,200
I realize it's slightly too blue
1443
00:46:09,266 --> 00:46:12,600
versus a little bit of this kind of greenish tint there
1444
00:46:12,700 --> 00:46:15,166
so all we can do is just take this and just pull over
1445
00:46:15,166 --> 00:46:17,700
a tiny bit and we'll see that that
1446
00:46:17,700 --> 00:46:19,400
start to match a tiny bit better
1447
00:46:19,933 --> 00:46:21,533
so we just need to make sure we have that those
1448
00:46:21,533 --> 00:46:23,100
colors a little bit closer there
1449
00:46:24,166 --> 00:46:27,200
and that's pretty good so the colors can be pretty
1450
00:46:27,900 --> 00:46:29,533
small differences but when you look close
1451
00:46:29,966 --> 00:46:31,133
you want to make sure that
1452
00:46:31,333 --> 00:46:32,300
those are matching
1453
00:46:32,400 --> 00:46:33,666
so continuing forward here
1454
00:46:33,666 --> 00:46:34,266
we're gonna add some
1455
00:46:34,266 --> 00:46:35,700
fire back here and we're also gonna
1456
00:46:35,700 --> 00:46:37,666
start to match the contrast inside a bit
1457
00:46:37,800 --> 00:46:40,600
so if you notice how bright his armor is and how
1458
00:46:40,600 --> 00:46:42,300
bright the sky that's reflecting is
1459
00:46:42,366 --> 00:46:44,000
we have some bright sky
1460
00:46:44,000 --> 00:46:45,900
but if you look at the value of the sky
1461
00:46:46,166 --> 00:46:47,500
it could be a lot brighter
1462
00:46:47,500 --> 00:46:49,933
just to make it feel like that punchy contrast
1463
00:46:49,933 --> 00:46:51,466
and that's what we want to add first
1464
00:46:51,466 --> 00:46:53,366
so we'll just after the defocus note
1465
00:46:53,933 --> 00:46:55,766
before the smoke will add a grade
1466
00:46:56,466 --> 00:46:58,333
and we'll just start to increase the gain a bit
1467
00:46:58,566 --> 00:47:01,200
and then we can just bring down the gamma a tiny bit
1468
00:47:01,300 --> 00:47:02,666
and that's just gonna help our image
1469
00:47:02,666 --> 00:47:03,966
feel a bit more punchier
1470
00:47:03,966 --> 00:47:06,133
and that's gonna help that blend together
1471
00:47:06,366 --> 00:47:07,800
so that's a good starting point
1472
00:47:08,133 --> 00:47:10,266
another thing we can do now is grab that fire element
1473
00:47:10,266 --> 00:47:12,200
so we'll copy and paste so copy it
1474
00:47:12,200 --> 00:47:13,800
paste control C control V
1475
00:47:14,000 --> 00:47:15,733
and we'll merge it over
1476
00:47:16,300 --> 00:47:18,800
it doesn't have an alpha in this case so we're going to
1477
00:47:18,800 --> 00:47:19,600
plus it
1478
00:47:21,133 --> 00:47:22,800
and by the way if it's an over
1479
00:47:23,133 --> 00:47:23,966
without an alpha
1480
00:47:23,966 --> 00:47:26,066
it's already a plus but just to know that
1481
00:47:26,533 --> 00:47:28,066
and then I'm going to position this so it's not
1482
00:47:28,066 --> 00:47:28,666
so intense
1483
00:47:28,666 --> 00:47:30,500
I just want it to be kind of something subtle
1484
00:47:30,500 --> 00:47:31,666
and in the background
1485
00:47:31,733 --> 00:47:33,700
so I'll just kind of move it off to the side here
1486
00:47:33,700 --> 00:47:35,966
and we'll just use maybe the bottom corner of it
1487
00:47:36,366 --> 00:47:38,666
just to just do a hint that something is going on
1488
00:47:38,666 --> 00:47:40,700
back here we're thinking about the story
1489
00:47:40,700 --> 00:47:41,700
we're trying to think about
1490
00:47:42,000 --> 00:47:44,366
why is there light on his right side
1491
00:47:44,366 --> 00:47:46,200
maybe there's a fire right in front of him
1492
00:47:46,800 --> 00:47:47,966
that he's standing in front of
1493
00:47:47,966 --> 00:47:49,800
and we're gonna add some embers and stuff like that
1494
00:47:49,800 --> 00:47:52,500
but maybe the forest behind him is on fire
1495
00:47:52,500 --> 00:47:54,300
so we can kind of justify that
1496
00:47:54,533 --> 00:47:56,666
and play with the position here until we get something
1497
00:47:56,666 --> 00:47:57,666
that you like
1498
00:47:58,266 --> 00:48:00,100
one thing is just like a pattern
1499
00:48:00,100 --> 00:48:03,266
so part of being a composer is designing shots with
1500
00:48:03,666 --> 00:48:05,000
either the matte painting or the
1501
00:48:05,000 --> 00:48:06,766
elements themselves and trying to just
1502
00:48:07,200 --> 00:48:08,166
find areas that you think
1503
00:48:08,166 --> 00:48:10,200
look cool and it doesn't conflict too much with your
1504
00:48:10,200 --> 00:48:11,500
eye and where you're looking
1505
00:48:11,600 --> 00:48:12,200
and so
1506
00:48:12,200 --> 00:48:14,733
I usually spend like a few minutes playing around with
1507
00:48:14,733 --> 00:48:16,066
the position of things
1508
00:48:16,466 --> 00:48:19,366
if I were to go up and grab the position I already did
1509
00:48:20,466 --> 00:48:21,800
and paste it here
1510
00:48:22,100 --> 00:48:24,100
I'll just use that position
1511
00:48:24,366 --> 00:48:25,900
so this is what I picked before
1512
00:48:25,900 --> 00:48:27,666
and I think this was a pretty good position
1513
00:48:27,700 --> 00:48:29,000
now we can mask this
1514
00:48:29,000 --> 00:48:29,900
off and we also
1515
00:48:29,900 --> 00:48:31,266
have to do some color matching here
1516
00:48:31,266 --> 00:48:31,566
because it's really
1517
00:48:31,566 --> 00:48:32,533
really red
1518
00:48:32,533 --> 00:48:35,200
if you notice it's kind of very red compared to him
1519
00:48:35,200 --> 00:48:37,566
and right now it feels a bit disconnected
1520
00:48:37,600 --> 00:48:39,600
so we need to kind of roto off some pieces
1521
00:48:39,600 --> 00:48:40,933
so we don't have just
1522
00:48:41,400 --> 00:48:42,733
you know things that are distracting
1523
00:48:42,733 --> 00:48:44,800
if you notice here it's kind of pulling your eye
1524
00:48:45,333 --> 00:48:46,900
you know we don't want to look straight to there
1525
00:48:46,900 --> 00:48:48,566
we want to be looking at him
1526
00:48:48,566 --> 00:48:50,500
and also make the colors better
1527
00:48:50,500 --> 00:48:51,733
so let's do the colors first
1528
00:48:52,133 --> 00:48:53,400
we'll do a great note
1529
00:48:54,266 --> 00:48:55,666
and what we want to do is
1530
00:48:55,666 --> 00:48:56,866
we want to reduce some of the red
1531
00:48:56,866 --> 00:48:58,566
to make it a bit more yellowish
1532
00:48:59,066 --> 00:49:00,700
so we're going to go into the colors here
1533
00:49:00,700 --> 00:49:02,300
we're going to reduce a bit of the red
1534
00:49:02,666 --> 00:49:03,500
and that's going to
1535
00:49:03,700 --> 00:49:04,600
bring it to
1536
00:49:04,666 --> 00:49:07,200
something less red and will also reduce the blue
1537
00:49:07,300 --> 00:49:08,966
if you reduce blue what do you get
1538
00:49:08,966 --> 00:49:11,000
on the opposite side of the color reel is yellow
1539
00:49:11,000 --> 00:49:12,400
so if you actually reduce blue
1540
00:49:12,400 --> 00:49:14,266
you're going to get more yellow in the image
1541
00:49:14,300 --> 00:49:15,766
and so you can do it that way
1542
00:49:16,866 --> 00:49:19,066
and then what we can do is add some contrast to it
1543
00:49:19,066 --> 00:49:21,366
so the colors are feeling more correct
1544
00:49:21,366 --> 00:49:22,900
but it feels very flat
1545
00:49:22,900 --> 00:49:24,000
and it doesn't feel
1546
00:49:24,200 --> 00:49:25,366
punchy like this
1547
00:49:25,766 --> 00:49:27,600
so what we can do is another grade note
1548
00:49:28,700 --> 00:49:30,600
close everything else we'll gain it up a bit
1549
00:49:30,900 --> 00:49:32,000
and we'll gamble it down
1550
00:49:32,000 --> 00:49:33,600
just to add that punchiness to it
1551
00:49:35,700 --> 00:49:38,000
and that's something that's a little bit closer
1552
00:49:38,000 --> 00:49:39,400
so let's look at it just
1553
00:49:39,400 --> 00:49:41,300
before the defocus to see what we have
1554
00:49:41,366 --> 00:49:42,933
so that's kind of interesting
1555
00:49:42,966 --> 00:49:44,166
we want to make it look like fire
1556
00:49:44,166 --> 00:49:46,400
so looking at it before the defocus can help
1557
00:49:47,500 --> 00:49:50,366
and then the other thing we can do is another trick so
1558
00:49:51,000 --> 00:49:52,000
another trick that
1559
00:49:52,100 --> 00:49:53,333
after defocus
1560
00:49:53,333 --> 00:49:55,533
you know you see these little circles that come
1561
00:49:55,533 --> 00:49:56,900
from the bokia highlights
1562
00:49:56,900 --> 00:49:57,766
we can actually add
1563
00:49:57,766 --> 00:49:58,600
more of those by
1564
00:49:58,600 --> 00:49:59,200
targeting
1565
00:49:59,200 --> 00:50:01,166
the highlights and boosting them just a tiny bit
1566
00:50:01,166 --> 00:50:02,733
so if you take a key or node
1567
00:50:02,900 --> 00:50:04,000
and you plug it in
1568
00:50:05,166 --> 00:50:06,966
remember we said the key here creates an alpha
1569
00:50:07,066 --> 00:50:08,933
based off of the brightness
1570
00:50:08,933 --> 00:50:09,400
so we're gonna
1571
00:50:09,400 --> 00:50:11,966
use this alpha not as an alpha that we're using
1572
00:50:11,966 --> 00:50:14,166
but as a just as a control
1573
00:50:14,200 --> 00:50:16,333
to target and grade just the highlights
1574
00:50:16,333 --> 00:50:17,466
so if we view this
1575
00:50:17,466 --> 00:50:19,200
and we hit a we can see this
1576
00:50:19,266 --> 00:50:20,933
and if you pull this bar over
1577
00:50:20,933 --> 00:50:21,866
you'll see that it kind of
1578
00:50:21,866 --> 00:50:23,066
crunches down towards the
1579
00:50:23,066 --> 00:50:24,366
brightest areas of your image
1580
00:50:24,366 --> 00:50:26,466
so we're gonna crunch it down a tiny bit like that
1581
00:50:26,700 --> 00:50:29,200
and this alpha is what we're going to use to
1582
00:50:29,466 --> 00:50:30,333
color grade
1583
00:50:31,466 --> 00:50:32,400
so we plug it in
1584
00:50:32,900 --> 00:50:33,600
another grade
1585
00:50:33,600 --> 00:50:35,566
and then use the little mask input
1586
00:50:35,566 --> 00:50:37,266
and plug it into this alpha
1587
00:50:37,300 --> 00:50:38,500
so if we view here
1588
00:50:38,666 --> 00:50:40,700
and now we use these controllers we say
1589
00:50:40,700 --> 00:50:43,166
you can see here it says mask RGBA Alpha
1590
00:50:43,166 --> 00:50:45,166
so it's using the alpha that's created here
1591
00:50:45,166 --> 00:50:47,000
and if we view it there's the alpha
1592
00:50:47,333 --> 00:50:49,700
and now if we gain up it will only boost through there
1593
00:50:49,700 --> 00:50:50,800
so if you look real close
1594
00:50:50,900 --> 00:50:52,900
you can see that just the highlights
1595
00:50:53,066 --> 00:50:55,100
the very tips of the fire are getting brighter
1596
00:50:55,133 --> 00:50:56,900
and what that does visually
1597
00:50:57,333 --> 00:50:59,700
after a defocus is going to give these little
1598
00:51:00,100 --> 00:51:02,300
sort of boosts in the Boca Highlight
1599
00:51:02,300 --> 00:51:03,500
so if you boost it up a tiny bit
1600
00:51:03,500 --> 00:51:04,666
you'll see the circles
1601
00:51:04,866 --> 00:51:06,200
only a few of them get boosted out
1602
00:51:06,200 --> 00:51:07,800
but it seems to add more detail
1603
00:51:07,933 --> 00:51:09,400
gives it a little bit of that punchier look
1604
00:51:09,400 --> 00:51:10,466
that we're going for
1605
00:51:10,533 --> 00:51:12,933
and we can push it a little bit further here even
1606
00:51:14,100 --> 00:51:15,800
and maybe we need to expand our key here
1607
00:51:15,800 --> 00:51:17,133
so we can grab that little bar
1608
00:51:17,133 --> 00:51:18,566
and if we move it over
1609
00:51:19,266 --> 00:51:20,300
different areas will be
1610
00:51:20,800 --> 00:51:21,900
affected as well
1611
00:51:22,133 --> 00:51:23,666
so we can push it up much further
1612
00:51:23,700 --> 00:51:25,566
and then we get something kind of like this
1613
00:51:25,566 --> 00:51:27,600
and we start to get something that's kind of nice
1614
00:51:27,766 --> 00:51:30,133
so we'll put our roto node here and we'll just
1615
00:51:30,733 --> 00:51:31,800
we're going to cut off this side
1616
00:51:31,800 --> 00:51:33,733
we're going to switch the roto to a stencil
1617
00:51:34,200 --> 00:51:36,200
and then we'll take the roto double click it
1618
00:51:36,400 --> 00:51:38,700
cue for the overlay and then we'll draw a circle here
1619
00:51:38,866 --> 00:51:40,333
and then we'll just hold
1620
00:51:40,333 --> 00:51:42,600
Ctrl to grab these points and just feather it outward
1621
00:51:42,600 --> 00:51:45,133
and we can just reduce the brightness by essentially
1622
00:51:45,133 --> 00:51:46,166
stenciling it out
1623
00:51:46,266 --> 00:51:47,366
so don't worry if you look in there
1624
00:51:47,366 --> 00:51:48,733
but maybe just a hint of something
1625
00:51:48,733 --> 00:51:49,700
that's kind of interesting
1626
00:51:52,400 --> 00:51:54,400
so there are more ways we can balance this image out
1627
00:51:54,400 --> 00:51:55,200
even more
1628
00:51:55,266 --> 00:51:58,333
so right now as a compositor my eye is going here
1629
00:51:58,333 --> 00:51:59,400
it still feels a bit
1630
00:51:59,966 --> 00:52:01,566
it's just like your eyes going here
1631
00:52:01,566 --> 00:52:02,000
if you just
1632
00:52:02,000 --> 00:52:04,900
zoom out and look at this as almost an abstraction
1633
00:52:05,100 --> 00:52:05,333
you know
1634
00:52:05,333 --> 00:52:07,533
you have like this just black hole kind of thing
1635
00:52:07,533 --> 00:52:09,300
and also like you're not feeling
1636
00:52:09,366 --> 00:52:10,133
the connection
1637
00:52:10,133 --> 00:52:12,100
between this light and what's off screen
1638
00:52:12,100 --> 00:52:14,300
and of course this fire might be in front of him
1639
00:52:14,300 --> 00:52:15,966
so you wouldn't see it behind him
1640
00:52:15,966 --> 00:52:18,000
but what I like to do as an artist
1641
00:52:18,000 --> 00:52:19,500
I like to try to hint those
1642
00:52:19,600 --> 00:52:21,300
light directions as much as I can
1643
00:52:21,300 --> 00:52:23,700
and so what we can do is we can put a great note
1644
00:52:24,366 --> 00:52:26,933
after our defocus and our other grade note here
1645
00:52:27,000 --> 00:52:28,533
we're going to plug it into a radio
1646
00:52:28,666 --> 00:52:30,100
I like to use these radios for this
1647
00:52:30,100 --> 00:52:32,000
sort of pools of light concept
1648
00:52:32,066 --> 00:52:34,166
so if we turn on our over light
1649
00:52:35,333 --> 00:52:37,866
essentially the radio is just creating the circle here
1650
00:52:38,100 --> 00:52:39,200
like we did earlier
1651
00:52:39,466 --> 00:52:41,933
and we're going to put it over on this side
1652
00:52:42,566 --> 00:52:45,066
and we're going to use that to just boost up the side
1653
00:52:45,066 --> 00:52:47,200
so just boost it up in the gain
1654
00:52:47,266 --> 00:52:49,266
we can kind of brighten what's back there
1655
00:52:49,700 --> 00:52:51,800
just a tiny bit and that's going to help
1656
00:52:52,766 --> 00:52:54,100
make it not so dark
1657
00:52:54,466 --> 00:52:55,800
we could even add a bit of a gamma
1658
00:52:55,800 --> 00:52:58,366
which would actually decontrast it a slight bit
1659
00:52:58,366 --> 00:52:59,566
so we can have a slight gamma
1660
00:52:59,566 --> 00:53:01,766
a slight gain which actually boost the highlights
1661
00:53:01,766 --> 00:53:04,333
and just make that circle a little bit bigger
1662
00:53:05,566 --> 00:53:07,900
and we'll kind of have something more like that
1663
00:53:08,000 --> 00:53:08,900
and then we can add a
1664
00:53:08,900 --> 00:53:10,400
tiny bit of color to it if we want
1665
00:53:10,400 --> 00:53:13,666
so we can add slight bit of warmth into that side
1666
00:53:13,733 --> 00:53:16,800
so it feels like there's just some light casting
1667
00:53:16,900 --> 00:53:20,200
and if we just disable that and enable it so disable
1668
00:53:20,900 --> 00:53:23,266
and enable you see how just those slight
1669
00:53:23,533 --> 00:53:24,800
grade corrections
1670
00:53:24,900 --> 00:53:27,500
we can guide the eye in certain directions here
1671
00:53:27,600 --> 00:53:30,266
so continuing forward we can do another one here
1672
00:53:30,566 --> 00:53:31,933
did this little spot correction
1673
00:53:31,933 --> 00:53:33,600
we can do another spot correction here
1674
00:53:33,600 --> 00:53:36,200
I typically try to avoid areas that look very cut out
1675
00:53:36,200 --> 00:53:38,166
like very dark on something bright
1676
00:53:38,666 --> 00:53:39,600
it can happen
1677
00:53:39,966 --> 00:53:42,500
but I try to avoid those areas if possible
1678
00:53:42,500 --> 00:53:43,800
so I'll put a radio here
1679
00:53:44,066 --> 00:53:44,933
and then I'll
1680
00:53:45,300 --> 00:53:46,400
move it to area
1681
00:53:46,466 --> 00:53:47,366
so put it down
1682
00:53:47,566 --> 00:53:49,100
we don't actually need to see it while we're doing it
1683
00:53:49,100 --> 00:53:49,766
but we can just grab it
1684
00:53:49,766 --> 00:53:52,066
put it here and then we'll just take this grade node
1685
00:53:52,066 --> 00:53:52,700
and we'll just kind of
1686
00:53:52,700 --> 00:53:53,500
brighten that
1687
00:53:53,666 --> 00:53:55,066
start darken that a little bit
1688
00:53:55,066 --> 00:53:56,800
you don't want to be looking there right
1689
00:53:56,800 --> 00:53:57,000
in
1690
00:53:57,000 --> 00:53:58,900
those areas of high contrast is where you're going to
1691
00:53:58,900 --> 00:54:00,100
look so
1692
00:54:00,500 --> 00:54:02,000
we can adjust this one a little brighter
1693
00:54:02,000 --> 00:54:03,533
maybe just behind him
1694
00:54:03,533 --> 00:54:06,066
it gives a little bit more that hot feel behind
1695
00:54:06,666 --> 00:54:08,866
we could desaturate that slightly more
1696
00:54:09,200 --> 00:54:10,266
potentially but
1697
00:54:10,733 --> 00:54:13,900
we'll leave it at that for now and we'll start to
1698
00:54:14,600 --> 00:54:16,700
bring out some details on this guy
1699
00:54:16,866 --> 00:54:18,700
so I'm going to expand our comp
1700
00:54:18,766 --> 00:54:20,533
just to make everything really clean
1701
00:54:20,566 --> 00:54:21,366
one thing we can
1702
00:54:21,366 --> 00:54:23,300
do if you want to start organizing your script
1703
00:54:23,333 --> 00:54:24,133
is to
1704
00:54:24,766 --> 00:54:27,700
label things so you can actually hit tab type backdrop
1705
00:54:28,533 --> 00:54:31,100
it'll create this node that surrounds the other nodes
1706
00:54:31,100 --> 00:54:33,133
which is useful for just grabbing stuff
1707
00:54:33,200 --> 00:54:34,533
but what you can also do is double
1708
00:54:34,533 --> 00:54:35,966
click it and you can put labels
1709
00:54:35,966 --> 00:54:37,566
so just say smoke element
1710
00:54:39,100 --> 00:54:42,333
and then we can do the same thing for this guy up here
1711
00:54:42,333 --> 00:54:43,300
move all these
1712
00:54:43,566 --> 00:54:44,700
and then we'll just
1713
00:54:44,966 --> 00:54:48,566
put a backdrop around it and call it fire trees
1714
00:54:49,566 --> 00:54:52,866
and you can change the colors of these nose as well so
1715
00:54:53,066 --> 00:54:55,933
you know if it's fire we can make it orange etc
1716
00:54:55,933 --> 00:54:58,333
usually I try to use these saturated colors because
1717
00:54:58,600 --> 00:54:59,933
if you stare at colors too much
1718
00:55:00,100 --> 00:55:01,866
it'll actually affect your perception of color
1719
00:55:01,866 --> 00:55:03,666
you'll actually burn colors in your eyes
1720
00:55:03,933 --> 00:55:06,266
it sounds kind of ridiculous but it is true
1721
00:55:06,700 --> 00:55:08,766
you have to be careful with looking at really saturated
1722
00:55:08,766 --> 00:55:09,566
colors because
1723
00:55:09,666 --> 00:55:11,300
it'll distort your perception
1724
00:55:12,066 --> 00:55:13,933
so I'll try to use a little bit desaturated
1725
00:55:14,066 --> 00:55:15,733
and continue forward here
1726
00:55:16,733 --> 00:55:18,400
so next thing we're going to actually do is
1727
00:55:18,400 --> 00:55:20,000
we're going to start to make his metal
1728
00:55:20,000 --> 00:55:21,600
look a little bit more hot
1729
00:55:21,600 --> 00:55:22,966
because we look at the highlights
1730
00:55:22,966 --> 00:55:24,733
they look a little bit clampy right now
1731
00:55:24,733 --> 00:55:26,333
and what happens with really
1732
00:55:26,333 --> 00:55:28,966
bright metal when it reflects something like fire
1733
00:55:29,000 --> 00:55:31,800
is that the very very highlights will get almost like
1734
00:55:32,100 --> 00:55:34,566
blown out and there will be a tiny bit of glow
1735
00:55:34,600 --> 00:55:35,766
so what we're gonna do is we're gonna
1736
00:55:35,766 --> 00:55:36,900
isolate the highlights
1737
00:55:36,900 --> 00:55:38,566
of the armor and we're gonna
1738
00:55:38,600 --> 00:55:40,900
paint out those highlights and add a slight glow
1739
00:55:40,900 --> 00:55:41,900
just to give it a little bit
1740
00:55:41,900 --> 00:55:43,600
more of that metallic feeling
1741
00:55:43,666 --> 00:55:44,800
so now we're gonna add that glow
1742
00:55:44,800 --> 00:55:46,500
and how we're gonna do it is we're gonna start with a
1743
00:55:46,500 --> 00:55:49,166
key or node and we're gonna plug it in
1744
00:55:49,200 --> 00:55:50,133
off of this branch
1745
00:55:50,133 --> 00:55:50,733
so we're not actually
1746
00:55:50,733 --> 00:55:52,133
not gonna do it on the same layer
1747
00:55:52,133 --> 00:55:54,533
we're gonna have the glow coming in as a plus
1748
00:55:54,533 --> 00:55:56,366
because it doesn't need to be something that's solid
1749
00:55:56,366 --> 00:55:57,933
so if there's something like a glow
1750
00:55:57,966 --> 00:55:59,366
usually you can think of it like that
1751
00:55:59,366 --> 00:56:00,900
you don't have to think of it as something that needs
1752
00:56:00,900 --> 00:56:01,966
an alpha necessarily
1753
00:56:01,966 --> 00:56:03,500
it's gonna be plused on at the end
1754
00:56:03,600 --> 00:56:05,200
but we're gonna use the alpha
1755
00:56:05,400 --> 00:56:06,366
that we create from this
1756
00:56:06,366 --> 00:56:08,800
key or node to isolate different parts of the metal
1757
00:56:08,800 --> 00:56:10,400
so if we look at this and hit 1
1758
00:56:10,566 --> 00:56:13,166
and we hit a our keyboard to look at the Alpha
1759
00:56:13,166 --> 00:56:14,733
we're going to crunch this way way down
1760
00:56:14,733 --> 00:56:17,500
until we just get the very small details of the metal
1761
00:56:17,733 --> 00:56:20,366
and what we can do is we're going to do a pre mold
1762
00:56:21,533 --> 00:56:23,500
so remember if we have an alpha
1763
00:56:23,666 --> 00:56:24,900
that's stored in the image
1764
00:56:24,900 --> 00:56:26,733
and if we pre malt it it applies the
1765
00:56:26,733 --> 00:56:27,800
cut out to the colors
1766
00:56:27,800 --> 00:56:29,166
so it'll apply that
1767
00:56:29,300 --> 00:56:30,200
change that we've made
1768
00:56:30,200 --> 00:56:31,900
and now we just have those areas
1769
00:56:31,900 --> 00:56:34,666
and now what we can do is we can take a mask
1770
00:56:34,666 --> 00:56:36,200
so 0 and an m
1771
00:56:36,666 --> 00:56:40,366
mask off the side that is in the fire like this
1772
00:56:43,100 --> 00:56:45,800
hit enter and then we get that
1773
00:56:46,300 --> 00:56:48,300
and now what we'll do is we'll grab our
1774
00:56:48,300 --> 00:56:51,133
little exponential glow node that we have
1775
00:56:51,466 --> 00:56:53,300
and we'll put it on the end
1776
00:56:53,500 --> 00:56:54,766
so now it's going to only
1777
00:56:55,066 --> 00:56:56,400
glow those highlights
1778
00:56:56,400 --> 00:56:57,666
now this might be too intense
1779
00:56:57,666 --> 00:56:59,666
it's going to be way too intense but let's just
1780
00:57:00,300 --> 00:57:00,766
put it over
1781
00:57:00,766 --> 00:57:01,900
and then we can adjust it
1782
00:57:02,000 --> 00:57:03,966
so put it A plus B
1783
00:57:04,266 --> 00:57:06,066
right now it's over but we'll set it to a
1784
00:57:08,166 --> 00:57:09,500
and then we have something like this
1785
00:57:09,500 --> 00:57:11,800
now this is way too bright it looks like overblown
1786
00:57:11,900 --> 00:57:13,900
so we want to keep this as a really subtle effect
1787
00:57:13,900 --> 00:57:14,500
so we're going to take the
1788
00:57:14,500 --> 00:57:16,000
brightness and put it really low
1789
00:57:16,300 --> 00:57:17,600
and then we're going to take the spread
1790
00:57:17,600 --> 00:57:18,400
and put it low as well
1791
00:57:18,400 --> 00:57:19,866
we want it to be like a very tight
1792
00:57:20,300 --> 00:57:21,766
glow it's just on the edge
1793
00:57:22,200 --> 00:57:23,866
so we can actually
1794
00:57:23,933 --> 00:57:26,600
maybe we can bright that tiny bit and just try to find
1795
00:57:26,733 --> 00:57:27,533
the right
1796
00:57:27,566 --> 00:57:28,500
spa for that
1797
00:57:28,900 --> 00:57:30,600
so we can do something like that
1798
00:57:32,166 --> 00:57:33,366
then we can plus it on
1799
00:57:33,500 --> 00:57:35,466
and something like that looks kind of good
1800
00:57:35,466 --> 00:57:37,600
now on the top it might be a little bit too much so
1801
00:57:37,966 --> 00:57:40,600
we might need to adjust specific areas
1802
00:57:40,966 --> 00:57:42,766
another thing we can do to make it look better
1803
00:57:42,933 --> 00:57:45,800
is if we desaturate just the very highlights
1804
00:57:45,800 --> 00:57:48,800
it's gonna always help so I'm gonna go here
1805
00:57:49,800 --> 00:57:51,333
with the keyer node before
1806
00:57:51,766 --> 00:57:52,000
and
1807
00:57:52,000 --> 00:57:54,066
we're going to desaturate the highlights of the very
1808
00:57:54,066 --> 00:57:56,133
hot metal areas
1809
00:57:56,900 --> 00:57:59,400
so I'll do the same thing I'll target those areas
1810
00:58:00,133 --> 00:58:03,000
and I'll just take a saturation node so if you hit
1811
00:58:03,200 --> 00:58:04,300
type saturation
1812
00:58:04,566 --> 00:58:06,166
and you plug that into the mask
1813
00:58:07,400 --> 00:58:08,866
and then we pull it down
1814
00:58:08,866 --> 00:58:09,666
what it's gonna do is
1815
00:58:09,666 --> 00:58:10,933
gonna take some a bit of the color
1816
00:58:10,933 --> 00:58:12,766
out of the very very bright areas
1817
00:58:13,500 --> 00:58:15,666
and that can help sometimes by by
1818
00:58:16,666 --> 00:58:18,400
just not having everything in one color
1819
00:58:18,400 --> 00:58:20,000
kind of feels a little bit more two tone
1820
00:58:20,266 --> 00:58:22,266
so if you disable it and enable it
1821
00:58:22,300 --> 00:58:24,933
just adds a tiny bit of color into the range there
1822
00:58:25,133 --> 00:58:26,366
and it's a very subtle
1823
00:58:26,366 --> 00:58:28,200
effect we don't want to overdo this
1824
00:58:28,533 --> 00:58:30,266
otherwise it's not going to look good so
1825
00:58:30,333 --> 00:58:32,466
some of the white areas are not working so well
1826
00:58:32,466 --> 00:58:33,766
so we want to make sure that those are
1827
00:58:33,766 --> 00:58:35,100
not included in the mask
1828
00:58:35,500 --> 00:58:36,866
so what you can do is
1829
00:58:37,266 --> 00:58:39,366
take another rotor shape on the same layer by double
1830
00:58:39,366 --> 00:58:40,100
clicking
1831
00:58:40,100 --> 00:58:42,200
we'll draw it over the areas that we don't want
1832
00:58:43,700 --> 00:58:45,966
so I'll draw around those white areas
1833
00:58:48,800 --> 00:58:50,700
and then over here we can click this
1834
00:58:51,266 --> 00:58:51,933
little
1835
00:58:51,933 --> 00:58:54,200
stacked square icon and switch it from an over
1836
00:58:54,200 --> 00:58:55,466
to a minus so
1837
00:58:55,466 --> 00:58:56,966
this is actually subtracting away
1838
00:58:56,966 --> 00:58:58,133
so if you look at the alpha
1839
00:58:58,133 --> 00:59:00,000
in here it's actually subtracting
1840
00:59:00,366 --> 00:59:01,666
all within one note
1841
00:59:02,700 --> 00:59:05,700
and then that's what our resulting glow
1842
00:59:06,066 --> 00:59:06,700
looks like
1843
00:59:06,700 --> 00:59:09,500
and then we're just putting it only on certain areas
1844
00:59:09,500 --> 00:59:11,266
and that's a pretty cool result
1845
00:59:11,266 --> 00:59:12,866
that we just start to feel a little bit more
1846
00:59:12,866 --> 00:59:15,533
photographic by blowing out certain areas
1847
00:59:17,366 --> 00:59:18,666
now the next thing we're going to do is create
1848
00:59:18,666 --> 00:59:20,966
some embers flying in the foreground
1849
00:59:20,966 --> 00:59:23,100
to give a little bit more depth to the image
1850
00:59:23,166 --> 00:59:24,866
because having something really close to the camera
1851
00:59:24,866 --> 00:59:27,400
is just an interesting trick that filmmakers use a lot
1852
00:59:27,400 --> 00:59:29,266
and visual effects artists use a lot to give
1853
00:59:29,266 --> 00:59:31,966
more depth especially in these very shallow images
1854
00:59:31,966 --> 00:59:32,466
where we're very
1855
00:59:32,466 --> 00:59:33,800
zoomed in on somebody
1856
00:59:34,133 --> 00:59:37,133
and so here's what we did in the script before
1857
00:59:37,133 --> 00:59:37,733
and you'll see it
1858
00:59:37,733 --> 00:59:38,800
we have a few of these
1859
00:59:39,400 --> 00:59:40,366
burning little
1860
00:59:40,600 --> 00:59:42,933
flakes of embers going in front of the character
1861
00:59:42,933 --> 00:59:44,900
just to feel like there's a fire towards us
1862
00:59:45,766 --> 00:59:47,400
usually you can do that with a
1863
00:59:47,900 --> 00:59:48,800
stock element
1864
00:59:48,800 --> 00:59:49,766
or something like that
1865
00:59:49,766 --> 00:59:50,966
but we're just going to create it in
1866
00:59:50,966 --> 00:59:52,700
nuke with a noise pattern
1867
00:59:52,733 --> 00:59:54,533
so you might be familiar with noise patterns from
1868
00:59:54,533 --> 00:59:56,266
after effects or sort of generating
1869
00:59:56,266 --> 00:59:57,500
clouds and Photoshop
1870
00:59:57,600 --> 00:59:59,266
same idea so we're gonna
1871
00:59:59,266 --> 01:00:01,766
use some noise patterns and just do a very simple
1872
01:00:02,066 --> 01:00:04,166
steel frame since we're doing a steel frame
1873
01:00:04,300 --> 01:00:05,966
but it'll just get you comfortable
1874
01:00:05,966 --> 01:00:07,200
using the noise pattern as well
1875
01:00:07,200 --> 01:00:07,966
so if you hit
1876
01:00:07,966 --> 01:00:09,100
tab and type noise
1877
01:00:09,166 --> 01:00:10,933
it's gonna give you this node here
1878
01:00:12,300 --> 01:00:13,400
and so what we're going to do is we're going to
1879
01:00:13,400 --> 01:00:14,266
gamble it down
1880
01:00:14,266 --> 01:00:16,100
and we're going to make the points really small
1881
01:00:16,400 --> 01:00:18,133
like very very small like this
1882
01:00:18,133 --> 01:00:20,000
we can gain it up to make them a little bit brighter
1883
01:00:20,000 --> 01:00:20,600
gamble down
1884
01:00:20,600 --> 01:00:22,133
we only want a few of them we don't want to
1885
01:00:22,133 --> 01:00:23,133
go crazy with it
1886
01:00:23,533 --> 01:00:25,133
and we'll do another noise pattern
1887
01:00:25,566 --> 01:00:26,500
so we have another one
1888
01:00:26,900 --> 01:00:28,100
and then we'll make that one
1889
01:00:28,500 --> 01:00:30,100
smaller but not quite as small
1890
01:00:30,100 --> 01:00:31,700
kind of like bigger clouds like that
1891
01:00:32,000 --> 01:00:33,533
and then what we can do is take this one
1892
01:00:33,533 --> 01:00:35,200
and mask it by the other one
1893
01:00:35,200 --> 01:00:37,200
so we're gonna mask the small points
1894
01:00:37,500 --> 01:00:38,400
and so what we have
1895
01:00:38,400 --> 01:00:40,900
instead of just having a ton of small points is some
1896
01:00:40,900 --> 01:00:42,866
small points have been like masked out
1897
01:00:43,400 --> 01:00:45,600
and you'll have to play the scale and the size of it
1898
01:00:45,700 --> 01:00:46,866
so I'll just do this real quick
1899
01:00:46,866 --> 01:00:48,200
and then I'll grab the one I already did
1900
01:00:48,200 --> 01:00:49,766
because I kind of played with the size
1901
01:00:50,300 --> 01:00:51,466
but this will be good
1902
01:00:51,466 --> 01:00:53,400
and what we can do is we graded up
1903
01:00:54,700 --> 01:00:55,800
we'll give it a bit of color
1904
01:00:55,900 --> 01:00:57,100
so give it a little bit of
1905
01:00:57,866 --> 01:00:58,733
yellowish
1906
01:00:58,966 --> 01:00:59,900
orange yellow
1907
01:01:00,000 --> 01:01:02,133
and then what we can do is we can gamma
1908
01:01:02,133 --> 01:01:03,266
a little bit of red
1909
01:01:03,500 --> 01:01:05,333
so by doing this separately
1910
01:01:05,333 --> 01:01:07,333
multiplying a bit of color and then gamma
1911
01:01:07,400 --> 01:01:08,700
the gamma will affect more in the
1912
01:01:08,700 --> 01:01:09,733
edges because the gamma
1913
01:01:09,733 --> 01:01:11,200
typically affects more in the shadows
1914
01:01:11,200 --> 01:01:11,966
and the mid tones
1915
01:01:11,966 --> 01:01:12,733
and the multiplying
1916
01:01:12,733 --> 01:01:14,333
gain is more towards the highlights
1917
01:01:14,400 --> 01:01:16,933
so we can just pull that in a tiny bit like that
1918
01:01:17,333 --> 01:01:19,600
and while it's not obvious here
1919
01:01:19,600 --> 01:01:20,900
once we defocus this
1920
01:01:20,900 --> 01:01:22,333
it's going to start to look like something
1921
01:01:22,333 --> 01:01:23,600
so if you start defocusing these
1922
01:01:23,600 --> 01:01:24,966
points and making them bigger
1923
01:01:25,566 --> 01:01:27,333
we're going to get these sort of
1924
01:01:27,866 --> 01:01:30,333
you know out of focus spheres
1925
01:01:30,333 --> 01:01:32,100
and it's not bright enough so we can't see much
1926
01:01:32,100 --> 01:01:32,900
so we'll take another
1927
01:01:33,166 --> 01:01:35,133
grade and just boost it a lot
1928
01:01:35,500 --> 01:01:36,800
until we start to see something
1929
01:01:37,333 --> 01:01:38,500
and you see we have
1930
01:01:38,733 --> 01:01:40,900
this which is starting to look interesting
1931
01:01:40,900 --> 01:01:42,866
now it doesn't look like they're in motion
1932
01:01:42,866 --> 01:01:43,400
so what actually
1933
01:01:43,400 --> 01:01:44,300
happens with something
1934
01:01:44,300 --> 01:01:46,400
that's out of focus and in motion
1935
01:01:46,400 --> 01:01:47,900
is it creates a streak
1936
01:01:48,133 --> 01:01:49,933
so if we go back to the one that I did
1937
01:01:49,933 --> 01:01:52,066
you see how they look more like streaks
1938
01:01:52,066 --> 01:01:54,500
and so we need to actually make them move and add
1939
01:01:54,500 --> 01:01:55,600
motion blur to them
1940
01:01:55,666 --> 01:01:57,200
so we can create these streak effects
1941
01:01:57,200 --> 01:01:58,966
and then we will defocus them
1942
01:01:59,000 --> 01:02:00,666
so before I defocus
1943
01:02:00,666 --> 01:02:02,600
we're going to need to add some motion to these
1944
01:02:02,933 --> 01:02:04,533
so I'll just expand the script
1945
01:02:04,733 --> 01:02:06,133
and we'll continue and we'll do that
1946
01:02:06,133 --> 01:02:07,266
so the way we're gonna do this
1947
01:02:07,266 --> 01:02:08,533
first I'm just gonna reduce this a
1948
01:02:08,533 --> 01:02:10,200
tiny bit more with the bigger clouds
1949
01:02:10,200 --> 01:02:11,566
we just want a few these points
1950
01:02:11,566 --> 01:02:13,000
if there's too many it's gonna look
1951
01:02:13,866 --> 01:02:16,933
it's gonna look sort of chaotic so I just want a few
1952
01:02:17,166 --> 01:02:19,500
and then I'm gonna put a transform node
1953
01:02:20,700 --> 01:02:21,600
I'm gonna middle mouse
1954
01:02:21,600 --> 01:02:23,400
click and so we can see the whole timeline
1955
01:02:23,400 --> 01:02:24,400
if you kind of
1956
01:02:24,400 --> 01:02:25,066
click middle mouse
1957
01:02:25,066 --> 01:02:26,100
click and drag you'll see like a
1958
01:02:26,100 --> 01:02:27,000
certain amount of frames
1959
01:02:27,000 --> 01:02:28,000
but if you middle click
1960
01:02:28,000 --> 01:02:29,100
it'll show you the whole frame range
1961
01:02:29,100 --> 01:02:29,466
there
1962
01:02:29,466 --> 01:02:32,000
I have it set to global so I'm gonna go to frame zero
1963
01:02:32,500 --> 01:02:34,133
by just clicking it and then I'm going to hit
1964
01:02:34,133 --> 01:02:35,333
create a transform though
1965
01:02:35,533 --> 01:02:37,566
so we haven't talked about keyframing yet but
1966
01:02:38,100 --> 01:02:40,000
one thing you can do is you can right click
1967
01:02:40,000 --> 01:02:41,366
and say set key
1968
01:02:41,366 --> 01:02:43,133
and then you can move to another frame
1969
01:02:43,300 --> 01:02:44,533
you can move the position
1970
01:02:44,533 --> 01:02:46,333
and it will automatically create a keyframe
1971
01:02:46,333 --> 01:02:47,400
see how it turns blue
1972
01:02:47,400 --> 01:02:49,000
and then down here turns blue
1973
01:02:49,066 --> 01:02:50,066
just to make this a bit easier
1974
01:02:50,066 --> 01:02:51,766
I'm going to middle mouse drag over these frames
1975
01:02:51,766 --> 01:02:53,500
so you can just see the frames you're working with
1976
01:02:53,766 --> 01:02:56,300
so you see that it moves from those two positions
1977
01:02:56,300 --> 01:02:59,166
now we're designing this shot as a still image so
1978
01:02:59,200 --> 01:03:00,900
we're kind of doing a cheat here
1979
01:03:01,533 --> 01:03:03,500
and so what I'm going to do is I'm going to move it
1980
01:03:03,500 --> 01:03:04,766
off the video
1981
01:03:04,866 --> 01:03:05,733
kind of like this
1982
01:03:05,800 --> 01:03:06,266
and then
1983
01:03:06,266 --> 01:03:08,300
at the end I'm going to move it kind of far away
1984
01:03:08,533 --> 01:03:11,333
and so we're gonna design everything else on frame 5
1985
01:03:11,333 --> 01:03:11,900
so what I'm gonna
1986
01:03:11,900 --> 01:03:13,866
do is I'm gonna turn the motion blur on by
1987
01:03:13,900 --> 01:03:15,933
clicking here and saying 1
1988
01:03:16,166 --> 01:03:18,400
and what it does is it gives us streak so you see
1989
01:03:18,600 --> 01:03:19,466
it'll go from
1990
01:03:19,666 --> 01:03:21,800
our first position all the way to our last one
1991
01:03:21,866 --> 01:03:23,866
and that's creating the motion blur
1992
01:03:24,300 --> 01:03:27,333
and now we'll just continue workout frame 5
1993
01:03:27,333 --> 01:03:29,133
we'll ignore that this is animated
1994
01:03:29,466 --> 01:03:30,566
if we were doing video
1995
01:03:30,566 --> 01:03:32,200
obviously we need to do some different things
1996
01:03:32,200 --> 01:03:34,166
but this is just to show how to use motion blur
1997
01:03:34,166 --> 01:03:35,600
how can do a simple keyframe
1998
01:03:35,600 --> 01:03:37,666
and then how we can defocus these
1999
01:03:37,733 --> 01:03:39,400
to create this effect
2000
01:03:39,600 --> 01:03:41,300
now if they don't look long enough
2001
01:03:41,700 --> 01:03:43,966
we can adjust the shutter speed so that is
2002
01:03:44,666 --> 01:03:46,666
setting out the camera on how long
2003
01:03:47,000 --> 01:03:49,366
an image is being exposed per frame
2004
01:03:49,366 --> 01:03:51,300
so if you're familiar with photography that's what
2005
01:03:51,300 --> 01:03:52,300
shutter means
2006
01:03:52,700 --> 01:03:53,700
and if we increase that
2007
01:03:53,700 --> 01:03:55,800
it's going to increase the length
2008
01:03:55,866 --> 01:03:57,500
of these sort of little
2009
01:03:57,700 --> 01:03:59,000
embers that we're creating here
2010
01:03:59,966 --> 01:04:01,266
so I'm not really reading them very well
2011
01:04:01,266 --> 01:04:02,366
so I'm gonna increase
2012
01:04:02,533 --> 01:04:03,800
the brightness
2013
01:04:04,566 --> 01:04:05,966
maybe by a lot so I'll just
2014
01:04:06,100 --> 01:04:07,533
increase that number by a lot
2015
01:04:08,100 --> 01:04:09,666
and they're a little bit yellow for me
2016
01:04:09,666 --> 01:04:10,866
I want them to be more orange
2017
01:04:10,866 --> 01:04:12,866
so we can just add a little bit more color
2018
01:04:13,300 --> 01:04:14,666
and those that we already did
2019
01:04:16,366 --> 01:04:17,766
something like that is kind of good
2020
01:04:17,933 --> 01:04:20,600
and instead of doing anything else to transform
2021
01:04:20,600 --> 01:04:21,866
if I don't like the position
2022
01:04:22,266 --> 01:04:23,900
because this is creating the motion blur
2023
01:04:23,900 --> 01:04:25,100
I don't want to mess with this
2024
01:04:25,533 --> 01:04:27,666
what I'm going to do is create another transform node
2025
01:04:27,866 --> 01:04:28,900
close everything else
2026
01:04:28,900 --> 01:04:30,866
and then I'll just move it back over
2027
01:04:31,733 --> 01:04:33,733
so now I can play around with that position
2028
01:04:33,766 --> 01:04:36,700
find something that looks that looks cool and just
2029
01:04:37,066 --> 01:04:38,466
have a few embers that look like they're
2030
01:04:38,466 --> 01:04:39,866
blowing in front of the camera
2031
01:04:41,333 --> 01:04:42,400
and I would probably try to
2032
01:04:42,933 --> 01:04:44,666
darken specific ones like this one
2033
01:04:44,666 --> 01:04:45,466
I would darken
2034
01:04:45,466 --> 01:04:46,900
maybe I would brighten some here
2035
01:04:46,900 --> 01:04:48,466
because I want some more on that side
2036
01:04:48,600 --> 01:04:50,366
so I'm not going to spend too much time
2037
01:04:51,166 --> 01:04:52,600
nitpicking each Ember
2038
01:04:52,600 --> 01:04:54,800
but if you were to design this
2039
01:04:54,800 --> 01:04:56,933
and you want to have specific elements that look
2040
01:04:56,933 --> 01:04:57,933
a specific way
2041
01:04:58,333 --> 01:04:59,933
it's worth the time to invest
2042
01:04:59,933 --> 01:05:01,966
by playing around with these values
2043
01:05:01,966 --> 01:05:03,266
and there's no way to
2044
01:05:04,133 --> 01:05:04,966
type in numbers
2045
01:05:04,966 --> 01:05:05,966
you shouldn't type numbers
2046
01:05:05,966 --> 01:05:06,400
you should
2047
01:05:06,400 --> 01:05:09,100
play around with these sliders and play with the size
2048
01:05:09,100 --> 01:05:10,400
and play with the amount
2049
01:05:10,666 --> 01:05:12,466
just to get or even the seed
2050
01:05:12,900 --> 01:05:13,733
if you play with the z
2051
01:05:13,733 --> 01:05:15,366
it's kind of like adjusting the seed
2052
01:05:17,166 --> 01:05:17,966
so we can keep
2053
01:05:18,200 --> 01:05:19,566
messing around with the different cloud size
2054
01:05:19,566 --> 01:05:20,866
so this one maybe looks better
2055
01:05:21,400 --> 01:05:23,600
so you see I just adjusted the size of the bigger
2056
01:05:23,600 --> 01:05:24,966
clouds that we created
2057
01:05:24,966 --> 01:05:26,166
and it just gave us a different
2058
01:05:26,166 --> 01:05:28,400
random sample of points
2059
01:05:30,333 --> 01:05:31,200
and that's kind of it
2060
01:05:31,200 --> 01:05:32,333
and what you could do
2061
01:05:32,333 --> 01:05:34,900
and what I did in my original script was I did
2062
01:05:35,666 --> 01:05:36,800
two variations of this
2063
01:05:36,800 --> 01:05:38,933
so I broke it off into another direction
2064
01:05:39,366 --> 01:05:40,466
so to show this
2065
01:05:41,333 --> 01:05:43,133
I had some motion blurring in one way
2066
01:05:43,133 --> 01:05:45,133
and some motion blurring in another way
2067
01:05:45,300 --> 01:05:46,800
and I merged these two together
2068
01:05:46,800 --> 01:05:48,300
to make it feel like the particles are
2069
01:05:48,300 --> 01:05:49,800
blowing in different directions
2070
01:05:49,800 --> 01:05:51,666
because they shouldn't all be flowing in the same
2071
01:05:51,666 --> 01:05:53,866
direction and if you had an element or a video
2072
01:05:53,933 --> 01:05:55,900
they're blowing in all different directions
2073
01:05:56,566 --> 01:05:57,600
so I just quickly
2074
01:05:57,933 --> 01:05:58,566
did it this way
2075
01:05:58,566 --> 01:06:00,300
so you can look at the script and study it
2076
01:06:00,300 --> 01:06:01,733
I really recommend doing that
2077
01:06:01,866 --> 01:06:03,400
to see exactly how I did it
2078
01:06:03,966 --> 01:06:06,466
and then I use a frame hold on frame 5
2079
01:06:06,466 --> 01:06:07,733
which is between the frames
2080
01:06:07,733 --> 01:06:08,866
just to make sure that we're
2081
01:06:09,200 --> 01:06:10,700
on a frozen frame there
2082
01:06:10,700 --> 01:06:12,200
so if we want to do a similar effect
2083
01:06:12,333 --> 01:06:13,400
I just deleted the node
2084
01:06:13,400 --> 01:06:15,900
and then we can hit tab and do frame hold
2085
01:06:15,900 --> 01:06:17,366
and it will frame hold the frame that you're
2086
01:06:17,366 --> 01:06:18,900
currently on so frame 5
2087
01:06:18,966 --> 01:06:21,333
so if we drag this they won't move anymore
2088
01:06:21,366 --> 01:06:22,200
if we disable it
2089
01:06:22,200 --> 01:06:24,100
you'll see that they're kind of sliding around
2090
01:06:24,666 --> 01:06:25,166
which I didn't
2091
01:06:25,166 --> 01:06:26,733
I didn't want to deal with the animation
2092
01:06:26,733 --> 01:06:28,333
just because we're doing the basics here
2093
01:06:28,566 --> 01:06:29,800
and dealing with motion and
2094
01:06:29,800 --> 01:06:32,400
designing the motion is a whole different process
2095
01:06:32,400 --> 01:06:34,666
and so we're just doing a still image
2096
01:06:34,733 --> 01:06:36,966
so that's a good point to end the embers
2097
01:06:36,966 --> 01:06:37,933
it looks pretty good
2098
01:06:37,933 --> 01:06:39,566
you'll have to play around with it and
2099
01:06:39,733 --> 01:06:40,700
just to get comfortable
2100
01:06:40,700 --> 01:06:42,000
that's the good way to get comfortable
2101
01:06:42,000 --> 01:06:43,000
especially with noise nodes
2102
01:06:43,000 --> 01:06:44,500
these are really creative nodes
2103
01:06:44,500 --> 01:06:47,166
but they're only creative if you play with them
2104
01:06:47,500 --> 01:06:49,400
and you just have to play around to get good
2105
01:06:49,466 --> 01:06:50,300
at doing it
2106
01:06:51,300 --> 01:06:52,866
so next thing we're gonna do is add
2107
01:06:53,066 --> 01:06:54,100
chromatic aberration
2108
01:06:54,100 --> 01:06:56,466
we're gonna do a very cheap and quick version of that
2109
01:06:57,066 --> 01:06:59,200
so there's a node called Transform mast
2110
01:07:00,266 --> 01:07:02,400
transform masks so masks is on the end
2111
01:07:02,400 --> 01:07:03,766
it's not the same as transform
2112
01:07:04,266 --> 01:07:07,133
essentially what this nose actually used for is
2113
01:07:07,166 --> 01:07:09,366
moving stuff around but through a roto shape
2114
01:07:09,366 --> 01:07:11,066
so that's what it's normally used for
2115
01:07:11,300 --> 01:07:12,366
it has a mask input
2116
01:07:12,366 --> 01:07:13,766
so if you look at the normal transform
2117
01:07:13,766 --> 01:07:15,466
it doesn't have that little triangle on the edge
2118
01:07:15,466 --> 01:07:16,666
whereas this one does
2119
01:07:16,766 --> 01:07:18,266
so that's what it's normally used for
2120
01:07:18,266 --> 01:07:20,466
but it does give you some alternative options
2121
01:07:20,466 --> 01:07:23,066
in this extra bar up here this is channels
2122
01:07:23,066 --> 01:07:24,766
so if we split this to RGB
2123
01:07:25,000 --> 01:07:26,466
we can actually just
2124
01:07:26,466 --> 01:07:27,733
move one channel
2125
01:07:27,733 --> 01:07:30,400
and what that does is a simulus chromatic aberration
2126
01:07:30,400 --> 01:07:31,700
which is something
2127
01:07:31,700 --> 01:07:32,800
that happens when the light is
2128
01:07:32,800 --> 01:07:35,100
splitting in the lens because lenses aren't perfect
2129
01:07:35,133 --> 01:07:37,000
and so you'll notice this on different things
2130
01:07:37,000 --> 01:07:38,000
so if we uncheck
2131
01:07:38,000 --> 01:07:39,333
the green and the blue
2132
01:07:40,000 --> 01:07:41,533
and what we're going to do is zoom in here
2133
01:07:41,533 --> 01:07:42,733
we'll zoom in quite a lot
2134
01:07:42,866 --> 01:07:45,900
and in the Translate X we'll say 1.5 pixels
2135
01:07:46,200 --> 01:07:48,466
and what this does if we view it
2136
01:07:48,666 --> 01:07:50,466
you'll see that we get this sort of color
2137
01:07:50,466 --> 01:07:51,200
splitting on the
2138
01:07:51,200 --> 01:07:52,066
edges and it's
2139
01:07:52,066 --> 01:07:53,766
simulating the imperfections
2140
01:07:53,766 --> 01:07:55,800
in a camera lens
2141
01:07:56,200 --> 01:07:57,000
now
2142
01:07:57,266 --> 01:08:00,700
this might be too strong and we might mask it off or
2143
01:08:01,200 --> 01:08:02,266
things like that but
2144
01:08:02,300 --> 01:08:03,933
people typically will overdo this
2145
01:08:03,933 --> 01:08:05,500
it's kind of a trope and visual effects
2146
01:08:05,500 --> 01:08:06,733
you see it very very overdone
2147
01:08:06,733 --> 01:08:08,400
especially motion graphics and stuff
2148
01:08:08,400 --> 01:08:11,100
you'll see like a ton of this effect being applied
2149
01:08:11,166 --> 01:08:12,666
so I think 1.5 is good
2150
01:08:12,666 --> 01:08:13,700
you can even mix it down
2151
01:08:13,700 --> 01:08:14,866
slightly if you didn't want to do
2152
01:08:14,866 --> 01:08:15,666
exaggerate it
2153
01:08:15,866 --> 01:08:17,766
but that's a pretty cool effect that we can do
2154
01:08:17,866 --> 01:08:19,366
the other thing we can do just before
2155
01:08:19,366 --> 01:08:20,766
it is we can tab and save
2156
01:08:20,766 --> 01:08:21,800
lens distortion
2157
01:08:22,900 --> 01:08:24,400
so that's another note that
2158
01:08:25,000 --> 01:08:27,166
you can actually get real lenses
2159
01:08:27,166 --> 01:08:30,133
and so this is typically using CG composing workflows
2160
01:08:30,300 --> 01:08:31,366
so you want to switch this from
2161
01:08:31,533 --> 01:08:33,066
un distort to re distort
2162
01:08:35,466 --> 01:08:36,266
and
2163
01:08:37,066 --> 01:08:38,466
after that you'll want to take this
2164
01:08:38,466 --> 01:08:39,933
little slider here and just
2165
01:08:39,933 --> 01:08:42,333
push it up a tiny bit and began some fake
2166
01:08:42,333 --> 01:08:43,533
lens distortion around the edges
2167
01:08:43,533 --> 01:08:46,066
so it's gonna add the curvature you would see around
2168
01:08:46,600 --> 01:08:49,166
a lens so a piece of glass curves around the edge
2169
01:08:49,166 --> 01:08:51,066
and so that's kind of what we're simulating here
2170
01:08:51,866 --> 01:08:53,766
the last thing we're gonna do here at the end is add
2171
01:08:53,766 --> 01:08:56,933
film grain so in film cameras there are grain
2172
01:08:56,933 --> 01:08:59,366
and in digital cameras there's sensor noise
2173
01:08:59,366 --> 01:09:00,466
so sometimes the
2174
01:09:00,466 --> 01:09:02,466
term is used a little bit interchangeably
2175
01:09:02,500 --> 01:09:04,300
but that is technically correct
2176
01:09:04,533 --> 01:09:06,333
so we're gonna do just the grain node
2177
01:09:06,566 --> 01:09:08,966
and there's some presets here if we zoom
2178
01:09:09,066 --> 01:09:09,966
in we can see what it's doing
2179
01:09:09,966 --> 01:09:11,466
it's adding grain over the shot
2180
01:09:11,466 --> 01:09:13,333
and there's different size and intensity
2181
01:09:13,333 --> 01:09:14,966
here for different color channels
2182
01:09:15,133 --> 01:09:16,766
so most often there will be
2183
01:09:16,866 --> 01:09:19,000
more grain in the blue channel than the other channels
2184
01:09:19,000 --> 01:09:19,966
just because there's
2185
01:09:20,133 --> 01:09:21,333
typically less light
2186
01:09:21,600 --> 01:09:24,466
but we can switch the preset here
2187
01:09:24,466 --> 01:09:28,133
so we can do this one I think the preset GT5
2188
01:09:28,566 --> 01:09:32,133
274 it looks pretty good it's like a bit smaller grain
2189
01:09:32,666 --> 01:09:33,500
it just looks
2190
01:09:33,733 --> 01:09:35,500
yeah overall pretty nice grain
2191
01:09:35,700 --> 01:09:38,300
and that will also kind of cover up any
2192
01:09:38,533 --> 01:09:40,500
imperfect edges sometimes and compositing
2193
01:09:40,500 --> 01:09:41,733
so it's always good to have grain
2194
01:09:41,733 --> 01:09:43,366
you always want to have grain for sure
2195
01:09:43,366 --> 01:09:45,366
because that gives it that kind of film quality
2196
01:09:45,400 --> 01:09:46,266
that we're going for
2197
01:09:46,733 --> 01:09:48,100
also you want to make sure to uncheck
2198
01:09:48,100 --> 01:09:49,466
apply only through alpha
2199
01:09:49,866 --> 01:09:50,933
sometimes you can forget this
2200
01:09:50,933 --> 01:09:51,766
and that's not good
2201
01:09:51,766 --> 01:09:53,666
because sometimes an alpha will get carried down
2202
01:09:53,666 --> 01:09:54,533
this stream
2203
01:09:54,533 --> 01:09:55,733
and we haven't really talked about
2204
01:09:55,733 --> 01:09:57,466
you know data going downstreams and
2205
01:09:57,766 --> 01:09:59,566
a little bit more complex subjects but
2206
01:09:59,800 --> 01:10:00,966
that is the case sometimes
2207
01:10:00,966 --> 01:10:02,200
so we just want to make sure that's off
2208
01:10:02,200 --> 01:10:04,400
so it applies to the entire image
2209
01:10:05,933 --> 01:10:08,133
and the very last node we'll create is a write node
2210
01:10:08,133 --> 01:10:10,266
so if you wanted to save this out as a picture
2211
01:10:10,266 --> 01:10:12,733
you want to save it out as a JPEG or a video
2212
01:10:13,100 --> 01:10:14,366
we didn't do video in this time
2213
01:10:14,366 --> 01:10:16,200
but you just want to save as a JPEG
2214
01:10:16,566 --> 01:10:17,666
you give it a file name
2215
01:10:17,666 --> 01:10:20,000
so you can say file name dot jpeg
2216
01:10:20,000 --> 01:10:22,133
and it will automatically detect the format
2217
01:10:22,133 --> 01:10:25,300
file type and we can adjust the quality for example
2218
01:10:25,666 --> 01:10:27,300
if you were to do dot MOV
2219
01:10:27,800 --> 01:10:30,000
it's gonna give you the options for a movie file
2220
01:10:30,466 --> 01:10:32,166
etc so that's good to know
2221
01:10:33,000 --> 01:10:35,000
also we're not doing image sequences yet
2222
01:10:35,000 --> 01:10:35,933
but if you do want to
2223
01:10:36,166 --> 01:10:39,133
save out a set of images instead of a video
2224
01:10:39,366 --> 01:10:42,100
which typically loads better and faster nuke
2225
01:10:42,533 --> 01:10:43,666
you can do the
2226
01:10:43,666 --> 01:10:45,500
underscore and then three hashtags
2227
01:10:45,500 --> 01:10:47,200
and then for example JPEG
2228
01:10:47,300 --> 01:10:49,966
or another file format that's common as EXR
2229
01:10:50,133 --> 01:10:52,900
so it would just save about a folder of images instead
2230
01:10:52,900 --> 01:10:54,700
and you can load those into nuke as well
2231
01:10:55,100 --> 01:10:56,666
that's all just to say
2232
01:10:57,266 --> 01:10:59,400
those are some different options but JPEG
2233
01:10:59,700 --> 01:11:01,533
will work if you want to save out your picture
2234
01:11:01,666 --> 01:11:02,866
that's about it for this project
2235
01:11:02,866 --> 01:11:04,266
so congrats and getting to the end
2236
01:11:04,266 --> 01:11:06,166
not everyone probably made it through so you know
2237
01:11:06,166 --> 01:11:07,000
project complete
2238
01:11:07,400 --> 01:11:10,000
big congrats having the the guts to push it through
2239
01:11:10,000 --> 01:11:10,666
it's not always
2240
01:11:10,666 --> 01:11:12,700
easy to transition from after effects to newth
2241
01:11:12,700 --> 01:11:13,800
but I promise you
2242
01:11:13,800 --> 01:11:14,966
it's worth it in the end
2243
01:11:14,966 --> 01:11:17,366
and the level of composing that you can get to
2244
01:11:17,366 --> 01:11:19,466
and the complexity that you can really dial in on
2245
01:11:19,466 --> 01:11:21,400
details is going to be worth it in the end
2246
01:11:21,533 --> 01:11:23,333
especially if you want to work on films
2247
01:11:23,600 --> 01:11:24,500
if that's your goal
2248
01:11:24,533 --> 01:11:27,066
so we do have more tutorials that are available on
167973
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