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These are the user uploaded subtitles that are being translated: 1 00:00:00,166 --> 00:00:01,666 if your goal is to step up from 2 00:00:01,666 --> 00:00:04,266 short films up to feature film level visual effects 3 00:00:04,266 --> 00:00:05,466 then stick around for this video 4 00:00:05,466 --> 00:00:07,200 because this video is designed for you 5 00:00:07,266 --> 00:00:09,066 if you're like me starting out in visual effects 6 00:00:09,066 --> 00:00:10,466 you're probably an after effects user 7 00:00:10,466 --> 00:00:12,400 you've probably done some Andrew Kramer tutorials 8 00:00:12,400 --> 00:00:14,933 the OG and maybe some of your own short films 9 00:00:15,100 --> 00:00:16,733 this is where I started visual effects as well 10 00:00:16,733 --> 00:00:17,866 if you want to go professionally 11 00:00:17,866 --> 00:00:19,266 have to transition to new 12 00:00:19,333 --> 00:00:19,966 when I was younger 13 00:00:19,966 --> 00:00:20,733 I was always going out in 14 00:00:20,733 --> 00:00:21,800 shooting films with my friends 15 00:00:21,800 --> 00:00:23,466 the process of coming up with shooting story 16 00:00:23,466 --> 00:00:25,066 filming and adding visual effects 17 00:00:25,066 --> 00:00:25,800 I had a green screen 18 00:00:25,800 --> 00:00:27,366 I had to hang on the back of a garage 19 00:00:27,366 --> 00:00:28,900 key it out and add some effects 20 00:00:28,900 --> 00:00:30,600 or enter small competitions 21 00:00:30,733 --> 00:00:32,933 at the time I didn't even know what the term compositor 22 00:00:32,933 --> 00:00:33,966 was however 23 00:00:33,966 --> 00:00:35,000 once I Learned about nuke 24 00:00:35,000 --> 00:00:36,666 I was hooked once I saw the potential 25 00:00:36,666 --> 00:00:38,366 so this is a clip from way back in high school 26 00:00:38,366 --> 00:00:40,566 a little short film with lightsabers and after effects 27 00:00:40,566 --> 00:00:41,366 and then 28 00:00:41,366 --> 00:00:43,966 a shot I did on The Rise with Skywalker with nuke 29 00:00:44,100 --> 00:00:46,133 so this video is aimed towards my prior self 30 00:00:46,133 --> 00:00:47,666 people out there who want to transition from 31 00:00:47,666 --> 00:00:49,600 aftereffects and work on feature films 32 00:00:49,600 --> 00:00:51,133 so if you stick around for this tutorial 33 00:00:51,133 --> 00:00:53,500 this will be the first shot that we comp and nuke 34 00:00:53,800 --> 00:00:55,533 we're just gonna be working with still images here 35 00:00:55,533 --> 00:00:57,700 so I'm gonna give you guys a few images to work with 36 00:00:57,700 --> 00:00:59,066 and we'll start to see 37 00:00:59,666 --> 00:01:02,500 how this node based workflow is actually working 38 00:01:02,500 --> 00:01:04,533 and I'll compare it against after effects 39 00:01:04,533 --> 00:01:06,100 and show you guys how we can take 40 00:01:06,100 --> 00:01:08,600 a very basic composite that isn't really finalized 41 00:01:08,600 --> 00:01:10,133 and then we can kind of add those 42 00:01:10,200 --> 00:01:11,566 creative adjustments 43 00:01:11,566 --> 00:01:14,300 to get something that looks a bit more polished 44 00:01:14,800 --> 00:01:14,966 so 45 00:01:14,966 --> 00:01:16,566 the first thing you're going to want to do is download 46 00:01:16,566 --> 00:01:17,466 Nukenot Commercial 47 00:01:17,466 --> 00:01:19,866 it is free for non commercial use 48 00:01:19,866 --> 00:01:21,466 you can use it for all your personal projects 49 00:01:21,466 --> 00:01:22,466 your demo reel 50 00:01:22,700 --> 00:01:23,566 it's a pretty good deal 51 00:01:23,566 --> 00:01:24,866 and there's very few limitations 52 00:01:24,866 --> 00:01:27,066 you can render up to HD and there's no problem 53 00:01:27,066 --> 00:01:28,733 so the link for that is in the description 54 00:01:28,733 --> 00:01:31,000 and you'll want to make sure you launch nukex 55 00:01:31,133 --> 00:01:32,266 it comes with two versions when you 56 00:01:32,266 --> 00:01:33,800 download it and one says X on it 57 00:01:33,800 --> 00:01:35,800 it just has like all the features when you launch the 58 00:01:35,800 --> 00:01:36,866 X versus the non 59 00:01:36,866 --> 00:01:39,000 x version so that's all you really need to know 60 00:01:39,000 --> 00:01:40,666 so just make sure you launch that when you start 61 00:01:40,666 --> 00:01:42,800 so if you download the project files if that's 62 00:01:42,800 --> 00:01:44,700 included in the description as well 63 00:01:44,700 --> 00:01:46,766 you'll get a few images here that you can drag into 64 00:01:46,766 --> 00:01:48,466 after effects the way you normally start in 65 00:01:48,466 --> 00:01:49,266 after effects 66 00:01:49,366 --> 00:01:51,066 so I'm just going to compare the two interfaces real 67 00:01:51,066 --> 00:01:52,500 quick and then we'll kind of explain 68 00:01:52,500 --> 00:01:54,366 more of the nukes interface after that 69 00:01:54,766 --> 00:01:56,166 so we'll make some comparisons along 70 00:01:56,166 --> 00:01:56,500 the way 71 00:01:56,500 --> 00:01:58,733 just so you can transfer your knowledge really quickly 72 00:01:58,900 --> 00:02:01,200 but after effects if we start here 73 00:02:01,200 --> 00:02:03,266 the normal you have your images on your 74 00:02:03,266 --> 00:02:04,200 sort of media 75 00:02:04,200 --> 00:02:05,166 project file over here 76 00:02:05,166 --> 00:02:06,300 and when you drag one in 77 00:02:06,300 --> 00:02:07,866 it will create a new composition 78 00:02:07,900 --> 00:02:10,100 and when you create a composition in the composition 79 00:02:10,100 --> 00:02:11,866 settings you see it's automatically 80 00:02:11,900 --> 00:02:14,266 grabbing the format so nuke is a little bit different 81 00:02:14,533 --> 00:02:15,466 if we open up nuke 82 00:02:15,466 --> 00:02:16,533 this is what it's gonna look like 83 00:02:16,533 --> 00:02:17,900 and if we drag it an image 84 00:02:17,900 --> 00:02:18,733 the same way we 85 00:02:18,766 --> 00:02:19,733 just in after effects 86 00:02:19,733 --> 00:02:21,500 we can take an image and just drag it in 87 00:02:21,600 --> 00:02:23,133 and we get a little node down here 88 00:02:23,133 --> 00:02:24,133 which is a read node 89 00:02:24,133 --> 00:02:25,933 now by default we don't see anything 90 00:02:25,933 --> 00:02:27,066 so what you actually have to do is 91 00:02:27,066 --> 00:02:29,500 click the node and hit 1 on your keyboard 92 00:02:29,500 --> 00:02:30,733 and this is gonna create 93 00:02:30,733 --> 00:02:32,700 a yellow line and there's this little 94 00:02:32,766 --> 00:02:34,933 node here called viewer so if I 95 00:02:35,100 --> 00:02:36,900 just move it up here so I can see it 96 00:02:37,266 --> 00:02:39,000 we see this little viewer node 97 00:02:39,000 --> 00:02:40,600 and the way you can navigate this little 98 00:02:40,600 --> 00:02:42,900 node graph is by holding your middle mouse on your 99 00:02:42,900 --> 00:02:43,933 keyboard and you can 100 00:02:43,933 --> 00:02:45,400 click and drag these nodes around 101 00:02:45,600 --> 00:02:46,400 and you'll see 102 00:02:46,600 --> 00:02:47,300 this connection 103 00:02:47,300 --> 00:02:49,500 so whatever this viewer is connected to 104 00:02:49,500 --> 00:02:50,600 is what we're going to see 105 00:02:50,600 --> 00:02:51,533 in our window here 106 00:02:51,533 --> 00:02:52,966 so that's a bit different in after effects 107 00:02:52,966 --> 00:02:53,766 whenever you just 108 00:02:53,766 --> 00:02:55,266 put all your toggles 109 00:02:55,300 --> 00:02:57,066 on your visibility layers 110 00:02:57,066 --> 00:02:58,466 which are these eyeballs here 111 00:02:58,866 --> 00:03:01,133 it's kind of like that in nuke but whenever 112 00:03:01,533 --> 00:03:02,666 we want to turn something off 113 00:03:02,666 --> 00:03:04,300 we just look at the layer we want to look at 114 00:03:04,300 --> 00:03:06,000 so we'll just grab another image here 115 00:03:06,000 --> 00:03:06,666 we'll go here 116 00:03:06,666 --> 00:03:08,766 we'll grab the soldier image and we'll bring it in 117 00:03:09,100 --> 00:03:10,733 and then we have two images 118 00:03:10,733 --> 00:03:13,066 so if we select the other one and we hit one 119 00:03:13,066 --> 00:03:14,766 we'll see we're looking at that image now 120 00:03:14,766 --> 00:03:17,000 so we can swap between the two by hitting one 121 00:03:17,066 --> 00:03:20,066 you can also hit one and then click on this one hit two 122 00:03:20,066 --> 00:03:21,766 so you can hit one and two on your keyboard and 123 00:03:21,766 --> 00:03:23,133 switch between them easily 124 00:03:23,700 --> 00:03:25,066 so that's kind of useful if you're working on 125 00:03:25,066 --> 00:03:26,566 different parts of your composite 126 00:03:26,866 --> 00:03:29,100 so in after effects if we were to do the same thing 127 00:03:29,100 --> 00:03:30,266 we can bring in our guy 128 00:03:30,266 --> 00:03:31,400 we can put it on top 129 00:03:31,400 --> 00:03:33,800 and automatically they start being layered together 130 00:03:34,500 --> 00:03:35,900 and nuke is a little bit different 131 00:03:35,900 --> 00:03:37,566 this is where people start to get tripped up 132 00:03:37,566 --> 00:03:39,200 in nuke there's two places that 133 00:03:39,200 --> 00:03:39,466 people 134 00:03:39,466 --> 00:03:41,500 start to get confused and overwhelmed right away 135 00:03:41,500 --> 00:03:42,166 and it's actually 136 00:03:42,166 --> 00:03:44,000 really not as complicated as it seems 137 00:03:44,000 --> 00:03:44,566 but 138 00:03:44,566 --> 00:03:46,700 it's just something that's coming from after effects 139 00:03:46,700 --> 00:03:49,000 you don't understand the purpose of why it's doing this 140 00:03:49,100 --> 00:03:51,866 so if we want to merge this guy over this background 141 00:03:51,866 --> 00:03:53,600 we just need to do a merge node 142 00:03:53,800 --> 00:03:55,533 but there is one extra node that we have to do 143 00:03:55,533 --> 00:03:57,000 and we're going to explain it in just a second 144 00:03:57,000 --> 00:03:58,966 but if we just click this and we hit m 145 00:03:59,066 --> 00:04:02,133 we can say merge and then we say a over B 146 00:04:02,333 --> 00:04:05,933 so we work from top to bottom in nuke we don't work 147 00:04:07,066 --> 00:04:08,600 bottom up so here 148 00:04:08,666 --> 00:04:10,666 the bottom layer would be the background that we work 149 00:04:10,666 --> 00:04:12,666 upwards it's just opposite in nuke 150 00:04:12,666 --> 00:04:13,466 and so 151 00:04:13,500 --> 00:04:15,700 the way you could think of it is each one of these 152 00:04:16,000 --> 00:04:17,133 images coming in 153 00:04:17,666 --> 00:04:19,566 a over B is a new layer 154 00:04:19,566 --> 00:04:21,700 so you could have many layers for or to select these 155 00:04:21,700 --> 00:04:23,100 hit control C control V 156 00:04:23,733 --> 00:04:25,166 it's going to be built out like this 157 00:04:25,166 --> 00:04:26,700 so we always be going down 158 00:04:26,733 --> 00:04:28,866 you'll always see that your B pipe is pointing down 159 00:04:28,866 --> 00:04:31,900 you'll see these layers coming in over 160 00:04:31,966 --> 00:04:33,266 and it's kind of like a painting 161 00:04:33,266 --> 00:04:35,400 so background the foreground the same as after effects 162 00:04:35,400 --> 00:04:37,300 except we're just working in a tree 163 00:04:38,300 --> 00:04:40,733 now the only thing is where people get tripped up 164 00:04:41,066 --> 00:04:42,900 here is if you view this node 165 00:04:42,900 --> 00:04:43,866 so we hit one 166 00:04:43,933 --> 00:04:45,866 again to look at the node that we want to see 167 00:04:46,000 --> 00:04:47,866 you'll see that we're not actually seeing 168 00:04:47,933 --> 00:04:49,600 this guy over the background 169 00:04:50,166 --> 00:04:51,466 and this is a PNG 170 00:04:51,466 --> 00:04:52,766 so it does have an alpha 171 00:04:52,800 --> 00:04:54,800 but nuke doesn't automatically apply 172 00:04:54,800 --> 00:04:56,766 the alpha to the image in some cases 173 00:04:56,766 --> 00:04:58,766 and this is where people get confused and 174 00:04:58,800 --> 00:05:00,000 you're like it's a PNG 175 00:05:00,000 --> 00:05:00,800 it has an alpha 176 00:05:00,800 --> 00:05:03,700 why is it not just merging over like after effects 177 00:05:03,700 --> 00:05:05,000 there's one node you have to put 178 00:05:05,000 --> 00:05:06,100 and it's called premult 179 00:05:06,100 --> 00:05:07,800 so if you hit tab on your keyboard 180 00:05:07,800 --> 00:05:09,133 and you type premult 181 00:05:09,900 --> 00:05:11,333 that's how you can get a pre molt node 182 00:05:11,366 --> 00:05:12,866 and that will automatically 183 00:05:13,200 --> 00:05:14,300 make this work 184 00:05:14,366 --> 00:05:16,466 so essentially what's happening if we just 185 00:05:16,733 --> 00:05:19,900 compare the idea to Photoshop real quickly is 186 00:05:20,366 --> 00:05:21,366 the same as in Photoshop 187 00:05:21,366 --> 00:05:22,366 if you have an image 188 00:05:22,366 --> 00:05:24,166 and you want to apply a mask 189 00:05:24,166 --> 00:05:26,000 we can create a little mask layer here 190 00:05:26,100 --> 00:05:27,366 you see that there's an alpha 191 00:05:27,366 --> 00:05:29,533 but it's separated from the RGB 192 00:05:29,533 --> 00:05:30,100 so there's the 193 00:05:30,100 --> 00:05:31,266 colors of the image 194 00:05:31,266 --> 00:05:32,866 and then there's an alpha of the image 195 00:05:32,933 --> 00:05:34,133 and it's really important to always 196 00:05:34,133 --> 00:05:35,166 think of these things as 197 00:05:35,166 --> 00:05:36,366 two different things 198 00:05:36,466 --> 00:05:39,566 and all that pre malt node does is apply 199 00:05:39,800 --> 00:05:41,466 the stored alpha in the image 200 00:05:41,466 --> 00:05:44,366 so if we look at the image and we hover our mouse over 201 00:05:44,366 --> 00:05:46,300 the viewer and hit a 202 00:05:46,366 --> 00:05:47,333 we can actually see that 203 00:05:47,333 --> 00:05:49,200 there's an alpha stored in the image 204 00:05:49,200 --> 00:05:51,800 and so it's just taking that and multiplying that 205 00:05:51,900 --> 00:05:53,666 against the colors of the image 206 00:05:53,666 --> 00:05:55,766 in other words it's applying the cut out 207 00:05:55,866 --> 00:05:58,300 just as it did in Photoshop we just saw 208 00:05:59,200 --> 00:06:01,500 so afterfx automatically does that nuke it doesn't 209 00:06:01,500 --> 00:06:03,066 and later on that's actually really 210 00:06:03,066 --> 00:06:05,133 really useful that it doesn't do that 211 00:06:05,166 --> 00:06:07,000 but we don't need to talk about it really in this 212 00:06:07,000 --> 00:06:09,266 tutorial so this is a beginner tutorial 213 00:06:09,666 --> 00:06:11,100 so before we continue further 214 00:06:11,100 --> 00:06:13,266 I'm just going to explain the layout a little bit more 215 00:06:13,266 --> 00:06:15,366 and we'll also compare to aftereffects to see 216 00:06:15,366 --> 00:06:16,400 where the similar 217 00:06:16,733 --> 00:06:18,866 effects will be and those type of things 218 00:06:19,066 --> 00:06:23,266 so over here on the right side is your properties panel 219 00:06:23,266 --> 00:06:24,866 and this allows you to control 220 00:06:24,866 --> 00:06:26,466 different effects and different nodes 221 00:06:26,466 --> 00:06:28,100 so if you want to create a node 222 00:06:28,100 --> 00:06:29,500 again we kind of did it real quick 223 00:06:29,500 --> 00:06:32,800 but if you click down here and hit tab and you type 224 00:06:33,066 --> 00:06:34,300 something it will open this window 225 00:06:34,300 --> 00:06:35,966 and you can access all your notes here 226 00:06:35,966 --> 00:06:37,666 so there's a lot of nodes that we'll use 227 00:06:37,666 --> 00:06:39,666 and it's good to start to memorize them 228 00:06:39,666 --> 00:06:40,966 but you also have 229 00:06:41,300 --> 00:06:43,400 this panel over here where you can access them 230 00:06:43,400 --> 00:06:45,866 so these are all the nodes that you can use in nuke 231 00:06:46,166 --> 00:06:47,500 and you can click in here and find them 232 00:06:47,500 --> 00:06:49,166 a lot of them you're not going to know what to do 233 00:06:49,366 --> 00:06:49,933 at the start 234 00:06:49,933 --> 00:06:52,200 so we'll just talk about a few by typing them 235 00:06:52,200 --> 00:06:54,266 so we hit tab and we'll say blur 236 00:06:54,300 --> 00:06:55,800 and then we can create a blur node 237 00:06:56,466 --> 00:06:58,933 and so the control for the blur node would be here 238 00:06:58,933 --> 00:07:02,066 and if we take the blur and we plug it into the layer 239 00:07:02,533 --> 00:07:04,600 or sorry the image we can view it 240 00:07:04,866 --> 00:07:06,200 so we want to make sure we're viewing it 241 00:07:06,200 --> 00:07:06,933 if we're not viewing it 242 00:07:06,933 --> 00:07:08,166 we're not going to see anything happen 243 00:07:08,166 --> 00:07:09,933 so make sure we click it and hit 1 244 00:07:10,066 --> 00:07:11,700 and then we can just start to increase that 245 00:07:11,700 --> 00:07:14,000 and you'll see that the image starts to get blurred 246 00:07:14,200 --> 00:07:16,100 and you see that I've put it off to the side here 247 00:07:16,100 --> 00:07:18,333 so we can have different composites going in different 248 00:07:18,333 --> 00:07:18,933 directions here 249 00:07:18,933 --> 00:07:20,566 which is what's interesting about nuke 250 00:07:20,566 --> 00:07:21,200 and you'll see 251 00:07:21,200 --> 00:07:23,500 how that becomes really beneficial later on 252 00:07:23,566 --> 00:07:26,266 but if we view here we have this blurred image 253 00:07:26,266 --> 00:07:28,600 if we view here we just have our normal composite 254 00:07:29,166 --> 00:07:31,366 so to go over a few other just quick 255 00:07:31,566 --> 00:07:33,666 shortcut keys and things you'll need to know 256 00:07:33,666 --> 00:07:35,600 we have up here some sliders 257 00:07:35,600 --> 00:07:37,866 this will kind of adjust your viewer brightness 258 00:07:37,866 --> 00:07:39,566 so it's not going to permanently affect the image 259 00:07:39,566 --> 00:07:40,400 just if we want to 260 00:07:40,600 --> 00:07:42,700 kind of brighten it to see some details 261 00:07:42,700 --> 00:07:45,066 like maybe we're working the shadow area for example 262 00:07:45,400 --> 00:07:47,500 this is the gamma control so 263 00:07:48,066 --> 00:07:50,000 gamma and gain are a little bit different 264 00:07:50,000 --> 00:07:52,966 this is gain and this is gamma this one right here 265 00:07:52,966 --> 00:07:54,500 and you see that when we bring this one up 266 00:07:54,500 --> 00:07:55,733 it looks a little bit foggier 267 00:07:55,733 --> 00:07:56,533 it's a little bit different 268 00:07:56,533 --> 00:07:58,733 and if we bring it down it gets more contrast 269 00:07:58,733 --> 00:07:59,333 and so 270 00:07:59,333 --> 00:08:01,200 we'll explain that later on in some more advanced 271 00:08:01,200 --> 00:08:02,733 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 275 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 277 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 296 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 298 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 302 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 310 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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