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if your goal is to step up from
short films up to feature film level visual effects
then stick around for this video
because this video is designed for you
if you're like me starting out in visual effects
you're probably an after effects user
you've probably done some Andrew Kramer tutorials
the OG and maybe some of your own short films
this is where I started visual effects as well
if you want to go professionally
have to transition to new
when I was younger
I was always going out in
shooting films with my friends
the process of coming up with shooting story
filming and adding visual effects
I had a green screen
I had to hang on the back of a garage
key it out and add some effects
or enter small competitions
at the time I didn't even know what the term compositor
was however
once I Learned about nuke
I was hooked once I saw the potential
so this is a clip from way back in high school
a little short film with lightsabers and after effects
and then
a shot I did on The Rise with Skywalker with nuke
so this video is aimed towards my prior self
people out there who want to transition from
aftereffects and work on feature films
so if you stick around for this tutorial
this will be the first shot that we comp and nuke
we're just gonna be working with still images here
so I'm gonna give you guys a few images to work with
and we'll start to see
how this node based workflow is actually working
and I'll compare it against after effects
and show you guys how we can take
a very basic composite that isn't really finalized
and then we can kind of add those
creative adjustments
to get something that looks a bit more polished
so
the first thing you're going to want to do is download
Nukenot Commercial
it is free for non commercial use
you can use it for all your personal projects
your demo reel
it's a pretty good deal
and there's very few limitations
you can render up to HD and there's no problem
so the link for that is in the description
and you'll want to make sure you launch nukex
it comes with two versions when you
download it and one says X on it
it just has like all the features when you launch the
X versus the non
x version so that's all you really need to know
so just make sure you launch that when you start
so if you download the project files if that's
included in the description as well
you'll get a few images here that you can drag into
after effects the way you normally start in
after effects
so I'm just going to compare the two interfaces real
quick and then we'll kind of explain
more of the nukes interface after that
so we'll make some comparisons along
the way
just so you can transfer your knowledge really quickly
but after effects if we start here
the normal you have your images on your
sort of media
project file over here
and when you drag one in
it will create a new composition
and when you create a composition in the composition
settings you see it's automatically
grabbing the format so nuke is a little bit different
if we open up nuke
this is what it's gonna look like
and if we drag it an image
the same way we
just in after effects
we can take an image and just drag it in
and we get a little node down here
which is a read node
now by default we don't see anything
so what you actually have to do is
click the node and hit 1 on your keyboard
and this is gonna create
a yellow line and there's this little
node here called viewer so if I
just move it up here so I can see it
we see this little viewer node
and the way you can navigate this little
node graph is by holding your middle mouse on your
keyboard and you can
click and drag these nodes around
and you'll see
this connection
so whatever this viewer is connected to
is what we're going to see
in our window here
so that's a bit different in after effects
whenever you just
put all your toggles
on your visibility layers
which are these eyeballs here
it's kind of like that in nuke but whenever
we want to turn something off
we just look at the layer we want to look at
so we'll just grab another image here
we'll go here
we'll grab the soldier image and we'll bring it in
and then we have two images
so if we select the other one and we hit one
we'll see we're looking at that image now
so we can swap between the two by hitting one
you can also hit one and then click on this one hit two
so you can hit one and two on your keyboard and
switch between them easily
so that's kind of useful if you're working on
different parts of your composite
so in after effects if we were to do the same thing
we can bring in our guy
we can put it on top
and automatically they start being layered together
and nuke is a little bit different
this is where people start to get tripped up
in nuke there's two places that
people
start to get confused and overwhelmed right away
and it's actually
really not as complicated as it seems
but
it's just something that's coming from after effects
you don't understand the purpose of why it's doing this
so if we want to merge this guy over this background
we just need to do a merge node
but there is one extra node that we have to do
and we're going to explain it in just a second
but if we just click this and we hit m
we can say merge and then we say a over B
so we work from top to bottom in nuke we don't work
bottom up so here
the bottom layer would be the background that we work
upwards it's just opposite in nuke
and so
the way you could think of it is each one of these
images coming in
a over B is a new layer
so you could have many layers for or to select these
hit control C control V
it's going to be built out like this
so we always be going down
you'll always see that your B pipe is pointing down
you'll see these layers coming in over
and it's kind of like a painting
so background the foreground the same as after effects
except we're just working in a tree
now the only thing is where people get tripped up
here is if you view this node
so we hit one
again to look at the node that we want to see
you'll see that we're not actually seeing
this guy over the background
and this is a PNG
so it does have an alpha
but nuke doesn't automatically apply
the alpha to the image in some cases
and this is where people get confused and
you're like it's a PNG
it has an alpha
why is it not just merging over like after effects
there's one node you have to put
and it's called premult
so if you hit tab on your keyboard
and you type premult
that's how you can get a pre molt node
and that will automatically
make this work
so essentially what's happening if we just
compare the idea to Photoshop real quickly is
the same as in Photoshop
if you have an image
and you want to apply a mask
we can create a little mask layer here
you see that there's an alpha
but it's separated from the RGB
so there's the
colors of the image
and then there's an alpha of the image
and it's really important to always
think of these things as
two different things
and all that pre malt node does is apply
the stored alpha in the image
so if we look at the image and we hover our mouse over
the viewer and hit a
we can actually see that
there's an alpha stored in the image
and so it's just taking that and multiplying that
against the colors of the image
in other words it's applying the cut out
just as it did in Photoshop we just saw
so afterfx automatically does that nuke it doesn't
and later on that's actually really
really useful that it doesn't do that
but we don't need to talk about it really in this
tutorial so this is a beginner tutorial
so before we continue further
I'm just going to explain the layout a little bit more
and we'll also compare to aftereffects to see
where the similar
effects will be and those type of things
so over here on the right side is your properties panel
and this allows you to control
different effects and different nodes
so if you want to create a node
again we kind of did it real quick
but if you click down here and hit tab and you type
something it will open this window
and you can access all your notes here
so there's a lot of nodes that we'll use
and it's good to start to memorize them
but you also have
this panel over here where you can access them
so these are all the nodes that you can use in nuke
and you can click in here and find them
a lot of them you're not going to know what to do
at the start
so we'll just talk about a few by typing them
so we hit tab and we'll say blur
and then we can create a blur node
and so the control for the blur node would be here
and if we take the blur and we plug it into the layer
or sorry the image we can view it
so we want to make sure we're viewing it
if we're not viewing it
we're not going to see anything happen
so make sure we click it and hit 1
and then we can just start to increase that
and you'll see that the image starts to get blurred
and you see that I've put it off to the side here
so we can have different composites going in different
directions here
which is what's interesting about nuke
and you'll see
how that becomes really beneficial later on
but if we view here we have this blurred image
if we view here we just have our normal composite
so to go over a few other just quick
shortcut keys and things you'll need to know
we have up here some sliders
this will kind of adjust your viewer brightness
so it's not going to permanently affect the image
just if we want to
kind of brighten it to see some details
like maybe we're working the shadow area for example
this is the gamma control so
gamma and gain are a little bit different
this is gain and this is gamma this one right here
and you see that when we bring this one up
it looks a little bit foggier
it's a little bit different
and if we bring it down it gets more contrast
and so
we'll explain that later on in some more advanced
tutorials if you're interested in
the actual curves and why that's doing that behavior
but just to know that those are there is
brightness and
gamma which looks a little bit different
so also you can move around by holding middle mouse
drag by zooming in and out
so you can hold middle mouse and
you can zoom in with middle mouse or you can click and
click your middle mouse in and drag it around like that
you can also hit f on your keyboard to frame up
your shot so we're not going to have to use z or any
shortcut key like that in after effects
we can just use them in a mouse all the time
the other thing I did here
I just brought in a video file
if you have a video file you can just drag it in
this is an image sequence actually but if I view this
and they will hit f by
holding my mouse over to frame it up
you can see there's some video of embers here
if we drag on this timeline that's how you play
so it's a little bit different than after
effects where it's
sort of a timeline
this is just showing the frame number
and if we switch the input
it'll switch to the frame range of the video
and if we switch to global
it'll switch to the project settings
of the frame range
and if you want to access your project
settings to set the frame range or the resolution
for example
in after effects when we create a new composite
in the composition settings
you see it's automatically
grabbing the width and height
of the image that we dragged in
and nuke is not doing that
so if we go here and we hover hover over the mouse
sorry the no graph area and we hit s
that will access your
project settings and
you know we'll want to make sure that we're working
the format that the image is set to
so if we go back to our image here and click 1
we can see the image is this size 1456 by 816
and all the images we're working with
in this specific project
are that size
so you want to make sure your
your format is set to that
and if you drag in an image
it'll actually create these
additional formats down
here at the bottom where you see that that
format is there
so we have some standard formats like
if you're working on YouTube maybe 1920 by 1080
something like that would be which you render out
and maybe we work in
but if we're working with
something that's not standard if we drag it into nuke
it'll appear down here
and we can just
click that and set a project to that resolution
so that's another place that
people will get tripped up a little bit
is with formats
because
aftereffects is automatically handling that for you
so now we're just going to talk about the color
channels real quick and the alpha channel again
just to make sure that we get the concept
and we'll do a little bit of a roto just to do that
because it's a very common process and you're probably
familiar with doing it in aftereffects
so to see different color channels
and maybe you're not even familiar with what
color channels are
but the color channels just represent each
amount of color in each channel so
image is made up of red green and blue
and so we can look at those channels independently
so if we look at this merge node I mean
we click over our viewer and hit R
we'll see that the areas that are the most red
will become it'll kind of be a black
and white representation
but the areas that have the most red will be the
brightest areas
so you see like this area that's more blue
you know is going to be a little bit darker
so if we go to the green channel or the blue channel
like if we say the blue channel for example we hit B
you see the areas that are yellow are getting darker
but the areas that are
blue are staying bright so we know there is more blue
in this area
we can also hit alpha which again is just our guy
but if we want to create a mask for this guy
how would we do it
so in after effects you would just go to your layer
you would go to your pen tool and you would just
click around the head here
and we would just
hit this and it would automatically cut that out
and nuke it's a little bit different
we need to cut out
this guy and his alpha by another alpha
so how we do that is we create a roto nodes
we can hit tab and hit type roto
and you get the roto node
the other way you can do it is hit 0 on your keyboard
if we double click that Roto node
we'll have the properties here
and we'll have this little panel on the side
so if we hit Q on our keyboard
when your mouse is pointing over the viewer
and you'll see that we keep having to do
the keyboard shortcuts where your mouse is pointing
it's important you're doing that
so pointing over here
make sure Q is on
you'll say overlay on
and you'll see the little format here
if we click around we can do the same effect
and we close the curve here
so that's how you can create new curves
you can just draw them and hit enter
and then you'll see that they stack up here
and if we are viewing that roto node
so let's go to the view
and hit a we'll see that those two are stored there
so we can view something else
even though we're not working on it
see how the rotode node is not connected to anything
but we can be viewing the soldier
so if I hit one I'm viewing the soldier
we see the overlay from the rotode node
even though it's not even connected
so that's just something
that you can keep in mind is like
the overlay can be
sort of from a different layer
but right now it's not doing anything
because you see that these nodes are not connected
and so how do we connect these nodes
if I view this and hit a
we do have an alpha but we want to cut this out
by this
so all we do is we create a merge node by hitting m
and we can say a
overbeat but we don't want it to be over
because we don't want to merge something over
we want to mask it so if we switch this to mask
you'll see that
this Roto alpha is now masking the layer
that's been connected with here
so we have that result and if we merge it over
a overbeat we have the result that we're expecting
so that's the difference between
after effects is just that
the nodes are kind of separated
and this is actually pretty useful because you can say
what's cool about is you can maft different layers
because it's a tree
so you could do another merge node and you could say
we could take that roto
and we could mask the background
and we could switch it to mask right and so
you could see how that could
start to be interesting when you have many
many layers and it might not click yet
but when you start doing with 10
20 30 layers it's really useful to have things
displayed in a tree like this
another thing I just did it but you can press space
to full screen different areas
if you're pointing over
if you just want to see everything
laid out you can also hit space on
this area hit f to just get it bigger
so those are just some extra shortcut keys there
I'm gonna delete this now
because we don't need it but that's just how you can
apply a rotor shape really quickly
on a layer that has an alpha already
so so just to mention some other things real quick
if you wanted to do the opposite
we'll just do it real quick anyway
so I'll just create a rotor node
and I'm just going to
do a stencil instead of a mask so operation
set the stencil
and then same thing so if we click around
it would just stencil it out
so that's just useful to know
that's kind of how you would invert it
and that's a useful thing to see
otherwise you can have it set the mask
and you could use an invert node
so you could hit tab and type invert
I wouldn't do it that way
but just to know that that node is there
is pretty useful
one other thing
and just do I know I'm going fast
but there's a lot of things to cover so
if we want to
if we wanted to make this Roto node have color in it
because right now it only has an alpha right
it says Roto and it says alpha
and one thing to know
is if you want to know what's coming out of a node
you can look at these little colorful boxes here
so this one has red green and blue and an alpha
so we have the colors of the image and the alpha
a little white box
but we see here it's only giving us a white box
so how could we
if we wanted this to just be a solid
like we want to create a solid
and after effects
we go here we do new solid
and we would pull this over
and then we would just select the color
and we'd have a solid here but doesn't have an alpha
so we would go here and kind of
mask it out like that's how we would create
this red block over this image
if we wanted to do the same thing
we need to give this some color
so if we
switch the Roto note instead of just outputing alpha
we just switch it to RGB and a
so it'll give us colors and an alpha
and so if we switch that you'll see now that in our red
green blue channels we need RG and B
you'll see that white is there
and we can give it some color
so we could go over to our
shape by clicking it
so we click the layer first
and then we go to the shape tab
and then we can just adjust the colors that
is coming out of this
and if we were to merge this now so we hit
click it hit m
a over B
now we can see that that is being merged over so
you see it's a little bit semi transparent
because in our shape
I did affect the alpha so we have red
green blue and an alpha is at.81
so that means it's gonna be a little bit
transparent so if I would want that solid I would just
push that up so it's completely solid
so that's just why
you know when you start to look at these nodes you see
all of these things as this RGBA
or just alpha
and so again
remembering to always think of these things different
like in Photoshop if we just think of the color
and the alpha as something that's separate
we can control them separately
and that's going to help us a lot
to further emphasize that example we could blur this
by hitting B on our keyboard
and then we could blur just that
specific element and then is being merged over
and so wherever you're placing these effects are
it's only going to affect the nodes that are before it
so let's just delete all of this and do it again so
if we wanted to blur just the background
we could put a blur node
and then we put it in between
these nodes that are connecting
and we just blur it like this
if we wanted to just blur the guy
so you can hit delete and delete it
put a blur node here
and we'll just blur the guy like this
and we are only blurring our guy
if you want to blur them together
we put it after those
nodes and we just blur it together
and so that's how we can construct
our image and how the
tree and the order of things matters
so now that we saw how the order things matter
what is it
compared to aftereffects and the pre comp workflow
so in aftereffects if we wanted to blur these layers
together I mean there would be two ways to do it
you could use an adjustment layer
I'll just delete this
you could use an adjustment layer to
affect everything
which you know
we don't need to do it in nuke
because you saw that if I want to do everything
I just put it after
but the other way to do it would be to
merge things together and make them like a pre comp
so I'm gonna take
these two things I'm gonna bring in this mist here
I'm gonna put it over
our image I'm just gonna drag it in
and I'm just going to scale down
I'm not going to make it transparent or anything
I'm just going to put these two layers together
so if you wanted to blur the guy and the smoke together
normally what you have to do
is you select those two layers by hitting shift
and you would go to layer and you would pre compose it
we pre compost 2 together
and now we would apply the effect to that layer
because they're now merged together
so we could say
we go here we could put a gouge and blur
and then we would drag it to our pre comp
and then we would just blur the pre comp
so you can see these are blurring together
now in nuke we don't need to actually precomp anything
we can do renders and precomping layers
we don't need to talk about it necessarily in this case
but if we bring in a smoke element here
so I'll go here I'll grab our mist I'll drag it in
and then we will
merge them together
just like how we did in after effects
so you see one thing real quick
you'll see that it is a JPEG
so there's no alpha
so it's gonna get a little bit confused here
so you'll watch
so we'll take this and we'll merge it over
and you'll see that it comes in like semi transparent
right it's like
it's kind of like a plus
whereas here you see when we merged over
it's a black square
so what we want to do to
just make it solid because it doesn't have an alpha
it doesn't know what should be solid and what
shouldn't be so that's the thing with nuke that again
beginners will be a little bit tripped up on
it's just like
you have to think of the alpha separately
so if it doesn't have an alpha
we just want to give it one
so to give it a solid alpha
just so that this will be black
and this will be
white like how it is
we want to do a shuffle note so we type shuffle
and then what we're gonna do
is we're gonna hit this little white button here
so without having to explain this whole shuffle node
this isn't really necessary for beginners
again don't get overwhelmed
it actually is really easy but
all we need to do is
if we press up a little white button and we hit a
you'll see that there's a solid
alpha now and when you merge it over
it's gonna block the other image
kind of like how we would expect
so the other thing we want to do is we want to
scale this down
so we can do the same as what we did in after effects
so we kind of scale it down and put it next to the guy
so how we can scale images in
nuke is to create a transform node
so we'll hit after it hit t
on the keyboard or type transform
and then we could just scale it down
so you'll have the controls for the
for the node if it's double clicked and you have Q
so your overlay is on
we have our little transform controls
you know after effects
we can just click the different layers and scale them
but in nuke
we got to double click the node that we want
to control here
so I'm going to put it here
and next to the guy like this
and so
we don't need to precomp these layers now
it's already done
if we wanted to blur these layers together
we just put the blur between these nodes here
so we put the blur here
and then we just blur
and you see that those two layers
are being blurred together
so just the order of our nodes and the way we
design this tree
is going to be essentially
it's sort of like a logic
of the way things are flowing
and the effects are always in between
where the merges are
so one other thing to
mention is if you do put a transform node after
an image that doesn't have an alpha
it will actually automatically create an alpha as well
so you see that the little white thing is appearing
so if we merge it over
it will do the same result
so if I merge it over hit Q
take the scale scale down a little bit
it is doing that effect and if I disable that
you see it sets transparent
so that's
again just like a little quirk of nuke that
when you're starting out you're like well
if I just merge it over
why is it semi transparent but if I scale it down
then suddenly it becomes solid
it's just adding an alpha there because it thinks that
you're probably trying to merge an image over another
image so
that's why I explained it with the shuffle node first
and then the transform
but you actually don't need the shuffle node
you can just do it and it's gonna automatically create
it so
if you ever see a problem
where it's like doing stuff that you don't expect
you probably don't have an alpha
that's probably what's happening
so just keep that in mind
so I want to go over a few merge operations that are
present in after effects you might be familiar with
so if I just go over
into our project and bring in our mist
again
you might be familiar when with if you hit F4
you can switch between these modes here
and then
these are all your kind of blending operations
similar to
Photoshop
and so add is going to make it kind of add over the top
we could do a multiply
we could do a screen
there's different ones that we can do here
multiply would be another big one
so you get this type of effect
it's the same in nuke with our merge operations
so it's got
that knowledge is really going to transfer over
if you're familiar
so if we do a merge node and we do a
over B at the beginning and we switch it to plus
right now it's not going to do anything because again
it doesn't have an alpha
but if it had an alpha
so let's give it an alpha by hitting transform
and we'll move it around a little bit
so if it's set to over and it has an alpha
it's just gonna be like
a merge like we just saw
but if we switch it to plus
it's gonna be that
kind of that transparenty
result where it's adding over the top
and multiply it's going to sort of
cut through like this so you can see
the same effect that we just saw in after effects
if we want to compare color correction in
after effects versus nuke I'm gonna do a grade note
so I'm gonna hit G
on my keyboard or you can hit tab and type grade
so this is the most common grade note
the other one that you might
be kind of familiar with if you're coming from after
effects is the curve tool
but it's called Color Lookup
so if you type the Color Lookup and you plug this in
and you click on the master right here
you'll recognize this curve
probably
if you're coming from Photoshop and stuff like that
the grade node does the same thing
it's just in a different way
it's actually faster
I actually prefer this
versus using a color lookup all the time most people
once you use this
you're not going to actually
want to go back and have to use
curve every single time
because you can do the majority
with
basically these two sliders the gain and the gamma
that's what you're gonna use the most often
so if we just use the grade note I plug it in
I'm just gonna gamma down a tiny bit
and you'll see that
we're adding contrast overall to the scene
and if we were to go in after
effects and try the same thing
we could go let's create an adjustment layer
so we do it to everything
so we'll create an adjustment layer
and then we'll just do a curve
we'll plug it in
and we'll just pull down the center here
and you see we're adding contrast
so it's the same thing
we can adjust the white point here
so we can grab the top corner
we can push it over
and if you want to adjust
sort of like this in
nuke you can do the same
so let's bring the gamma back up and we can
push up like this and that's going to
brighten like that
so if we wanted to do that in after effects
let's bring that back up and then
I'll just get rid of the center point here actually
so we'll just create a new curve
and then we would just pull up towards the top
and you see that that's visually the same
so we're doing a gain
and that's how that effect is happening so
on that curve we're just doing it in a different way
so again gamma that's a very common
s curve so
what you're doing is you're adding contrast and you're
bringing up the highlights
so in after effects
you might be familiar with doing that
so you would bring it up like this
and then you pull it down like this
and that's why it's called an s curve
because it's creating something that looks like an s
but it gives you that sort of film
grade that is very common
so you can push it too far
it's a little bit too far for the shot
but that's just to know what we're doing so
it's good to know though
that a gamma is sort of in the center of the curve
and the multiply is when
not when we have the second point here
but when we pull up
this point here that's kind of what we're doing
now if you want to go further
and we want to adjust different colors
we can put a new grade node here
obviously the old one outlet the little color wheel
we can split into the colors and we can
adjust the colors this way
so we want to take red out of the image we can do that
if we take green out of the image
we want to take blue out
and so that's the same thing as going into your
curves here and going to your different color channels
and basically just manipulating those there
so you can do the same thing
the other way you can do it
I don't really do it this way but you could
disable these and then just start pulling down
like you just affect only the red channel for example
so you can Gam it down only in the red channel
I don't typically work like that
but you can get some interesting effects by just
disabling the color channels
I prefer to just work with the color wheels
with all the channels enabled
for the most part
but
that's pretty much it for the basic cover correction
and we can continue on
so one last thing I'm going to mention is
node cloning
and so if you're familiar with the pickwhip in
after effects that's something that
might confuse you if you're transitioning over
and you want to make things move together
and you're not exactly sure
how to do that if they're on different layers
so let's say we have a mist and we bring it in here
and let's say we want these two to move together
but we don't want
to precomp them together for some reason
like maybe there's just a reason
we want to do that and removing this guy around
we want that to move with it
we would go here and we would grab the pick whip and we
drag it to our guy and then they'll move together
and so there is a way to do that in nuke
so you can create a transform node and merge this over
again so we have an alpha and we can scale down
and we'll put it behind and then we'll view
when there merge over
so how could we get those
two layers to have a relationship
to each other
what you can actually do is create
another transform node
and you can stack transform nodes like this
and what we want to do is press Alt K
I would be option K on Mac if you do
on Mac
and you'll see this little orange line between the two
nodes here
we can drag it and put it on the other layer
so it means that these are
basically doing the same transform
so if we double click that
make sure that we're doing the
the right layer here because
if we still have this one open you might get confused
so make sure the last one that you double
click will be the one that's
being controlled in your
sort of viewer here
so I'm going to
close the other one just so it's not confusing
and if we double click it and we move it
you'll see that both layers move together now
so these nodes are a clone
and that's how you could make them move together
alternatively
like we mentioned earlier
you could just have them on the same layer like so
and then we can put a node after
and then they would move together like this as well
so that's just a different way
for some reason
your node tree needs to be in a different order
maybe
there's some effects being applied to the background
but not the foreground
but they move together for example
so that's just to know
if you're
trying to do a pick whip or a parent essentially
that is the way you would do it
so the next thing we will
mention is to merge different images that are different
size over each other
this is where again beginners get tripped up
it's always the pre malt thing
it's always this and it's always
the two different size of image
but once you get past those two
a little bit of confusion versus after effects
I promise you
there's no other huge hurdle of understanding
it's just those really simple things
so here we have this 1456 by 816 and then we have
this thing that was filmed on iPhone vertically
and so if I want to merge this over the other one
remember there's no alpha
so we're going to see
the semi transparent weird result by default
so again if we hit t it's going to create an alpha
through that transform though
and then it's going to be merged over
but you see that it's not sized to the
project size and after effects we do the same thing
it would be kind of scaled off of your video
so what we can do is take the transform
and just scale it down
and we could bring it in like that
and so that would be a perfectly fun way of
bringing in an image
and making it fit
the other way we could do it if you wanted it just to
automatically fit to this
project size 1456
would be to put a reformat node
and so
reformat node allows you to change the size of a node
and so by default
if you set your project size correctly
if you hit s which I believe
it'll be delivered like this to you automatically
so your project size should be this 1456
if that is set by default
the node will reformat whatever this thing is
to the project size
so this thing is coming in as 1080 by 1920
it's going to automatically go to the project size
but you see that the way if you view it
you see that the way it's reformatting it
it's just cropping off the top and the bottom
which maybe that's not what you want
so there's different resized type here
and so you can switch it to height
so to take this vertical video
it'll shrink it down
into that rectangle format that we're working in
and it'll create this weird stretch pixel effect
and the reason it's doing that is because this
dotted line is the pixels that are being calculated
so it's only calculating the pixels inside your
bounding box that's what this is called
it's called a bounding box these dotted line
and essentially what you could do is just
press this little button here that says black outside
and it will just get rid of everything out there
the reason it does that is just because the edge
it's not calculating it
beyond that and it's just stretching the color
because it doesn't know what to do
so you just
click the black outside button and it fixes it
the other way you could do it is if you leave it off
and you hit t
and you create the Alpha
it'll automatically just discard everything
that's not being calculated
outside of the bounding box
so if you merge it over
same result it's fitting perfectly to a video
and that's good to go
the other thing to note is if you scale this up
and you see that
that dotted line is going beyond your frame
again our bounding box is going beyond the frame
but the term for that
it's important to know
because when you're talking about it
if you don't know what the term is
it's called overscan
so any pixels that are outside of
the frame are called overscan
and sometimes you want
some pixels to be outside of the frame because
let's say you want to animate this
clip moving into the frame right
you want to have some data that's out there
so that's just important to know
overscan
pixels are outside of the frame that we can see
the reason that can be useful as well
is if we blur this image
so we put a blur node and we'll just blur it
so that blur is taking the average of all the colors
and so if there was no pixels outside of this frame
it would just be pulling in black here
so for example to show to kind of show that
let's just disable the blur for a second
and we'll use another node that's very common
it's called the crop node
and we'll crop it and the crop will automatically
cut the pixels to the edge of the video
and so
now you see that that dotted line if I hit disable
if you press the node hit d
it'll disable the effect
you see that
the pixels that are outside there are getting
cut off because our dotted
frame is no longer showing that overscan
and so if we were to blur it now
you'll see that the edge
there's nothing for it to
pull in there's no colors for it to pull in so
that's why it's useful to have some overscan sometimes
but at the same time
if you have a really big bounty box
and let's say you've scaled up this image
you know we've let's say we brought in this
Ember video and we've scaled it and we've rotated it
and we put it like this
and we have like all this giant
pixels out here
every frame is calculating all this
stuff that we actually don't see
and so if we were to like take this and then we
blur it it's blurring the pixels in here
but it's also blurring all the pixels out here
so it's gonna slow down your computer if it's
wasting that processing power to blur all these pixels
and so this is where the crop node would be useful
but again we just said that we can't crop it because
sorry
we can't crop it because there's not pixels to pull in
but we can crop it and then double click the crop node
and then just there's actually a little
line here if we hit Q
make sure overlays on we just expand it
so we give it enough overscan
so that it doesn't have that blurring issue
but at the same time
we're not processing all of the pixels that are like
way way outside of the video frame
that's where the crop node comes in
it becomes an optimization issue when you have like
things that you've massively scaled up
and then you know it's just wasting processing
and it will happen
that's like a media issue that people run into
you scale two images that don't fit together
and then your computer starts slowing down
if you start having some really slow stuff or
something like that
zoom out
check this little dotted line that's most often
the issue that beginners run into it's very very common
even to make that mistake just working so
definitely check your bounding box
is something that I would recommend
and so this is good and we could switch this video
clip here to a
and then we could
you know see instead of having it over black
we have some of those like
Embers Blunt of the video
we're gonna make this look better
this is just a quick example
that's just kind of a quick and dirty example but
yeah that is something
to know with merging images that are different
sizes over each other
so next we're going to talk
about how to take this image and
bring it into a composite
that is sort of more final
so I'm going to give you guys my full node tree here
one of the best ways to learn nuke is to learn
from other people's scripts
so I provided you guys my simple script here
you'll be able to step down
one really good way to learn is take the viewer node
and just look at each layer to
understand what the person's logic was
and that's a really really
good way to follow and understand what the
decisions were
to kind of make the composite work
and so I can step down this comp
and I can look at every
single layer every single
color correction that's being done here
and you can see exactly how it's done
so that is available for you guys
we're gonna rebuild this from scratch in this video
so not to worry but that is there
I'll leave it in the script
on this side here
so this viewer nodes here
this is the example we just did
and I'll start building it from here
again we'll have our elements
and I also provided you guys
one extra node called Exponential Glow
the way you can save this is a custom node
but you can save it by pressing this little thing
little kind of a wrench here and hitting create
and then if you just type a name
it'll save this in your
nodes that you can search later so just say X glow
X glow like this and hit enter
whenever you hit tab
you can type that and you'll actually get that node
and so all this node is is just a better
glow than the normal glow
there's a normal glow in new called glow
this one just looks a little bit better because if we
put it on something to show you
if we create a radial node
which is just a circle
I'll just turn the softness to zero
and then I'll plug the glow into the radio
you see what the normal glow looks like
and then if we put
an exponential glow and switch our viewer
it's a little bit better
it just kind of falls off nicer and
that's something you'll learn about as time goes on
exponential glow and
quadratic fall off and those type of things
we're not going to go deep in those
concepts in this video
but it is better
so save it and it'll make your stuff look
better so
with that in mind we'll start building this composite
so now we're going to start the composite
one thing to
mention is we want to look at our pictures first
so we have all of our pictures laid out here
and we have the basic startup for our script which is
well give you guys to
set up and
also to keep your script organized
you can add these little elbows these little dot
nodes by holding
Ctrl and then
clicking on these pipes in between the nodes
and that just helps you keep these straight lines
I always give a little bit of space and usually I
will always add the nodes vertically
and then we just connect it over to the right
and that's really good
way to keep your scripts organized
so first thing we want to do is look at our images
we can see here that he's a little bit
out of focus on his back
arm and shoulder and he's in focus towards the camera
so what we want to actually do to make this look
kind of cool is make it look like a long focal length
lens so a longer
lens is gonna have a shallower depth of field
depth of field is where
you have a certain
portion of your frame that's in focus
and the rest is out of focus
and you get a bouquet background
so some of you guys might know what that is
some might not
but just speaking broadly here
that's what we're gonna do so basically we need to do
reframe the background and make it look out of focus
so I'm gonna put a transform though by hitting t
I'm gonna scale it up
and I'm going to start to position it in a place that
makes sense he's lit from the top left
so I want to have something that sort of
justifies that kind of lighting
and I'll just play with the position here to get
something along those lines
move it into place
and make it look like these mountains are
the trees are pretty far behind him
so something like this
would be good
I'm gonna have it more on the left as well because
I do want to add a smoke element back there
so if I put just you know white
it's gonna be hard to see any
additional layers of
elements and that wouldn't be as interesting
so something like this is gonna work
it doesn't matter that our
image is really low RES because
we're gonna make it out of focus anyways
so
one thing we want to do before we add the defocus is
remember our good habits
as soon as we scale that picture up
we're gonna have a really really big boundary box
and we don't really want to do that
because if we add a defocus node
and this is kind of like a blur
but it acts more like a camera defocus
it's gonna defocus all these pixels that are out here
and that's gonna waste a lot of computer
memory so we're gonna do is add a crop node
after the transform
and then just pull that a little bit outside the
edges so that we
don't run into the issue that we talked about earlier
now if we add the defocus double click it
and we can increase that amount
we'll start to see that
that looks like a camera defocus
so let's look at the result of the merge by pressing 1
and we can get something interesting like that
so we could scale that up and down
now one thing to note visual
as a visual difference
is if you plug in the blur node and we blur it
and we compare to the focus I press
1 and look at this and press 1 and look at this
they actually do a different thing
so you see that we get these sharp
circular bouquet highlights
and that's what a camera does when it's defocused
image versus blur which is not as photorealistic
so it is better to use this in this type of scenario
it's a good thing to
understand visually that there is a difference there
so if we look at our guy
there's a few things we got to fix on him as well
because this was cut out just roughly Photoshop
the edge is not matching the focus
if we look at him
you see that we have like a dark and sharp edge
where
it should just be kind of out of focus on that edge
so what we can do is just add a simple edge blur
so we can add edge blur node
and this will just blur around the edge
and we can crease this amount until it
matches the defocus
and the way to match it is to look at the highlights
try to find
circular highlights is even better to look for
but even just the edges
and you can see how wide the
edges are and try to match that
we could do some more advanced
edge fixes and edge extends
but I'm not going to get into it in this tutorial
just to not overcomplicate things for beginners
so this is perfectly fine for what we're doing
and what we can do is we can isolate this effect
because we're doing an edge blur
what it's doing is it blurs the edge all the way around
but no we don't want to blur this side
so we want to isolate it
so we press 0
and we can plug in this little mask input
so let many nodes
even the grade node for example this little side arrow
has a mask input
and it will isolate the effect through
that roto shape
so if we take the roto shape we double click
we turn our overlay on and we just draw a roto
around this area
and then we view this node
make sure we're looking at it
you'll see if I zoom in here that
the edge blur is only being applied within the alpha
and so that's good but we don't want to have a sharp
you know cut off where that effect ends
so what we can do with your roto points is hold
control and just
soften them off a little bit
and that's gonna be good enough for what we're doing
so that's a good result
and now we can look at this
and it looks like he's fading back out of focus
we could brighten the edge slightly
but like I said we won't
nitpick too much on this comp
one of the reasons I moved this down
like we said was to get the smoke element in there
because we didn't want to put it over
something really bright
so let's go grab our smoke element and we can put some
just an additional layer of contrast between them
and that will give it a little bit more interest
so we grab this guy I'll hit Ctrl V
so we leave the original up there and just control
C control V rather
and we'll put a transform node and we'll merge it over
so of course this is not what we want
we want that to be
kind of
transparent one mistake that you will make
probably is doing this operation
and in some cases this kind of technically works but
it's actually
you're gonna get slapped on the wrist if you
ever do this in the Visual
Effect studio
because it's not actually what you're supposed to do
with smoke over black it works
but if you do it over
things that have any kind of light
this is actually incorrect because smoke should not
brighten something that is behind
so you should never be plussing a smoke over
and even though
you may have Learned to do it this way at after
effects or Photoshop
there's tutorials out there to show this
the technically correct way is slightly different
so I'm gonna teach you guys this
early on just so you have a good habit
so we're gonna keep it as an over
but what we're gonna do
is we're gonna give this an alpha
and so right now it doesn't have an alpha
but what we can do is create an alpha
from the luminance or the brightness of the image
so we're gonna use a key or node
what this node does is it looks at the
brightness of the image
it creates an alpha channel so if you hit a
we see that there's now an alpha channel
if I hit d on the keyword disable it
you see it's no longer there
so it's creating that alpha channel
which if we do over
you see that it's doing a similar effect now
so if I disable the key here
and enable you see that's doing that
there's a slight difference visually though so if we
take the two I'll just show you to compare
I'll make this one a plus
same thing as we had before
and you see if we look real close
it's brightening what's behind
and then this one is actually
occluding what's behind
so smoke occludes it doesn't brighten
and so that's an interesting
thing to keep in mind
now what we can do as well is we can
grade this a little bit
to get it in the color tones that our image is in
so I'm
just going to move it into a more interesting place
real quick
and maybe we'll just flip it over
so I can grab these little things and just
flip it like this
so we could use maybe the bottom half or you know
scale it in different ways
we could even create another transform
and just kind of play around with the position
so maybe something like that
I'll just keep playing with it to get
something that looks interesting
maybe something like this
and it's also gonna look kind of weird because
like I said the cars aren't matching
so I'm gonna put a great note before the key here
that would affect the key here slightly
but we're not gonna worry about it right now
because I don't want to
worry about the
there's a workflow called unpremote premote
we're not gonna get into it in this video
we're just gonna keep simple
so what we're gonna do is go to the multiply
and we're just gonna put a little bit of blue into it
so if you notice
everything is kind of neutral
it's pretty neutral but with a slight
kind of blue color in there
we don't want to be this reddish color
we just want to get those tones feel slightly similar
and also we could make it a little bit more transparent
and we also need to defocus it
so again what we want to do is
we're going to copy this defocus
and we're going to paste it on here
now what we're going to do is take that
defocus and just reduce it a tiny bit
so we'll kind of pretend that that's a little bit
closer to us and so
it would be a little bit less out of focus
and that's why we're not using the same defocus
the other way we could
do it if you wanted to keep it the same
you could have one defocus note after
and it would just defocus everything
so this will be fine what we can also do is
take the alpha here and we will
reduce it
so there's different ways we can do that
one way we'll just do it through the merge node for now
to keep it simple
there's a mix
option so if I double click this merge node
we can just
bring the mix down and we can make it a little bit more
see through that way so there's a few ways to do it
if you continue down the path of learning nuke
we'll learn some different ways
but this is keeping it simple
and we'll just tweak the color
a tiny bit more on the smoke
I realize it's slightly too blue
versus a little bit of this kind of greenish tint there
so all we can do is just take this and just pull over
a tiny bit and we'll see that that
start to match a tiny bit better
so we just need to make sure we have that those
colors a little bit closer there
and that's pretty good so the colors can be pretty
small differences but when you look close
you want to make sure that
those are matching
so continuing forward here
we're gonna add some
fire back here and we're also gonna
start to match the contrast inside a bit
so if you notice how bright his armor is and how
bright the sky that's reflecting is
we have some bright sky
but if you look at the value of the sky
it could be a lot brighter
just to make it feel like that punchy contrast
and that's what we want to add first
so we'll just after the defocus note
before the smoke will add a grade
and we'll just start to increase the gain a bit
and then we can just bring down the gamma a tiny bit
and that's just gonna help our image
feel a bit more punchier
and that's gonna help that blend together
so that's a good starting point
another thing we can do now is grab that fire element
so we'll copy and paste so copy it
paste control C control V
and we'll merge it over
it doesn't have an alpha in this case so we're going to
plus it
and by the way if it's an over
without an alpha
it's already a plus but just to know that
and then I'm going to position this so it's not
so intense
I just want it to be kind of something subtle
and in the background
so I'll just kind of move it off to the side here
and we'll just use maybe the bottom corner of it
just to just do a hint that something is going on
back here we're thinking about the story
we're trying to think about
why is there light on his right side
maybe there's a fire right in front of him
that he's standing in front of
and we're gonna add some embers and stuff like that
but maybe the forest behind him is on fire
so we can kind of justify that
and play with the position here until we get something
that you like
one thing is just like a pattern
so part of being a composer is designing shots with
either the matte painting or the
elements themselves and trying to just
find areas that you think
look cool and it doesn't conflict too much with your
eye and where you're looking
and so
I usually spend like a few minutes playing around with
the position of things
if I were to go up and grab the position I already did
and paste it here
I'll just use that position
so this is what I picked before
and I think this was a pretty good position
now we can mask this
off and we also
have to do some color matching here
because it's really
really red
if you notice it's kind of very red compared to him
and right now it feels a bit disconnected
so we need to kind of roto off some pieces
so we don't have just
you know things that are distracting
if you notice here it's kind of pulling your eye
you know we don't want to look straight to there
we want to be looking at him
and also make the colors better
so let's do the colors first
we'll do a great note
and what we want to do is
we want to reduce some of the red
to make it a bit more yellowish
so we're going to go into the colors here
we're going to reduce a bit of the red
and that's going to
bring it to
something less red and will also reduce the blue
if you reduce blue what do you get
on the opposite side of the color reel is yellow
so if you actually reduce blue
you're going to get more yellow in the image
and so you can do it that way
and then what we can do is add some contrast to it
so the colors are feeling more correct
but it feels very flat
and it doesn't feel
punchy like this
so what we can do is another grade note
close everything else we'll gain it up a bit
and we'll gamble it down
just to add that punchiness to it
and that's something that's a little bit closer
so let's look at it just
before the defocus to see what we have
so that's kind of interesting
we want to make it look like fire
so looking at it before the defocus can help
and then the other thing we can do is another trick so
another trick that
after defocus
you know you see these little circles that come
from the bokia highlights
we can actually add
more of those by
targeting
the highlights and boosting them just a tiny bit
so if you take a key or node
and you plug it in
remember we said the key here creates an alpha
based off of the brightness
so we're gonna
use this alpha not as an alpha that we're using
but as a just as a control
to target and grade just the highlights
so if we view this
and we hit a we can see this
and if you pull this bar over
you'll see that it kind of
crunches down towards the
brightest areas of your image
so we're gonna crunch it down a tiny bit like that
and this alpha is what we're going to use to
color grade
so we plug it in
another grade
and then use the little mask input
and plug it into this alpha
so if we view here
and now we use these controllers we say
you can see here it says mask RGBA Alpha
so it's using the alpha that's created here
and if we view it there's the alpha
and now if we gain up it will only boost through there
so if you look real close
you can see that just the highlights
the very tips of the fire are getting brighter
and what that does visually
after a defocus is going to give these little
sort of boosts in the Boca Highlight
so if you boost it up a tiny bit
you'll see the circles
only a few of them get boosted out
but it seems to add more detail
gives it a little bit of that punchier look
that we're going for
and we can push it a little bit further here even
and maybe we need to expand our key here
so we can grab that little bar
and if we move it over
different areas will be
affected as well
so we can push it up much further
and then we get something kind of like this
and we start to get something that's kind of nice
so we'll put our roto node here and we'll just
we're going to cut off this side
we're going to switch the roto to a stencil
and then we'll take the roto double click it
cue for the overlay and then we'll draw a circle here
and then we'll just hold
Ctrl to grab these points and just feather it outward
and we can just reduce the brightness by essentially
stenciling it out
so don't worry if you look in there
but maybe just a hint of something
that's kind of interesting
so there are more ways we can balance this image out
even more
so right now as a compositor my eye is going here
it still feels a bit
it's just like your eyes going here
if you just
zoom out and look at this as almost an abstraction
you know
you have like this just black hole kind of thing
and also like you're not feeling
the connection
between this light and what's off screen
and of course this fire might be in front of him
so you wouldn't see it behind him
but what I like to do as an artist
I like to try to hint those
light directions as much as I can
and so what we can do is we can put a great note
after our defocus and our other grade note here
we're going to plug it into a radio
I like to use these radios for this
sort of pools of light concept
so if we turn on our over light
essentially the radio is just creating the circle here
like we did earlier
and we're going to put it over on this side
and we're going to use that to just boost up the side
so just boost it up in the gain
we can kind of brighten what's back there
just a tiny bit and that's going to help
make it not so dark
we could even add a bit of a gamma
which would actually decontrast it a slight bit
so we can have a slight gamma
a slight gain which actually boost the highlights
and just make that circle a little bit bigger
and we'll kind of have something more like that
and then we can add a
tiny bit of color to it if we want
so we can add slight bit of warmth into that side
so it feels like there's just some light casting
and if we just disable that and enable it so disable
and enable you see how just those slight
grade corrections
we can guide the eye in certain directions here
so continuing forward we can do another one here
did this little spot correction
we can do another spot correction here
I typically try to avoid areas that look very cut out
like very dark on something bright
it can happen
but I try to avoid those areas if possible
so I'll put a radio here
and then I'll
move it to area
so put it down
we don't actually need to see it while we're doing it
but we can just grab it
put it here and then we'll just take this grade node
and we'll just kind of
brighten that
start darken that a little bit
you don't want to be looking there right
in
those areas of high contrast is where you're going to
look so
we can adjust this one a little brighter
maybe just behind him
it gives a little bit more that hot feel behind
we could desaturate that slightly more
potentially but
we'll leave it at that for now and we'll start to
bring out some details on this guy
so I'm going to expand our comp
just to make everything really clean
one thing we can
do if you want to start organizing your script
is to
label things so you can actually hit tab type backdrop
it'll create this node that surrounds the other nodes
which is useful for just grabbing stuff
but what you can also do is double
click it and you can put labels
so just say smoke element
and then we can do the same thing for this guy up here
move all these
and then we'll just
put a backdrop around it and call it fire trees
and you can change the colors of these nose as well so
you know if it's fire we can make it orange etc
usually I try to use these saturated colors because
if you stare at colors too much
it'll actually affect your perception of color
you'll actually burn colors in your eyes
it sounds kind of ridiculous but it is true
you have to be careful with looking at really saturated
colors because
it'll distort your perception
so I'll try to use a little bit desaturated
and continue forward here
so next thing we're going to actually do is
we're going to start to make his metal
look a little bit more hot
because we look at the highlights
they look a little bit clampy right now
and what happens with really
bright metal when it reflects something like fire
is that the very very highlights will get almost like
blown out and there will be a tiny bit of glow
so what we're gonna do is we're gonna
isolate the highlights
of the armor and we're gonna
paint out those highlights and add a slight glow
just to give it a little bit
more of that metallic feeling
so now we're gonna add that glow
and how we're gonna do it is we're gonna start with a
key or node and we're gonna plug it in
off of this branch
so we're not actually
not gonna do it on the same layer
we're gonna have the glow coming in as a plus
because it doesn't need to be something that's solid
so if there's something like a glow
usually you can think of it like that
you don't have to think of it as something that needs
an alpha necessarily
it's gonna be plused on at the end
but we're gonna use the alpha
that we create from this
key or node to isolate different parts of the metal
so if we look at this and hit 1
and we hit a our keyboard to look at the Alpha
we're going to crunch this way way down
until we just get the very small details of the metal
and what we can do is we're going to do a pre mold
so remember if we have an alpha
that's stored in the image
and if we pre malt it it applies the
cut out to the colors
so it'll apply that
change that we've made
and now we just have those areas
and now what we can do is we can take a mask
so 0 and an m
mask off the side that is in the fire like this
hit enter and then we get that
and now what we'll do is we'll grab our
little exponential glow node that we have
and we'll put it on the end
so now it's going to only
glow those highlights
now this might be too intense
it's going to be way too intense but let's just
put it over
and then we can adjust it
so put it A plus B
right now it's over but we'll set it to a
and then we have something like this
now this is way too bright it looks like overblown
so we want to keep this as a really subtle effect
so we're going to take the
brightness and put it really low
and then we're going to take the spread
and put it low as well
we want it to be like a very tight
glow it's just on the edge
so we can actually
maybe we can bright that tiny bit and just try to find
the right
spa for that
so we can do something like that
then we can plus it on
and something like that looks kind of good
now on the top it might be a little bit too much so
we might need to adjust specific areas
another thing we can do to make it look better
is if we desaturate just the very highlights
it's gonna always help so I'm gonna go here
with the keyer node before
and
we're going to desaturate the highlights of the very
hot metal areas
so I'll do the same thing I'll target those areas
and I'll just take a saturation node so if you hit
type saturation
and you plug that into the mask
and then we pull it down
what it's gonna do is
gonna take some a bit of the color
out of the very very bright areas
and that can help sometimes by by
just not having everything in one color
kind of feels a little bit more two tone
so if you disable it and enable it
just adds a tiny bit of color into the range there
and it's a very subtle
effect we don't want to overdo this
otherwise it's not going to look good so
some of the white areas are not working so well
so we want to make sure that those are
not included in the mask
so what you can do is
take another rotor shape on the same layer by double
clicking
we'll draw it over the areas that we don't want
so I'll draw around those white areas
and then over here we can click this
little
stacked square icon and switch it from an over
to a minus so
this is actually subtracting away
so if you look at the alpha
in here it's actually subtracting
all within one note
and then that's what our resulting glow
looks like
and then we're just putting it only on certain areas
and that's a pretty cool result
that we just start to feel a little bit more
photographic by blowing out certain areas
now the next thing we're going to do is create
some embers flying in the foreground
to give a little bit more depth to the image
because having something really close to the camera
is just an interesting trick that filmmakers use a lot
and visual effects artists use a lot to give
more depth especially in these very shallow images
where we're very
zoomed in on somebody
and so here's what we did in the script before
and you'll see it
we have a few of these
burning little
flakes of embers going in front of the character
just to feel like there's a fire towards us
usually you can do that with a
stock element
or something like that
but we're just going to create it in
nuke with a noise pattern
so you might be familiar with noise patterns from
after effects or sort of generating
clouds and Photoshop
same idea so we're gonna
use some noise patterns and just do a very simple
steel frame since we're doing a steel frame
but it'll just get you comfortable
using the noise pattern as well
so if you hit
tab and type noise
it's gonna give you this node here
and so what we're going to do is we're going to
gamble it down
and we're going to make the points really small
like very very small like this
we can gain it up to make them a little bit brighter
gamble down
we only want a few of them we don't want to
go crazy with it
and we'll do another noise pattern
so we have another one
and then we'll make that one
smaller but not quite as small
kind of like bigger clouds like that
and then what we can do is take this one
and mask it by the other one
so we're gonna mask the small points
and so what we have
instead of just having a ton of small points is some
small points have been like masked out
and you'll have to play the scale and the size of it
so I'll just do this real quick
and then I'll grab the one I already did
because I kind of played with the size
but this will be good
and what we can do is we graded up
we'll give it a bit of color
so give it a little bit of
yellowish
orange yellow
and then what we can do is we can gamma
a little bit of red
so by doing this separately
multiplying a bit of color and then gamma
the gamma will affect more in the
edges because the gamma
typically affects more in the shadows
and the mid tones
and the multiplying
gain is more towards the highlights
so we can just pull that in a tiny bit like that
and while it's not obvious here
once we defocus this
it's going to start to look like something
so if you start defocusing these
points and making them bigger
we're going to get these sort of
you know out of focus spheres
and it's not bright enough so we can't see much
so we'll take another
grade and just boost it a lot
until we start to see something
and you see we have
this which is starting to look interesting
now it doesn't look like they're in motion
so what actually
happens with something
that's out of focus and in motion
is it creates a streak
so if we go back to the one that I did
you see how they look more like streaks
and so we need to actually make them move and add
motion blur to them
so we can create these streak effects
and then we will defocus them
so before I defocus
we're going to need to add some motion to these
so I'll just expand the script
and we'll continue and we'll do that
so the way we're gonna do this
first I'm just gonna reduce this a
tiny bit more with the bigger clouds
we just want a few these points
if there's too many it's gonna look
it's gonna look sort of chaotic so I just want a few
and then I'm gonna put a transform node
I'm gonna middle mouse
click and so we can see the whole timeline
if you kind of
click middle mouse
click and drag you'll see like a
certain amount of frames
but if you middle click
it'll show you the whole frame range
there
I have it set to global so I'm gonna go to frame zero
by just clicking it and then I'm going to hit
create a transform though
so we haven't talked about keyframing yet but
one thing you can do is you can right click
and say set key
and then you can move to another frame
you can move the position
and it will automatically create a keyframe
see how it turns blue
and then down here turns blue
just to make this a bit easier
I'm going to middle mouse drag over these frames
so you can just see the frames you're working with
so you see that it moves from those two positions
now we're designing this shot as a still image so
we're kind of doing a cheat here
and so what I'm going to do is I'm going to move it
off the video
kind of like this
and then
at the end I'm going to move it kind of far away
and so we're gonna design everything else on frame 5
so what I'm gonna
do is I'm gonna turn the motion blur on by
clicking here and saying 1
and what it does is it gives us streak so you see
it'll go from
our first position all the way to our last one
and that's creating the motion blur
and now we'll just continue workout frame 5
we'll ignore that this is animated
if we were doing video
obviously we need to do some different things
but this is just to show how to use motion blur
how can do a simple keyframe
and then how we can defocus these
to create this effect
now if they don't look long enough
we can adjust the shutter speed so that is
setting out the camera on how long
an image is being exposed per frame
so if you're familiar with photography that's what
shutter means
and if we increase that
it's going to increase the length
of these sort of little
embers that we're creating here
so I'm not really reading them very well
so I'm gonna increase
the brightness
maybe by a lot so I'll just
increase that number by a lot
and they're a little bit yellow for me
I want them to be more orange
so we can just add a little bit more color
and those that we already did
something like that is kind of good
and instead of doing anything else to transform
if I don't like the position
because this is creating the motion blur
I don't want to mess with this
what I'm going to do is create another transform node
close everything else
and then I'll just move it back over
so now I can play around with that position
find something that looks that looks cool and just
have a few embers that look like they're
blowing in front of the camera
and I would probably try to
darken specific ones like this one
I would darken
maybe I would brighten some here
because I want some more on that side
so I'm not going to spend too much time
nitpicking each Ember
but if you were to design this
and you want to have specific elements that look
a specific way
it's worth the time to invest
by playing around with these values
and there's no way to
type in numbers
you shouldn't type numbers
you should
play around with these sliders and play with the size
and play with the amount
just to get or even the seed
if you play with the z
it's kind of like adjusting the seed
so we can keep
messing around with the different cloud size
so this one maybe looks better
so you see I just adjusted the size of the bigger
clouds that we created
and it just gave us a different
random sample of points
and that's kind of it
and what you could do
and what I did in my original script was I did
two variations of this
so I broke it off into another direction
so to show this
I had some motion blurring in one way
and some motion blurring in another way
and I merged these two together
to make it feel like the particles are
blowing in different directions
because they shouldn't all be flowing in the same
direction and if you had an element or a video
they're blowing in all different directions
so I just quickly
did it this way
so you can look at the script and study it
I really recommend doing that
to see exactly how I did it
and then I use a frame hold on frame 5
which is between the frames
just to make sure that we're
on a frozen frame there
so if we want to do a similar effect
I just deleted the node
and then we can hit tab and do frame hold
and it will frame hold the frame that you're
currently on so frame 5
so if we drag this they won't move anymore
if we disable it
you'll see that they're kind of sliding around
which I didn't
I didn't want to deal with the animation
just because we're doing the basics here
and dealing with motion and
designing the motion is a whole different process
and so we're just doing a still image
so that's a good point to end the embers
it looks pretty good
you'll have to play around with it and
just to get comfortable
that's the good way to get comfortable
especially with noise nodes
these are really creative nodes
but they're only creative if you play with them
and you just have to play around to get good
at doing it
so next thing we're gonna do is add
chromatic aberration
we're gonna do a very cheap and quick version of that
so there's a node called Transform mast
transform masks so masks is on the end
it's not the same as transform
essentially what this nose actually used for is
moving stuff around but through a roto shape
so that's what it's normally used for
it has a mask input
so if you look at the normal transform
it doesn't have that little triangle on the edge
whereas this one does
so that's what it's normally used for
but it does give you some alternative options
in this extra bar up here this is channels
so if we split this to RGB
we can actually just
move one channel
and what that does is a simulus chromatic aberration
which is something
that happens when the light is
splitting in the lens because lenses aren't perfect
and so you'll notice this on different things
so if we uncheck
the green and the blue
and what we're going to do is zoom in here
we'll zoom in quite a lot
and in the Translate X we'll say 1.5 pixels
and what this does if we view it
you'll see that we get this sort of color
splitting on the
edges and it's
simulating the imperfections
in a camera lens
now
this might be too strong and we might mask it off or
things like that but
people typically will overdo this
it's kind of a trope and visual effects
you see it very very overdone
especially motion graphics and stuff
you'll see like a ton of this effect being applied
so I think 1.5 is good
you can even mix it down
slightly if you didn't want to do
exaggerate it
but that's a pretty cool effect that we can do
the other thing we can do just before
it is we can tab and save
lens distortion
so that's another note that
you can actually get real lenses
and so this is typically using CG composing workflows
so you want to switch this from
un distort to re distort
and
after that you'll want to take this
little slider here and just
push it up a tiny bit and began some fake
lens distortion around the edges
so it's gonna add the curvature you would see around
a lens so a piece of glass curves around the edge
and so that's kind of what we're simulating here
the last thing we're gonna do here at the end is add
film grain so in film cameras there are grain
and in digital cameras there's sensor noise
so sometimes the
term is used a little bit interchangeably
but that is technically correct
so we're gonna do just the grain node
and there's some presets here if we zoom
in we can see what it's doing
it's adding grain over the shot
and there's different size and intensity
here for different color channels
so most often there will be
more grain in the blue channel than the other channels
just because there's
typically less light
but we can switch the preset here
so we can do this one I think the preset GT5
274 it looks pretty good it's like a bit smaller grain
it just looks
yeah overall pretty nice grain
and that will also kind of cover up any
imperfect edges sometimes and compositing
so it's always good to have grain
you always want to have grain for sure
because that gives it that kind of film quality
that we're going for
also you want to make sure to uncheck
apply only through alpha
sometimes you can forget this
and that's not good
because sometimes an alpha will get carried down
this stream
and we haven't really talked about
you know data going downstreams and
a little bit more complex subjects but
that is the case sometimes
so we just want to make sure that's off
so it applies to the entire image
and the very last node we'll create is a write node
so if you wanted to save this out as a picture
you want to save it out as a JPEG or a video
we didn't do video in this time
but you just want to save as a JPEG
you give it a file name
so you can say file name dot jpeg
and it will automatically detect the format
file type and we can adjust the quality for example
if you were to do dot MOV
it's gonna give you the options for a movie file
etc so that's good to know
also we're not doing image sequences yet
but if you do want to
save out a set of images instead of a video
which typically loads better and faster nuke
you can do the
underscore and then three hashtags
and then for example JPEG
or another file format that's common as EXR
so it would just save about a folder of images instead
and you can load those into nuke as well
that's all just to say
those are some different options but JPEG
will work if you want to save out your picture
that's about it for this project
so congrats and getting to the end
not everyone probably made it through so you know
project complete
big congrats having the the guts to push it through
it's not always
easy to transition from after effects to newth
but I promise you
it's worth it in the end
and the level of composing that you can get to
and the complexity that you can really dial in on
details is going to be worth it in the end
especially if you want to work on films
if that's your goal
so we do have more tutorials that are available on
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