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These are the user uploaded subtitles that are being translated: 1 00:00:02,170 --> 00:00:03,050 [Autogenerated] in this clip. 2 00:00:03,050 --> 00:00:05,650 We're going to take everything that we've learned so far, 3 00:00:06,040 --> 00:00:09,440 and we're going to apply it to creating the shot. 4 00:00:09,760 --> 00:00:12,760 We have our single image, 5 00:00:12,930 --> 00:00:18,850 multi pass xar that is channel packed for optimized work flows. 6 00:00:19,300 --> 00:00:22,850 And we are now going to composite this shot together. 7 00:00:23,010 --> 00:00:28,250 We're gonna put all these different elements together with inside of one shot. 8 00:00:29,840 --> 00:00:31,800 Here we have our background, 9 00:00:32,170 --> 00:00:35,750 and the first thing we want to do is one ad that shadow 10 00:00:36,290 --> 00:00:40,690 shadows are always a form of color correction. 11 00:00:40,730 --> 00:00:44,880 What we need to do is create color corrector, 12 00:00:45,710 --> 00:00:48,200 and normally what I would do is I would connect the 13 00:00:48,200 --> 00:00:51,170 mask input into the color corrector. 14 00:00:51,370 --> 00:00:56,480 But because we're using only one image, we conduce, 15 00:00:56,480 --> 00:00:58,800 um, much more efficient compositing, 16 00:00:59,040 --> 00:01:03,030 actually the preferred way that the foundry likes you to work, 17 00:01:03,170 --> 00:01:05,670 whereas everything is in line. 18 00:01:06,270 --> 00:01:11,850 These little mask inputs were added for legacy benefit a few years ago. 19 00:01:12,240 --> 00:01:14,490 They're actually not the best way to work. 20 00:01:14,770 --> 00:01:18,510 Best way to work is to bring up that color, correct. 21 00:01:19,480 --> 00:01:26,010 And where that shadow passes is, we're going to grab it down here under the mask. 22 00:01:26,010 --> 00:01:31,120 We're gonna check that off, and we're gonna select it out of our wonderful list. 23 00:01:31,470 --> 00:01:33,300 And where's our list gonna be? 24 00:01:33,310 --> 00:01:35,350 It's gonna be the RGB Alfa. 25 00:01:36,200 --> 00:01:39,060 I'm gonna move this over here and I'm gonna bring down that gain. 26 00:01:39,060 --> 00:01:41,090 And look, there's our shadow. 27 00:01:42,220 --> 00:01:43,670 So let's bring down the gain to, 28 00:01:43,670 --> 00:01:52,260 like 0.5 and then we're gonna bring out some a little bit of blue here. 29 00:01:52,260 --> 00:01:54,650 Maybe There we go. 30 00:01:55,150 --> 00:01:57,030 I went 16 There we go. 31 00:01:57,360 --> 00:02:03,110 So a little bit of a blue light cast down on that scenarios we got 32 00:02:03,110 --> 00:02:06,850 to do is we got to bring in our next element. 33 00:02:07,320 --> 00:02:09,880 So I'm gonna create a merge, 34 00:02:11,820 --> 00:02:16,660 and we're going to composite our next element on that. 35 00:02:16,850 --> 00:02:17,680 But guess what? 36 00:02:18,080 --> 00:02:24,140 It's gonna have to come from the same image source ao pass. 37 00:02:24,840 --> 00:02:26,670 So where is that a Oh, pass. 38 00:02:26,680 --> 00:02:28,860 Well, it was a oh, multi. 39 00:02:29,120 --> 00:02:30,510 We need to look. 40 00:02:30,830 --> 00:02:33,140 There's red green. 41 00:02:33,280 --> 00:02:33,990 There it is. 42 00:02:34,140 --> 00:02:37,650 So it's the green from a oh, multi. 43 00:02:39,290 --> 00:02:43,510 So let's come over here in select out of here. 44 00:02:43,790 --> 00:02:48,580 L'm, uh, lte, and we're just going to composite in the green. 45 00:02:49,120 --> 00:02:52,500 All right, now that you can see how this is working can see, 46 00:02:52,500 --> 00:02:58,040 I'm not getting quite the expected Result Channel packing file in Out. 47 00:02:58,050 --> 00:03:02,770 We do need to jump in here and change one little thing. 48 00:03:03,010 --> 00:03:07,580 And that is basically we're gonna put a shuffle in in this case is 49 00:03:07,580 --> 00:03:11,250 still far more efficient than doing it the other way. 50 00:03:12,100 --> 00:03:15,960 So I want to take what we got, which is a multi. 51 00:03:15,970 --> 00:03:19,050 And I want to just shuffle the green toe, all channels. 52 00:03:19,500 --> 00:03:26,730 So what we have instead is this And then we can use a merge 53 00:03:27,030 --> 00:03:30,950 that responds just like a normal merge. 54 00:03:31,640 --> 00:03:35,750 Except we want to switch the operation to multiply. 55 00:03:36,420 --> 00:03:39,950 And now we have that darkening of the landing skids right there. 56 00:03:39,950 --> 00:03:40,530 You see that? 57 00:03:40,730 --> 00:03:41,150 Awesome. 58 00:03:41,970 --> 00:03:44,390 So you can see there's many different ways, 59 00:03:44,390 --> 00:03:49,210 but this still is a farm or optimized way of working than if 60 00:03:49,210 --> 00:03:53,990 I had a entire another file loader that would be loading 61 00:03:53,990 --> 00:03:55,560 that and then processing that, 62 00:03:55,570 --> 00:04:00,930 then applying that now that we have all of our background ready. 63 00:04:00,930 --> 00:04:03,450 Now we need to build up our helicopter. 64 00:04:03,940 --> 00:04:09,950 Let's bring out some of that over here when I kind of put a dot node down, 65 00:04:10,090 --> 00:04:14,310 Let's create a UN promote. 66 00:04:15,080 --> 00:04:16,190 We're UNP remote. 67 00:04:16,459 --> 00:04:20,149 All of our layers by RGB Alfa? 68 00:04:20,790 --> 00:04:26,650 No, Our Alfa is in our copter beauty Alfa. 69 00:04:27,280 --> 00:04:28,790 So what that mean? 70 00:04:28,800 --> 00:04:30,220 Well, let's take a look back. 71 00:04:30,220 --> 00:04:31,600 Here are copter beauty. 72 00:04:31,840 --> 00:04:36,160 Alfa were using that to un pre multiply. 73 00:04:36,170 --> 00:04:41,150 Oh, actually, we want to because we're rebuilding these passes here. 74 00:04:42,200 --> 00:04:43,720 Body diffuse Alfa. 75 00:04:43,730 --> 00:04:48,440 So let's go back here and select body Diffuse Alpha. 76 00:04:48,650 --> 00:04:54,050 So now what I want to do is I want to bring out the various 77 00:04:54,050 --> 00:04:59,340 merge nodes and start with our body diffuse. 78 00:04:59,580 --> 00:05:02,270 So let's take that one first. 79 00:05:04,820 --> 00:05:05,920 Let's just go. 80 00:05:05,920 --> 00:05:10,150 Our body diffuse Shuffle that over. 81 00:05:10,840 --> 00:05:14,080 Okay, so that way we are looking at this guy right here. 82 00:05:15,140 --> 00:05:21,650 And if we did our unbolt correctly, you can see that is expanding those edges. 83 00:05:22,240 --> 00:05:22,630 Awful. 84 00:05:23,840 --> 00:05:25,240 So we're gonna create a color. 85 00:05:25,240 --> 00:05:25,550 Correct. 86 00:05:25,550 --> 00:05:25,850 Here. 87 00:05:26,240 --> 00:05:29,050 Now we're gonna kind of dark in it down just a little bit. 88 00:05:30,140 --> 00:05:37,920 Tenancy point playing to 86 and about a 2.6 on that game. 89 00:05:37,930 --> 00:05:43,840 Just brighten it up just a little bit there And now want to grab a mask? 90 00:05:44,000 --> 00:05:47,480 And what we're gonna do is we're going to do another color, cracks. 91 00:05:48,040 --> 00:05:55,210 Except this time, we're gonna grab a mask from the blue of our multi Matt, 92 00:05:55,450 --> 00:06:00,040 which hopefully will be the color of the actual helicopter. 93 00:06:00,110 --> 00:06:02,200 So let's go back to our layered contact sheet. 94 00:06:03,270 --> 00:06:04,430 Let's look at our multi, Matt. 95 00:06:04,620 --> 00:06:05,220 Here we go. 96 00:06:05,490 --> 00:06:05,830 Multi. 97 00:06:05,830 --> 00:06:07,680 Matt, we want to grab the Blue Channel. 98 00:06:07,960 --> 00:06:10,370 Okay, so here we go. 99 00:06:10,620 --> 00:06:15,910 We go up here, we're gonna ranges, we go to multi, Matt Blue, go to color. 100 00:06:15,910 --> 00:06:16,420 Correct. 101 00:06:16,500 --> 00:06:20,290 And then what we can do is we can just kind of drive it like that 102 00:06:20,300 --> 00:06:23,600 and we can see that's exactly what is happening. 103 00:06:23,810 --> 00:06:25,960 And it just kind of ah, 104 00:06:25,970 --> 00:06:31,690 brighten it up a little bit and to and we're gonna give it a 105 00:06:31,690 --> 00:06:34,650 little bit of red just a little bit there. 106 00:06:35,700 --> 00:06:38,290 So let's grab another shuffle, 107 00:06:38,410 --> 00:06:42,350 and we're gonna bring out here body directly over there, 108 00:06:42,740 --> 00:06:45,750 and then we're going to create emerge. 109 00:06:46,430 --> 00:06:50,950 We're gonna merge this on top of that like that, 110 00:06:51,740 --> 00:06:56,990 and switches to multiply so far, so get now, 111 00:06:56,990 --> 00:07:00,590 you can see it's got a value of light and dark on it. 112 00:07:01,180 --> 00:07:05,510 And just so we know this is the direct light. 113 00:07:06,140 --> 00:07:11,050 And down here we were shuffling out the diffuse, so I'm gonna put diffuse. 114 00:07:11,290 --> 00:07:14,840 This just helps me keep track of everything right here because 115 00:07:14,840 --> 00:07:18,050 we're going to do the same thing again over here, 116 00:07:19,240 --> 00:07:24,830 and we're gonna grab the ambient occlusion a multi. 117 00:07:25,170 --> 00:07:27,950 I believe it's just the red right there. 118 00:07:28,400 --> 00:07:29,480 Let's double check. 119 00:07:29,490 --> 00:07:30,350 Yes, it is. 120 00:07:31,080 --> 00:07:32,940 And we'll just do the same thing here. 121 00:07:32,940 --> 00:07:39,080 We're gonna multiply that on top a over B. 122 00:07:39,640 --> 00:07:43,230 I think that so just kinda darkens it down just a little bit more 123 00:07:43,230 --> 00:07:45,450 so you can see the progression right there. 124 00:07:45,900 --> 00:07:48,430 Now, before we go further, I kind of want toe, 125 00:07:48,440 --> 00:07:50,540 put it over top of the background here. 126 00:07:50,550 --> 00:07:54,490 We're going to just kind of create a merge right down here. 127 00:07:54,490 --> 00:07:57,770 So that way we can kind of see where this is going. 128 00:07:58,440 --> 00:08:03,820 And if we view that we can see, Yea, we don't have an Alpha Channel. 129 00:08:03,830 --> 00:08:06,270 When what's happening here is if we look at our Alfa, 130 00:08:06,270 --> 00:08:08,400 you can see it's getting a little contaminated. 131 00:08:08,530 --> 00:08:09,550 What happened? 132 00:08:10,050 --> 00:08:11,460 Let's go along the way. 133 00:08:11,730 --> 00:08:14,170 There's one that's okay. 134 00:08:14,250 --> 00:08:15,670 That's not OK. 135 00:08:15,800 --> 00:08:19,950 One easy way we can do that is remember the copy note. 136 00:08:20,610 --> 00:08:24,600 So we'll put a copy note in here and well, 137 00:08:25,310 --> 00:08:28,990 look it right back up to the original from up here. 138 00:08:28,990 --> 00:08:31,260 But also we got to do is remember where we got it from, 139 00:08:31,260 --> 00:08:33,480 which was the body diffuse. 140 00:08:33,900 --> 00:08:36,039 So what we can do is weaken Go in here. 141 00:08:36,039 --> 00:08:40,830 And we could say, Hey, where do we want to pull that Alfa Channel from? 142 00:08:41,179 --> 00:08:45,150 And eventually we're going to be putting the helicopter 143 00:08:45,140 --> 00:08:47,870 rotor blades in before it gets over. 144 00:08:47,870 --> 00:08:50,370 So I'm actually gonna grab the copter beauty. 145 00:08:51,380 --> 00:08:56,930 So let's go to Copter Beauty, Alfa, and let's take a look. 146 00:08:57,250 --> 00:08:57,820 There we go. 147 00:08:58,160 --> 00:08:58,960 Right here. 148 00:08:58,970 --> 00:09:06,390 There's the Alfa, and you can see it's we don't have any color up there yet. 149 00:09:06,390 --> 00:09:07,520 That's why it's black. 150 00:09:07,530 --> 00:09:09,100 Nor do we have reflections. 151 00:09:09,310 --> 00:09:10,540 But it is correct. 152 00:09:10,730 --> 00:09:14,610 Now, one thing we don't have correct is we unm ult applied. 153 00:09:14,850 --> 00:09:19,090 So over here, we have to pre multiply. 154 00:09:19,360 --> 00:09:23,700 We need to do that after we get the proper Alpha Channel right there. 155 00:09:24,560 --> 00:09:25,350 There we go. 156 00:09:25,840 --> 00:09:29,990 Okay, now, Awesome. 157 00:09:30,240 --> 00:09:31,450 So far, so good. 158 00:09:31,450 --> 00:09:34,310 Now we're gonna have to work on this a little bit more. 159 00:09:34,320 --> 00:09:36,810 We're gonna add some mawr highlights. 160 00:09:36,960 --> 00:09:38,690 We don't have any speculator ity. 161 00:09:38,690 --> 00:09:42,120 We don't have any for now, we don't have any reflections yet. 162 00:09:42,200 --> 00:09:46,850 And our rotor blades air just being held by a empty husk. 163 00:09:47,240 --> 00:09:49,050 So let's go do that in the next clip 13364

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