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[Autogenerated] in this clip.
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We're going to take everything that we've learned so far,
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and we're going to apply it to creating the shot.
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We have our single image,
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multi pass xar that is channel packed for optimized work flows.
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And we are now going to composite this shot together.
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We're gonna put all these different elements together with inside of one shot.
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Here we have our background,
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and the first thing we want to do is one ad that shadow
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shadows are always a form of color correction.
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What we need to do is create color corrector,
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and normally what I would do is I would connect the
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mask input into the color corrector.
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But because we're using only one image, we conduce,
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um, much more efficient compositing,
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actually the preferred way that the foundry likes you to work,
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whereas everything is in line.
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These little mask inputs were added for legacy benefit a few years ago.
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They're actually not the best way to work.
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Best way to work is to bring up that color, correct.
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And where that shadow passes is, we're going to grab it down here under the mask.
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We're gonna check that off, and we're gonna select it out of our wonderful list.
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And where's our list gonna be?
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It's gonna be the RGB Alfa.
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I'm gonna move this over here and I'm gonna bring down that gain.
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And look, there's our shadow.
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So let's bring down the gain to,
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like 0.5 and then we're gonna bring out some a little bit of blue here.
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Maybe There we go.
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I went 16 There we go.
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So a little bit of a blue light cast down on that scenarios we got
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to do is we got to bring in our next element.
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So I'm gonna create a merge,
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and we're going to composite our next element on that.
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But guess what?
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It's gonna have to come from the same image source ao pass.
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So where is that a Oh, pass.
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Well, it was a oh, multi.
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We need to look.
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There's red green.
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There it is.
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So it's the green from a oh, multi.
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So let's come over here in select out of here.
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L'm, uh, lte, and we're just going to composite in the green.
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All right, now that you can see how this is working can see,
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I'm not getting quite the expected Result Channel packing file in Out.
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We do need to jump in here and change one little thing.
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And that is basically we're gonna put a shuffle in in this case is
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still far more efficient than doing it the other way.
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So I want to take what we got, which is a multi.
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And I want to just shuffle the green toe, all channels.
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So what we have instead is this And then we can use a merge
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that responds just like a normal merge.
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Except we want to switch the operation to multiply.
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And now we have that darkening of the landing skids right there.
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You see that?
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Awesome.
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So you can see there's many different ways,
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but this still is a farm or optimized way of working than if
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I had a entire another file loader that would be loading
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that and then processing that,
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then applying that now that we have all of our background ready.
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Now we need to build up our helicopter.
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Let's bring out some of that over here when I kind of put a dot node down,
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Let's create a UN promote.
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We're UNP remote.
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All of our layers by RGB Alfa?
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No, Our Alfa is in our copter beauty Alfa.
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So what that mean?
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Well, let's take a look back.
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Here are copter beauty.
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Alfa were using that to un pre multiply.
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Oh, actually, we want to because we're rebuilding these passes here.
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Body diffuse Alfa.
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So let's go back here and select body Diffuse Alpha.
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So now what I want to do is I want to bring out the various
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merge nodes and start with our body diffuse.
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So let's take that one first.
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Let's just go.
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Our body diffuse Shuffle that over.
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Okay, so that way we are looking at this guy right here.
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And if we did our unbolt correctly, you can see that is expanding those edges.
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Awful.
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So we're gonna create a color.
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Correct.
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Here.
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Now we're gonna kind of dark in it down just a little bit.
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Tenancy point playing to 86 and about a 2.6 on that game.
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Just brighten it up just a little bit there And now want to grab a mask?
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And what we're gonna do is we're going to do another color, cracks.
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Except this time, we're gonna grab a mask from the blue of our multi Matt,
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which hopefully will be the color of the actual helicopter.
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So let's go back to our layered contact sheet.
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Let's look at our multi, Matt.
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Here we go.
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Multi.
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Matt, we want to grab the Blue Channel.
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Okay, so here we go.
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We go up here, we're gonna ranges, we go to multi, Matt Blue, go to color.
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Correct.
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And then what we can do is we can just kind of drive it like that
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and we can see that's exactly what is happening.
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And it just kind of ah,
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brighten it up a little bit and to and we're gonna give it a
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little bit of red just a little bit there.
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So let's grab another shuffle,
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and we're gonna bring out here body directly over there,
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and then we're going to create emerge.
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We're gonna merge this on top of that like that,
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and switches to multiply so far, so get now,
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you can see it's got a value of light and dark on it.
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And just so we know this is the direct light.
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And down here we were shuffling out the diffuse, so I'm gonna put diffuse.
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This just helps me keep track of everything right here because
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we're going to do the same thing again over here,
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and we're gonna grab the ambient occlusion a multi.
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I believe it's just the red right there.
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Let's double check.
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Yes, it is.
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And we'll just do the same thing here.
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We're gonna multiply that on top a over B.
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I think that so just kinda darkens it down just a little bit more
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so you can see the progression right there.
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Now, before we go further, I kind of want toe,
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put it over top of the background here.
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We're going to just kind of create a merge right down here.
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So that way we can kind of see where this is going.
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And if we view that we can see, Yea, we don't have an Alpha Channel.
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When what's happening here is if we look at our Alfa,
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you can see it's getting a little contaminated.
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What happened?
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Let's go along the way.
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There's one that's okay.
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That's not OK.
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One easy way we can do that is remember the copy note.
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So we'll put a copy note in here and well,
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look it right back up to the original from up here.
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But also we got to do is remember where we got it from,
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which was the body diffuse.
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So what we can do is weaken Go in here.
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And we could say, Hey, where do we want to pull that Alfa Channel from?
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And eventually we're going to be putting the helicopter
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rotor blades in before it gets over.
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So I'm actually gonna grab the copter beauty.
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So let's go to Copter Beauty, Alfa, and let's take a look.
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There we go.
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Right here.
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There's the Alfa, and you can see it's we don't have any color up there yet.
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That's why it's black.
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Nor do we have reflections.
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But it is correct.
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Now, one thing we don't have correct is we unm ult applied.
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So over here, we have to pre multiply.
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We need to do that after we get the proper Alpha Channel right there.
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There we go.
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Okay, now, Awesome.
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So far, so good.
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Now we're gonna have to work on this a little bit more.
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We're gonna add some mawr highlights.
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We don't have any speculator ity.
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We don't have any for now, we don't have any reflections yet.
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And our rotor blades air just being held by a empty husk.
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So let's go do that in the next clip
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