All language subtitles for 6. Comp Helicopter - Part 2

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These are the user uploaded subtitles that are being translated: 1 00:00:02,040 --> 00:00:02,890 [Autogenerated] in this clip. 2 00:00:02,890 --> 00:00:06,040 We're continuing our helicopter composite now. 3 00:00:06,040 --> 00:00:09,980 Where we left off is we still need the ads and details here. 4 00:00:10,590 --> 00:00:14,470 So what we're going to do now is we're going to work our way through. 5 00:00:14,820 --> 00:00:18,830 I've already set up a couple of these passes to break them out. 6 00:00:18,840 --> 00:00:24,070 Reflections are often put together using a mode called screen. 7 00:00:24,080 --> 00:00:25,680 So we're going to set up a screen. 8 00:00:26,680 --> 00:00:29,050 We're gonna take the reflection pass. 9 00:00:29,780 --> 00:00:33,570 We're gonna add it onto the existing pass right here. 10 00:00:33,630 --> 00:00:37,050 Now, let's keep our viewer connected to the end result here, 11 00:00:37,510 --> 00:00:41,950 and we'll move this over to the screen so we can see it screened on. 12 00:00:42,850 --> 00:00:44,640 Now there's a couple problems here. 13 00:00:44,650 --> 00:00:48,950 Firstly, our reflections are being added to the whole thing. 14 00:00:49,850 --> 00:00:54,500 That's when the first things we want to do is we want to take our mask in use. 15 00:00:54,500 --> 00:00:56,600 Our friend l Pass are for Nell. 16 00:00:56,600 --> 00:01:02,520 Pass is going to cause mawr reflectivity happen on the edges than on 17 00:01:02,520 --> 00:01:06,140 the surfaces that are perpendicular to the camera. 18 00:01:06,310 --> 00:01:12,400 And what we can do is we can actually put a grade on here and manipulate it. 19 00:01:12,410 --> 00:01:13,770 Moves it further. 20 00:01:13,770 --> 00:01:16,490 Donna, let's select all RGB A. 21 00:01:17,210 --> 00:01:22,180 It will bring this down to about 0.46 that range. 22 00:01:22,400 --> 00:01:22,950 Here we go. 23 00:01:23,480 --> 00:01:32,320 We're gonna just are white point to be about 1718 in that range. 24 00:01:32,330 --> 00:01:32,950 There we go. 25 00:01:33,160 --> 00:01:34,670 And that looks pretty nice. 26 00:01:34,670 --> 00:01:39,050 And we can adjust some of our mid range like this with gamma. 27 00:01:39,480 --> 00:01:40,550 Not too much. 28 00:01:41,100 --> 00:01:41,710 There we go. 29 00:01:41,940 --> 00:01:45,530 So you can see that's made a huge impact on the 30 00:01:45,540 --> 00:01:47,850 overall reflectivity of everything. 31 00:01:48,240 --> 00:01:50,600 By bringing that down now, you notice, 32 00:01:50,600 --> 00:01:55,220 but bringing it down we've almost eliminated the reflections in the windows 33 00:01:55,490 --> 00:01:58,950 and those will have to be handled in a separate area. 34 00:01:59,420 --> 00:02:03,000 So what we might do is bring those back after we add 35 00:02:03,000 --> 00:02:05,150 on the speculator reflections. 36 00:02:05,530 --> 00:02:08,199 So let's have the speculator Let's created, not emerge. 37 00:02:08,360 --> 00:02:11,350 But this time we're going to use plus for speculator ity. 38 00:02:12,220 --> 00:02:16,480 We're going to just kinda plus the specs right on there. 39 00:02:16,600 --> 00:02:23,650 There we go and maybe add a little bit of a blurring over a softness to that. 40 00:02:24,410 --> 00:02:30,150 And let's bring in a color cracked and bring it down a little that 41 00:02:31,800 --> 00:02:34,900 Here we go Now we could find tune it a little bit, 42 00:02:35,330 --> 00:02:36,420 but let's move on. 43 00:02:36,420 --> 00:02:38,860 Let's let's come back to those windows. 44 00:02:38,860 --> 00:02:43,760 Now those windows need a little bit more reflectivity. 45 00:02:43,760 --> 00:02:51,080 So we're gonna add another module down here where we're gonna do a screen again. 46 00:02:52,480 --> 00:02:57,810 Except this time, we're going to bring those reflections in. 47 00:02:58,730 --> 00:03:01,170 But we're going to use a different kind of masking. 48 00:03:01,540 --> 00:03:06,700 So this time we're gonna mask it by our multi pass green. 49 00:03:07,760 --> 00:03:08,230 There we go. 50 00:03:08,230 --> 00:03:12,570 So now we are just seeing those windows. 51 00:03:13,030 --> 00:03:22,300 Now we can also go ahead and weaken, modify with a grade how strong those are, 52 00:03:22,310 --> 00:03:22,690 weaken, 53 00:03:22,690 --> 00:03:29,910 gain them down and changed the highlights slightly and give it a little color. 54 00:03:30,720 --> 00:03:31,580 Really cool. 55 00:03:31,950 --> 00:03:39,960 So now that we've done that, we also need to add in our Roeder's. 56 00:03:40,070 --> 00:03:41,120 So let's do that. 57 00:03:41,120 --> 00:03:44,450 Now let's just and that's gonna be a straight merge. 58 00:03:45,210 --> 00:03:51,280 So we're gonna merge the rotors into their Now we've 59 00:03:51,280 --> 00:03:53,530 got a couple of specialty passes. 60 00:03:53,790 --> 00:03:56,250 We have these UV and we have a depth past. 61 00:03:56,260 --> 00:03:57,700 And what are we going to do with them? 62 00:03:58,140 --> 00:04:01,090 Well, the UV pass is really interesting, 63 00:04:01,090 --> 00:04:04,380 because what that is going to dio is it's going to 64 00:04:04,380 --> 00:04:06,800 allow us to re texture are object. 65 00:04:07,300 --> 00:04:11,910 So I'm going to go over here to an esteem map and we're going to 66 00:04:11,910 --> 00:04:16,810 connect that UV pass up as team map to the UV pass. 67 00:04:17,240 --> 00:04:20,779 And then we're gonna connect this input to something else. 68 00:04:21,740 --> 00:04:24,460 We're gonna create a noise. 69 00:04:25,140 --> 00:04:28,550 So we're gonna input our noise in as a source. 70 00:04:28,760 --> 00:04:33,050 You can see the random noise or fractal noise right here. 71 00:04:33,350 --> 00:04:35,480 But are you ve channels for the S T map? 72 00:04:35,480 --> 00:04:36,990 Remember what colors that we had? 73 00:04:36,990 --> 00:04:38,980 This it was in the Red Channel. 74 00:04:38,990 --> 00:04:43,590 And the green chance we're going to select UV channels are, in fact, are RGB. 75 00:04:43,630 --> 00:04:46,450 You can see red and green, and you can see what it did. 76 00:04:47,240 --> 00:04:51,580 It took the noise and it applied the noise to our 77 00:04:51,590 --> 00:04:54,900 image following the contours of it. 78 00:04:55,340 --> 00:04:57,950 And what we can do with our noise is we can actually 79 00:04:57,950 --> 00:05:01,460 change the size of our noise increase, decrease, 80 00:05:01,620 --> 00:05:04,290 do all sorts of really interesting things with it. 81 00:05:04,740 --> 00:05:08,110 But most importantly, once we have that noise, 82 00:05:08,720 --> 00:05:12,890 we can then apply a color correction to that and use it 83 00:05:12,900 --> 00:05:15,710 to modify our helicopter downstream. 84 00:05:15,710 --> 00:05:18,360 So what we're gonna do is we're gonna go up here. 85 00:05:18,930 --> 00:05:26,150 We're gonna put a color cracked right here, which is after it gets assembled. 86 00:05:26,520 --> 00:05:29,020 this color cracked is gonna brighten it slightly, 87 00:05:29,200 --> 00:05:33,050 but we're gonna use as a mask the results of the S team at 88 00:05:35,140 --> 00:05:37,950 so now it creates a little bit of dirt. 89 00:05:39,080 --> 00:05:43,750 Let's take a look over here and you can see that it's 90 00:05:43,750 --> 00:05:46,850 created this very slight variance. 91 00:05:47,180 --> 00:05:53,650 There's the before and the after, and it makes it a bit more realistic looking. 92 00:05:54,590 --> 00:05:58,300 And now we have one last pastor add in and that is our 93 00:05:58,300 --> 00:06:01,350 depth past gonna bring it way over here. 94 00:06:01,810 --> 00:06:02,470 Our depth. 95 00:06:02,750 --> 00:06:03,190 Now, 96 00:06:03,200 --> 00:06:07,860 the first thing to using the depth pass is we need to kind of fold 97 00:06:07,860 --> 00:06:10,850 it in together and we do that with a copy note. 98 00:06:11,440 --> 00:06:17,850 Some will bring over a copy and we're gonna select that am put and the B input. 99 00:06:19,110 --> 00:06:20,200 We're gonna bring that over. 100 00:06:20,200 --> 00:06:26,430 We're gonna tell it to bring its Alfa, or it's red because it doesn't matter. 101 00:06:26,440 --> 00:06:28,080 It's in our G m B, 102 00:06:28,310 --> 00:06:32,150 and we're going to tell it to put it into the depth depth of Z. 103 00:06:32,790 --> 00:06:35,990 So what we should have now is if we go to depth, 104 00:06:36,380 --> 00:06:38,690 we can see her death pass right there. 105 00:06:40,010 --> 00:06:48,910 And if I go back to RGB now, what I can do is I can actually use CD Focus. 106 00:06:50,140 --> 00:06:51,290 Connect the image up. 107 00:06:51,300 --> 00:06:52,430 Let's look at the results, 108 00:06:52,750 --> 00:06:56,780 conceives his depth channel depth Z and you can see 109 00:06:56,780 --> 00:06:59,360 it's softly blurring our image. 110 00:06:59,990 --> 00:07:02,090 Now, somewhere over here, there's our focal point. 111 00:07:02,100 --> 00:07:04,570 We can move our focal point to our helicopter, 112 00:07:07,340 --> 00:07:11,060 and you can see it's now D focusing the background. 113 00:07:11,780 --> 00:07:14,390 It creates a much more pleasing image. 114 00:07:15,230 --> 00:07:15,750 Awesome. 115 00:07:16,470 --> 00:07:21,850 So, to summarize, I wanted you to understand how we could use a single image. 116 00:07:22,500 --> 00:07:26,100 We can break out the various surrender layers that we need 117 00:07:26,390 --> 00:07:30,720 to create a compelling multi pass composite from a single 118 00:07:30,720 --> 00:07:35,150 image with multiple embedded, channel packed layers. 10147

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