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[Autogenerated] in this clip.
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We're continuing our helicopter composite now.
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Where we left off is we still need the ads and details here.
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So what we're going to do now is we're going to work our way through.
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I've already set up a couple of these passes to break them out.
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Reflections are often put together using a mode called screen.
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So we're going to set up a screen.
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We're gonna take the reflection pass.
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We're gonna add it onto the existing pass right here.
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Now, let's keep our viewer connected to the end result here,
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and we'll move this over to the screen so we can see it screened on.
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Now there's a couple problems here.
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Firstly, our reflections are being added to the whole thing.
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That's when the first things we want to do is we want to take our mask in use.
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Our friend l Pass are for Nell.
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Pass is going to cause mawr reflectivity happen on the edges than on
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the surfaces that are perpendicular to the camera.
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And what we can do is we can actually put a grade on here and manipulate it.
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Moves it further.
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Donna, let's select all RGB A.
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It will bring this down to about 0.46 that range.
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Here we go.
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We're gonna just are white point to be about 1718 in that range.
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There we go.
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And that looks pretty nice.
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And we can adjust some of our mid range like this with gamma.
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Not too much.
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There we go.
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So you can see that's made a huge impact on the
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overall reflectivity of everything.
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By bringing that down now, you notice,
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but bringing it down we've almost eliminated the reflections in the windows
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and those will have to be handled in a separate area.
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So what we might do is bring those back after we add
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on the speculator reflections.
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So let's have the speculator Let's created, not emerge.
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But this time we're going to use plus for speculator ity.
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We're going to just kinda plus the specs right on there.
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There we go and maybe add a little bit of a blurring over a softness to that.
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And let's bring in a color cracked and bring it down a little that
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Here we go Now we could find tune it a little bit,
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but let's move on.
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Let's let's come back to those windows.
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Now those windows need a little bit more reflectivity.
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So we're gonna add another module down here where we're gonna do a screen again.
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Except this time, we're going to bring those reflections in.
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But we're going to use a different kind of masking.
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So this time we're gonna mask it by our multi pass green.
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There we go.
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So now we are just seeing those windows.
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Now we can also go ahead and weaken, modify with a grade how strong those are,
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weaken,
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gain them down and changed the highlights slightly and give it a little color.
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Really cool.
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So now that we've done that, we also need to add in our Roeder's.
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So let's do that.
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Now let's just and that's gonna be a straight merge.
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So we're gonna merge the rotors into their Now we've
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got a couple of specialty passes.
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We have these UV and we have a depth past.
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And what are we going to do with them?
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Well, the UV pass is really interesting,
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because what that is going to dio is it's going to
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allow us to re texture are object.
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So I'm going to go over here to an esteem map and we're going to
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connect that UV pass up as team map to the UV pass.
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And then we're gonna connect this input to something else.
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We're gonna create a noise.
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So we're gonna input our noise in as a source.
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You can see the random noise or fractal noise right here.
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But are you ve channels for the S T map?
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Remember what colors that we had?
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This it was in the Red Channel.
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And the green chance we're going to select UV channels are, in fact, are RGB.
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You can see red and green, and you can see what it did.
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It took the noise and it applied the noise to our
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image following the contours of it.
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And what we can do with our noise is we can actually
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change the size of our noise increase, decrease,
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do all sorts of really interesting things with it.
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But most importantly, once we have that noise,
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we can then apply a color correction to that and use it
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to modify our helicopter downstream.
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So what we're gonna do is we're gonna go up here.
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We're gonna put a color cracked right here, which is after it gets assembled.
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this color cracked is gonna brighten it slightly,
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but we're gonna use as a mask the results of the S team at
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so now it creates a little bit of dirt.
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Let's take a look over here and you can see that it's
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created this very slight variance.
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There's the before and the after, and it makes it a bit more realistic looking.
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And now we have one last pastor add in and that is our
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depth past gonna bring it way over here.
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Our depth.
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Now,
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the first thing to using the depth pass is we need to kind of fold
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it in together and we do that with a copy note.
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Some will bring over a copy and we're gonna select that am put and the B input.
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We're gonna bring that over.
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We're gonna tell it to bring its Alfa, or it's red because it doesn't matter.
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It's in our G m B,
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and we're going to tell it to put it into the depth depth of Z.
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So what we should have now is if we go to depth,
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we can see her death pass right there.
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And if I go back to RGB now, what I can do is I can actually use CD Focus.
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Connect the image up.
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Let's look at the results,
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conceives his depth channel depth Z and you can see
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it's softly blurring our image.
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Now, somewhere over here, there's our focal point.
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We can move our focal point to our helicopter,
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and you can see it's now D focusing the background.
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It creates a much more pleasing image.
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Awesome.
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So, to summarize, I wanted you to understand how we could use a single image.
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We can break out the various surrender layers that we need
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to create a compelling multi pass composite from a single
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image with multiple embedded, channel packed layers.
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