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hey guys welcome to part 1 of the nuke tutorial series
of how to go about creating this shot
my process of going about it
and how you can do it as well
so there's gonna be a couple different things
that we cover in this tutorial
uh it won't just be the nuke stuff
I'm gonna talk about a couple different topics uh
in this first video
so if I go here
this is what we're gonna talk about
so starting with the concept
how we did some of the practical effects
so my wife is
uh you know
a fashion design background
and kind of a more traditional art background
so she helped uh
and this is more of a collaboration
definitely on this side
in terms of concepting and effects
uh so definitely credit for that but uh
so these are some of the things I'm gonna cover
practical effects
practical lighting and then
we're going to do a general overview of the script
so this is a pretty big script
and there's a lot of techniques used here
so I know that there's a range of viewers watching this
probably some really senior people
probably some beginner people
so keeping that spectrum in mind
I'm still gonna talk kind of on an intermediate level
in the way I'm explaining things
but I'm not gonna explain like
really basic sliders and stuff
cause that's really covered in my basic courses if you
if you guys have seen them
so that's kind of how explaining go about this video
and yeah so
part 2 will be different stuff
so more in detail
so this will be more of an overview video
the specific one
and part 2 will be really going into
the specific details of every kind of layer
every technique
and really how to build it up
so it won't just be kind of looking through the script
and stepping through
but really explaining each process
so part 2 the next video
will be kind of tracking keen tools
smart factors in paint
mixing tracks
2D 3D face enhancement
3D Light civilization integration
uh part three of the final video
is how we can use elements
creating complex alphas
uh 3D relighting
and making elements interact
so there's quite a lot here
and this is really a simplified list uh
there's probably a lot of little techniques uh
in there that will be covered
so yeah that's pretty much it
so we'll start restarting with the concept
so this shot
we wanted to do something kind of artistic and fun
just to try mixing some practical effects
with some of the energy effects that I'll be providing
so that was kind of the goal of this
and to have some sort of meaning behind it
so that's kind of the concept of the shot
and sort of shedding like
the past self
and moving towards the ideal
that's what's kind of
like the philosophical meaning of the shot
but just to show you guys some of the process
the iteration process that goes on
so this is kind of the final cop
but these are some notes I gave myself along the way
and this is just a show
and this isn't even the earliest cop
the earliest cop is
you know really basic
but usually you know
final composites
it take lots of iteration
and I've talked about this before
if you guys have taken my paid courses you know
everything is about iteration
I don't know one single composite
who's really good
who just nails everything up
version 1 it takes multiple layers of iteration
stepping back
looking at it from different angles
and try to perceive
what could be done here
to improve this image
so these are the kind of stuff that I'm looking at
along the way
you know maybe it's too noisy
in this area
we have you know
the pattern up here
maybe it's a little bit too bright
or maybe I'll run some things to the cracks
so when I'm working through this design process
and really this is a design process
it's thinking about
where you know
this could be technically correct
and could totally work
but composing is not a purely technical thing
it's it's a
it's really
you have to think about motion
you have to think about light
you have to think about design
and composition
so these are
the things that
not that many people are talking about
so that's why I think this project is pretty fun
because we get to really get into those type of things
versus just like
here's CG integration
or here's color matching
stuff like that
so these are all
little notes I gave myself along the way
you know depth of field
it's a little bit too sharp here
if you look at the footage
a little bit too sharp
just some blending notes for myself
maybe there's some warping going on
from our smart factors or tracks
maybe something looks a little bit too flat
so these are all
the level detail
we can really dive into
when you're building this image up
so you see here
this is another version
but it's just
really too noisy
so if you kind of zoom out
it's almost too much to look at
you have like
all these white dots and your
your eye doesn't really focus on something
so this is something I wanna convey in the series
as well as like
where's your eye looking
how do you train that eye
what are the details you want to look at
and how do you balance that image
so this is something
is example really
just you know
the effect is sort of working here
in this picture
but you have
like all these white dots
and it's hard to focus on one specific thing
also it's a little bit too saturated
maybe so flat here
you know the shoulder looks very very flat
so these are the kind of things that I'm thinking about
along the process
so you see from this version of this version
I kind of go here
darken the chin a little bit
maybe brighten up the eyes
to sort of bring the focus to the eyes
it's a little bit of an artificial brightening
but it gives it a little bit of a softer look
and sort of brings it a little bit less creepy
and more kind of a soft
softer look
and then going on to another version here
uh there's a lot of changes in between
but again you had the same problem uh
you have this like
really kind of too much
little bright highlights
appearing in certain areas and yeah
so these are all the little things I'm thinking about
so if you go from this to the final cop
you can see sort of
it's the way I did
the effect was kind of keeping the leading edge bright
and then it's kind of darkening across time
yeah but you still have these nice
like rolling highlights underneath the cracks
and that's something I really wanted to focus on
with this effect as well
was I don't want to just mask a crack and create a glow
cause that's a really simple effect
and really want
what I wanted to demonstrate
is how we can do a more complex effect
if you have some some good elements to work with
and so that's kind of the concept and iteration process
in a very quick and simplified explanation of it
and yeah so
that is that
so on the next part
which is practical facts
so what is this
practically
what is happening here
practically
um so basically
this is sort of a clay
it's a white clay so you can
this is a basically
video of it
you can like
buy this in store
um and yeah
my wife bought this
it's like white clay
and we also use some like
it was called clown white paint
you can get
like a Halloween store
it's a little bit different than like
an acrylic or something like that
it's more for like
Halloween makeup
so it's like
this mixed with some of this
and this gives us a nice
practical base to start with
so if we compare this to the practical footage
this is actually the practical
so we have a lot to start with here
and then we can enhance what's already there
so you can see the
some cracks added
we added some 3D cracks 2D cracks
and then painted in a bunch of different textures here
so it's it's
it's a good idea to start with
practical effects if you can
especially if you're filming this to yourself
or doing a project on your own um
and mixing traditional film making techniques
with composing
so I think especially with YouTube and internet now
it's like everything is super about 3D
and you're not seeing a lot of practical
effects being used
so I wanted to sort of
mix that in here
and you know
it's some future videos as well
we have some ideas for that
and that will be
yeah kind of fun to talk about
along the way
even though this is composing channel
composing is about mixing it with the real so yeah
that's something that I thought people find interesting
so talking about this more
uh one thing with the lighting
so practical lighting
you want to light this in a way
uh you know
I'm not a portrait photographer
I'm not a studio photographer
but I do understand lighting pretty well
and one type of lighting that you can do
is called Rembrandt lighting
so basically
you can take
it's a it's very cheap way to do lighting
a cost effective way rather
and you can sort of
let me just set this up here
so you can sort of
basically the way this is light is it's just two lights
so you have like
a main key light coming from right
we have another light coming from the left
and we have a bounce card
just use the white sheet
basically to sort of fill in this area here
and that gives it
so we don't get too much contrast in this area
which gives it a softer
less aggressive look
and that's gonna give us
this type of
this type of lighting that we have here
and this is called Rembrandt lighting
so it's spelt like this
we have R E
and Rembrandt
RAM Brant lighting
and my rotor paint is little bit laggy here
so you guys can forgive the handwriting
RAM brand lighting
so this is what we're doing here
and one of the key features of this type of
portrait lighting
is to try to create these inverted triangles
on the opposite
or the shadow
side of the face
so that's kind of what I went for here
is we have this lighting
lighting up most of the side of this cheek
completely in light
and then we have this inverted triangle
and one thing to note
when you're doing this type of lighting
if you guys ever film something like this yourself
is to try not making this too big
otherwise it kind of doesn't give this sort of look
and so we have the soft lighting here
and one thing to look at
if I just pull this open
is if we have this
so this is a different lighting test we did
obviously this is not what we wanted
so we didn't want this sort of creepy effect
and you see that by back lighting stuff
we get a totally different looking shot
so you know there's no
there's not much bounce
like going on
and we have this kind of contrast
rim light and a little bit
brighter on this side
and so this is why lighting is really important
and why I'm talking about it
because lighting determines the mood of a shot
and if you are composing something
let's say you're filming yourself
you're doing your own project
um you know
you need to be thinking about
what the actual shot looks like
if the shot itself starts out badly
no matter what you do in the composite
um you're not gonna get a good end result
so that's pretty much of it
for the kind of practical effects and the
practical lighting
so now I'm gonna talk about
the general overview of this script
so this is a pretty big script
and this is
like the project file
like I said
I'm not gonna break down
every single technique in this video
that will come in part two
so the project files are
now available when this video is posted
and you can
go and get those
if you want to do this project
what comes with the project file
it comes with footage
11 cg assets
it can be used for demo reels
and also like
my paid classes
also offer kind of email support
get stuck on something
as was one round of written
critical feedback
so if you send me your video
I'll send you back
you know a draw over
of some notes
or improvements you can make
but there's only one round of that
as you know
if I get a lot of emails
I can only handle so many as one person
and obviously
I have to have a limit there
so these are the things that you'll get
uh one thing that's not included is the script
so I'm not including the script as
because people would be using this for their demo rail
uh you're kind of expected
if you're gonna be taking this
or downloading this project file
to already know a little bit what you're doing
um and if you want more
like classes
on building up to this level
I already have a bunch of classes out
that will get you to this level
so I'm not gonna give a script
because that would kind of devalue
the demo real shot
because people would just copy portions
and then it's not their work
so that would not be good
so yeah here's the stuff here
we have a couple effects simulations
that you'll get
uh these are from the Composing Academy Look Dev Pack
which will be releasing soon
so this is something I've spent uh
many months on
I've been working on
in my past time
actively and passively
to create a whole bunch of
looked at effects
it will be around 200
simulated effects
that you guys can actually do
look development with
so I'll be talking more about that
in some upcoming videos
how we can use these
and how this fundamentally changes the approach
towards certain shots
which is why
I created it
so we have a bunch of different ones here
some liquid kind of stuff
some kind of
uh nebula kind of galaxy
explosions um
some sort of embery
kind of fiery looking stuff
we have like
actual embers as well
which you can simulate
extra embers
if you want 3D
we have some
line effects here
which these are kind of
what's being used in the cloth
so probably
in the demo video
didn't even notice
because it kind of goes by quick
but there are some sort of
like effects
if I play this here
there are some sort of effects
wrapped on the cloth as well
some sort of like
I don't know
energy kind of drips
that are appearing
and that's coming from that effect that I just showed
and then we have some like
ripple fires that I'm using in some of the edges
so you'll see some of that around where the effect is
coming off the shoulders and coming off certain areas
so you see like
little portions of stuff kind of peeling off
at certain points
and so there's a really high level detail in the shot
you know if you zoom in
you can see quite a lot of stuff going on
we see bigger embers coming out of the chunks
and stuff like that
so we have all those little details that we can add
and by having these simulations
really gonna be useful
so you can use these for other shots as well
so if you're getting this pack or this shot
you can use these for other projects as well
so you'll get early access to some of the stuff
that will be released in the next few weeks
we also have some shot specific effects
so this is a cloth simulation with UV pass
that we can wrap some of our other simulations on
so we can take some of these sort of
like this effect here that I showed you
see this one
so this is the effect that you can wrap onto the here
and then you can get some sort of embery kind of effect
so you can see
like here it is like this
can we get something like that
and so we can create bigger embers
that have more life to them
than simply just tiny little nuke particles
or something like that
so this gives us really awesome way to mix in
so you can see just these little
kind of glowing pieces or chunks
that just give some size variation
and a little bit more interest
rather than just using you know
basic embers
we also have some shot specific effects
so some smoke
that's being emitted from the geometry of the face
and simulated
so I'm really not going to cover
super in depth the simulation
because I'm using multiple different softwares
multiple different particle systems
to create all of these
so I might go into the more of those in the future
but this is really a composite project
so that is so this is kind of
simulating what you would get in production
so you would get all these things handed to you
as composure
and you would be able to build that shot out
so these are some flow pads
generated until brush
I'm going to talk about that in the Part 2 or part 3
I think it is
more about how these are generated
why I use this method
and why it is actually useful
I did get a couple questions saying hey
why are you going in VR
is it actually useful
and it is actually useful
not because it's VR
but the way that
tilt brush generates this type of geometry
and stretches the UV space to 0 to 1 space
and you have
basically you can just you know
draw these geometries
and not have to manually
extrude them
so if you're doing lots of things
with a lot of curvature
there's no super simple way to
bend textures along splines
or gray warps in nuke
and so this kind of solves that problem
you can get these geometries
and simply export them
and use them that way
so you'll get these
given for you
because I know most people probably don't have oculus
but if you do have an oculus
I will cover a little bit of that
and how you can create these
in that part three
and then we'll get the 3D Geo tract
so this is from Key Tools
I'll talk about Key Tools uh
in the next video
and we'll talk about
how you can create these geometries
they also have a 14 day trial
I think on their website
so we'll talk a little bit more about that
in the next video
how you can use the face builder
the face tracker
to get this 3D model
which is really
really gonna help the tracking
and I'm gonna break that down further
and then we also have a subdivided head
which is the same model
just with high resolution
that we can basically
create more advanced displacement from
so by adding geometry or resolution
we can add details
in a way that is a little bit more realistic
than maybe just sticking 2D textures on a geometry
so that's it for the project file
the there should be a link in the description for that
and that should be available now
so one thing I wanna mention
before I continue on
to do the overview of the script is uh
yeah please don't email bunch of questions
and email support if you're working ahead
so I'm releasing the project file now
so you can download it
and you can work ahead
if you wanna start to approach it yourself
and try to figure it out
um but please
for all the questions
wait until part 2 and 3 are posted
which I'll be posting one a week
so in the next two weeks
both videos will be out
so it's feel free to work ahead
and try to figure it out
or just like
recreate it
but you know
hold off on the questions
because a lot of stuff will be covered in detail
in the next two videos
so if we step through now
we can just take a look at this comp here
so I'm gonna break it down
so basically
I started with the 2D
sort of smart vector on the skin
so just enhancing and using some textures
and kind of cutting them up and saturating them
I'll talk about some frequency separation again
we use some different techniques to match the lighting
and we go into a more advanced version of that as well
when we start talking about the 3D head
so we can actually stabilize some of the lighting
by using the 3D model
so that will be a pretty cool topic in
I believe the second video
so stepping through
pretty much the same technique
so for the body
the majority of the body is just smart factors
so if you were to cut this into different pieces
the shot we have sort of a smart factor in the chest
shoulder hand
a little bit on the cloth
and then we have some problem area which
not a lot of detail to track here
so I'll talk more about how we will combine tracks
and use different things to solve
sort of these hidden problems that appear
but yeah that's basically the first half
here is mostly smart factors
painting in some 2D solutions for the
for the stuff there
and then we're doing some desaturating
and let's just step through
so the effects are merge in
next we also have some interactive balance
so we can use some blurs
we can use some darkening before
so one thing with this composite is
I didn't want this to look like the whole effect was
like plused over
so a lot of times
I was doing like
a darkening with the effect
prior to adding the effect over with A+
so that just gives the effects
like this dark
sort of spreading effect
as the cracks kind of move forward
and you'll see
if you just plus it over
it doesn't look
if I were to take this off
you see it feels really
like just additive
so I really wanted to add darkness
as it's kind of spreading
so pretty much all the effects are doing that
so you can see here
we're getting darker pieces as the effect spreads
and we can use some time offsets
and a couple different variations of techniques
to get that darkness to spread faster
so that the light effects will be easier to see
and they'll flow over it
so again that's more about balancing
more of a creative decision
rather than purely technical
um and also uh
when I talk about the effects
a little bit more in detail
I'll show you guys
how to combine these in different ways
uh how I warped some of the perspectives
to sort of match the body a little bit closer
rather than just
we don't wanna just stick a 2D video uh
on you know
this picture
what we want to do is kind of use
I use some I transforms
rotations to sort of
bend certain pieces
so that the flow of the effects
will actually go in different directions and yeah
I'll talk about that again more in detail
once we get to the effects
uh and then we do some heat distortion
uh I'm gonna go over some more advanced heat distortion
so uh we'll go over this
this portion here
which is creating sort of a normals map type of thing
and sort of using some god rays and some Luma keys
to kind of generate a more advanced heat distortion
as it's coming out of the cracks
um and yeah
so that's kind of how that's
that's created there
so we create a more advanced heat distortion
uh which gives it this nice ripple effect
as the heat is coming up
and if you're watching the clip and you zoom in on it
you'll see you'll actually see the
that level detail does
does help a lot
uh the shoulder
same same idea
same type of thing here
and then we have the embers
so a lot of the embers is a lot of retime uh
retimed effects
so either I retime them or I time offset them
uh to basically we have like
small embers coming off
and then we have
like big chunks
so it's really just using that same
that same element that I'm giving you guys
over and over
but I'll just kind of like
mask a different portion
and if I just gain up here
yeah we'll just
you can just cut a piece from here
and use that in one area
or cut a piece in the middle
use it in different area
and it will give you the look
that there's a bunch of different ones
but actually
we're just using the same one over and over
with offset
and you'll see here
by the way I'm using daisy chains in my comp
I haven't made a video about this yet but
um I was thinking about it
because this is something I kind of do
is I'll merge each element over the background
one at a time
just to see how it looks
and then if they kind of go together
for example
these are all ambers
I'll kind of just
you know put all these on one layer
and then merge it over as one
and why this is useful
is because we could pre comp this out as a layer
it's just a nice way to organize your script
by doing that
and yeah so other stuff here different
will use some God rays
we use some different things to sort of
we don't want to completely flat edges
so I wanted to sort of break up the edge
especially since we're against black here
to you know
not make it feel 2D completely
so we want to have some of these little
effects kind of flickering off
so I'll talk about some different stuff with that
and then there's just a bunch more Ember stuff here
we have some burning edges effects as well for the skin
so we can get some different type of
rolling effects there
and this is the cloth thing so again
we use some of those elements to wrap it onto the cloth
and we can use that on both sides of the cloth
this is the more complex part of the script
so the center area
we start to go into some of the 3D cracks
and 3D displacement
so we can take his face and displace in different ways
to create got more 3D looking stuff
and also add ambient inclusion and details like that
so we have these chunks that we're adding out all over
and you see I use 3D more uh
more on the face and 2D more down here
and that's really cause the facing angle
so like this has more rotation
so because of that tiny bit of parallax
we're gonna feel that this is more 3D
rather than opting for 2D
just sticking a texture on here
and I didn't use a lot of
I didn't really use 3D cracks down here
because there's not much parallax
so you're not gonna
it's kind of a waste of time if there's no parallax
to feel that something is actually truly 3D
so yeah we'll talk about all of that and yeah
and I'll also talk about that effect here
so um again
working in UE space this is
this is why I wanna make that prior video
because we do this a lot
in this particular project
we're gonna flatten this face
and this is really one of the awesome benefits
of having keen tools and face tracker
because we can work in UB space
we can stabilize the lighting
so one of the facts we'll talk about
is how we can stabilize the lighting
and use that to basically integrate textures
into the picture by using the lighting that exists
rather than just
like kind of sticking something on
and manually doing color corrections
and yeah and I also talk about
how to generate these crack mats
so this is how we're running the effects through
so we're gonna use this to mask
some of those UV pads that I showed you and yeah
we use some frequency separation here Luma keys
some manual rotapaints
and working in UV space
again so that's
that's why that UV space is really
really helpful for creating
for creating that
you know if you're working
with just purely smart vectors
we could do some stuff here
but where you gonna have problems
is where these things overlap
so I'll talk more about that in the next video
and then yeah
basically just the same concept going all the way down
so you can see
like if we just look at this layer
what that layer looks like
so we can see that you know
that those textures are really running through and
that gives us a pretty cool starting point
so let me just keep stepping down
and also the face smoke so this is
we can use some of the pre existing stuff here to
actually light up some of the effects that we have
so again I'll talk about that
but we get this really nice look of like
kind of sparkling
subtle effect
and we don't want to play it up too much
otherwise you get a little bit too noisy
like I was showing you with some of the
earlier iterations
but it is really nice to have that subtle detail
and movement
just to bring that to life
and then there's like
a really tiny piece of detail where I kind of took like
one of the embers and reflected it in the eye
just to get
like you know
a tiny bit of movement into the eyes as well
but we also have some of the
some of the effects running through the eyes as well
so we need some polar coordinate or polar distort
to sort of warp these into spheres
and we can sort of get this effect to run through
the eyes as well
and yeah that's pretty much how that's being done
and more embers and then um yeah so
so some color corrections and grain and stuff like that
so there's a lot of uh
things going on there
but really how you combine all of them is
is really the key
and how do you manage a script like that
how do you organize it
yeah so that's that's why
these shots start to get a little bit more complicated
no specific technique is overly complicated
it's really just
how do you take all this bag of tools that you have
and manage it and combine it and use problem solving
to know what tool to use and where to use it
and that's really one of the core concepts of
being a good composers
knowing all that
so I think that's pretty much covered it
for the first video
uh yeah that's pretty much covered for the first video
and if you like the video
hit like it really
really helps the algorithm
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