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These are the user uploaded subtitles that are being translated: 1 00:00:02,048 --> 00:00:07,168 In this video Justin reflection by using Raymond 2 00:00:07,424 --> 00:00:08,704 Get started 3 00:00:09,216 --> 00:00:15,360 And start taking a look at this is introduced 4 00:00:15,616 --> 00:00:21,760 Can you collection and it has a very simple inputs to the skiing mindrender it's another 5 00:00:23,040 --> 00:00:27,392 Retracing is a bit more physically accurate 6 00:00:27,648 --> 00:00:33,536 Is we can actually get some reflections out of this and that's how I prefer 7 00:00:33,792 --> 00:00:34,560 To use 8 00:00:35,072 --> 00:00:39,936 Let's go ahead and set up a basic scene in 3D space we can make a camera really quick 9 00:00:43,008 --> 00:00:44,544 Something 10 00:00:44,800 --> 00:00:45,568 That maybe 11 00:00:46,080 --> 00:00:48,384 Make a sphere 12 00:00:49,664 --> 00:00:50,688 Here 13 00:00:50,944 --> 00:00:52,736 Stop as well 14 00:00:52,992 --> 00:00:56,832 We can throw a bit of a chequerboard 15 00:01:00,123 --> 00:01:03,899 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 16 00:01:03,900 --> 00:01:08,608 Flecktarn so just make a card 17 00:01:10,656 --> 00:01:13,472 Right here make it x 18 00:01:14,752 --> 00:01:16,544 And what's up 19 00:01:21,920 --> 00:01:23,968 One like you 20 00:01:24,736 --> 00:01:26,272 Emotional looking at a scene 21 00:01:26,528 --> 00:01:31,136 Why can't you move around and see everything 22 00:01:32,160 --> 00:01:34,720 Well 23 00:01:34,976 --> 00:01:36,512 Econsult down 24 00:01:36,768 --> 00:01:38,816 Cute Sam 25 00:01:39,584 --> 00:01:44,192 And start putting your card here 26 00:01:44,704 --> 00:01:45,984 So by default 27 00:01:46,496 --> 00:01:47,520 With a random 28 00:01:47,776 --> 00:01:49,056 We don't have 29 00:01:49,312 --> 00:01:51,360 Any texture in our card right now 30 00:01:51,616 --> 00:01:54,944 Let's go ahead and make a reflection sheet 31 00:01:55,968 --> 00:01:57,760 This on here 32 00:01:58,016 --> 00:02:02,624 You'll see we can actually see the underside of a sphere 33 00:02:02,880 --> 00:02:04,160 It's calculator 34 00:02:04,416 --> 00:02:06,464 The way down from a camera 35 00:02:06,720 --> 00:02:12,096 2 card and bouncing up and looking at the underside of horse fear 36 00:02:12,352 --> 00:02:13,120 Episode 37 00:02:13,376 --> 00:02:16,448 Physically the path of the righteous travelling on 38 00:02:16,704 --> 00:02:20,032 If we were to make a sphere down here 39 00:02:20,544 --> 00:02:23,872 Destroy that they're not put it at the origin 40 00:02:24,896 --> 00:02:26,432 We can see our 41 00:02:29,248 --> 00:02:31,040 Harness shiny 42 00:02:32,320 --> 00:02:38,464 And I'm using a random bit of helpful to get a baseline or we can go ahead and keep 43 00:02:38,720 --> 00:02:44,864 Reflection changes we can actually put a grid on a reflection just to make it 44 00:02:45,120 --> 00:02:46,144 Easier to see 45 00:02:46,400 --> 00:02:48,704 And rotating this 46 00:02:49,472 --> 00:02:55,616 You can just see all the fraction is changing and it is and physically accurate from 47 00:02:55,872 --> 00:02:57,408 Positioning standpoint at least 48 00:02:57,920 --> 00:03:00,736 So what we can do as we can use this raimundas setup 49 00:03:00,992 --> 00:03:05,344 To actually get a reflection of our explosion on the ground 50 00:03:05,600 --> 00:03:08,928 Instead of just as kind of overall that we currently have 51 00:03:09,184 --> 00:03:15,072 Because this is a really reflecting that texture very well at all especially right here 52 00:03:15,328 --> 00:03:20,704 It doesn't really look like what it should be reflecting so we definitely want to find a way to clean that up 53 00:03:21,216 --> 00:03:26,848 And that's how you say Randall there's a lot of options here I mostly just use motion Blur 54 00:03:27,104 --> 00:03:29,152 This behaves just like motion Blur 55 00:03:29,408 --> 00:03:31,712 In our online 56 00:03:31,968 --> 00:03:38,112 And if things are ever looking a little go ahead and pop the stochastic samples and 57 00:03:38,368 --> 00:03:41,696 Guess what do is sometimes you reflections will seem very pixelated 58 00:03:41,952 --> 00:03:45,280 And up in your stochastic samples with his kind of knew that out 59 00:03:45,536 --> 00:03:51,680 Introduce some anti-aliasing I honestly don't know 100-percent mathematically what this is doing 60 00:03:51,936 --> 00:03:57,568 I just have a practical understanding of how it works and not too much of a technical understanding 61 00:03:57,824 --> 00:04:00,896 But that's how you use it it's to smooth your reflections out 62 00:04:01,152 --> 00:04:04,224 And that's pretty much it is a very simple note 63 00:04:04,480 --> 00:04:08,832 Go ahead and delete this setup and start looking at actually getting 64 00:04:09,088 --> 00:04:10,112 Our reflections 65 00:04:11,392 --> 00:04:17,536 So first thing's first want to go ahead and make some because I'm doing a lot 66 00:04:18,815 --> 00:04:20,863 Skip 67 00:04:21,631 --> 00:04:24,447 These guys out of the way 68 00:04:26,495 --> 00:04:29,823 And let's bring in our camera for the scene 69 00:04:30,591 --> 00:04:32,895 Put Shack read from file 70 00:04:33,663 --> 00:04:35,967 Scene camera 71 00:04:36,223 --> 00:04:37,759 Yes 72 00:04:38,783 --> 00:04:40,831 And now we have a camera in 73 00:04:41,087 --> 00:04:43,903 Make a position to point 74 00:04:44,415 --> 00:04:50,559 What does pointless all the way to our pass again so we can see where 75 00:04:50,815 --> 00:04:51,327 Geometry 76 00:04:52,351 --> 00:04:55,423 And let's relax our position 77 00:04:56,959 --> 00:05:01,055 And now we have our that here roughly 78 00:05:02,335 --> 00:05:05,407 Alright much make a ground plane 79 00:05:06,687 --> 00:05:08,479 Next 80 00:05:09,247 --> 00:05:11,551 Significantly 81 00:05:11,807 --> 00:05:15,135 Skip this over in into place 82 00:05:15,903 --> 00:05:18,719 The fig 83 00:05:18,975 --> 00:05:20,767 Turn off image aspect 84 00:05:22,559 --> 00:05:27,423 What starts getting me down till you're sick of the floor 85 00:05:29,471 --> 00:05:32,031 That is accurate as we can 86 00:05:33,055 --> 00:05:34,079 Going 87 00:05:36,639 --> 00:05:40,735 Write something like that looks like it's working -17.7 88 00:05:42,271 --> 00:05:43,551 And then 89 00:05:43,807 --> 00:05:46,879 This is going to be on on Saturday reflecting on 90 00:05:47,135 --> 00:05:49,439 Just copy and paste 91 00:05:49,695 --> 00:05:51,999 XY 92 00:05:52,511 --> 00:05:57,119 Escape the spec for flying up roughly with where explosion is 93 00:05:57,631 --> 00:05:58,911 Something like 94 00:06:01,215 --> 00:06:03,007 So what to do 95 00:06:03,775 --> 00:06:06,079 Grab explosion 96 00:06:07,103 --> 00:06:09,663 The softer side song 97 00:06:10,175 --> 00:06:11,199 Next space 98 00:06:12,479 --> 00:06:14,783 Explosion here 99 00:06:15,295 --> 00:06:16,831 We want to project it 100 00:06:17,087 --> 00:06:18,623 Aren't you out 101 00:06:19,391 --> 00:06:20,415 Cartier 102 00:06:22,719 --> 00:06:24,767 Make a project 3D 103 00:06:26,047 --> 00:06:26,815 Connect 104 00:06:28,095 --> 00:06:29,119 Image 105 00:06:30,399 --> 00:06:32,191 Type this into your camera 106 00:06:33,471 --> 00:06:33,983 Put that 107 00:06:34,239 --> 00:06:35,007 Card 108 00:06:35,263 --> 00:06:37,823 And now we have our image on here 109 00:06:38,335 --> 00:06:44,479 And you'll see through a timeline or explosion is actually stabilised 110 00:06:44,735 --> 00:06:46,527 This is exactly what 111 00:06:47,039 --> 00:06:53,183 Since our projection camera is the exact same animator camera without this explosion 112 00:06:53,439 --> 00:06:57,535 When it's projected on a card it doesn't move in 3D space 113 00:06:57,791 --> 00:07:03,935 To add a freehold to a camera the explosion removing all over this card because the explorers 114 00:07:04,191 --> 00:07:06,495 Ocean element itself has a track 115 00:07:06,751 --> 00:07:08,031 Baked into the render 116 00:07:08,543 --> 00:07:14,687 The stabilisation is perfect for reflection because we don't want our explosion flying around on our card we 117 00:07:14,943 --> 00:07:16,991 Inconsistent position 118 00:07:17,247 --> 00:07:21,855 This is working properly right now and I can see in different going from here to here 119 00:07:22,623 --> 00:07:27,487 You can check this out right now we're calculating all of these extra channels what's make sure that we're not 120 00:07:29,023 --> 00:07:31,071 How to make a remove 121 00:07:31,327 --> 00:07:33,887 Remind to keep our rcba 122 00:07:34,143 --> 00:07:35,167 Break here 123 00:07:39,007 --> 00:07:40,287 Right 124 00:07:41,311 --> 00:07:44,895 And now these are exactly the same which is what we want 125 00:07:45,151 --> 00:07:49,503 Let's go ahead and introduce a c note 126 00:07:54,111 --> 00:07:54,879 Right here 127 00:07:55,391 --> 00:07:57,951 We can throw a ground plane end 128 00:07:58,719 --> 00:07:59,487 And 129 00:07:59,999 --> 00:08:02,047 Set it to reflection 130 00:08:03,327 --> 00:08:09,471 So now we have and it's reflection of explosion and it's still 131 00:08:09,727 --> 00:08:12,031 Dating without a properly 132 00:08:12,287 --> 00:08:16,383 Tell accurate this is for catching all these details 133 00:08:16,639 --> 00:08:18,687 And that's really nicely 134 00:08:19,455 --> 00:08:22,015 Yes she says we don't really want any keeping 135 00:08:22,271 --> 00:08:25,343 The explosion here we only want the reflection 136 00:08:25,855 --> 00:08:29,439 Explosion doesn't actually have an Alpha 137 00:08:29,951 --> 00:08:32,255 Fraction card does 138 00:08:32,511 --> 00:08:34,047 So we can do 139 00:08:34,303 --> 00:08:37,631 Snowdown 140 00:08:37,887 --> 00:08:43,519 And what this what do is reveal alpha just with reflection part is 141 00:08:43,775 --> 00:08:48,127 What we can do as we can start writing or card forward a little bit 142 00:08:48,383 --> 00:08:49,407 So we can scale it 143 00:08:49,663 --> 00:08:50,687 Down some 144 00:08:50,943 --> 00:08:54,527 Try to make that call off point right at the scene just like that 145 00:08:58,879 --> 00:09:03,743 And now what's happened to the over right here 146 00:09:05,023 --> 00:09:07,583 Obviously that's not working too good 147 00:09:07,839 --> 00:09:10,399 What's change this to multiply 148 00:09:12,959 --> 00:09:15,007 And was compared to what we have here 149 00:09:15,519 --> 00:09:20,639 And we don't really want this colour difference that are multiplied is creating here 150 00:09:20,895 --> 00:09:23,711 Make a saturation node 151 00:09:26,271 --> 00:09:30,623 What does bring the standard 0 l girl never getting the original colour 152 00:09:31,135 --> 00:09:34,463 Of our illumination pass back here 153 00:09:34,719 --> 00:09:40,095 And now we have a reflection and you'll see your picking up all the Lidl in dentistry turn proxy mode off 154 00:09:40,351 --> 00:09:44,959 Are picking up all in dense data in r x 155 00:09:45,471 --> 00:09:51,359 And so that's good but we have a problem and created another 156 00:09:51,871 --> 00:09:53,407 Go back in a proxy mode 157 00:09:53,663 --> 00:09:57,503 Missing all this illumination over here 158 00:09:57,759 --> 00:10:00,588 I want to do with carefully next in 159 00:10:00,589 --> 00:10:02,760 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 160 00:10:02,761 --> 00:10:03,903 This supplied version of explosion 161 00:10:04,671 --> 00:10:09,279 Head and work on making a mask for that connects 162 00:10:10,815 --> 00:10:14,399 And what to do is for restless set 163 00:10:14,655 --> 00:10:20,799 Our camera system is going to be a master can I do this one every single shot with a 3D 164 00:10:23,359 --> 00:10:25,151 Woman out camera 165 00:10:25,407 --> 00:10:26,687 And I'm going to make 166 00:10:27,199 --> 00:10:28,991 White specks in red 167 00:10:32,319 --> 00:10:37,951 What's a nice red backdrop behind it was counting paste this one 168 00:10:38,463 --> 00:10:42,303 Change this to 0.6 year 0 169 00:10:43,327 --> 00:10:45,375 Mastercam 170 00:10:47,679 --> 00:10:49,727 B chords 171 00:10:50,751 --> 00:10:55,359 So let's go ahead and get a copy of my camera here 172 00:10:55,871 --> 00:10:58,431 Label base 173 00:10:58,943 --> 00:11:00,223 Input 174 00:11:01,247 --> 00:11:05,855 Exact same card that we put our reflected explosion on 175 00:11:06,367 --> 00:11:12,511 And was he stayed there and let's use a normal scan line for this scan lines or faster 176 00:11:13,791 --> 00:11:15,327 Set it up 177 00:11:15,583 --> 00:11:16,607 This here 178 00:11:17,119 --> 00:11:19,423 And I'm just going to find 179 00:11:19,679 --> 00:11:20,447 Frame 180 00:11:22,495 --> 00:11:25,311 Why do something like this I think 181 00:11:25,567 --> 00:11:28,895 And do a project 3D 182 00:11:29,663 --> 00:11:32,223 How to make a frame hold as well 183 00:11:32,479 --> 00:11:36,063 146 is the framework going to online 184 00:11:37,855 --> 00:11:38,367 Connect to 185 00:11:42,719 --> 00:11:44,255 Connector camera 186 00:11:44,767 --> 00:11:47,327 And what I want to do here 187 00:11:47,583 --> 00:11:50,655 I just want to figure out where exactly 188 00:11:51,423 --> 00:11:53,215 Best price spot is 189 00:11:53,727 --> 00:11:56,543 I'm going to make a colour correct to use as a guide 190 00:11:56,799 --> 00:11:59,103 And I'm just going to turn off 191 00:11:59,359 --> 00:12:00,639 Should I read channel 192 00:12:01,919 --> 00:12:03,967 Circinus a bit your turn off 193 00:12:04,223 --> 00:12:06,271 3 channel 194 00:12:06,783 --> 00:12:08,831 Is this real funky colour 195 00:12:11,391 --> 00:12:14,975 And I'm going to key mix between us 196 00:12:16,511 --> 00:12:17,791 And the original 197 00:12:18,303 --> 00:12:21,119 Using this alpha that within a project to you 198 00:12:21,375 --> 00:12:24,447 Go ahead make our baseline shape 199 00:12:25,983 --> 00:12:26,751 Something 200 00:12:27,263 --> 00:12:27,775 Best 201 00:12:30,591 --> 00:12:33,919 Alright and we can make sure that this is really blurry 202 00:12:34,943 --> 00:12:37,247 100 pixels are still 203 00:12:37,759 --> 00:12:40,575 And what's service in our scanline 204 00:12:42,623 --> 00:12:46,975 Just start funny I have to go with mask this or that 205 00:12:47,487 --> 00:12:49,791 That's alright it's not the end of the world 206 00:12:52,095 --> 00:12:54,399 Picture of a crabbing 207 00:12:54,911 --> 00:12:56,447 Of that 208 00:12:57,215 --> 00:13:03,359 Over and over just giving us a rough 209 00:13:04,127 --> 00:13:06,175 Track a bit on put the screen 210 00:13:06,431 --> 00:13:09,759 After explosion next just so I can see it the whole time 211 00:13:12,831 --> 00:13:14,879 Skip the song 3 minutes more 212 00:13:16,927 --> 00:13:17,695 Singers over 213 00:13:22,815 --> 00:13:26,655 Just trying to make sure we get that covered in green 214 00:13:29,983 --> 00:13:33,055 Like it's working 215 00:13:34,335 --> 00:13:36,127 Pretty well 216 00:13:42,271 --> 00:13:44,319 And then and easily 217 00:13:44,831 --> 00:13:48,927 I think this is in an 18th off at this point 218 00:13:49,183 --> 00:13:52,767 But will still go there just in case that changes leader 219 00:13:53,279 --> 00:13:56,607 That hard to just Rusty in 220 00:14:00,703 --> 00:14:02,239 Right 221 00:14:03,263 --> 00:14:09,407 It's going to be off at this point so now we have a rough mask that's isolating our right 222 00:14:09,663 --> 00:14:12,223 Can I say Justice if you need to 223 00:14:12,735 --> 00:14:15,295 Instead of key mixing best part 224 00:14:15,551 --> 00:14:20,159 Let's go ahead and he Max our adjusted reflection 225 00:14:20,415 --> 00:14:21,951 Does colour correct 226 00:14:22,975 --> 00:14:26,047 Skip this down the darkness 227 00:14:27,071 --> 00:14:28,863 What's turn our x on 228 00:14:29,119 --> 00:14:32,703 Next in our explosion here 229 00:14:32,959 --> 00:14:34,239 Really nicely 230 00:14:36,287 --> 00:14:38,079 We've got rid of that big 231 00:14:38,335 --> 00:14:43,711 Right maybe we can actually fill it out got 200 pixels maybe 232 00:14:45,247 --> 00:14:48,319 Define balancing 233 00:14:48,575 --> 00:14:53,951 My photos combined result now we have the reflection of our explosion in here 234 00:14:55,743 --> 00:14:58,559 That's good I think 235 00:14:59,327 --> 00:15:05,471 Is feeling a little bit faster than explosion but then say if we moved it up here 236 00:15:08,799 --> 00:15:10,079 Right 237 00:15:12,639 --> 00:15:18,527 Ocean is always going to be consistent with itself just killing it a bit too early 238 00:15:19,807 --> 00:15:23,135 And I feel like this is looking pretty awesome 239 00:15:25,951 --> 00:15:32,095 Our father isn't perfect but once we add all over other light sources on top of the I don't take it we're going to be able to tell 240 00:15:32,863 --> 00:15:37,983 Go ahead and play the preview this pretty quickly 241 00:15:38,239 --> 00:15:42,591 And see what all we have coming to turn off her scanlines here 242 00:15:43,615 --> 00:15:49,759 Awesome now we have our reflection in here and it's very nice very well 243 00:15:50,015 --> 00:15:53,599 And it's 244 00:15:53,855 --> 00:15:57,695 BiOrb round here which is a beautiful thing to see 245 00:15:57,951 --> 00:15:58,463 B 246 00:15:58,975 --> 00:16:02,303 It's still feeling pretty strange it's definitely 247 00:16:02,815 --> 00:16:05,887 But there's still something that feels wrong with this reflection 248 00:16:06,399 --> 00:16:12,543 What's the surface for getting out of a composite Foundation 249 00:16:12,799 --> 00:16:13,311 Starting to 250 00:16:13,823 --> 00:16:17,407 Fantasy shaders and examine exactly what's happening 251 00:16:17,663 --> 00:16:18,431 But if you 252 00:16:18,687 --> 00:16:22,527 In our reflections just look at our solution 253 00:16:22,783 --> 00:16:24,319 Anne Frank this app 254 00:16:24,575 --> 00:16:25,343 You can see 255 00:16:25,855 --> 00:16:31,999 How do I read as an image reflection starts getting further and further away 256 00:16:33,023 --> 00:16:36,095 And that's a lot of the time 257 00:16:36,351 --> 00:16:42,239 With reflections based on the roughness of your surface will be pretty sure 258 00:16:42,495 --> 00:16:46,079 And as I get further away it'll get blurry and blurry 259 00:16:46,335 --> 00:16:47,615 And right now 260 00:16:47,871 --> 00:16:50,687 Reflection here is text Sharp 261 00:16:50,943 --> 00:16:54,015 And so it doesn't really feel that realistic 262 00:16:54,527 --> 00:16:55,807 So in our next video 263 00:16:56,063 --> 00:17:02,207 Go ahead and take a look at it just in the roughness of expulsion and getting the reflection to feel a little bit 19060

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