All language subtitles for 08. 3D geometry choices in NUKE

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:11,766 --> 00:00:12,866 in this lesson 2 00:00:12,866 --> 00:00:15,599 we will discuss which types of 3D geometry to 3 00:00:15,600 --> 00:00:17,700 utilize for our image projections 4 00:00:18,466 --> 00:00:20,866 now we've already set up our 3D scene 5 00:00:20,866 --> 00:00:24,166 and we have our 3D cards already assembled 6 00:00:24,166 --> 00:00:25,733 so in actuality 7 00:00:25,733 --> 00:00:27,899 what we've already done should work 8 00:00:27,900 --> 00:00:29,966 but I'd like to go a little further in 9 00:00:30,100 --> 00:00:34,266 depth about the geometry that could be utilized within 10 00:00:34,266 --> 00:00:36,266 just Nuke's 3D side 11 00:00:37,566 --> 00:00:39,066 so with that in mind 12 00:00:39,400 --> 00:00:44,533 let's go over to the 3D drop down menu on the left here 13 00:00:44,533 --> 00:00:46,266 so we go to geometry 14 00:00:46,266 --> 00:00:48,099 you have a few things we already discussed 15 00:00:48,100 --> 00:00:49,666 you know we mention cards 16 00:00:49,933 --> 00:00:51,333 you mention that you can make cubes 17 00:00:51,333 --> 00:00:53,066 you could also make cylinders 18 00:00:53,166 --> 00:00:54,133 you can make spheres 19 00:00:54,133 --> 00:00:56,899 okay so those are the basic geometric shapes 20 00:00:56,900 --> 00:00:59,066 but there's a few other nodes in here that 21 00:00:59,166 --> 00:01:01,433 also are very useful 22 00:01:02,100 --> 00:01:03,800 you have things such as Regio 23 00:01:03,800 --> 00:01:05,466 so you could actually bring in 24 00:01:05,500 --> 00:01:08,666 like had we had previously just briefly mentioned 25 00:01:08,666 --> 00:01:09,933 you can bring in 26 00:01:09,933 --> 00:01:12,799 various geometry from other 3D packages 27 00:01:12,800 --> 00:01:14,566 so you could bring in something from 28 00:01:14,566 --> 00:01:15,899 from my for instance 29 00:01:15,900 --> 00:01:21,600 that's modeled out to accurately match this 3D shape of 30 00:01:21,600 --> 00:01:23,533 of the actual building 31 00:01:23,533 --> 00:01:24,666 the cool thing about that is 32 00:01:24,666 --> 00:01:27,099 then you can do some really complex camera moves 33 00:01:27,100 --> 00:01:30,366 that otherwise you wouldn't be able to achieve a nuke 34 00:01:30,366 --> 00:01:35,599 without having a higher level of 3D geometry to utilize 35 00:01:35,600 --> 00:01:37,666 so that's a very exciting thing 36 00:01:37,766 --> 00:01:40,799 you also have things such as the model builder 37 00:01:41,333 --> 00:01:44,766 so Model Builder is actually a pretty powerful node 38 00:01:44,766 --> 00:01:46,133 I'll just select it here 39 00:01:46,133 --> 00:01:46,933 you can actually kind of 40 00:01:46,933 --> 00:01:48,799 see some of the controls for it 41 00:01:48,800 --> 00:01:51,866 but the basic jist of Model Builder is 42 00:01:51,866 --> 00:01:52,466 and and also 43 00:01:52,466 --> 00:01:53,099 just so you know 44 00:01:53,100 --> 00:01:55,500 Model Builder only works in Nuke X 45 00:01:55,700 --> 00:01:56,466 so it's some 46 00:01:56,466 --> 00:01:58,733 it's another tool that is available 47 00:01:58,733 --> 00:02:00,633 as long as you have a Nuke X license 48 00:02:00,900 --> 00:02:03,466 now the cool thing about Model Builder is basically 49 00:02:03,466 --> 00:02:05,866 you can create various 3D objects 50 00:02:05,866 --> 00:02:06,499 the simple objects 51 00:02:06,500 --> 00:02:08,100 like cards or 52 00:02:08,400 --> 00:02:10,466 or or spheres or whatever 53 00:02:10,466 --> 00:02:12,966 and then you're able to actually modify them 54 00:02:12,966 --> 00:02:14,866 now the the neat thing with this 55 00:02:14,866 --> 00:02:16,566 and what makes it actually really useful 56 00:02:16,566 --> 00:02:18,499 is if you have a tracked camera 57 00:02:18,500 --> 00:02:20,400 that you can connect to that 58 00:02:20,400 --> 00:02:23,666 then you're basically able to adjust your points 59 00:02:23,666 --> 00:02:25,099 of the various vertices 60 00:02:25,100 --> 00:02:26,633 of those different shapes 61 00:02:26,766 --> 00:02:28,999 from various camera angles 62 00:02:29,100 --> 00:02:30,600 of your timeline 63 00:02:31,366 --> 00:02:32,333 utilizing your camera 64 00:02:32,333 --> 00:02:33,166 that's got that 65 00:02:33,166 --> 00:02:35,466 that has that match moved information 66 00:02:35,466 --> 00:02:36,599 now the cool thing about that is 67 00:02:36,600 --> 00:02:38,800 then you're able to get a very 68 00:02:38,800 --> 00:02:40,866 a reasonably accurate 69 00:02:41,066 --> 00:02:42,599 geometric solve 70 00:02:42,600 --> 00:02:44,566 based upon what you already have done 71 00:02:44,566 --> 00:02:47,066 so we could actually go ahead and build that 72 00:02:47,200 --> 00:02:48,266 utilizing what we've done 73 00:02:48,266 --> 00:02:48,999 but in this case 74 00:02:49,000 --> 00:02:51,700 it's really not necessarily uh 75 00:02:51,700 --> 00:02:53,866 useful because what we're building 76 00:02:53,866 --> 00:02:54,499 our geometry 77 00:02:54,500 --> 00:02:56,566 is based upon 2D objects 78 00:02:56,566 --> 00:02:58,599 not based upon the 3D objects in the scene 79 00:02:58,600 --> 00:02:59,700 so if we were trying to 80 00:02:59,700 --> 00:03:01,333 for instance replicate 81 00:03:01,333 --> 00:03:03,999 we just go back to our live Action care 82 00:03:04,000 --> 00:03:05,466 if we were trying to replicate 83 00:03:05,533 --> 00:03:06,066 let's say there 84 00:03:06,066 --> 00:03:07,966 was a building sitting on this hill in 85 00:03:07,966 --> 00:03:10,199 in real life and that 86 00:03:10,200 --> 00:03:11,500 and we wanted to replicate that 87 00:03:11,500 --> 00:03:12,900 we can actually replicate that 88 00:03:12,900 --> 00:03:15,966 using the model builder tool 89 00:03:16,200 --> 00:03:17,300 so let's continue 90 00:03:17,300 --> 00:03:19,466 so we go back to our geometry 91 00:03:19,466 --> 00:03:20,566 we have for its other things 92 00:03:20,566 --> 00:03:22,166 we have depth the points 93 00:03:22,300 --> 00:03:24,000 we have point cloud generator 94 00:03:24,000 --> 00:03:26,266 the point cloud generator is basically what it 95 00:03:26,266 --> 00:03:26,966 what it says 96 00:03:26,966 --> 00:03:29,099 it will literally create a point cloud 97 00:03:29,100 --> 00:03:31,766 based upon the information that you're providing it 98 00:03:31,866 --> 00:03:33,766 your camera information you can 99 00:03:33,766 --> 00:03:34,933 you can mask out areas 100 00:03:34,933 --> 00:03:35,533 so basically 101 00:03:35,533 --> 00:03:37,866 you're creating point cloud information on that 102 00:03:38,900 --> 00:03:41,466 you're able to then utilize point cloud information 103 00:03:41,466 --> 00:03:42,999 to be able to 104 00:03:43,066 --> 00:03:44,466 drop various 105 00:03:44,500 --> 00:03:46,200 uh geometry 106 00:03:46,200 --> 00:03:47,433 into the scene 107 00:03:47,500 --> 00:03:48,366 you could actually if 108 00:03:48,366 --> 00:03:49,399 if you went back 109 00:03:49,400 --> 00:03:49,733 for instance 110 00:03:49,733 --> 00:03:51,166 if we go back over here 111 00:03:51,200 --> 00:03:52,733 if to the camera tracker node 112 00:03:52,733 --> 00:03:53,933 you can see all these points 113 00:03:53,933 --> 00:03:56,699 so you can actually select some of these points 114 00:03:56,766 --> 00:03:58,599 and if you right click on those points 115 00:03:58,600 --> 00:04:01,300 you can actually create a cube 116 00:04:01,300 --> 00:04:02,000 cylinder sphere 117 00:04:02,000 --> 00:04:03,400 card access 118 00:04:03,400 --> 00:04:04,600 you can create a ground 119 00:04:04,600 --> 00:04:06,100 you can set the ground plane 120 00:04:06,266 --> 00:04:07,999 to those points 121 00:04:08,100 --> 00:04:09,600 and the cool thing about that is then 122 00:04:09,600 --> 00:04:11,000 if you're replicating a scene it 123 00:04:11,000 --> 00:04:12,933 it allows you to quickly and efficiently 124 00:04:12,933 --> 00:04:14,333 build out your scene 125 00:04:14,333 --> 00:04:15,466 based upon the shot 126 00:04:15,600 --> 00:04:16,400 in this instance 127 00:04:16,400 --> 00:04:17,800 we aren't really needing that 128 00:04:17,800 --> 00:04:18,700 needing to do that 129 00:04:18,700 --> 00:04:20,500 but with the various point 130 00:04:20,500 --> 00:04:21,733 the tracking points 131 00:04:21,733 --> 00:04:24,099 then you have your point cloud data 132 00:04:24,133 --> 00:04:25,933 which you could do 133 00:04:25,933 --> 00:04:26,933 the exact same thing 134 00:04:26,933 --> 00:04:28,633 where you could select let's say 135 00:04:28,666 --> 00:04:29,399 let's say those 136 00:04:29,400 --> 00:04:30,533 those points right there 137 00:04:30,533 --> 00:04:32,933 and then you can create uh 138 00:04:32,933 --> 00:04:35,599 and and snap to that 139 00:04:35,600 --> 00:04:37,266 your various planes 140 00:04:37,266 --> 00:04:38,499 that are based upon that 141 00:04:38,500 --> 00:04:39,500 and the point cloud data 142 00:04:39,500 --> 00:04:40,966 obviously is just very valuable 143 00:04:40,966 --> 00:04:42,866 in that you're able to visibly 144 00:04:42,900 --> 00:04:43,966 be able to place things 145 00:04:43,966 --> 00:04:45,566 into a 3D space 146 00:04:45,666 --> 00:04:47,066 using the point cloud data 147 00:04:47,066 --> 00:04:48,799 to allow you to 148 00:04:48,800 --> 00:04:49,866 get a rough idea 149 00:04:49,866 --> 00:04:50,999 of where things are located 150 00:04:51,000 --> 00:04:52,333 in that 3D space 151 00:04:52,333 --> 00:04:54,033 based upon your live action 152 00:04:54,466 --> 00:04:56,166 seen or setting 153 00:04:56,166 --> 00:04:57,733 so anyway so 154 00:04:57,733 --> 00:04:58,733 that's just a quick 155 00:04:58,733 --> 00:05:00,333 brief description 156 00:05:00,333 --> 00:05:00,933 and overview 157 00:05:00,933 --> 00:05:03,166 of some of the 3D geometry tools 158 00:05:03,166 --> 00:05:04,599 that are available to us 159 00:05:04,766 --> 00:05:07,499 there's a few others in there but again 160 00:05:07,733 --> 00:05:11,099 some are gonna be used more often than others and 161 00:05:11,100 --> 00:05:12,200 but when you know 162 00:05:12,200 --> 00:05:13,400 the appropriate time comes 163 00:05:13,400 --> 00:05:14,400 the right tool 164 00:05:14,400 --> 00:05:15,333 available at the right time 165 00:05:15,333 --> 00:05:17,799 is always the most powerful tool to utilize 166 00:05:17,800 --> 00:05:19,400 so making yourself 167 00:05:19,500 --> 00:05:20,866 aware of each of the 168 00:05:20,866 --> 00:05:21,766 of the available 169 00:05:21,766 --> 00:05:22,966 geometric shapes 170 00:05:22,966 --> 00:05:26,199 and tools for creating geometry in nuke 171 00:05:26,200 --> 00:05:27,600 is a very important 172 00:05:27,600 --> 00:05:29,300 and useful setup 173 00:05:29,300 --> 00:05:31,366 okay so now that we've discussed that 174 00:05:31,366 --> 00:05:33,299 I'd like to actually go back 175 00:05:33,300 --> 00:05:35,133 and start to begin 176 00:05:35,133 --> 00:05:36,833 building our 177 00:05:37,100 --> 00:05:38,066 building so 178 00:05:38,066 --> 00:05:38,933 what we have 179 00:05:38,933 --> 00:05:40,266 are two cards here 180 00:05:40,600 --> 00:05:41,700 I'm going to select 181 00:05:41,700 --> 00:05:42,733 the one card 182 00:05:42,733 --> 00:05:45,766 and what we're going to do is view 183 00:05:46,466 --> 00:05:48,499 in the scene here 184 00:05:48,900 --> 00:05:50,066 and what we need to do is 185 00:05:50,066 --> 00:05:51,466 we need to select 186 00:05:51,600 --> 00:05:52,933 our point cloud data 187 00:05:52,933 --> 00:05:54,199 cause I'd like to also 188 00:05:54,200 --> 00:05:54,666 utilize that 189 00:05:54,666 --> 00:05:55,266 point cloud data 190 00:05:55,266 --> 00:05:56,399 just give me an idea 191 00:05:56,400 --> 00:05:57,400 where things are 192 00:05:57,600 --> 00:05:58,533 are currently at 193 00:05:58,533 --> 00:05:59,466 in the scene 194 00:05:59,600 --> 00:06:02,933 so then we have our card 195 00:06:02,933 --> 00:06:03,666 I'm gonna just 196 00:06:03,666 --> 00:06:04,299 reselect that 197 00:06:04,300 --> 00:06:05,466 so it's primary up there 198 00:06:05,500 --> 00:06:06,400 and what we wanna do is 199 00:06:06,400 --> 00:06:07,300 we wanna actually move it 200 00:06:07,300 --> 00:06:08,500 so we we need to 201 00:06:08,500 --> 00:06:09,866 we need to shift it 202 00:06:09,933 --> 00:06:10,666 over in space 203 00:06:10,666 --> 00:06:11,133 so you can just 204 00:06:11,133 --> 00:06:12,733 grab those 3D controls 205 00:06:12,733 --> 00:06:13,099 and you can 206 00:06:13,100 --> 00:06:13,766 move it over 207 00:06:13,766 --> 00:06:14,866 in 3D space 208 00:06:15,100 --> 00:06:16,266 and what I'm going to do 209 00:06:16,266 --> 00:06:18,233 is we need to 210 00:06:18,300 --> 00:06:18,933 scale it so 211 00:06:18,933 --> 00:06:19,899 there's a few ways 212 00:06:19,900 --> 00:06:20,666 you could scale it 213 00:06:20,666 --> 00:06:21,499 you can either 214 00:06:21,500 --> 00:06:22,200 scale it in 215 00:06:22,200 --> 00:06:22,666 your viewer 216 00:06:22,666 --> 00:06:24,533 or you can scale it over here 217 00:06:24,533 --> 00:06:25,266 in the controls 218 00:06:25,266 --> 00:06:25,799 I'm gonna actually 219 00:06:25,800 --> 00:06:26,500 scale it over here 220 00:06:26,500 --> 00:06:26,966 in the controls 221 00:06:26,966 --> 00:06:28,066 just cause it's a quicker 222 00:06:28,066 --> 00:06:30,366 and easier setting uh 223 00:06:30,366 --> 00:06:31,266 for me to do 224 00:06:31,266 --> 00:06:32,366 but first what I wanna do is 225 00:06:32,366 --> 00:06:32,899 I wanna actually 226 00:06:32,900 --> 00:06:33,400 set the rows 227 00:06:33,400 --> 00:06:33,800 and columns 228 00:06:33,800 --> 00:06:34,600 to a lower number 229 00:06:34,600 --> 00:06:35,700 we don't need that high 230 00:06:35,700 --> 00:06:36,566 it's it's just 231 00:06:36,566 --> 00:06:37,466 will create 232 00:06:37,466 --> 00:06:38,133 just a tiny 233 00:06:38,133 --> 00:06:40,266 bit more amount of 234 00:06:40,266 --> 00:06:40,966 hardware uh 235 00:06:40,966 --> 00:06:41,666 memory usage 236 00:06:41,666 --> 00:06:42,299 on your computer 237 00:06:42,300 --> 00:06:44,200 so just drop that down 238 00:06:44,200 --> 00:06:44,966 I'm gonna say 239 00:06:44,966 --> 00:06:47,133 a 2 by 2 row 240 00:06:47,133 --> 00:06:48,466 column will 241 00:06:48,700 --> 00:06:51,233 do the job and 242 00:06:51,400 --> 00:06:52,366 what you can see 243 00:06:52,366 --> 00:06:52,999 actually is 244 00:06:53,000 --> 00:06:53,666 check that out 245 00:06:53,666 --> 00:06:54,466 you actually can see 246 00:06:54,466 --> 00:06:54,866 the building 247 00:06:54,866 --> 00:06:55,733 already being projected 248 00:06:55,733 --> 00:06:56,499 in 3D space 249 00:06:56,500 --> 00:06:57,633 which is kind of cool 250 00:06:57,966 --> 00:07:00,799 now what we're going to do 251 00:07:00,800 --> 00:07:02,000 let's actually 252 00:07:02,000 --> 00:07:02,533 let's put that 253 00:07:02,533 --> 00:07:04,199 back up tubes 254 00:07:04,200 --> 00:07:05,700 apologies 8 by 8 255 00:07:06,266 --> 00:07:06,599 you know what 256 00:07:06,600 --> 00:07:08,133 no I think 2 by 257 00:07:08,133 --> 00:07:08,733 2 should be fine 258 00:07:08,733 --> 00:07:09,266 we could probably 259 00:07:09,266 --> 00:07:10,166 just do 1 by 1 260 00:07:10,166 --> 00:07:11,166 it wouldn't be a big deal 261 00:07:11,166 --> 00:07:12,066 in this case 262 00:07:12,066 --> 00:07:13,499 but for what we're doing 263 00:07:13,500 --> 00:07:14,333 I think this will work 264 00:07:14,333 --> 00:07:15,599 just fine okay 265 00:07:15,600 --> 00:07:16,866 so there's your 266 00:07:16,866 --> 00:07:18,066 your plane again 267 00:07:18,200 --> 00:07:20,066 and let us drop 268 00:07:20,066 --> 00:07:20,666 the scale down 269 00:07:20,666 --> 00:07:22,166 so we're going to 270 00:07:22,166 --> 00:07:25,033 scale this to point five 271 00:07:25,100 --> 00:07:26,766 and I think 272 00:07:26,766 --> 00:07:27,799 that should 273 00:07:27,800 --> 00:07:28,800 well you know 274 00:07:29,966 --> 00:07:30,866 let's drop that 275 00:07:30,866 --> 00:07:33,066 to point two 276 00:07:33,333 --> 00:07:34,133 point three 277 00:07:34,133 --> 00:07:35,499 alright and the height 278 00:07:35,733 --> 00:07:36,999 let's just drop that down 279 00:07:37,000 --> 00:07:38,166 to point five 280 00:07:38,166 --> 00:07:38,799 that should work 281 00:07:38,800 --> 00:07:41,200 okay so what we're wanting to do now is 282 00:07:41,200 --> 00:07:43,300 basically I want to 283 00:07:43,600 --> 00:07:44,066 you can see 284 00:07:44,066 --> 00:07:45,399 in 3D space here 285 00:07:45,400 --> 00:07:47,466 I want to replicate 286 00:07:47,466 --> 00:07:48,866 the wall that is 287 00:07:48,866 --> 00:07:49,566 on the screen 288 00:07:49,566 --> 00:07:50,666 right wall of 289 00:07:50,666 --> 00:07:51,399 the building 290 00:07:51,400 --> 00:07:52,566 so what we're gonna do is 291 00:07:52,566 --> 00:07:52,799 we're gonna 292 00:07:52,800 --> 00:07:54,000 take this on 293 00:07:54,000 --> 00:07:55,366 the the plane 294 00:07:55,366 --> 00:07:55,899 and we're gonna 295 00:07:55,900 --> 00:07:57,300 rotate it so 296 00:07:57,300 --> 00:07:57,533 we're gonna 297 00:07:57,533 --> 00:07:58,366 rotate on y 298 00:07:58,366 --> 00:08:00,433 by about five degrees 299 00:08:00,866 --> 00:08:01,699 uh let's say 300 00:08:01,700 --> 00:08:03,900 about 15 degrees 301 00:08:03,900 --> 00:08:04,333 now you can 302 00:08:04,333 --> 00:08:04,999 see actually 303 00:08:05,000 --> 00:08:06,166 the images being projected 304 00:08:06,166 --> 00:08:07,266 it's actually shifting 305 00:08:07,266 --> 00:08:08,166 which is fine 306 00:08:08,166 --> 00:08:08,666 but the thing 307 00:08:08,666 --> 00:08:09,166 I wanna do is 308 00:08:09,166 --> 00:08:09,766 I'm gonna actually 309 00:08:09,766 --> 00:08:10,399 move it over 310 00:08:10,400 --> 00:08:11,100 because what 311 00:08:11,100 --> 00:08:12,300 I wanna rotate 312 00:08:13,166 --> 00:08:14,699 and project 313 00:08:14,700 --> 00:08:15,600 project on is 314 00:08:15,600 --> 00:08:17,100 just that one wall 315 00:08:17,300 --> 00:08:18,266 so you can see 316 00:08:18,266 --> 00:08:19,599 where the camera is 317 00:08:19,600 --> 00:08:21,566 where our projection camera is 318 00:08:21,566 --> 00:08:22,599 in relation to 319 00:08:22,600 --> 00:08:24,333 that shape now 320 00:08:24,333 --> 00:08:26,066 what we're going to do is 321 00:08:26,066 --> 00:08:27,099 we actually need to 322 00:08:27,100 --> 00:08:27,700 rotate it more 323 00:08:27,700 --> 00:08:28,366 so you can actually 324 00:08:28,366 --> 00:08:29,166 like I said you can 325 00:08:29,166 --> 00:08:29,899 you can make 326 00:08:29,900 --> 00:08:31,166 you can do controls 327 00:08:31,166 --> 00:08:31,999 as well as in the 328 00:08:32,000 --> 00:08:32,500 in the window 329 00:08:32,500 --> 00:08:34,066 so just for reference 330 00:08:34,066 --> 00:08:34,599 if you hold down 331 00:08:34,600 --> 00:08:35,566 the control key 332 00:08:35,666 --> 00:08:36,799 you can actually bring up 333 00:08:36,800 --> 00:08:37,966 the rotational 334 00:08:38,200 --> 00:08:39,966 controls for that object 335 00:08:39,966 --> 00:08:41,599 so in this case 336 00:08:41,600 --> 00:08:42,866 I want to rotate 337 00:08:42,866 --> 00:08:43,666 on the y so 338 00:08:43,666 --> 00:08:44,299 we're just gonna 339 00:08:44,300 --> 00:08:46,033 rotate a little bit more 340 00:08:46,333 --> 00:08:47,266 something like that 341 00:08:47,266 --> 00:08:48,466 so you keep in mind we're 342 00:08:48,466 --> 00:08:49,299 we're creating a 343 00:08:49,300 --> 00:08:51,200 a cube so to speak 344 00:08:51,366 --> 00:08:52,599 uh where we want to 345 00:08:52,600 --> 00:08:54,400 just project 346 00:08:54,700 --> 00:08:55,600 the information 347 00:08:55,600 --> 00:08:56,800 of that one side of 348 00:08:56,800 --> 00:08:57,133 the building 349 00:08:57,133 --> 00:08:57,799 so I'm gonna 350 00:08:57,800 --> 00:08:59,333 stop it right there 351 00:08:59,333 --> 00:09:00,133 you can see 352 00:09:00,200 --> 00:09:00,600 you see the 353 00:09:00,600 --> 00:09:01,100 other side of 354 00:09:01,100 --> 00:09:01,900 the building 355 00:09:01,966 --> 00:09:03,299 and then we're gonna cut it off 356 00:09:03,300 --> 00:09:03,733 right there 357 00:09:03,733 --> 00:09:05,766 don't mind the tower 358 00:09:05,766 --> 00:09:06,099 we're gonna 359 00:09:06,100 --> 00:09:06,666 deal with that 360 00:09:06,666 --> 00:09:07,666 in just a little bit 361 00:09:08,100 --> 00:09:08,966 now what I'm going to do 362 00:09:08,966 --> 00:09:09,466 is actually 363 00:09:09,466 --> 00:09:10,199 I'm going to delete 364 00:09:10,200 --> 00:09:11,200 this other card 365 00:09:11,866 --> 00:09:13,266 and I'm gonna 366 00:09:13,266 --> 00:09:14,499 copy and paste 367 00:09:14,500 --> 00:09:15,466 so control C 368 00:09:15,466 --> 00:09:15,899 and control 369 00:09:15,900 --> 00:09:17,600 V reconnect 370 00:09:17,600 --> 00:09:18,466 and then re 371 00:09:18,466 --> 00:09:19,133 input that into 372 00:09:19,133 --> 00:09:20,333 the scene now 373 00:09:20,333 --> 00:09:22,033 I actually have 374 00:09:22,466 --> 00:09:23,199 the other cards 375 00:09:23,200 --> 00:09:25,266 so now card two 376 00:09:25,400 --> 00:09:27,000 I'm going to move 377 00:09:27,133 --> 00:09:28,066 and what I want to do 378 00:09:28,066 --> 00:09:28,499 is I'm gonna 379 00:09:28,500 --> 00:09:29,700 rotate that 380 00:09:29,700 --> 00:09:30,700 so you can actually see 381 00:09:30,700 --> 00:09:31,500 it's rotated 382 00:09:31,500 --> 00:09:33,966 43.77 whatever 383 00:09:33,966 --> 00:09:37,266 so let's just say 40 3 384 00:09:37,266 --> 00:09:39,399 44 degrees um 385 00:09:39,400 --> 00:09:40,366 but I'm gonna 386 00:09:40,366 --> 00:09:41,099 set that to a 387 00:09:41,100 --> 00:09:41,933 negative so 388 00:09:41,933 --> 00:09:42,499 it's actually 389 00:09:42,500 --> 00:09:43,566 basically setting it to 390 00:09:43,566 --> 00:09:44,666 the right angle 391 00:09:44,966 --> 00:09:47,466 and what we're gonna do now is 392 00:09:47,466 --> 00:09:47,933 we're going to 393 00:09:47,933 --> 00:09:50,066 shift that card 394 00:09:50,466 --> 00:09:51,999 and I want to line it up 395 00:09:52,000 --> 00:09:53,466 with that edge 396 00:09:53,933 --> 00:09:54,933 of the building 397 00:09:54,933 --> 00:09:56,666 right there 398 00:09:57,066 --> 00:09:57,566 now we're not 399 00:09:57,566 --> 00:09:58,266 quite lined up 400 00:09:58,266 --> 00:09:59,199 we wanna get it 401 00:09:59,200 --> 00:10:00,066 just in line 402 00:10:00,066 --> 00:10:00,599 so basically 403 00:10:00,600 --> 00:10:00,966 you're just 404 00:10:00,966 --> 00:10:01,599 replicating 405 00:10:01,600 --> 00:10:02,766 a right angle 406 00:10:02,966 --> 00:10:03,899 of that building 407 00:10:03,900 --> 00:10:04,700 right there 408 00:10:05,500 --> 00:10:07,166 so get it as 409 00:10:07,166 --> 00:10:08,333 close as possible 410 00:10:08,333 --> 00:10:08,599 you can see 411 00:10:08,600 --> 00:10:09,500 there's a slight gap 412 00:10:09,500 --> 00:10:09,966 so you just 413 00:10:09,966 --> 00:10:11,899 get that overlap 414 00:10:12,200 --> 00:10:15,166 and now we have 415 00:10:15,166 --> 00:10:16,199 our right angle of 416 00:10:16,200 --> 00:10:16,733 the building 417 00:10:16,733 --> 00:10:17,699 which is kind of cool 418 00:10:17,700 --> 00:10:19,333 right so now 419 00:10:19,333 --> 00:10:20,466 what we've now done 420 00:10:20,466 --> 00:10:21,499 is we basically 421 00:10:21,500 --> 00:10:23,200 set up a very 422 00:10:23,200 --> 00:10:24,166 simple and easy 423 00:10:24,166 --> 00:10:25,966 way to create 424 00:10:26,166 --> 00:10:28,266 our 3D building 425 00:10:28,900 --> 00:10:30,066 so at this point 426 00:10:30,066 --> 00:10:30,399 I think what 427 00:10:30,400 --> 00:10:30,766 we'll do is 428 00:10:30,766 --> 00:10:31,699 a quick recap 429 00:10:31,700 --> 00:10:33,066 we in this lesson 430 00:10:33,066 --> 00:10:34,133 we've discussed 431 00:10:34,133 --> 00:10:34,699 which types 432 00:10:34,700 --> 00:10:36,133 of 3D geometry 433 00:10:36,133 --> 00:10:37,533 are available 434 00:10:37,533 --> 00:10:38,866 for us to utilize 435 00:10:38,933 --> 00:10:39,699 when we're creating 436 00:10:39,700 --> 00:10:40,500 our 3D scenes 437 00:10:40,500 --> 00:10:41,533 in nuke and 438 00:10:41,533 --> 00:10:41,999 in this case 439 00:10:42,000 --> 00:10:42,700 we've just set 440 00:10:42,700 --> 00:10:44,266 up two cards 441 00:10:44,533 --> 00:10:45,699 at a basically 442 00:10:45,700 --> 00:10:46,300 right angle 443 00:10:46,300 --> 00:10:47,166 to each other 444 00:10:47,166 --> 00:10:48,499 to be able to create 445 00:10:48,500 --> 00:10:49,566 the basic shape of 446 00:10:49,566 --> 00:10:50,499 our building 447 00:10:50,933 --> 00:10:51,666 and our next lesson 448 00:10:51,666 --> 00:10:52,299 will come back 449 00:10:52,300 --> 00:10:53,800 and we'll discuss our 450 00:10:53,800 --> 00:10:55,033 antenna array 451 00:10:55,133 --> 00:10:56,566 and continue 452 00:10:56,566 --> 00:10:57,833 building our shot 27224

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.