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in this lesson
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we will discuss which types of 3D geometry to
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utilize for our image projections
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now we've already set up our 3D scene
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and we have our 3D cards already assembled
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so in actuality
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what we've already done should work
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but I'd like to go a little further in
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depth about the geometry that could be utilized within
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just Nuke's 3D side
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so with that in mind
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let's go over to the 3D drop down menu on the left here
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so we go to geometry
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you have a few things we already discussed
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you know we mention cards
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you mention that you can make cubes
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you could also make cylinders
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you can make spheres
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okay so those are the basic geometric shapes
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but there's a few other nodes in here that
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also are very useful
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you have things such as Regio
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so you could actually bring in
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like had we had previously just briefly mentioned
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you can bring in
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various geometry from other 3D packages
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so you could bring in something from
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from my for instance
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that's modeled out to accurately match this 3D shape of
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of the actual building
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the cool thing about that is
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then you can do some really complex camera moves
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that otherwise you wouldn't be able to achieve a nuke
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without having a higher level of 3D geometry to utilize
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so that's a very exciting thing
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you also have things such as the model builder
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so Model Builder is actually a pretty powerful node
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I'll just select it here
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you can actually kind of
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see some of the controls for it
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but the basic jist of Model Builder is
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and and also
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just so you know
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Model Builder only works in Nuke X
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so it's some
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it's another tool that is available
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as long as you have a Nuke X license
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now the cool thing about Model Builder is basically
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you can create various 3D objects
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the simple objects
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like cards or
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or or spheres or whatever
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and then you're able to actually modify them
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now the the neat thing with this
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and what makes it actually really useful
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is if you have a tracked camera
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that you can connect to that
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then you're basically able to adjust your points
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of the various vertices
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of those different shapes
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from various camera angles
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of your timeline
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utilizing your camera
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that's got that
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that has that match moved information
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now the cool thing about that is
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then you're able to get a very
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a reasonably accurate
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geometric solve
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based upon what you already have done
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so we could actually go ahead and build that
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utilizing what we've done
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but in this case
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it's really not necessarily uh
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useful because what we're building
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our geometry
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is based upon 2D objects
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not based upon the 3D objects in the scene
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so if we were trying to
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for instance replicate
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we just go back to our live Action care
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if we were trying to replicate
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let's say there
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was a building sitting on this hill in
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in real life and that
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and we wanted to replicate that
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we can actually replicate that
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using the model builder tool
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so let's continue
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so we go back to our geometry
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we have for its other things
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we have depth the points
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we have point cloud generator
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the point cloud generator is basically what it
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what it says
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it will literally create a point cloud
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based upon the information that you're providing it
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your camera information you can
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you can mask out areas
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so basically
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you're creating point cloud information on that
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you're able to then utilize point cloud information
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to be able to
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drop various
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uh geometry
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into the scene
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you could actually if
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if you went back
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for instance
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if we go back over here
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if to the camera tracker node
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you can see all these points
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so you can actually select some of these points
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and if you right click on those points
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you can actually create a cube
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cylinder sphere
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card access
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you can create a ground
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you can set the ground plane
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to those points
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and the cool thing about that is then
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if you're replicating a scene it
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it allows you to quickly and efficiently
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build out your scene
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based upon the shot
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in this instance
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we aren't really needing that
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needing to do that
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but with the various point
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the tracking points
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then you have your point cloud data
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which you could do
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the exact same thing
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where you could select let's say
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let's say those
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those points right there
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and then you can create uh
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and and snap to that
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your various planes
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that are based upon that
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and the point cloud data
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obviously is just very valuable
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in that you're able to visibly
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be able to place things
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into a 3D space
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using the point cloud data
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to allow you to
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get a rough idea
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of where things are located
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in that 3D space
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based upon your live action
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seen or setting
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so anyway so
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that's just a quick
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brief description
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and overview
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of some of the 3D geometry tools
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that are available to us
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there's a few others in there but again
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some are gonna be used more often than others and
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but when you know
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the appropriate time comes
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the right tool
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available at the right time
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is always the most powerful tool to utilize
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so making yourself
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aware of each of the
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of the available
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geometric shapes
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and tools for creating geometry in nuke
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is a very important
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and useful setup
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okay so now that we've discussed that
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I'd like to actually go back
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and start to begin
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building our
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building so
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what we have
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are two cards here
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I'm going to select
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the one card
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and what we're going to do is view
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in the scene here
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and what we need to do is
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we need to select
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our point cloud data
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cause I'd like to also
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utilize that
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point cloud data
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just give me an idea
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where things are
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are currently at
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in the scene
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so then we have our card
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I'm gonna just
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reselect that
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so it's primary up there
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and what we wanna do is
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we wanna actually move it
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so we we need to
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we need to shift it
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over in space
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so you can just
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grab those 3D controls
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and you can
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move it over
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in 3D space
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and what I'm going to do
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is we need to
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scale it so
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there's a few ways
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you could scale it
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you can either
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scale it in
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your viewer
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or you can scale it over here
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in the controls
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I'm gonna actually
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scale it over here
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in the controls
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just cause it's a quicker
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and easier setting uh
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for me to do
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but first what I wanna do is
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I wanna actually
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set the rows
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and columns
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to a lower number
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we don't need that high
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it's it's just
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will create
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just a tiny
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bit more amount of
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hardware uh
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memory usage
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on your computer
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so just drop that down
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I'm gonna say
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a 2 by 2 row
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column will
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do the job and
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what you can see
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actually is
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check that out
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you actually can see
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the building
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already being projected
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in 3D space
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which is kind of cool
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now what we're going to do
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let's actually
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let's put that
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back up tubes
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apologies 8 by 8
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you know what
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no I think 2 by
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2 should be fine
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we could probably
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just do 1 by 1
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it wouldn't be a big deal
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in this case
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but for what we're doing
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I think this will work
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just fine okay
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so there's your
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your plane again
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and let us drop
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the scale down
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so we're going to
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scale this to point five
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and I think
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that should
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well you know
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let's drop that
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to point two
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point three
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alright and the height
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let's just drop that down
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to point five
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that should work
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okay so what we're wanting to do now is
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basically I want to
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you can see
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in 3D space here
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I want to replicate
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the wall that is
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on the screen
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right wall of
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the building
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so what we're gonna do is
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we're gonna
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take this on
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the the plane
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and we're gonna
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rotate it so
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we're gonna
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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
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