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in this lesson
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we will continue integrating our 3D and live action
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elements together to create a final
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rendered scene
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the part we're going to work on at this point
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is the base of the building
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in relation to integrating it further
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with the mountain that it's sitting on
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I feel like it's
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it's just a little bit too contrasty between the two
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mainly because the live action element is just a little
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bit too bright in some of those highlights
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so what we're gonna do
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is go in and start darkening down those areas
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so my idea for that is
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we're going to go back up here to the live action plate
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and we're going to work specifically in that area
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I'm gonna take all these extra elements
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and we're just gonna move them off the side
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they aren't actually needed anymore
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so what we're gonna do is just delete them
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so let's take these elements
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slide it up just a little bit
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give ourselves some space to work
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and then we're going to move that
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the background plate over
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and I'm going to just drop that down
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so we have a little bit of area to work
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okay so I think what we're going to do is
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we're going to utilize
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we're gonna actually use a procedural way
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of creating our
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our sort of a shadowy area
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based upon using our building as a traveling map
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so I'm going to find the building
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that's this
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I'm gonna follow it down to right here
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and I'm going to hit the tab key
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and start typing shuffle
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and we've created a shuffle note
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I'm going to connect that into the scan line render
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and what I'm going to do is
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say that I want all four channels to be alpha
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so red green
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blue and alpha
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are going to be getting their color information
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from just the original alpha channel
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so if we view at that point
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you're going to see
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there's our buildings
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alpha channel
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the point of that is
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it's going to follow the actual movement
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of the camera shot
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without us having to create another row shape
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we are going to have to create a row shape
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to constrain it
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but that's something we'll deal with in just a moment
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so I'm bringing that down here
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and just because I don't like bunches of connections
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falling all over the place
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let's just make it a little cleaner
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there we go
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and bring that shuffle over
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and I'm going to put a transform after that shuffle
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and actually move all this up just a little bit
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myself some room
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there we go
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and then what we're going to do is
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add a blur node
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and then the blur nodes
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the B key on the keyboard
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if you don't want to hit tab
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and start typing in blur
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and then I'm going to add a grade node
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grade node in this case
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a grade node
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or color correct
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will work for what we're going to do
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in fact actually no I am I
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I'm going to use a
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color corrects
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we might actually need a few more
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of the color correction tools
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in the shadows and the midtones
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so connect that in like that
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and then connect the mask input
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and then you're ready to go
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so what we're going to do is
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we wanna transform down that alpha
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that alpha channel a little bit
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so if we view right here
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I'm going to shift it down
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uh let's say
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a negative 10 pixels
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that's still not enough
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you have to keep in mind
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we are working at 4K
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so we're working at a higher amount of
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we're gonna have to shift things further
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than what you might be used to shifting
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when working in an HD
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environment
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so let's uh
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shift that down 30 pixels
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and then adding a blur
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of maybe 10
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actually would help
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if we viewed
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there right
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let's go a little further
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let's blur that
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to a factor of 30 as well
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that's probably good enough
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for the moment
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now I'm going to view our final view
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and then the correct color correct
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just to see if anything happens
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you see oh look at that
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now we have a
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we have a nice drop shadow across the whole thing
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which obviously
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isn't what we're going for
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but at least we know something's there
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now what I want to do is
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I'm going to isolate
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at the base so
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so how are we going to do that
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we would just
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basically need to create a quick row shape
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to be able to control that
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at the moment
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I'm just going to do it
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for just this frame
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uh we will we will
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uh animate it
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for the entire uh
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frame range
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in just a moment
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but at the moment
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I just wanna
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just get a quick
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something in there
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so that then
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we can continue working on this part
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set our merge to in
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so that your alpha
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channel's going in there
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b's there and that's gonna hold it
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inside there
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so now you can see
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the end result
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so we go back here
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now our color correct
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is ready to go
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so we can gain down a little bit
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you can see
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basically we don't wanna do the drop shadow
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so what I'm thinking is
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we go down to the mid times
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this is why I ended up using the color correct
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I was originally thinking
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just master
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uh gain and
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maybe a little bit of gamma
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possibly but
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the reality is
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I think we're gonna do better if we
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stick to the mid tone area
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so we can dumb down
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you can see
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how we're dumbing down
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some of those highlight areas
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and there's nothing
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really in the
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in the highlights tab
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but the midtones
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are definitely
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being affected by that and
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that's way too much
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cause we don't wanna make it look like it's floating
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whole point is just to try to bring down all that
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that area and what I'm gonna do is
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I'm actually gonna drop that down a little more
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so let's uh
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let's go for 75
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you know what
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I almost wanna say a little further is not a bad thing
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um we can set up a little bit more of a fall off there
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and at the end of the day
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it's not bad to
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push this just a little bit more possibly
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yeah that's not bad
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okay so you can see
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basically what's happened
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is we've darkened some of those highlights
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now I look at it
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and I don't know if I'm convinced
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that I want all of the highlights on the screen
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right here to the screen
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right side of the building
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to disappear
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I I I'm kind of partial to some of these highlights
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cause the more I look at
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you see like
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this nice little edge highlight on the building
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you know it kind of balances out
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so I think what we're going to do is
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take that photo shape
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and I'm going to actually delete this point
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so highlight that point hit delete
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then I'm gonna take these points
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and this is also wide
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an animated X
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I wanted to make sure I was
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was comfortable and happy with what's happening here
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in the result
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so I'm gonna actually select those two points
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and create a fall off
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so you hit that e key
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once you hit
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selected the points to expand it out
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there you go
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and just gonna bring that over to
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closer to this side of the building
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in fact we just delete that point to
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there we go
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um and I'm just curious
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you know that's not gonna do anything
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obviously uh
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if we expand or fall off there
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so it's it's gonna affect a little bit on that side
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but it's not gonna completely go all the way
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in comparison to the left screen
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left side of the building
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I think that feels a little more properly seated
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just to allow for it to kinda kill that
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that highlight right there just a little more but
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still maintain some of those nice highlights over here
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to a certain extent it's not
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it's not uh
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fully highlighted but we're
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we're able to actually
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just gonna back off a little bit
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there we go
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and now at this point
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we're gonna take that row shape
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and now we either
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we need to choose how we're gonna do the row shape
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we can either create a track for the row shape
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or we can just quickly animated ourselves
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in this case
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let's just go every 50 frames and see if we can
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keep it at approximately that same location
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that's really all that matters
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is keeping it in a
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in a rough position for what we're wanting it to do
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there we go
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so back to 98
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jump forward
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you can set increments
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if you're not aware
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you can set frame increments
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and then you can jump
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instead of using the next increment
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or the increment keys
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you can use shift left or shift right
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it just makes it a little easier
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then you're not having to waste time
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jumping back and forth with your mouse
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so there we go
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alright so I think we should be fine
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to work with something like that
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it's just a rough roto shape
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if you felt so inclined to
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need to come back and fix that
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and make it a little more accurate
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then you can go ahead
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I think in this case though
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we're we're just
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we're totally fine to continue as as is
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so at this point
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we've kind of worked in integrating that base
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right there
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the building
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I think that actually looks a lot better
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you can see how
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just by bringing down some of those highlights
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it starts to allow it to seat just a little better
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now as I've looked at this
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there's one more thing that I want to do and that's
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I think I wanna go back and revisit some of the fog it
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it just still doesn't seem quite right for me
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so let's just go down here to our fog layer
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and instead of using that roto shape
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I think what I'm gonna do is
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I'm actually going to create a whole
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entirely new roto shape
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and we're just gonna I'm gonna
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I'm literally going to create a rectangular shape
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such as this
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and then I'm going to
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this is bring it down a little bit here
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and then I'm gonna expand that
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so that we have fall off
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and I'm actually going to
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try and see if just something like this uh
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feels a little better
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in my opinion
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than using the procedural way that we were doing
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with that rotate
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so instead of using that
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transformers gonna
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connect it right there
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and of course
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our roto isn't set to RGBI
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so we needed to do that
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now if we just go back to you
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and kind of see the change
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it shifts it adds a little bit more over there
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which I actually like
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it was kind of
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what I was bothering me
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was the top part of that hill
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just felt like it wasn't quite
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seated properly
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in relation to the building
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so let's bring that up
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I'm gonna actually back off on that blur
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I'm gonna set it to 500
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and let's see how that looks
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if we just full scale it
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I think that that feels a little bit better
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uh it's not
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it's not quite so
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so hidden away
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um but that said
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it's all a matter of perspective
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really I mean
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it's such an arbitrary thing at this point
341
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unless you specifically
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like I said
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unless you have studio dictating what you're doing
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uh this is all up to personal taste and personal like
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so we're just gonna set that up there
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and the whole point is
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then you need to animate that roto potentially let's
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let's just take a look here
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let's go full screen
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and that will allow us to determine if we
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like what we're seeing or not
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so there's a little more fog up above
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I think that
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that feels a little better
355
00:11:45,966 --> 00:11:47,099
okay so at this point
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let's take a quick break
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and we'll come back
358
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and we'll finish up our final integration
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so to do do a quick recap
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we discussed
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the integration of the base of the building
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as well as the
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uh additional changes to some of our fog layer
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and when we get back
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we'll continue working on the final touches
24654
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