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in this lesson
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we will begin adding some of our final
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element integration for Big Fireball
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now there are a number of items we do need to hit
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but for this specific lesson
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we're gonna hit a few
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and then we'll continue down the list
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so in this lesson
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I'm going to begin working on our defocus
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which is basically adding some defocus to our fireball
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to match the defocus that is happening
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at various points throughout the timeline in our shot
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I'm also going to focus on our grain
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and if we have a little bit of time
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we'll hit some of that grid warp
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that I mentioned at the beginning of this course
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so this first step we're gonna do is
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we're gonna hit the defocus
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I've basically gone through and made a list of frames
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where I feel that the shot will need some defocus added
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so for example
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if we go to frame 68
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and we check it against our plates
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if I just go to the plate and view
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you're gonna watch from frame 68 to 74
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you see how it starts to begin to go out of defocus
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so what we're going to do is we are going to add
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a defocus node to our actual fireball
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and we will work our way back from there
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so at this point
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I think what we'll do is
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we're going to add
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right here after this premult
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we're going to add that defocus
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so add d focus node
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drop it in right there
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and in fact
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what I'm going to do is
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I'm actually bring that prim molt back up there
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and move this over
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since we don't need all that space
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since there's no more color corrects
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happening at the moment
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and what we'll do is
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on frame 68
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I'm going to set the d focus to zero
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and I'm going to set the key
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and then we will view our frame
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our viewer with the fireball
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and we're going to jump forward to frame 74
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and at that point
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you can see right here
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our fireball is definitely a little too uh
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obviously in focus in comparison to everything else
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so let's just add a little bit of defocus here
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begin to kinda blow that out just a little bit
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and I think also what we're going to need to do is
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we're gonna need to take that defocus
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and we're going to need to uh
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add it to our holdout mat
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that is occurring here
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you see see
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getting solid lines on the roto shape
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so what we'll do is we'll actually just clone this
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so for the sake of this
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I'm gonna right click
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go to edit and copy as can as clones
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you can see also control K as your shortcut
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and then once you copy this clones
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you can control V paste
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and just drop that in there
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and now you see how your roto shape just matches that
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nice little edge that you're adding
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in terms of animating a d focus
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so now we have that frame 74
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I'm gonna now jump to frame eighty
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and frame 80
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I'm going to keyframe again
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and there we go
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so set key and then we are going to jump to frame 85
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and just clear this out right here
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there we go
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now we can see the keyframes happening
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and I'm going to set d focus to zero
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so now you can see at this point
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obviously we don't wanna add any d focus happening
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so now let's move on to our next set
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and I and as I said
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I just added a
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made a list of these frames
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that we need to add the focus to
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so it's gonna be a few
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that we're gonna be working through
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so frame 92
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gonna set key to zero
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and frame 99
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jump to that
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you can see this is all defocused here
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so we wanna add some defoc
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some nice to focus on a say
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value of 5 there is not too bad
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and then frame 1:02 is the
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the beginning
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the outpoint
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so add a keyframe there
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and then frame 1:08 is when it's back in focus
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so let's set that back to zero
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and then we continue on
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so now we're gonna jump over to frame three twenty nine
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and down just a little bit
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so we can see the buildings in relation to the fireball
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set a key and then at frame three thirty four
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we're going to add some defocus
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and again this goes back to what I said
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this is all part of analyzing your shot
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so you're just analyzing it
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to ensure that you match it back to the uh
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overall image
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and this isn't gonna require much default
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so I'm just gonna set that to a factor of one
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and then set that to 3:36
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and that actually looks like it might be a touch more
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so let's add a little more
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there we go
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and then at frame three 40
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that's our out
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set that back to zero
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and then ironically enough at 3:41
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we set another key
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and three frame
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3:43 and again
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this is all kind of a tedious kind of process sometimes
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but it is obviously necessary
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when you're trying to integrate your shot
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you want it to match back to your actual plate
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and if you don't
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obviously then if you watch this in sequence
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it might not look quite as spectacular as you'd hoped
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just because things aren't properly integrated
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the best visual effects are the ones
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that do not look like they were visual effect
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and obviously
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blowing up of city is a visual effect
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that will be pretty obvious
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probably wasn't real at one point
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but it is something you want it to
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get as close to possible
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allowing the viewer to suspend disbelief
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so just continuing on through this list here
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frame 3:00 60
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three and Onward again
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this is all stuff that you can follow along
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you can also do your own hunt
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it's quite possible that I have missed uh
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some of those spots that require some uh
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some animated defocus
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but for the sake of this course
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I'm not gonna
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not gonna worry about that
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I just wanna hit some of these major ones
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alright we have just a few more
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on frame 4:00 76
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now I move back down just a view
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set a key at 0
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frame 494 animates into a nice
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pretty major defocus
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so let's let's jump that defocus up there
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maybe somewhere around there
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let's say and
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oop apologies
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there we go
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and then frame four ninety four to 5:02 animates out
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so set that to zero
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and then at 5:03 we have another
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change so then go to 5:08
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let's set that defocus
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there we go
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and as also the other thing you can see
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the next step we're gonna do is we're gonna add grain
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obviously because right now it's very soft
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and there's no grain on there
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which obviously makes it one another step of
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uh disbelief
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and you obviously want to integrate as best as possible
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grain is a necessity
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no matter what shot you're working on
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you're gonna want to add grain
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to match back to your plate
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so that's basically one of the major rules
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before you finish your shot
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you're gonna wanna add grain anyway
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uh so just adding a little more defocus here
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there we go
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and almost done
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just have a couple more keyframes
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we need to input this frame 6 83 now
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there we go
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move up to find
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there we go
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add that key frame frame six 88
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oops game 6 88
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there we go
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def add the defocus
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let's say maybe around
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there we go
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and six 91 is when it starts to
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when it's locked and then starts to push out
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is six 95 here we go
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and last but not least
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and this is the other area we're gonna have
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that we're gonna focus on next
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once we do these final element integration steps
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but we're gonna have to remember that our fireball is
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not gonna track once this railing goes over
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so we're gonna have to work on that next
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but for the moment
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let's just add these last couple keys from 7:31
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I want you to be defocused
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there we go
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a little more
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that's good
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alright so at this point
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I think what we've done is
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is pretty satisfactory
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we've added our various animated d
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focus in various areas that we needed to
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the next step will be adding grain
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I think what we'll do is add that right now
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so we are going to add grain
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right about
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let's just make a little space here
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right in here
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and there's a few different ways you can add grain
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you can do uh
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grain analysis if you have Nuke X you can
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you can add
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you can I match
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in this case
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what I'm gonna do is
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I'm just gonna do a little eye matching
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um I've I've
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believe I've discussed how did grain match before
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in the past with uh
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with Nuke X
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but for this course
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I think we're just gonna
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do a little bit of eye matching it
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sometimes it's good to
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good to do to practice that
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uh oops apologies
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this is on the wrong layer
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let's bring that up there
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there we go
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and obviously that way too much grain haha
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so you're gonna jump between your channels
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and you're gonna start to
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to dial things in
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so let's uh
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just bring up the scale of our grain
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and the blue channel
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I'm gonna bring back the intensity
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that is way too much uh
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we just wanna start to dial it in a little bit
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there we go
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and then let's switch over to the green channel
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green channel size is
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could go a little bigger possibly
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and then we're gonna back way off on it
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and right about somewhere in there
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let's do the red channel
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um size can be somewhere around there point four
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let's just leave it as that
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and back off
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significantly as well
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alright so let's call that a reasonably close match
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actually you know what
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looking at it
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let's just bring that down just a little bit
279
00:11:13,666 --> 00:11:17,799
and bring the scale down a little bit on this one
280
00:11:17,800 --> 00:11:18,600
now that you're looking
281
00:11:18,600 --> 00:11:19,166
the buildings
282
00:11:19,166 --> 00:11:21,966
the buildings are a better
283
00:11:22,766 --> 00:11:24,666
closer match to uh
284
00:11:24,666 --> 00:11:25,366
to work with
285
00:11:25,366 --> 00:11:26,599
oh apologies
286
00:11:26,600 --> 00:11:28,733
computer locked up from over there
287
00:11:28,733 --> 00:11:30,399
all right so let's uh
288
00:11:30,400 --> 00:11:32,766
let's call that a reasonably close match
289
00:11:32,766 --> 00:11:33,866
for the time being
290
00:11:34,133 --> 00:11:35,166
and at this point
291
00:11:35,166 --> 00:11:37,499
I think we should take a quick break to recap
292
00:11:37,500 --> 00:11:39,700
we have discussed adding defocus
293
00:11:39,700 --> 00:11:40,766
animated defocus
294
00:11:40,766 --> 00:11:42,866
to match back to our background plate
295
00:11:42,866 --> 00:11:45,599
we've also imatched some grain in there
296
00:11:45,933 --> 00:11:46,566
and at this point
297
00:11:46,566 --> 00:11:47,533
we're gonna take a quick break
298
00:11:47,533 --> 00:11:49,166
and we'll come back and discuss
299
00:11:49,166 --> 00:11:50,733
a little bit of grid warp on
300
00:11:50,733 --> 00:11:53,866
of our actual fireball
20734
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