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in this lesson
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we will finish our composite
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and review what we have Learned
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in our previous lessons
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we've made it up to this point
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where we have our CG renders composited
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we've made holdouts
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we've added a rain particle system
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and integrated it with deep
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and we've added fog
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to replace our bad atmospheric volumetric render
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from Render Man
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I'll show you what this looks like now
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we have our background
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and then we have all of our CG
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deep holdouts
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and over here on the right
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we have our rain and our fog holdouts
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and this is where we left off last time
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with this node tree
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I've organized this a bit since
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so as we come down here
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all the different holdouts are being merged together
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they're labeled they're merged with an over
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it's important to mention that I'm merging all
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so under also merge all
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and if remember
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a great way to keep track of what you're doing
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is to use labels
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so not only am I labeling
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what the element is called upstream that were merging
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but I'm also adding in the little expression value
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and then the knob
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in this case also merge
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which of course
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allows us to see beyond
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RGBA what's being merged which is very helpful
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and this script follows uh
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the theory of beast blind compositing
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which is something that I haven't discussed yet
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but now is a great time
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so in Beast blind compositing
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it's something that you may be familiar with
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basically the theory is that in nuke
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when you disable a node
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it disables the a input
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and the B input becomes a pass through
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and you tend to work from back to front
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so the root of this composite is actually
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the background
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so if I disable this merge
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and the others separately
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then you'll just see the background
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if I enable it now
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the CG from the apipes flowing through
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so to make this a little bit more articulate
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I'll step through it like this
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so we have on this
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just the character
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they're gonna merge the ground
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large vegetation 1
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large vegetation 2
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vegetation small and trees
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so as you can see if you just toggle the disabled
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everything else still works
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if you were to connect these in the other way
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let me swap the inputs here
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it would still look the same
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but if you disabled it
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it would follow the B pipe
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which means that
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only the small vegetation would become visible
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you can see it's highlight yellow
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because it's where the data is flowing through so only
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only this element would now be visible
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so this is really efficient
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because as you go through your composite
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you can just toggle things on and off
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toggle different layers and very intuitively
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manage what's being rendered
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so once you put together the
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the Grillo CG
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it goes into this template here
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now some of you might be familiar with CG
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multipass compositing
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basically what's happening here is the CG was rendered
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in a rendering engine called redshift
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which is a uh
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fairly new uh
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GPU accelerated
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uh bias render
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and what this template does is it takes the standard
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a 0 VS that are output from that render
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and it allows you to rebuild the beauty pass
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the whole purpose of this
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is just having the flexibility
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to be able to change colors or
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or more likely
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change the amount of specular reflections
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refractions
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so I won't go into technical detail
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about how this is particular to redshift
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it's fairly similar in theory
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to other rendering engines like Render Man
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but every rendering engine is different
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so for your situation
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this might not necessarily apply
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something to point out is that here
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check for missing passes
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basically what's happening is
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all of these passes are being combined
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they should reconstruct the beauty but
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and they're being subtracted
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from the incoming beauty pass
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so if all the passes don't exist
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they won't all be subtracted
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which means something will be left behind
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in this operation
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and then you'll be able to see which a O V
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was not included in the template
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and which needs to be
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and then finally the alpha channel gets copied back in
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because the AOVs
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we don't use these alpha channels
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when we merge these together
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these just RGB
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and then I strip out everything except RGBA
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the object IDS
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and the normal
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the position and the depth because those
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are things that could be useful downstream
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and I actually do use them in a few cases
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so what I decided to do is because we've added
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that it rain and atmospherics
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I thought we should make this look
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a little bit more cloudy
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overcast gloomy like a rainy day
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so the first thing I did
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was just decide to try to get there through grading
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that's pretty fast
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so this grade
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basically just pulled some of the green out
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made it more blue
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made it a little bit less contrasty
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because if it's an overcast day
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you don't have direct sunlight
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so there's a little bit less contrast
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additive in yet just a simple roto shape
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this really brought out the uh
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the composition
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to really focus your attention at the center
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and make things a little bit darker around the edges
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really help things look a little bit
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more like they're in shadow
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at the end here
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I'm adding some grain
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to help it look more photographic
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I'll get the focus at the end because it's PG bouquet
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and it's very slow to render
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so something that I wasn't too happy with is
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I wasn't too happy with
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the way that these plants looked
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so I went ahead
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and I used the object IDS that we made before
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to isolate them
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and I graded them down
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made them a little bit darker
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a little bit more blue
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so these are just some grades they do
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the same kind of grading that's being done overall
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but just specifically to these plants
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and I mask them with the object IDS that we're using
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so you can see here
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this is the ground vegetation
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I just thought
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this made everything just sit in a lot better
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and then I thought that
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the highlights on Girlo's eyes
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were just a little bit too hot
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and a little bit too white
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so what I did is I used the
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luminance for the eye reflections
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to sort of isolate this highlight here
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and then I went ahead and
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graded this one down
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so we just look here
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pretty subtle difference
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but I think it helps
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and in this case
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what I did was
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I used the position pass to make a position mat
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and if you never use position mats before
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it just uses the
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values of the position pass to generate
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a new mat
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so this is really cool if you've never used this before
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I recommend looking into the technique
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it's a bit more pretty subtle as well
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just bring down these highlights
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they were very bright way over 1
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now they're little bit more subdued
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so that's starting to look pretty good
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and the last thing I did was
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grabbed PG bouquet
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and I rendered out a deep precomp
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took everything every volume made a
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made a single precomp of it
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and then just fed it back in at the bottom here
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and the appager value
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I decided to use was F11
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for the camera
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I thought that was a nice photographic value so this is
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where we end up this is our final composite
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we've reached the end of the course
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I hope you enjoyed it
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good luck with all of your deep adventures
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and happy compositing
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