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hi everyone
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welcome back to our 4th class
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in our course on creating high tech projectile weaponry
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in nuke last class
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we focus on creating muzzle flash
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lighting effect for our gun
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in this class
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we're gonna focus on creating the actual projectile
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that exits the nozzle of the gun
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so let's get started
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so for creating our
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distortion effect that's gonna be leaving the gun
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one of the first things I like to do is
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actually create the mat for that
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so we can go ahead and bring in a rhotal paint node
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we will time it to exit the gun right after his first
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gun blast
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to somewhere there
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so we'll view our Roto Paint node
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bring it in ellips
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leave that there
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next we will grab a noise node
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we'll view that
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um we'll bring down the size a little bit
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something like that
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and then we also wanna animate this so that it's moving
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so you can kind of go to
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early on the frame range and set a key frame
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uh the Z is the actual motion of the uh particles
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so if you slide the z uh
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parameters you'll see that the noise actually moves
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so I'll set a key frame here
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then I'll go to the end of my frame range
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and set it somewhere there um
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the further on you well
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the higher the number
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the faster it goes
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so you can kind of just play with it and see what works
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it's a little slow for our purposes
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so I'll increase this
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to maybe like a 6
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now if we play that
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let's look could be a little faster
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so maybe we'll make this
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that's probably okay so we'll stick with that
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next we're gonna multiply the two together
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I wrote a shape in our noise
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and we'll get something like that
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we'll throw on an edge blur
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this is soften up the edges
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yeah we'll say something like that
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we can maybe make this a little smaller as well
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alright so if we go and view our current comp
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and go to the first
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frame right after the muzzle flash right there
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and we'll place our noise shape over
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and we'll grab a transform node so we can move our
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noise shape scale that down a little bit
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now I'm going to make the
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alpha of this a little bit stronger
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so we see it a bit more
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alright so we see that there
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next thing we're gonna do is
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we're gonna bring in an eye distort node
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to be used for a distortion
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and actually before we do that
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I will actually just go ahead and animate this
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kind of through
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so we'll turn this off in our overnode for this frame
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where we don't see it
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and then for as soon as the muzzle flashes off
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we will see the
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distortion so we'll have that
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we'll say exiting here
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we'll set a keyframe for our translation on that
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as well for that
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so if we go for nothing we'll see our that
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in the next frame it'll be off screen
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so basically this is what we have
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alright
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now for this distortion to work
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we're going to need to copy in
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the alpha of this into our stream
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and then use that as a map for the distortion
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so grab a copynote
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now if you view the alpha after the copy node
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you'll see that
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the distortion bubble is actually in there now
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so if we go to our eye distort node
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and the channels we want affected
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will be our RGB channels
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our UV channels
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are the channels that we're gonna be bringing in
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to create the distortion
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that will be our RGBA
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our alpha channel
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and once you start
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actually we do not need to see the
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distortion bubble to actually visibly see it
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so we can kind of kill that for now
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we just want to see the distortion
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we will also use a mat to hold in our distortion effect
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so we'll add that to the chain here
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and maybe we'll actually
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do it this way
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will use the unnoised effect
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instead
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forgot to add our transform mode
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so there we go
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so if you toggle between on and off
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you can see that there is a distortion happening
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right around where it's supposed to
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so we can scale that up
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maybe make it a bit stronger
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now we can bring back the actual RGBA portion
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you can
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keep that
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light
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and if we play this now
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we'll stop it
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we'll set a key frame or key frame range to view this
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so there we go
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you can see that we now have somewhat of a distortion
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effect exiting the gun as he blasts
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we will refine that next lesson and
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keep going from there
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so thanks for joining us
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and we'll see you in our next class thanks
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