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hi everyone
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welcome to our course in creating projectile weaponry
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in nuke in this class
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we're gonna continue creating our alternate beam look
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and continue with that
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so last week
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we created the actual beam part of our beam effect
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and we had our beam that we had here
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this class we're going to add some extra
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layers and elements to this to make it look pretty cool
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so our first thing we're gonna be bringing in
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to help along this beam effect is some particles so
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we're gonna bring in a particle node called P streaky
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it's a note that's um
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it's a note as well
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it's a particle note that's within Nuke X and it's a
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it's a base note that comes standard with
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the Nuke X package
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um I'll bring that in
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okay I can't find it through my tab
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so I'm just gonna bring it in through here
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so yeah there it is
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it's in the tool set under particles
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and it's called P streaky that's what we want
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so if we view this
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what we see is uh
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takes us to our 3D viewed
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and we can see that there are um
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it's like a trail
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trail lighting effect almost
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almost like adding a time blur to
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a moving particle or something
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it leaves a nice long trail
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so I'll let this kind of render through and play
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so you can see what this is doing
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so this is a nice little effect
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I like to use to add to some of my beam effects it's
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I really like it
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really kind of makes it look cool
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and it's a bit something different as well
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you don't you know
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this is doing a lot of these
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projectile effects for various SCI fi shows
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a lot of them can become very repetitive
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look a lot the same
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very similar
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this is something that's a bit of a variation
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on what you would see on TV or in a movie
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so with this P
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streaking note
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we're gonna basically
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what we want to do is we want to create the look
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and we want to set it up on top of our 2D comp
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so first what we'll do is we'll set up the camera
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and our scan line render
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so I'll bring in a camera node
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these are all the things you need
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to create anything in 3D
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scan line renderer
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hook that up to our camera
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so
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because this is a static image
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static shot
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we want to set up the camera to
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to emulate where this beam would be
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so I like to go back to my plate
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and just kind of think from a 3D perspective
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if I if I the person looking at this in the camera
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where would my effect go
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so it's gonna be more of a head on
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straight on look at the effect
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and you can just layer it over
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and it should work just fine
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so to me
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it's gonna work by placing our camera somewhere
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somewhere around here
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we can look directly through our creative camera
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and that will give us our
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an idea of how we're
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how we're looking and how we're gonna be viewing this
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into the side
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so I can probably
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this is actually probably fine like this
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cause we can always just um
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transform it into the
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and rotate it and adjust it into place into the
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after the fact
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I will go ahead though and just go
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smooth this back a bit more something like that
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yeah it works
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alright so for this effect we're gonna want to
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I wanna create
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I like the look of what we're seeing now
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I just wanna make them faster
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and see if maybe
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I wanna emit more particles or less particles
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so while it's playing
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it's gonna go into our parameters
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note here for our P streaky
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and start adjusting a few things
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so the rate of emission
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like I'll leave is 1
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our emit threshold
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I'll leave is point seven five
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our velocity
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I'll play with the increase
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particles are very heavy
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so it takes a lot of time to view them
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so you gotta be a lot
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be very patient when you're working with uh particles
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one of the things that you'll find with particles is
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there's a lot of push and pull for
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so for something like this
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where the higher I make the velocity
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you're gonna find that
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because it's moving so fast
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there's more distance between each individual particle
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that's why we're seeing some
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gaps and spaces along the trail
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so in order to balance that out
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a lot of times
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you're gonna wanna increase the rate of particles
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and that can bog things down
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so what I like to do
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is to get my look working roughly here
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and then either retime it
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or do some things in 2D to make it work better
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and it also makes it a little bit lighter
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and easier to work with in a new script
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so speed here is pretty good
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um it's not fast enough
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but the faster I make it
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the more particles I'm gonna have to add
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so I'm gonna leave my velocity
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I'm gonna bring it down just to touch
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just wanna get rid of some of the gaps
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in between the particles there
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so I think somewhere around here is pretty good
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all the other parameters can be left alone
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so yeah we'll just we'll just go with that
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so now that we have these nodes set up here
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what we're gonna do is
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we're gonna bring this into 2D now
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alright and we're going to add a re time note to this
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to make it faster to speed up the uh
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the look of it
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so we have our re time here now
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attached to our scanline renderer
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you set our re time to a value of 2
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we're gonna double the speed
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so we have that and now we're just gonna write this out
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so I'm gonna attach a right note
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sorry that's an old one bringing a new right note
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and so we're gonna write this out now
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and then I will pause this
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go ahead write that out and bring it in
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so that you don't have to uh
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wait drain the render 1 sec
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alright we're back I've rendered off the uh
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particle system and uh
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this is what we have at double speed
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so as you can see it's a lot faster now
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and it plays a lot faster within the script as well
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we don't have to be viewing this out of the 3D system
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so our particles start at 1
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they go and they end around from 30
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so we have about 30 frames of particles
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which is more than enough
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so now that we have that
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what we're gonna do is
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we're going to put this over our 2D plate
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I also have attached a time offset
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to have it start around where our beam starts as well
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so if you look over
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if you go forward in the frame range
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you can see that
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this starts right after the beam starts
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so we're now just gonna position this correctly
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so let's throw a transform to the particle sim
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scale it down a little bit
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rotate it a little bit and just move it over here
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and we'll also instead of doing an over
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we'll plus it on top of our particle sim
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so for that node we can also have that animate on here
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find our first frame
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alright so now we view our shot
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I'm just gonna throw on our frame range there
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this is roughly what we have
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so we're gonna leave this for now
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for this class and next class
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we will go ahead and finesse this and final the shot
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and get it working the way we want it to work
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thank you so much
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I'll see you next time
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