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hi everyone
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welcome to our course on creating high tech
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projectile weaponry and Nuke X
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last class we created our particle stream
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to add to our beam effect
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this class we're going to wrap it up and
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just finesse the effect and final it
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so this is the effect
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viewing the entire script
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with all the other lens flares and plate flares
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that we did for our previous effect
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uh looks pretty good
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um everything's working pretty good
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we may want to reduce the intensity of the beam
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within the particles itself
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and just clean up some of the overlap uh
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over the nozzle of the particles
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which is what we're gonna do now just to uh
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to kinda clean and tidy everything up
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so if we go to frame where the beam starts
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and the particle start
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we'll see that
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so I'll just view
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the part of the stream where
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or the part of the script
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where the particles go over the plate
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so I just wanna get rid of this overlap here
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so all I'm gonna do is I'm just going to uh
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mask that out with a rhodo shape
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find my shape there
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all I'm gonna do is just
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create a shape like this
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feather it a little bit
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I'm just gonna grab the
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tracker that we have for the beam
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attach it to our rhodo paint
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then I'll use the mask input of the overnode
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and I will set this to invert
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there we go
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now we'll track with the uh
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weapon fire as well
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does seem like
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seems that our particle effect is a little bit off
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alignment wise to the nozzle
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so I'm just going to actually
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hand animate that
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for the problem parts
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so looks like we're good there so I will
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is that a frame there that's at zero
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I will just slide this down
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there we go
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the internal beam seems a little strong
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so I think I'm going to
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reduce the opacity and brightness of that a little bit
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it's quite strong
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especially when we view it
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at the very end of our script
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uh one thing to notice that I am
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I have disabled our previous effect
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of our distortion blast from our previous courses
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or previous classes
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so this beam effect is a replacement to that
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so if we were wanting to view the original effect
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we would turn all the beam stuff on off
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and turn this on and vice versa
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so viewing the entire script
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here we go I'm gonna go and adjust our opacity
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of the beam itself
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so choose a frame where it's really bright
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and use that as our reference frame
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for our color correction
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so the beam is off there
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it was fully on
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so let's go in the middle and see the point five so
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I want to see some of that nice blue that we had in it
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and not just a white it out effect
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yeah something like that
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we can also add a grade note to our um
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particles here and see if we can
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reduce some opacity through that as well
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by using RGBA and using a gain
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and kind of gain it down a little bit
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but I don't wanna lose my little detail here
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and even though play with some more color variation
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to help separate some of the colors a bit
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let's take a look at that see what that looks like
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and I think we could be done
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see how it was before
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again patience is key when working with particles
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very heavy stuff take some time
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all right well
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actually think this was working pretty good
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so we'll leave it as is
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so this is an alternate
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look to creating projectile weaponry
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as you can see you know
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a lot of this is trial and error and just kind of
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you know pushing things
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trying things
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different opacities
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different animations give different looks
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so you know
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whenever you're doing this kind of stuff
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please feel free to try all kinds of stuff
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so I appreciate you guys joining me for this journey
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on this course
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and I hope you join
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you join me on my next one
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thank you very much
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see you next time bye bye
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