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So learning the node workflow
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infusion to me is very similar
to learning a whole new language.
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Now, when I compare the workflow infusion
to After Effects, I would say
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that the learning curve with infusion
was definitely a lot harder.
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At first it was a lot more frustrating
and things just didn't
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make any sense to me because I was like,
What the hell is a node?
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But once I understood the foundations
and the rules that you have to play by
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within the node workspace, everything
started to make a lot more sense
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and I started to enjoy it
even more than after Effects.
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So it's really about overcoming
that initial learning curve
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for you to be able to start to go in there
and then start to experiment.
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And once you're able to experiment,
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that's when you start to grow
and learn on your own
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and through the process
of experimentation.
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So really, it's about learning the rules
of the playing book, understanding them,
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and then freely going in
and being able to experiment.
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It's similar to learning a language.
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When I was learning French back in school,
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the teachers would teach me
how to conjugate verbs first.
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I would learn how to conjugate words
for masculine or feminine,
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or if it's targeted at a group of people
versus one person.
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I learned how to conjugate words like that
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first before actually learning the words.
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So it was a rule we had to learn
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before diving deep
into the language of French.
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Now, looking back, I don't really remember
much of that at all
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when it comes
to conjugating verbs in French,
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because that's not something
that really interested me.
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But learning the workflow with infusion
is similar.
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It's important to have a solid
understanding of these rules
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so that you can start executing
on your ideas without having to waste time
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trying to understand
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why something isn't working the way
you think it should be working.
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So like I've said before, nodes
are really just individual instructions.
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With each node we make,
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we are creating an instruction
for Da Vinci, whether that's import
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my media into this composition
or brighten my image 10%.
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Or blur the image,
but only to the masked area.
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Each one of those instructions
would be represented by its own node.
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The way that we connect these sets
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of instructions or nodes determines
what our final image will look like.
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And here's the thing.
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It might sound complicated at first,
but I promise you, once
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you start understanding the rules
of node based compositing,
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the node based workspace becomes
a playground of limitless possibilities.
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So we're in fusion.
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And the first thing that I
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want to talk about when it comes to nodes
is where can we find these nodes?
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Well, we've talked about this before.
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We can find the go to nodes right here
in between our preview and nodes windows.
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So all of these are nodes here.
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And we can see that there groups
between these lines over here.
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So over here we have some generator nodes.
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So this would allow us to generate
a background.
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We could generate fast noise text.
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We can also paint.
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Next to that,
we have some modification nodes
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so we can modify our media or whatever
we connected to with these nodes.
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Things like color correction, color
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curves, u
curves, brightness, contrast and blur.
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Next to that,
we have another group of nodes over here.
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And one of these nodes
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that we're going to using all the time
is the merge node over here.
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This is primarily used to merge
one piece of media over top of another,
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and we'll be learning all about that
in the Merge nodes video.
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But for now, just know that that's one
that we're going to be using a lot.
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And there's a bunch more over here
that will be using.
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The other one that I use all the time
is the transform node right here.
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That's to make transform changes
to anything that we attach to this node.
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Next to that, we have our mask node
so we can make a rectangle
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mask, ellipse mask, polygon
mask, and B spline mask.
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These are all different options
that we'll be diving into deep later on.
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Next to our mask nodes, we have particle
emitter nodes, which is not important
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for you
to understand what this is right now.
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But it might be interesting
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for you to know that we have the ability
to generate particles
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with infusion and with that ability
to generate particles.
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You can actually do a lot.
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And next to that,
we have all of our 3D related nodes.
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So we can create things like 3D shapes, 3D
cameras, lights.
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We can work in the 3D space here
within fusion.
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And those are kind of the
go to 3D nodes over here.
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So all of these nodes are very
conveniently placed here and grouped into
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their own little sections.
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Now, of course,
we can find all of our nodes
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available to us inside the effects
window over here.
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So feel free to explore this area.
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You can simply just go to any of these
nodes, any of these effects or tools.
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Click on it
to add it into your workspace down here,
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and then you can play with the controls
inside of the inspector.
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Blair Node is pretty basic,
but there's tons of different things
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that you can bring in from here
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and play around in the inspector scene.
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Delete that.
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Now there's one more way
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that we can bring up all of our nodes,
and this is another method
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I use all the time, especially if I know
exactly what node I'm looking for.
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So the way to do
this is to press shift and spacebar.
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And now, because I'm using three monitors,
the pop up for this
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actually comes up on my laptop
monitor and not here.
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So I'm going to drag it over here
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and we can see that we can also scroll
through here and look at every single
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possible node that we can bring in
to our node tree here.
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So if there's one that we have in mind,
for example, Blair Node,
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we could just type it in Blur
and we can add it in and it will add it
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to our chain of commands here
because we had this clip selected already.
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If we don't have any clips selected,
we do the same thing.
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We add a different node,
it'll just add it into the workspace,
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but not attach it
to the chain of commands down here.
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So I'll just like that and delete it.
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Now, also, one thing I want to mention is
there are some shortcuts
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when you are pulling up your nodes
in this way by pressing shift in spacebar.
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So you can see what these shortcuts are
next to those specific nodes.
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So for example, transform is Zeph
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and I already know this
because I use it all the time.
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So instead of typing in Transform,
every time you can just hit Zeph
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and you can pull that up just like that.
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Now I've actually created a shortcut
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on my custom function keys
at the top of my keyboard to pull up
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the transform node by itself,
simply by just pressing F three.
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So I press f three and it brings it up.
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And if you're interested in how I did
this, I actually use the Logic Hub
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for Logitech Hardware so I can control
things like the buttons on my mouse
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and what they do, and also the custom
function buttons on my keyboard
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that basically executes
the keyboard commands shift spacebar
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x, F, and then enter.
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All of that happens when I press F three,
so it's a quick way to generate
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a new transform node.
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And I'm going to be doing this for all of
my go to nodes that I use within fusion.
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Now I'm just going to create
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a bunch of nodes here, so let's just click
on a bunch of random ones here.
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We're just making a ton of these
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and you can see that it's,
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it's adding these on to the previous node
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because automatically when you generate
a node, that node is selected.
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So if I press something else, it's
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going to add it after the previous node
that was just created.
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So if we take a look at all of these nodes
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that we've just created,
we can see that they are different colors.
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Now these colors represent
what kind of node it is.
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Now, this is great to know
because as you work
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with nodes, more and more
you'll be able to quickly know
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what kind of node something is simply by
just looking at the color.
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Now, let's zoom out here a bit more.
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Let's keep zooming out
until we can't see the text anymore.
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You can see that the color of those nodes
fills the entire node.
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So when you start to work
in a much more developed workspace here,
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there's a lot more going on
and you want to zoom out.
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You can get a better idea
of what these nodes are.
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For example, I know that the brown nodes
are mask nodes, so if we zoom in on these,
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we can see that we have a polygon
mask and a rectangle mask.
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So I'm actually going to provide
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a little cheat sheet for you guys
as to what nodes are what colors.
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But I'll just read this off to you
right now.
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So blue are media nodes, so we can see
that this is a media node over here.
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We can see that also the media out
node is the same color as well.
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Next we have green,
which is generator nodes.
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So any time
that we're generating something,
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so in this case we can see that
we've generated a background
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and that's more of a dark green orange
we have blurred.
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So blur nodes
are going to be orange by themselves.
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So next, like the more neon green,
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the brighter green
those are going to be adjustment nodes.
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So if we add brightness and contrast
over here, we could see the same color,
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same with this,
all of these nodes over here.
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So any kind of adjustment node
is going to be this brighter green color.
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Next, we have pink,
which is the paint node right here.
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We can see that that one is pink.
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Next we have dark orange,
which represents our tracking nodes.
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So if we pull up a tracking node
so we could just type in track.
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Let's do camera track,
bring that up and zoom out.
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We can see that it's more of a darker,
truer orange than the orange.
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Really.
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This is more the blur is more of like
almost like a yellow orange.
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But the camera tracker, any tracking nodes
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are represented by this darker
orange color.
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Next we have the tan color,
which represents transform nodes.
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So if I drag this transform node down
here, we can see that it's this tan color.
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All the transform nodes
are going to be the same color.
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Next, we have the warped node,
which is this brown color right here.
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Gray nodes are compositing nodes
plus a few other ones.
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So emerge node is a compositing node
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and that is the gray color.
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Purple represents
any of these particle nodes.
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Over here, you could see
they are this purply color.
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And next we have these dark blue nodes,
which are any 3D nodes.
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So any of these down here towards the end
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and we have the light brown,
which represents our masks over here.
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Now, if we take a look
at any of these nodes over here,
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we can see that each one has at least one
of these little triangles around it.
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Now, these triangles represent inputs,
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and some nodes are going to have different
inputs than others.
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Now, for example, mask nodes
only have one of these triangles,
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and that's basically to send
the mask information into another node.
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So that's represented by this blue
triangle.
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The blue triangles on
any of these nodes are mask inputs.
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So if we wanted to input a mask node
into another node, say a media in node,
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let's say we wanted
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to create a new mask node over here
and input it into this media node.
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We would take the output of this mask node
and bring it into the mask
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input for this media in.
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And we can see that we have now applied
this ellipse mask to our media in
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and we can see that
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this information is being passed down
all the way to our media out,
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which is being played in both
this second preview window
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and our main preview window over here
that you guys can see in the camera view.
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So the blue triangle is our mask input.
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Now we can see that most of the nodes in
our workspace here have those mask inputs,
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but some of them don't like these 3D ones
right here.
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And as you learn more about how nodes work
and how individual nodes
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work, you'll understand
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why some nodes don't have a mask input
or why some nodes have more inputs.
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For example,
this color corrector one has a gray
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input over here,
and I know things like tracking nodes.
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So let me bring up the planar tracker
node over here.
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We can see that it also has one of those
gray nodes here as well.
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And as you learn about specific nodes
like the planar tracker
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or just the regular tracker or the color
corrector node, you'll get a better idea
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as to why they have certain inputs
and why they don't have certain inputs.
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It all depends on what kind of node
you're creating, but for a lot of nodes
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they will have this little blue input,
which is the mask input.
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And I'm going to get a little bit nerdy
right now.
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But the cool thing about these mask inputs
is you can actually
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take the output from something
like another media source,
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put it into the mask,
input of another piece of media
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and you can set
what aspect of the original media
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you want to use as a mask
for this second piece of media,
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for example, maybe you'd want to use
something like the Alpha Channel
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or the luminance of the previous clip
in order to make transparency changes
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to the second node, which is something
we'll dive into later on.
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But it is cool to know
that we have that functionality.
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And don't worry if you don't understand
anything about what I just said.
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That was just me being a complete nerd.
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But it's cool and it's powerful
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and there's a lot of different things
that we can do with those mask inputs.
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Now I'm seeing all this stuff up here
because it could be
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a bit distracting right now,
especially if you guys,
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you know,
are just getting into masks over here.
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So I'll delete this ellipse as well.
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And now I want to bring your attention
to some other inputs.
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So what I'm going to do
is just copy over this media in nodes, I'm
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going to hit command C click
outside of the chain of commands here.
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So nothing is selected here, Command V
and I'm going to paste that in over here.
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Now I'm also going to delete this
blurring out over here.
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So all we have is our original piece
of media going to the media out
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and then we have a copy of that
original piece of media.
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Now, the way that you would stack
this media
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on top of another
piece of media is with a merge node.
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Now I'm going to save all the information
about merge nodes in the next video,
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but for now I'm just going to generate a
merge node, which is this one right here.
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And we've created a merge node.
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So we're sending the second piece of media
into the merge node
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and I'm going to place this merge node
in between both of these over here.
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Now, the way that we can do
this is to break this connection over here
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and send this original media
into the merge node
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over here and then send the merge node
out into the media out.
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That's the longer way to do it.
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I'm just going to command Z and
that's not a method that I would ever do.
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So I'm not going to even bother teaching
you guys that method from the start.
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All you need to do is take this merge,
hold shift and you can bring it into the
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the chain of commands
just like that very quickly.
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So if we take a look
at our chain of commands here, right here
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we have our media in
we are telling it to go into our merge
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the merge is just telling fusion to merge
something on top
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or below this clip and then export it
in back into our timeline.
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So let's attach this clip over here
on top of our merge.
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So now what we're telling Fusion
is to merge this clip with this clip
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right here with this merge.
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Now, how do we know what clip is going
to be on top of the other clip?
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Well,
that's where these inputs come into play.
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So we have a green input,
which is the foreground,
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and we have orange or like yellow input,
which is the background.
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So this original media
is going to be our background.
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And why don't
we just add a blur node to this
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so that we know the difference between
both of these media inputs?
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So I'm just going to crank that blur.
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And what I could do is just preview
this blur in the first node
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so we can see that
I am blurring this original media a lot.
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So it looks a lot different than this
media here.
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So now we know that this second
piece of media is on top of this one.
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Let's just rename these
so that we can stay a bit more organized.
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So over here
we can call this one clear shot,
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just for example sake,
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and this one will call it blur,
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even though that the Blur is happening
afterwards, right now, it doesn't matter.
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It's just so that we can get
an understanding of which shot is which.
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So now we know that the clear shot
is sitting on top of the blurry shot.
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So what if we change these inputs
so that the clear shot was connected
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via the orange input and the blurry shot
was connected via the green input?
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Well, we can disconnect these by clicking
the second part of the connection point.
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00:15:59,233 --> 00:16:02,000
And now what I can do is connect
this one to the Orange
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00:16:02,000 --> 00:16:06,633
input, connect
this one to the green input,
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and now the blurry one sits on top.
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Now I'm going to show you guys
a bit of a time saving hack.
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This one's really important.
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If you want to
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quickly change the inputs on a merge,
you can command t on your keyboard
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and it will quickly
just change those inputs.
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So now we have the clear shot on top,
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00:16:22,000 --> 00:16:25,766
which is represented by the green input,
which is the foreground input
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and the blue one is in the background
and we can quickly switch those inputs.
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We can see that the color
of those connection points is changing.
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When I hit command t
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So if I wanted to see both of these clips
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00:16:39,100 --> 00:16:42,400
at once,
I can add a transform node right here.
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Change the size of the upper node.
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00:16:45,633 --> 00:16:47,300
And just like that,
we can see both of those clips
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00:16:47,300 --> 00:16:50,133
at the same time
inside of our preview window over here.
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And with the transform node selected,
I can move this around.
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So I'm not going to dive into merge nodes
anymore.
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Right now
that's a separate video in itself.
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00:16:57,300 --> 00:17:00,900
But what's important to understand
is that the green connection point,
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00:17:00,900 --> 00:17:03,933
the Green Triangle, that is the foreground
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00:17:03,933 --> 00:17:06,933
input and the orange one
is the background input.
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00:17:06,933 --> 00:17:09,933
So like I've said before,
it doesn't matter where our nodes sit
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00:17:10,066 --> 00:17:12,166
within this space
in relation to each other.
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00:17:12,166 --> 00:17:15,266
It's the way that we connect our nodes
together with these connections
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00:17:15,266 --> 00:17:16,666
and these inputs.
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00:17:16,666 --> 00:17:17,766
So just a little recap.
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00:17:17,766 --> 00:17:22,500
Yellow is the background, green is
the foreground and blue is the mask input.
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00:17:22,733 --> 00:17:24,333
So that's part one of fusion nodes.
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00:17:24,333 --> 00:17:25,800
I'll see you guys in the next lesson.
30584
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