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These are the user uploaded subtitles that are being translated: 1 00:00:06,466 --> 00:00:07,466 hello everyone 2 00:00:07,466 --> 00:00:08,566 and welcome to class 3 00:00:08,566 --> 00:00:11,633 No. 9 of new can digital environments 4 00:00:11,766 --> 00:00:13,600 and this class is gonna be the last 5 00:00:13,600 --> 00:00:16,066 one where we work on the balcony shot 6 00:00:16,333 --> 00:00:17,933 so what we're gonna do today 7 00:00:17,933 --> 00:00:21,200 first talk about a few more things that have to do with 8 00:00:21,200 --> 00:00:23,666 exporting plans from Speed Tree into Maya 9 00:00:23,666 --> 00:00:25,633 because we wanna vary a little bit 10 00:00:25,733 --> 00:00:26,900 what we have there 11 00:00:26,900 --> 00:00:28,833 and we're lucky enough to have a 12 00:00:29,166 --> 00:00:30,666 two plants from the 13 00:00:30,800 --> 00:00:32,000 Speed Tree plant library 14 00:00:32,000 --> 00:00:34,033 and I'm gonna talk about it in a moment 15 00:00:34,166 --> 00:00:36,466 and then we're gonna go into my layout 16 00:00:36,466 --> 00:00:37,733 the scene finish it 17 00:00:37,733 --> 00:00:39,333 then set it all up for render 18 00:00:39,333 --> 00:00:43,600 so we're going to look at setting a 0 VS or passes 19 00:00:43,666 --> 00:00:46,366 setting math layers and math passes 20 00:00:46,500 --> 00:00:47,933 rendering it all out 21 00:00:47,933 --> 00:00:51,266 then we're gonna go into nuke and um 22 00:00:51,266 --> 00:00:54,566 work in comp and use the passes that we created 23 00:00:54,566 --> 00:00:56,700 to give the final look to the balcony 24 00:00:56,700 --> 00:00:57,833 and the background 25 00:00:58,200 --> 00:00:59,266 so as I've said 26 00:00:59,266 --> 00:01:01,466 the Speechery guys were really generous 27 00:01:01,466 --> 00:01:03,633 and agreed to give us two plants 28 00:01:03,800 --> 00:01:06,033 uh from their plant library 29 00:01:06,100 --> 00:01:08,600 um to use in this course 30 00:01:08,600 --> 00:01:10,300 and for you guys to use uh 31 00:01:10,300 --> 00:01:11,666 when you work on the shot 32 00:01:11,700 --> 00:01:15,033 so these plants are from the commercial plant library 33 00:01:15,066 --> 00:01:17,733 so they're giving us those plants on a condition 34 00:01:17,733 --> 00:01:20,400 that they're only going to be used for this project 35 00:01:20,700 --> 00:01:23,466 so I trust you guys not to use them for anything else 36 00:01:23,500 --> 00:01:24,566 this is really uh 37 00:01:24,566 --> 00:01:25,800 a gift from uh 38 00:01:25,800 --> 00:01:26,533 Speed Tree guys 39 00:01:26,533 --> 00:01:28,133 so we have this uh uh 40 00:01:28,133 --> 00:01:31,066 I chose two plants that could fit well in the balcony 41 00:01:31,066 --> 00:01:32,600 you know plants that would go in part 42 00:01:32,600 --> 00:01:33,266 so we have this 43 00:01:33,266 --> 00:01:34,666 uh tobacco plant 44 00:01:35,100 --> 00:01:37,400 and also the tropical snow 45 00:01:37,400 --> 00:01:39,066 and this one actually comes 46 00:01:39,066 --> 00:01:41,733 uh with the pot that was built with it 47 00:01:41,733 --> 00:01:43,200 so that's great uh 48 00:01:43,200 --> 00:01:45,000 you can export these in Maya 49 00:01:45,000 --> 00:01:46,933 now we're gonna go in Maya and look in some 50 00:01:46,933 --> 00:01:49,800 additional problems that these plants present 51 00:01:49,800 --> 00:01:50,933 when you um 52 00:01:50,933 --> 00:01:53,066 tweak the shaders to work in Arnold 53 00:01:53,200 --> 00:01:55,500 so I brought into my idea 54 00:01:55,800 --> 00:01:57,400 the tropical snow plant 55 00:01:57,733 --> 00:01:59,333 and did the usual stuff 56 00:01:59,333 --> 00:02:01,666 the things we talked about last week 57 00:02:01,766 --> 00:02:03,666 took each one of these again 58 00:02:03,666 --> 00:02:06,900 I exported it as a separate objects for material 59 00:02:07,133 --> 00:02:08,700 and for each object 60 00:02:08,700 --> 00:02:12,766 go to the material and change it to AI standard 61 00:02:12,766 --> 00:02:13,566 and you'll see that 62 00:02:13,566 --> 00:02:16,166 you have more nodes here that relate to the material 63 00:02:16,166 --> 00:02:17,700 UV chooser node 64 00:02:17,900 --> 00:02:19,366 um place to detexture 65 00:02:19,366 --> 00:02:20,200 these these 66 00:02:20,200 --> 00:02:22,066 um the texturing on these plants is a 67 00:02:22,066 --> 00:02:23,600 bit more complicated than what we 68 00:02:23,600 --> 00:02:25,800 on the plant that we did on our own 69 00:02:26,000 --> 00:02:28,066 but uh you just have to find the 70 00:02:28,133 --> 00:02:29,566 the general shader 71 00:02:29,700 --> 00:02:31,666 which would usually be after all 72 00:02:31,666 --> 00:02:33,666 the texture nodes right here 73 00:02:33,666 --> 00:02:36,166 and I already changed all these to uh 74 00:02:36,166 --> 00:02:37,200 the AI standard 75 00:02:37,200 --> 00:02:39,133 and I put a ground plan and uh 76 00:02:39,133 --> 00:02:40,500 and a general um 77 00:02:40,500 --> 00:02:41,500 light dome uh 78 00:02:41,500 --> 00:02:42,566 just to light it 79 00:02:42,566 --> 00:02:43,766 uh but here's a problem 80 00:02:43,766 --> 00:02:45,000 you can almost see it uh 81 00:02:45,000 --> 00:02:45,800 in the viewport 82 00:02:45,800 --> 00:02:46,966 if you look at this leave 83 00:02:46,966 --> 00:02:47,533 and let me uh 84 00:02:47,533 --> 00:02:49,033 just render this out 85 00:02:50,966 --> 00:02:53,100 um so what you see is a 86 00:02:53,100 --> 00:02:56,100 is a very obvious mismatch between the geometry 87 00:02:56,100 --> 00:02:57,600 and the actual um 88 00:02:58,300 --> 00:02:59,166 the actual texture 89 00:02:59,166 --> 00:03:00,900 and this is because these textures 90 00:03:00,900 --> 00:03:02,566 for the leaves use opacity maps 91 00:03:02,566 --> 00:03:03,533 they use an alpha 92 00:03:03,533 --> 00:03:05,300 and once the alpha is 93 00:03:05,733 --> 00:03:08,466 used you're not gonna see this part of the Geo 94 00:03:08,466 --> 00:03:09,700 it's gonna be cut out 95 00:03:09,700 --> 00:03:11,666 but it doesn't work by default 96 00:03:11,666 --> 00:03:13,666 and the main reason is that 97 00:03:13,666 --> 00:03:15,300 unlike other renders 98 00:03:15,733 --> 00:03:17,066 Arnold treats 99 00:03:17,133 --> 00:03:20,266 every object by default as opaque 100 00:03:20,500 --> 00:03:23,166 and it's a good idea to do that because by that 101 00:03:23,166 --> 00:03:26,066 you already eliminate all kinds of unnecessary 102 00:03:26,300 --> 00:03:28,200 transparency calculations 103 00:03:28,200 --> 00:03:31,966 so every object that is transparent or half transparent 104 00:03:31,966 --> 00:03:34,100 needs to be defined as non opaque 105 00:03:34,100 --> 00:03:37,066 so what you need to do is go and select the leaf object 106 00:03:37,066 --> 00:03:39,566 so let's select this one that we are looking at 107 00:03:39,733 --> 00:03:43,166 and you go to the actual node of the Geo 108 00:03:43,366 --> 00:03:44,966 and you go to Arnold 109 00:03:44,966 --> 00:03:47,666 and what you need to uncheck is opaque 110 00:03:47,933 --> 00:03:48,966 once you do that 111 00:03:48,966 --> 00:03:51,766 Arnold treats it as a transparent object 112 00:03:51,766 --> 00:03:55,000 but you still have to plug in the alpha map 113 00:03:55,600 --> 00:03:57,466 and the way you do it is again 114 00:03:57,466 --> 00:03:59,633 you go back to the shader 115 00:04:00,166 --> 00:04:04,066 and the alpha transparency is actually 116 00:04:04,566 --> 00:04:06,766 enabled in the refraction 117 00:04:07,166 --> 00:04:10,233 so if you open up the refraction part 118 00:04:10,933 --> 00:04:12,100 here's the opacity 119 00:04:12,100 --> 00:04:14,700 and this is where you wanna plug your alpha map 120 00:04:14,700 --> 00:04:16,266 so you go and search it 121 00:04:16,533 --> 00:04:17,333 um of course 122 00:04:17,333 --> 00:04:18,666 it's gonna be a file 123 00:04:25,100 --> 00:04:27,300 so we go to the tropical snow 124 00:04:27,300 --> 00:04:28,900 and we look for leaf No. 2 125 00:04:28,900 --> 00:04:30,433 this is leaf No. 2 126 00:04:30,566 --> 00:04:34,300 and what we want is the the Alpha and here it is 127 00:04:34,400 --> 00:04:38,433 you open it and now if we re render it should work 128 00:04:44,366 --> 00:04:47,833 and that's already much better 129 00:04:49,200 --> 00:04:51,333 okay so I went ahead and selected 130 00:04:51,333 --> 00:04:53,566 the other type of leave and did the same 131 00:04:53,566 --> 00:04:57,400 basically go to the object properties Arnold and um 132 00:04:57,400 --> 00:04:58,966 disable opaque 133 00:04:59,066 --> 00:05:01,366 and then in the shader 134 00:05:01,466 --> 00:05:04,366 um attach the opacity map or the alpha 135 00:05:04,533 --> 00:05:06,066 and that should be good 136 00:05:06,066 --> 00:05:07,800 and we can render and see and 137 00:05:07,800 --> 00:05:08,866 you know indeed 138 00:05:09,166 --> 00:05:10,433 the shape is right 139 00:05:10,500 --> 00:05:13,200 but you can tell that something is still wrong 140 00:05:13,200 --> 00:05:16,233 because these leaves look black 141 00:05:16,466 --> 00:05:17,566 looks like the 142 00:05:17,966 --> 00:05:20,000 texture is not really working on them 143 00:05:20,000 --> 00:05:21,533 the other types of leaves look okay 144 00:05:21,533 --> 00:05:23,666 and you can see that actually in the viewport 145 00:05:23,800 --> 00:05:25,666 so something is wrong here 146 00:05:25,966 --> 00:05:29,266 and what I do is again 147 00:05:29,266 --> 00:05:31,066 go to the actual 148 00:05:31,766 --> 00:05:34,300 object properties to Arnold 149 00:05:34,933 --> 00:05:36,600 and go to subdivision 150 00:05:36,600 --> 00:05:39,566 and change it from non to Catal Clark 151 00:05:43,800 --> 00:05:46,833 and now it works so 152 00:05:48,066 --> 00:05:52,800 here is an instance where I can't tell you why it works 153 00:05:53,000 --> 00:05:54,366 I really don't know 154 00:05:54,800 --> 00:05:57,400 but after experimenting a little bit with this 155 00:05:57,400 --> 00:05:59,400 and it has might have to do with 156 00:05:59,400 --> 00:06:01,200 these leaves being two sided 157 00:06:01,200 --> 00:06:02,900 I really I'm not sure about it 158 00:06:02,900 --> 00:06:05,666 what I know is that this actually works 159 00:06:05,866 --> 00:06:07,700 if we render it as a whole 160 00:06:08,133 --> 00:06:09,300 let's try that 161 00:06:13,000 --> 00:06:15,000 well it looks great now 162 00:06:15,000 --> 00:06:16,566 so problem solved 163 00:06:16,566 --> 00:06:19,200 if you ever see black leaves when you import the 164 00:06:19,333 --> 00:06:20,633 speed tree plant 165 00:06:20,700 --> 00:06:22,600 now you know what to do alright 166 00:06:22,600 --> 00:06:26,533 so it's time to go back to our main scene and um 167 00:06:26,533 --> 00:06:28,100 you can see that I incorporated 168 00:06:28,100 --> 00:06:29,966 the new plants into the layout 169 00:06:30,100 --> 00:06:32,666 uh here is our tropical snow 170 00:06:32,900 --> 00:06:35,266 and here is our tobacco plant 171 00:06:35,266 --> 00:06:36,800 that you can export and trade 172 00:06:36,800 --> 00:06:39,400 the same way we did for the tropical snow 173 00:06:39,566 --> 00:06:41,900 and here's another plant that I've got 174 00:06:41,900 --> 00:06:44,866 and of course you can create as many as you want 175 00:06:44,933 --> 00:06:46,666 now you can see that um 176 00:06:46,666 --> 00:06:50,366 right here I added the one plant where we had animation 177 00:06:50,366 --> 00:06:51,166 and if I play it 178 00:06:51,166 --> 00:06:52,566 you can see that it's animating 179 00:06:52,566 --> 00:06:54,066 and we can see it better 180 00:06:54,266 --> 00:06:56,800 if we go into perspective 181 00:06:58,566 --> 00:07:00,933 so here's the layout in perspective 182 00:07:00,933 --> 00:07:02,166 I didn't put any pot here 183 00:07:02,166 --> 00:07:03,666 because we don't see it anyway 184 00:07:03,666 --> 00:07:05,600 so there's no need for that 185 00:07:05,866 --> 00:07:08,833 and if I select the leaves and 186 00:07:09,133 --> 00:07:10,600 go into the 187 00:07:11,333 --> 00:07:12,266 point cache 188 00:07:12,266 --> 00:07:13,900 what you can see is that I 189 00:07:14,333 --> 00:07:18,600 time shifted the start frame to 1,150 190 00:07:18,900 --> 00:07:20,933 because we don't see it before that 191 00:07:20,933 --> 00:07:22,900 so that we don't end up with 192 00:07:22,933 --> 00:07:25,400 frames that don't have animation towards the end 193 00:07:25,500 --> 00:07:27,700 and it's got that animation in there 194 00:07:28,100 --> 00:07:31,366 and I I went a bit more exaggerated than what we did in 195 00:07:31,366 --> 00:07:32,466 the previous class 196 00:07:32,500 --> 00:07:34,566 but in the context of the camera move 197 00:07:34,566 --> 00:07:35,866 and seeing it there 198 00:07:36,333 --> 00:07:37,133 I think that will 199 00:07:37,133 --> 00:07:40,400 work fine so we've got the scene laid out 200 00:07:40,400 --> 00:07:42,466 we've got all the shaders and textures 201 00:07:42,466 --> 00:07:43,700 and all the lighting 202 00:07:43,733 --> 00:07:45,200 now we wanna set up uh 203 00:07:45,200 --> 00:07:46,800 everything for rendering 204 00:07:46,866 --> 00:07:50,000 and um just because rendering takes time 205 00:07:50,000 --> 00:07:52,900 I mean that's the part of 3D that I really hate 206 00:07:53,200 --> 00:07:54,466 well everybody does 207 00:07:54,733 --> 00:07:56,700 you can definitely start by 208 00:07:56,700 --> 00:07:59,533 going half ways and rendering the whole thing half ways 209 00:07:59,533 --> 00:08:01,066 actually in this class 210 00:08:01,066 --> 00:08:03,500 everything I'll show you was rendered half ways 211 00:08:04,000 --> 00:08:06,466 and actually works pretty nice in the calm 212 00:08:06,466 --> 00:08:09,466 and and usually when you render a CG 213 00:08:09,900 --> 00:08:12,200 it's almost always the same case 214 00:08:12,200 --> 00:08:13,833 CG always comes up 215 00:08:14,066 --> 00:08:15,700 too black too contrasty 216 00:08:15,700 --> 00:08:17,466 and um too sharp 217 00:08:17,566 --> 00:08:19,133 when you put it into a plate 218 00:08:19,133 --> 00:08:22,366 you almost always have to soften it one way or another 219 00:08:22,400 --> 00:08:25,933 in comp so sometimes rendering out something 220 00:08:25,933 --> 00:08:27,266 not at the full resolution 221 00:08:27,266 --> 00:08:29,133 but let's say it's 75% 222 00:08:29,133 --> 00:08:31,100 or even 50% like we do here 223 00:08:31,100 --> 00:08:33,233 is not necessarily a bad thing 224 00:08:33,600 --> 00:08:35,800 anyway so um 225 00:08:35,800 --> 00:08:37,900 let's go and look at the 226 00:08:38,100 --> 00:08:39,066 render layers 227 00:08:39,066 --> 00:08:40,300 and we've got our 228 00:08:40,300 --> 00:08:42,100 master render layer 229 00:08:42,866 --> 00:08:45,400 and we've got our a 0 230 00:08:45,766 --> 00:08:46,733 render layers 231 00:08:46,733 --> 00:08:47,966 that we've said before 232 00:08:47,966 --> 00:08:50,166 you just have to make sure that all the new 233 00:08:50,166 --> 00:08:51,766 objects that you're adding 234 00:08:52,166 --> 00:08:52,733 are in there 235 00:08:52,733 --> 00:08:54,800 you wanna go and add them to this layer 236 00:08:54,800 --> 00:08:56,566 so the first thing we wanna do 237 00:08:56,566 --> 00:08:58,800 if you remember a few classes back 238 00:08:58,800 --> 00:09:00,266 we were looking at the first 239 00:09:00,266 --> 00:09:01,500 test renders that we did 240 00:09:01,500 --> 00:09:03,166 and we noticed that when we apply 241 00:09:03,166 --> 00:09:04,233 the distortion 242 00:09:04,766 --> 00:09:05,966 we have these 243 00:09:05,966 --> 00:09:07,066 little strip of 244 00:09:07,066 --> 00:09:08,600 stretch pixels toward the end 245 00:09:08,600 --> 00:09:09,766 and that's of course 246 00:09:09,766 --> 00:09:11,500 usual because you're pushing in render 247 00:09:11,500 --> 00:09:12,666 so you're losing 248 00:09:12,733 --> 00:09:13,566 you don't have 249 00:09:13,566 --> 00:09:14,933 any pixel information there 250 00:09:14,933 --> 00:09:16,333 so we need to overscan 251 00:09:16,333 --> 00:09:18,400 and it's very easy to do in Maya 252 00:09:18,800 --> 00:09:19,566 all you need to do 253 00:09:19,566 --> 00:09:21,333 and I went back to the master layer 254 00:09:21,333 --> 00:09:22,500 select your camera 255 00:09:23,666 --> 00:09:25,033 tribute editor 256 00:09:25,500 --> 00:09:27,566 and you can use 257 00:09:27,566 --> 00:09:29,866 change either the prescale or the postcale 258 00:09:29,866 --> 00:09:31,233 it doesn't really matter 259 00:09:31,266 --> 00:09:33,100 but what you want to do is 260 00:09:33,166 --> 00:09:34,266 push out a little bit 261 00:09:34,266 --> 00:09:38,033 so let's say point 95 262 00:09:38,900 --> 00:09:41,766 that's basically 5% over scan 263 00:09:41,766 --> 00:09:43,366 and that should cover that 264 00:09:43,366 --> 00:09:45,600 that little strip for the distortion 265 00:09:45,800 --> 00:09:47,333 and now all we need to do 266 00:09:47,333 --> 00:09:50,200 when we're back in nuke is to compensate for that 267 00:09:50,200 --> 00:09:51,633 and scale it back up 268 00:09:51,900 --> 00:09:54,266 now uh let's talk about AOVs 269 00:09:54,266 --> 00:09:56,033 or render passes 270 00:09:56,100 --> 00:09:58,266 we want to include in our render 271 00:09:58,266 --> 00:10:00,600 all the render passes that we think we will need 272 00:10:00,600 --> 00:10:02,266 income that can help us 273 00:10:02,500 --> 00:10:03,766 we can always 274 00:10:03,766 --> 00:10:04,900 enable everything 275 00:10:04,900 --> 00:10:06,366 but sometimes just makes the 276 00:10:06,366 --> 00:10:08,900 XRS heavier and slower 277 00:10:08,966 --> 00:10:10,333 surrender um 278 00:10:10,333 --> 00:10:12,600 so it's a good idea to choose what you want 279 00:10:12,600 --> 00:10:14,066 and know what these are 280 00:10:14,166 --> 00:10:15,733 uh let's go back to our 281 00:10:15,733 --> 00:10:17,566 oh we are on the master layer 282 00:10:18,200 --> 00:10:19,466 and open the 283 00:10:19,466 --> 00:10:20,700 render settings 284 00:10:20,966 --> 00:10:22,866 and we wanna go to AOVs 285 00:10:23,133 --> 00:10:25,600 and the first thing we want to set up is 286 00:10:25,600 --> 00:10:27,466 we don't want each 287 00:10:27,466 --> 00:10:29,500 pass to be on a separate EXR 288 00:10:29,500 --> 00:10:31,666 we want them all to be in one EXR 289 00:10:32,000 --> 00:10:32,900 sequence is a 290 00:10:32,900 --> 00:10:33,866 multi channel the XR 291 00:10:33,866 --> 00:10:36,633 so we go to default drivers right here 292 00:10:36,666 --> 00:10:37,966 and click on the arrow 293 00:10:37,966 --> 00:10:39,600 we don't have to change this 294 00:10:39,933 --> 00:10:41,066 and go to the 295 00:10:41,066 --> 00:10:42,200 tribute editor 296 00:10:42,200 --> 00:10:44,900 and all we need to do is enable 297 00:10:45,066 --> 00:10:46,266 merge a 0 VS 298 00:10:46,266 --> 00:10:47,366 and now all these a 0 299 00:10:47,366 --> 00:10:51,000 VS are gonna be merging to a single multi channel E x R 300 00:10:51,266 --> 00:10:54,166 um now let's look at the options we have here 301 00:10:54,166 --> 00:10:56,300 these are the general AOVs that work 302 00:10:56,300 --> 00:10:57,500 for all the shaders 303 00:10:57,800 --> 00:11:01,300 um we don't need ID because we're going to create 304 00:11:01,300 --> 00:11:03,200 our own mats 305 00:11:03,366 --> 00:11:04,733 uh the normals pass 306 00:11:04,733 --> 00:11:06,900 this is something that I find 307 00:11:06,900 --> 00:11:08,366 very useful for 308 00:11:08,366 --> 00:11:09,700 uh relighting purposes 309 00:11:09,700 --> 00:11:11,200 and I'll show you that in nuke 310 00:11:11,666 --> 00:11:13,800 um so let's enable that one 311 00:11:14,166 --> 00:11:16,066 uh the position pass 312 00:11:16,066 --> 00:11:18,600 um that if you do true relighting in nuke 313 00:11:18,600 --> 00:11:19,066 which we're 314 00:11:19,066 --> 00:11:20,166 not gonna do here 315 00:11:20,166 --> 00:11:20,700 we're gonna 316 00:11:20,700 --> 00:11:21,666 use the normally as a 317 00:11:21,666 --> 00:11:22,533 way of cheating a 318 00:11:22,533 --> 00:11:23,600 bit of the light 319 00:11:24,166 --> 00:11:25,766 if you are going to do 320 00:11:25,766 --> 00:11:27,000 true relighting in nuke 321 00:11:27,000 --> 00:11:28,266 or you really need 322 00:11:28,333 --> 00:11:30,100 the information of where each 323 00:11:30,100 --> 00:11:31,666 object is in 3D space 324 00:11:31,666 --> 00:11:32,766 you wanna enable the 325 00:11:32,766 --> 00:11:33,900 position pass 326 00:11:34,100 --> 00:11:36,400 I don't think we'll need it in 327 00:11:36,400 --> 00:11:37,666 for this shot 328 00:11:37,666 --> 00:11:39,066 so let's leave that 329 00:11:39,200 --> 00:11:41,366 Z depth will include it 330 00:11:41,366 --> 00:11:42,166 will take a look 331 00:11:42,166 --> 00:11:42,866 at it again 332 00:11:42,866 --> 00:11:43,400 I'm not sure 333 00:11:43,400 --> 00:11:44,166 we'll need it 334 00:11:44,166 --> 00:11:45,433 for this context 335 00:11:45,666 --> 00:11:47,766 um beauty we already have 336 00:11:47,966 --> 00:11:49,000 a motion vector 337 00:11:49,000 --> 00:11:51,400 we are already using motion blur 338 00:11:51,400 --> 00:11:52,500 in the render itself 339 00:11:52,500 --> 00:11:53,166 that we said 340 00:11:53,166 --> 00:11:54,166 a few classes ago 341 00:11:54,166 --> 00:11:57,166 so no need to deal with that opacity 342 00:11:57,166 --> 00:11:59,066 I don't think we'll need uh 343 00:11:59,066 --> 00:12:00,733 we don't have to deal a lot with 344 00:12:00,733 --> 00:12:01,800 transparent objects 345 00:12:01,800 --> 00:12:04,533 except the leaves on these plants um 346 00:12:04,533 --> 00:12:05,900 these are for 347 00:12:05,900 --> 00:12:06,700 their handy 348 00:12:06,700 --> 00:12:08,300 for other things that we don't need 349 00:12:08,300 --> 00:12:09,166 let's leave them 350 00:12:09,166 --> 00:12:10,666 so we're basically selected 351 00:12:10,666 --> 00:12:11,333 the normals 352 00:12:11,333 --> 00:12:12,900 pass and the Z dip 353 00:12:13,333 --> 00:12:15,200 and now let's go to AI 354 00:12:15,200 --> 00:12:16,166 AI standard 355 00:12:16,166 --> 00:12:17,266 which is the shader 356 00:12:17,266 --> 00:12:18,200 we're using for 357 00:12:18,200 --> 00:12:19,900 everything we have in this scene 358 00:12:21,066 --> 00:12:24,533 and um we definitely want direct diffuse 359 00:12:24,533 --> 00:12:26,966 we want direct specular 360 00:12:27,666 --> 00:12:29,366 we want indirect diffuse 361 00:12:29,366 --> 00:12:30,100 and we want 362 00:12:30,100 --> 00:12:31,400 indirect specular 363 00:12:31,500 --> 00:12:33,000 all these could be helpful 364 00:12:33,300 --> 00:12:34,100 emission we 365 00:12:34,100 --> 00:12:34,933 don't really have 366 00:12:34,933 --> 00:12:35,733 objects that 367 00:12:35,733 --> 00:12:37,366 that have emission on 368 00:12:37,500 --> 00:12:38,766 um reflection 369 00:12:38,766 --> 00:12:39,766 again we're not 370 00:12:39,766 --> 00:12:41,933 really using reflection uh 371 00:12:41,933 --> 00:12:44,100 only as as part of the spec 372 00:12:44,700 --> 00:12:45,566 as the same thing 373 00:12:45,566 --> 00:12:46,300 for refraction 374 00:12:46,300 --> 00:12:47,066 and subsurface 375 00:12:47,066 --> 00:12:47,866 scattering again 376 00:12:47,866 --> 00:12:48,600 we're not using 377 00:12:48,600 --> 00:12:49,066 any of these 378 00:12:49,066 --> 00:12:49,766 here you see 379 00:12:49,766 --> 00:12:51,433 all your selected um 380 00:12:51,900 --> 00:12:53,800 aovs and it also shows you 381 00:12:53,800 --> 00:12:54,766 the data type 382 00:12:54,766 --> 00:12:55,966 it chooses automatically 383 00:12:55,966 --> 00:12:56,500 usually you 384 00:12:56,500 --> 00:12:57,700 don't need to change it 385 00:12:57,700 --> 00:12:58,266 so of course 386 00:12:58,266 --> 00:12:59,566 normals will be vector 387 00:12:59,566 --> 00:13:01,033 because it's direction 388 00:13:01,200 --> 00:13:02,466 Z depth will be flowed 389 00:13:02,466 --> 00:13:03,900 because it's an infinite 390 00:13:04,066 --> 00:13:05,366 number by the way 391 00:13:05,366 --> 00:13:06,533 Z depth in Arnold 392 00:13:06,533 --> 00:13:07,733 is never normalized 393 00:13:07,733 --> 00:13:09,633 so it's never 0 to one 394 00:13:09,700 --> 00:13:10,866 it's zero to 395 00:13:10,866 --> 00:13:11,800 huge numbers 396 00:13:11,800 --> 00:13:12,566 and we'll see that 397 00:13:12,566 --> 00:13:13,466 so you have to know 398 00:13:13,466 --> 00:13:15,000 how to deal with that in nuke 399 00:13:15,266 --> 00:13:16,566 and then all the 400 00:13:16,900 --> 00:13:18,266 lighting passes are 401 00:13:18,266 --> 00:13:19,766 of course RGB 402 00:13:20,166 --> 00:13:22,833 now if you wanna test in real time how 403 00:13:23,366 --> 00:13:24,200 one of these a 0 404 00:13:24,200 --> 00:13:25,266 VS looks like 405 00:13:25,266 --> 00:13:27,266 or just to see what it gives you 406 00:13:27,466 --> 00:13:30,433 uh you can do it without going into bat render 407 00:13:30,466 --> 00:13:31,666 uh you can change 408 00:13:31,666 --> 00:13:32,366 the render view 409 00:13:32,366 --> 00:13:33,566 a 0 v let's 410 00:13:33,566 --> 00:13:34,566 uh choose uh 411 00:13:34,566 --> 00:13:35,466 let's say the 412 00:13:35,466 --> 00:13:36,666 indirect specular 413 00:13:36,933 --> 00:13:38,200 and now you can just 414 00:13:38,200 --> 00:13:39,400 do a test render 415 00:13:39,400 --> 00:13:40,266 and it will render 416 00:13:40,266 --> 00:13:41,666 just that a 0 v 417 00:13:47,066 --> 00:13:47,933 okay so here it 418 00:13:47,933 --> 00:13:48,700 how it looks 419 00:13:48,700 --> 00:13:51,633 and this way you can test all your a 0 VS 420 00:13:52,166 --> 00:13:53,466 before you render 421 00:13:54,100 --> 00:13:57,166 let's switch these back to beauty 422 00:13:58,000 --> 00:13:59,400 and this is it 423 00:13:59,400 --> 00:14:02,166 your main render layer is set up 424 00:14:02,166 --> 00:14:05,166 your AO is already set up 425 00:14:05,300 --> 00:14:06,333 now we wanna 426 00:14:06,333 --> 00:14:09,666 set up another 1/3 layer where we create mats 427 00:14:09,666 --> 00:14:12,366 because usually when you tweak things in nuke 428 00:14:12,366 --> 00:14:14,666 you'll need to have some way of separating 429 00:14:15,100 --> 00:14:16,200 one thing from another 430 00:14:16,200 --> 00:14:18,066 you don't wanna affect everything 431 00:14:18,066 --> 00:14:19,866 and you have to decide oh 432 00:14:19,866 --> 00:14:21,566 what mats you want to create 433 00:14:21,566 --> 00:14:23,400 how you wanna divide this scene 434 00:14:23,400 --> 00:14:26,533 sometimes you only know after you work in comp 435 00:14:26,533 --> 00:14:27,466 and then you realise 436 00:14:27,466 --> 00:14:30,300 let's say that you need a mat for just the spot 437 00:14:30,300 --> 00:14:31,700 it's very easy to set up 438 00:14:31,700 --> 00:14:33,966 what we're gonna do here is set a generalized 439 00:14:33,966 --> 00:14:34,900 kind of mat 440 00:14:35,400 --> 00:14:38,100 dividing the scene into something logical 441 00:14:38,100 --> 00:14:40,000 thinking of color and lighting 442 00:14:40,066 --> 00:14:42,300 and I'm thinking the floor is very sensitive 443 00:14:42,300 --> 00:14:43,766 because it's already very 444 00:14:43,766 --> 00:14:45,100 kind of blown out 445 00:14:45,366 --> 00:14:48,766 and anything we do on other stuff like the plants 446 00:14:48,800 --> 00:14:51,300 might affect the floor in an unwanted way 447 00:14:51,300 --> 00:14:53,800 so we wanna have a separate mat for the floor 448 00:14:54,266 --> 00:14:56,166 I'm thinking let's have a separate mat 449 00:14:56,166 --> 00:14:57,400 mat for the floor 450 00:14:57,733 --> 00:15:01,066 one mat for all the um non plants stuff 451 00:15:01,066 --> 00:15:03,166 so the railing and the um 452 00:15:03,166 --> 00:15:05,233 this part of the balcony 453 00:15:05,266 --> 00:15:07,566 and a third one for 454 00:15:07,966 --> 00:15:09,733 um the plants and the pots 455 00:15:09,733 --> 00:15:12,166 just to give some general division 456 00:15:12,333 --> 00:15:14,300 now there are different ways to do it 457 00:15:14,400 --> 00:15:17,200 um I like to use just RGB mats 458 00:15:17,200 --> 00:15:19,533 meaning that in each uh pass I'll have 459 00:15:19,533 --> 00:15:20,900 you know three mats red 460 00:15:20,900 --> 00:15:21,833 green and blue 461 00:15:21,966 --> 00:15:24,066 and so we don't need more than one pass 462 00:15:24,066 --> 00:15:26,033 because we basically are thinking of 463 00:15:26,300 --> 00:15:28,100 uh 3 mats so um 464 00:15:28,100 --> 00:15:30,100 all you need to do is uh create 465 00:15:30,400 --> 00:15:31,966 um a new layer 466 00:15:31,966 --> 00:15:34,433 and let's call this layer mats 467 00:15:36,000 --> 00:15:39,066 and now you need to um select all your Geo 468 00:15:39,066 --> 00:15:43,066 so let's do this and then take out the light 469 00:15:43,900 --> 00:15:47,300 um that's it so we've got all the Geo in there 470 00:15:47,300 --> 00:15:49,666 we want to add selected objects 471 00:15:49,666 --> 00:15:51,466 so everything is in here now 472 00:15:52,166 --> 00:15:53,800 now we can select the floor 473 00:15:55,200 --> 00:15:58,566 and we'll assign a new shader to it and again 474 00:15:59,500 --> 00:16:01,266 let's open the Attribute Editor 475 00:16:01,266 --> 00:16:05,466 select the floor and sign new material 476 00:16:05,966 --> 00:16:08,866 and that will be again an AI standard 477 00:16:08,866 --> 00:16:10,633 and we want to call it flooring 478 00:16:14,533 --> 00:16:15,600 a mat 479 00:16:16,900 --> 00:16:19,466 and we don't care about anything here 480 00:16:19,466 --> 00:16:22,233 basically we just wanna go to the mat section 481 00:16:22,533 --> 00:16:23,833 and enable it 482 00:16:24,200 --> 00:16:25,466 and choose a color 483 00:16:25,533 --> 00:16:26,966 and we wanna use either red 484 00:16:26,966 --> 00:16:27,666 green or blue 485 00:16:27,666 --> 00:16:29,200 we have them as presets 486 00:16:29,200 --> 00:16:31,500 but if you wanna make sure that this is a 487 00:16:31,666 --> 00:16:32,700 a perfect value 488 00:16:32,700 --> 00:16:33,466 which it should be 489 00:16:33,466 --> 00:16:34,466 you can change 490 00:16:34,800 --> 00:16:38,700 the display from HSV to RGB zero two one 491 00:16:38,900 --> 00:16:40,900 and of course it should be 492 00:16:41,500 --> 00:16:44,866 1 for red 0 for green and blue um 493 00:16:44,866 --> 00:16:47,966 we can go ahead and assign a green color 494 00:16:48,400 --> 00:16:52,233 to all this stuff and a blue color to all the plants 495 00:16:52,466 --> 00:16:55,366 so I've done just that to sign the maths for all three 496 00:16:55,366 --> 00:16:57,600 and if we render now this layer 497 00:16:58,133 --> 00:16:59,700 we can see how it looks 498 00:17:00,333 --> 00:17:02,733 and as you can see 499 00:17:02,733 --> 00:17:04,766 it's very fast because it's all flat 500 00:17:04,766 --> 00:17:06,966 there is no re calculation 501 00:17:06,966 --> 00:17:09,200 so you can render these separately 502 00:17:09,266 --> 00:17:12,166 it's very easy and efficient and fast 503 00:17:13,066 --> 00:17:14,533 and that's it 504 00:17:14,533 --> 00:17:17,566 so now that you've got these three layers 505 00:17:17,566 --> 00:17:20,766 I usually like to batch render each one separately 506 00:17:21,466 --> 00:17:22,200 it's up to you 507 00:17:22,200 --> 00:17:23,800 so I disable to 508 00:17:23,933 --> 00:17:25,433 select the master layer 509 00:17:25,933 --> 00:17:27,333 save the scene 510 00:17:27,333 --> 00:17:28,600 go to render 511 00:17:29,366 --> 00:17:31,366 and just batch render 512 00:17:32,133 --> 00:17:34,600 and then go ahead and do the AO and the mats 513 00:17:34,600 --> 00:17:37,100 the AO and the mats are gonna be much faster 514 00:17:37,300 --> 00:17:39,866 the most time consuming of course will be the 515 00:17:39,866 --> 00:17:40,866 master layer 516 00:17:41,266 --> 00:17:43,300 so finally we're back in nuke 517 00:17:43,300 --> 00:17:44,866 and here's our render 518 00:17:45,400 --> 00:17:46,466 the whole thing 519 00:17:46,466 --> 00:17:48,100 or actually I rendered 520 00:17:48,500 --> 00:17:50,433 up until 2:67 521 00:17:50,600 --> 00:17:51,700 it doesn't matter 522 00:17:51,733 --> 00:17:53,633 the rest is kind of the same 523 00:17:54,100 --> 00:17:55,300 let's look around 524 00:17:56,133 --> 00:17:58,466 1:20 that's a good area to see 525 00:17:59,000 --> 00:18:00,400 so here's our render 526 00:18:00,400 --> 00:18:02,333 and here's our AO of course 527 00:18:02,333 --> 00:18:05,466 because we're working here 1 to 300 528 00:18:05,566 --> 00:18:09,000 you can go in the rent in the actual XR 529 00:18:09,400 --> 00:18:12,900 and change these two offset and put 1,000 there 530 00:18:12,900 --> 00:18:14,100 that will offset it back 531 00:18:14,100 --> 00:18:15,600 or you can add a time offset 532 00:18:15,600 --> 00:18:17,000 notes the same thing 533 00:18:17,066 --> 00:18:19,500 so we've got these two and uh 534 00:18:19,500 --> 00:18:21,666 we wanna probably merge them through 535 00:18:21,666 --> 00:18:24,333 multiply to add some more shading in there 536 00:18:24,333 --> 00:18:26,166 and again that should be controlled 537 00:18:26,166 --> 00:18:28,433 when we see it in context 538 00:18:28,800 --> 00:18:31,800 so that's multiplying the render 539 00:18:31,966 --> 00:18:33,766 the beauty with the AO 540 00:18:34,333 --> 00:18:35,500 not at 100% 541 00:18:35,500 --> 00:18:37,833 I've got it about 85% 542 00:18:37,966 --> 00:18:40,166 now let's just quickly look at the 543 00:18:40,166 --> 00:18:41,933 different passes that we've got here 544 00:18:41,933 --> 00:18:43,200 and we can do this 545 00:18:43,266 --> 00:18:44,200 through here 546 00:18:44,600 --> 00:18:46,100 so here's another 547 00:18:46,100 --> 00:18:47,800 and alpha that comes with it 548 00:18:47,966 --> 00:18:48,900 here's the depth 549 00:18:48,900 --> 00:18:49,900 and as you can see 550 00:18:49,900 --> 00:18:51,500 we see nothing at all 551 00:18:51,500 --> 00:18:53,200 but it doesn't mean there's no depth there 552 00:18:53,200 --> 00:18:54,566 it's just not normalized 553 00:18:54,566 --> 00:18:56,366 so numbers would be crazy 554 00:18:56,366 --> 00:18:57,700 and we're not gonna see 555 00:18:57,800 --> 00:18:59,766 the difference until we use 556 00:18:59,766 --> 00:19:00,766 a great note 557 00:19:00,966 --> 00:19:02,900 for you control scrub over 558 00:19:02,900 --> 00:19:04,666 you can see in the red channel 559 00:19:04,666 --> 00:19:06,966 because it's only the red channel these huge 560 00:19:07,100 --> 00:19:08,800 like 20,000 numbers 561 00:19:08,800 --> 00:19:12,700 and how they received back to 10,000 562 00:19:12,966 --> 00:19:14,266 which is the back 563 00:19:14,400 --> 00:19:16,533 and this is the balcony that right 564 00:19:16,533 --> 00:19:17,866 right close to us 565 00:19:18,066 --> 00:19:20,600 so if we wanna see anything in here 566 00:19:20,600 --> 00:19:22,233 we can do this by 567 00:19:22,400 --> 00:19:23,800 adding a grade node 568 00:19:26,533 --> 00:19:29,000 and we wanna grade everything 569 00:19:30,466 --> 00:19:32,766 and we need to take the gain 570 00:19:32,800 --> 00:19:35,966 way down to a number that will compare to this 571 00:19:35,966 --> 00:19:38,833 we have something around the 20,000 572 00:19:39,066 --> 00:19:42,133 so something like point zero 573 00:19:42,133 --> 00:19:45,766 zero zero zero one or something let's try point 574 00:19:48,500 --> 00:19:50,600 and suddenly you see things appear there 575 00:19:50,600 --> 00:19:52,266 now we don't have enough contrast 576 00:19:52,266 --> 00:19:55,300 we can take the gamma and 577 00:19:56,066 --> 00:19:57,266 push it down 578 00:19:57,900 --> 00:19:59,233 and then suddenly 579 00:19:59,366 --> 00:20:01,300 you know when I really crank this 580 00:20:01,300 --> 00:20:02,900 you start feeling the dips 581 00:20:03,333 --> 00:20:05,900 now why is this so hard to um 582 00:20:06,000 --> 00:20:07,833 to see while we're talking about 583 00:20:08,500 --> 00:20:10,800 a pretty small distance 584 00:20:10,866 --> 00:20:13,333 from the camera to the edge of the balcony 585 00:20:13,333 --> 00:20:14,600 compared to the rest 586 00:20:15,166 --> 00:20:18,700 now uh if you use this specifically for the focus 587 00:20:18,700 --> 00:20:21,400 you can do the same thing without using a great node 588 00:20:21,400 --> 00:20:24,400 using the ZD focus node in nuke 589 00:20:24,933 --> 00:20:28,866 if you wanna use this as an alpha for something say for 590 00:20:29,100 --> 00:20:31,466 uh hazing the background more 591 00:20:31,600 --> 00:20:33,700 you really need to tweak it 592 00:20:33,700 --> 00:20:35,466 uh just like we did here 593 00:20:35,666 --> 00:20:36,666 but to be honest 594 00:20:36,666 --> 00:20:38,000 for this balcony shot 595 00:20:38,000 --> 00:20:40,600 we have the balcony and we have the background behind 596 00:20:40,600 --> 00:20:43,466 and I think if we just put slightly different 597 00:20:43,500 --> 00:20:46,466 levels of the focus for foreground and background 598 00:20:46,466 --> 00:20:47,366 that would be 599 00:20:47,366 --> 00:20:49,600 good enough for us to give a sense of depth 600 00:20:49,600 --> 00:20:52,266 we really don't have to go that detailed here 601 00:20:52,300 --> 00:20:55,266 so we're not gonna use the Z dips 602 00:20:55,266 --> 00:20:58,433 I just wanted to show it to you um 603 00:20:58,733 --> 00:21:01,800 here's the normal and that's very simple 604 00:21:02,100 --> 00:21:04,900 um red would be a green would be the y 605 00:21:04,900 --> 00:21:07,900 every light coming or normals facing up 606 00:21:07,900 --> 00:21:12,600 and then red and blue are normals facing the X and Z 607 00:21:13,266 --> 00:21:15,400 and we might use that as a little 608 00:21:15,400 --> 00:21:18,266 you know cheap trick I use 609 00:21:18,366 --> 00:21:20,900 um this is the direct diffuse 610 00:21:21,933 --> 00:21:25,100 and this is the direct spec 611 00:21:25,100 --> 00:21:26,833 which usually is 612 00:21:27,000 --> 00:21:29,566 very useful in many situations 613 00:21:29,766 --> 00:21:33,700 um this is the indirect diffuser or the bounce light 614 00:21:33,933 --> 00:21:35,733 and this is the indirect 615 00:21:35,733 --> 00:21:37,700 specular or the bounce reflections 616 00:21:37,700 --> 00:21:40,166 and you can actually see that again 617 00:21:40,300 --> 00:21:42,500 all these can become very handy 618 00:21:42,500 --> 00:21:45,300 so you wanna always have them in your render 619 00:21:45,566 --> 00:21:47,466 let's go back to RGBA 620 00:21:47,533 --> 00:21:48,266 and finally 621 00:21:48,266 --> 00:21:49,966 here's our maths render 622 00:21:51,166 --> 00:21:53,433 very simple and very useful 623 00:21:54,266 --> 00:21:57,900 okay so let's start by looking at the whole picture 624 00:21:57,900 --> 00:22:00,800 so we wanna go back to the end of our script 625 00:22:00,966 --> 00:22:03,500 and look at her so 626 00:22:03,500 --> 00:22:06,866 it's very clear that we need to use some defocus here 627 00:22:06,866 --> 00:22:09,566 if we compare this to the plate 628 00:22:09,600 --> 00:22:11,900 yep we're way too sharp 629 00:22:11,900 --> 00:22:14,833 it also feels too black 630 00:22:15,166 --> 00:22:16,433 uh too muddy 631 00:22:16,900 --> 00:22:18,966 well it needs some comp work 632 00:22:18,966 --> 00:22:20,800 so let's get started on this 633 00:22:21,200 --> 00:22:22,933 so first let's set some 634 00:22:22,933 --> 00:22:24,933 the focus for the background 635 00:22:24,933 --> 00:22:26,600 and we should look at the plate 636 00:22:26,733 --> 00:22:28,900 um this is actually our cleaned up plate 637 00:22:28,900 --> 00:22:31,266 so we're missing all the markers here 638 00:22:31,300 --> 00:22:32,233 but that's fine 639 00:22:32,266 --> 00:22:36,266 um we're definitely out of focus 640 00:22:36,266 --> 00:22:39,066 not a lot but enough here 641 00:22:39,533 --> 00:22:41,666 and as we turn around 642 00:22:41,666 --> 00:22:43,466 by the time these guys come in 643 00:22:43,466 --> 00:22:45,166 they're already in focus 644 00:22:45,600 --> 00:22:47,366 somewhere along this turn 645 00:22:48,266 --> 00:22:50,433 our BG gets more into focus 646 00:22:50,800 --> 00:22:52,966 so what we need to do is animate 647 00:22:52,966 --> 00:22:54,966 um let's say the background 648 00:22:55,000 --> 00:22:57,600 so here's our pre rendered background 649 00:22:58,066 --> 00:22:59,566 from the previous classes 650 00:22:59,566 --> 00:23:02,033 and I've already got a d focus here 651 00:23:03,366 --> 00:23:06,066 um that's that is animated 652 00:23:06,066 --> 00:23:08,800 so by the time we start doing that turn 653 00:23:09,000 --> 00:23:10,633 it goes from 654 00:23:10,933 --> 00:23:14,333 what was the value here six to 1 655 00:23:14,333 --> 00:23:16,933 just leaving a little bit of the focus till the end 656 00:23:16,933 --> 00:23:18,433 so it's not totally sharp 657 00:23:18,666 --> 00:23:21,066 and what you probably wanna do is copy it 658 00:23:21,066 --> 00:23:24,366 and put this on your CG balcony 659 00:23:25,266 --> 00:23:28,466 but give this slightly lower 660 00:23:29,000 --> 00:23:31,600 numbers so our the focus 661 00:23:32,066 --> 00:23:33,966 of until the rock is 4 662 00:23:33,966 --> 00:23:37,000 and then when we go in focus that would be zero 663 00:23:37,266 --> 00:23:38,566 so together 664 00:23:38,600 --> 00:23:41,633 that will at least give a feeling that these 665 00:23:42,733 --> 00:23:45,900 area of the balcony is slightly more in focus 666 00:23:46,000 --> 00:23:47,033 than the back 667 00:23:47,166 --> 00:23:48,900 um so we've got that 668 00:23:49,500 --> 00:23:52,500 another thing we might wanna do on the whole background 669 00:23:52,500 --> 00:23:53,500 not just the CG 670 00:23:53,500 --> 00:23:54,700 but the whole background 671 00:23:54,766 --> 00:23:57,666 is that feeling of a flare 672 00:23:57,700 --> 00:23:59,266 if you look at her hair 673 00:24:00,200 --> 00:24:01,766 at the blacks on her hair 674 00:24:01,766 --> 00:24:04,233 as she goes towards the corner 675 00:24:04,533 --> 00:24:07,333 we've got some sunlight flaring happening 676 00:24:07,333 --> 00:24:08,600 and that if you remember 677 00:24:08,600 --> 00:24:11,100 made our extraction a little bit harder there 678 00:24:11,700 --> 00:24:13,700 so what we and then it's gone 679 00:24:13,933 --> 00:24:17,033 and we kind of want the background to go with that 680 00:24:17,066 --> 00:24:20,400 so what we can do is animate the grade node 681 00:24:21,066 --> 00:24:25,100 um I think it's basically just a gamma around this area 682 00:24:25,333 --> 00:24:26,566 so we have it 683 00:24:26,566 --> 00:24:29,833 and I raise the gamma generally just to give it a bit 684 00:24:29,900 --> 00:24:32,066 you know to make it a bit more lifted 685 00:24:32,300 --> 00:24:34,466 that's without just a little bit 686 00:24:34,466 --> 00:24:37,200 I think it helps um 687 00:24:38,966 --> 00:24:43,000 and that becomes bigger around here 688 00:24:44,533 --> 00:24:49,533 and then goes back to one but what I did was mask this 689 00:24:49,533 --> 00:24:52,533 put a general mask kind of in the area where she walks 690 00:24:52,533 --> 00:24:54,466 and let's look at the whole thing 691 00:24:57,766 --> 00:25:01,966 and of course that roto is blurred a lot so it's um 692 00:25:01,966 --> 00:25:06,666 it's a soft gradient just at this point to give the 693 00:25:06,666 --> 00:25:09,600 around her in the background the sense of that flare 694 00:25:09,600 --> 00:25:11,200 and that's turned off 695 00:25:11,566 --> 00:25:13,933 and you can see what it does is kind of lift 696 00:25:13,933 --> 00:25:15,900 these areas in the background 697 00:25:15,900 --> 00:25:17,766 not all the way but here 698 00:25:18,066 --> 00:25:19,500 just to go with her flare 699 00:25:19,500 --> 00:25:21,266 and when you play it in real time 700 00:25:21,266 --> 00:25:23,333 you'll kind of sense it it's small 701 00:25:23,333 --> 00:25:24,966 small detail um 702 00:25:24,966 --> 00:25:27,433 that will help so um 703 00:25:28,166 --> 00:25:30,666 now that we've got the general level of the focus 704 00:25:30,666 --> 00:25:34,000 let's look at our CG and see what we can do to make it 705 00:25:34,066 --> 00:25:36,466 feel a bit more in there 706 00:25:38,133 --> 00:25:40,533 so a general grade won't hurt 707 00:25:40,533 --> 00:25:42,166 the blacks are generally too strong 708 00:25:42,166 --> 00:25:44,233 it just feels a bit too black there 709 00:25:44,900 --> 00:25:47,433 so if we can just give a little bit of lift 710 00:25:49,700 --> 00:25:51,700 and you can see just lifts everything 711 00:25:51,700 --> 00:25:53,666 puts it a little bit more in the back 712 00:25:53,933 --> 00:25:55,766 that already helps a lot 713 00:25:56,066 --> 00:25:58,400 now um the plants 714 00:25:58,400 --> 00:26:00,100 the plants feel um 715 00:26:00,766 --> 00:26:04,033 a little bit too even and a little bit too dark 716 00:26:04,366 --> 00:26:05,400 especially the leaves 717 00:26:05,400 --> 00:26:06,866 not so much the pots 718 00:26:07,166 --> 00:26:08,900 um here is a trick I use 719 00:26:08,900 --> 00:26:11,666 a lot of time using the normals map 720 00:26:11,666 --> 00:26:13,466 so when we attach a 721 00:26:13,800 --> 00:26:17,366 shuffle node and we just select the normals 722 00:26:17,800 --> 00:26:19,600 uh from our main render 723 00:26:20,066 --> 00:26:22,966 and if we look at the the green channel 724 00:26:22,966 --> 00:26:25,933 that's basically normals facing up and well 725 00:26:25,933 --> 00:26:28,633 you know whenever you have things outdoor 726 00:26:28,700 --> 00:26:30,500 everything facing up towards 727 00:26:30,500 --> 00:26:32,566 the sky will usually be brighter and 728 00:26:33,200 --> 00:26:34,900 regardless of where the sun is 729 00:26:34,900 --> 00:26:37,133 because the sky itself is uh 730 00:26:37,133 --> 00:26:39,200 you know a huge light dome 731 00:26:39,200 --> 00:26:41,066 now this already happens in the render 732 00:26:41,066 --> 00:26:44,033 but sometimes you just wanna boost it a bit more 733 00:26:44,166 --> 00:26:46,000 so here's what we're doing 734 00:26:46,000 --> 00:26:47,600 we're selecting um 735 00:26:47,600 --> 00:26:49,433 the green as our alpha 736 00:26:50,000 --> 00:26:53,100 and uh we are putting a color correct node here 737 00:26:53,100 --> 00:26:56,233 where we gain up things um 738 00:26:56,366 --> 00:26:57,933 and when we add that 739 00:26:57,933 --> 00:26:59,333 if you look at the plants 740 00:26:59,333 --> 00:27:00,966 you see that the areas 741 00:27:00,966 --> 00:27:03,466 at the top of the leaves suddenly get brighter 742 00:27:04,366 --> 00:27:06,566 and this will help 743 00:27:06,800 --> 00:27:09,200 and it also actually helps on the balcony 744 00:27:09,200 --> 00:27:11,266 but wanna wanna do a different treatment 745 00:27:11,266 --> 00:27:14,400 but it certainly doesn't help us on the on the floor 746 00:27:14,400 --> 00:27:15,766 as I said before 747 00:27:15,766 --> 00:27:17,600 the floor is already very sensitive 748 00:27:17,600 --> 00:27:19,133 it's kind of overblown 749 00:27:19,133 --> 00:27:21,100 so what we want to do is 750 00:27:21,300 --> 00:27:22,400 not have it on the floor 751 00:27:22,400 --> 00:27:23,266 just the plants 752 00:27:23,266 --> 00:27:24,500 so we take our 753 00:27:24,733 --> 00:27:26,966 um our mats 754 00:27:27,066 --> 00:27:30,066 and we select the blue where the plants are 755 00:27:30,133 --> 00:27:31,666 and that's gonna be our alpha 756 00:27:31,666 --> 00:27:34,366 so we only have the plants and we use a mask node 757 00:27:35,000 --> 00:27:38,500 um to um to mask this green 758 00:27:38,500 --> 00:27:39,600 normal channel 759 00:27:39,666 --> 00:27:41,800 and now basically we have just the green channel 760 00:27:41,800 --> 00:27:43,566 just on the plants 761 00:27:44,766 --> 00:27:47,066 so in here now when we enable these 762 00:27:47,066 --> 00:27:48,733 we did not touch the floor 763 00:27:48,733 --> 00:27:51,000 but we added some life and light 764 00:27:51,100 --> 00:27:52,233 to the plants 765 00:27:52,766 --> 00:27:54,466 another thing we might wanna do 766 00:27:54,466 --> 00:27:57,366 and that can also help us on the balcony edges 767 00:27:57,366 --> 00:27:59,066 is take the uh 768 00:27:59,066 --> 00:28:00,566 the direct spec 769 00:28:01,133 --> 00:28:04,500 which gives another kind of nice sunlight kick 770 00:28:04,766 --> 00:28:06,933 and this time we're gonna select 771 00:28:06,933 --> 00:28:09,666 we want it on the plants and 772 00:28:10,066 --> 00:28:11,266 uh the railings 773 00:28:11,266 --> 00:28:12,500 but not on the floor 774 00:28:12,666 --> 00:28:14,966 so instead of selecting the blue and the red 775 00:28:14,966 --> 00:28:17,266 we can just use a stencil node 776 00:28:17,666 --> 00:28:19,866 and just select the um 777 00:28:20,266 --> 00:28:22,166 the ground is an alpha 778 00:28:22,166 --> 00:28:23,566 so I have a shuffle here 779 00:28:23,566 --> 00:28:24,600 shuffle node 780 00:28:24,766 --> 00:28:26,966 that selecting again just the green 781 00:28:27,133 --> 00:28:28,733 so when we stencil this 782 00:28:28,733 --> 00:28:30,400 we get all the um 783 00:28:30,566 --> 00:28:32,966 all the highlights on the railing and the plants 784 00:28:32,966 --> 00:28:34,166 but not on the floor 785 00:28:34,400 --> 00:28:37,266 and we can grade this a little to be a bit warmer 786 00:28:37,466 --> 00:28:40,766 and then we can just plus it or added to our render 787 00:28:40,766 --> 00:28:42,233 let's look at the colors 788 00:28:43,166 --> 00:28:45,000 so that's without 789 00:28:45,500 --> 00:28:46,533 and that's with 790 00:28:46,533 --> 00:28:48,200 and we can go and look at 791 00:28:48,366 --> 00:28:49,433 another frame 792 00:28:49,466 --> 00:28:51,366 and again that's with 793 00:28:51,366 --> 00:28:52,733 without and that's with 794 00:28:52,733 --> 00:28:55,200 so we're basically boosting 795 00:28:55,300 --> 00:28:56,133 the highlights 796 00:28:56,133 --> 00:28:57,466 giving another kick 797 00:28:57,600 --> 00:29:00,666 and now if we look at the um 798 00:29:00,966 --> 00:29:02,233 the whole thing 799 00:29:05,566 --> 00:29:09,633 and these are small changes but they mean a lot 800 00:29:09,866 --> 00:29:11,400 when you look at the whole thing 801 00:29:11,400 --> 00:29:12,733 so the two things that we 802 00:29:12,733 --> 00:29:14,400 now did on the plants and the railing 803 00:29:14,400 --> 00:29:15,266 that's without 804 00:29:15,266 --> 00:29:16,766 and you see everything feels a bit 805 00:29:16,766 --> 00:29:18,700 kind of dull and flat 806 00:29:18,933 --> 00:29:20,266 and that's with these changes 807 00:29:20,266 --> 00:29:21,366 suddenly there is life 808 00:29:21,366 --> 00:29:22,966 let's look around here 809 00:29:26,466 --> 00:29:28,800 so this is with our added life 810 00:29:28,800 --> 00:29:30,100 and that's without 811 00:29:30,100 --> 00:29:31,866 everything is kind of flat 812 00:29:32,100 --> 00:29:33,300 and darkish 813 00:29:33,300 --> 00:29:35,400 now it's it's giving more definition 814 00:29:35,400 --> 00:29:38,600 is also doing something nice on the edges of the pot 815 00:29:39,000 --> 00:29:40,300 so sometimes you know 816 00:29:40,300 --> 00:29:42,333 as good as your render could be in the lighting 817 00:29:42,333 --> 00:29:44,333 it's always a good thing to take it in confident 818 00:29:44,333 --> 00:29:45,500 kind of you know 819 00:29:45,500 --> 00:29:48,266 boost things up to give it a little bit more life 820 00:29:48,266 --> 00:29:50,266 and match it more to the plate 821 00:29:51,066 --> 00:29:52,300 now this transform 822 00:29:52,300 --> 00:29:54,566 I forgot to mention it before 823 00:29:54,566 --> 00:29:55,366 as you remember 824 00:29:55,366 --> 00:29:57,100 we did an overscan 825 00:29:57,300 --> 00:30:00,366 so we need to compensate for this and 826 00:30:00,500 --> 00:30:02,633 scale it back to where it should be 827 00:30:02,733 --> 00:30:04,800 and uh the number is this 828 00:30:04,800 --> 00:30:08,266 and you calculate it very simply by dividing one by the 829 00:30:08,266 --> 00:30:10,266 by the number you use for the overscan 830 00:30:10,266 --> 00:30:11,666 so we did 0 831 00:30:11,666 --> 00:30:14,133 95 so 1 / 0 832 00:30:14,133 --> 00:30:17,033 95 gives you 1.0526 833 00:30:17,266 --> 00:30:19,566 um that's just a little bit of math 834 00:30:19,766 --> 00:30:22,066 and um the only thing you wanna 835 00:30:22,066 --> 00:30:25,433 make sure is that you have black outside enable there 836 00:30:25,600 --> 00:30:28,666 and um then we reform that and put the um 837 00:30:29,366 --> 00:30:30,433 distortion on 838 00:30:30,500 --> 00:30:32,500 and here is another little 839 00:30:32,800 --> 00:30:34,500 thing I usually do on CG 840 00:30:34,500 --> 00:30:36,066 not always but it helps 841 00:30:36,400 --> 00:30:39,400 so um let's speak this area 842 00:30:39,533 --> 00:30:42,166 uh what I'm doing is taking the whole thing 843 00:30:42,166 --> 00:30:43,900 and lowering it a little bit 844 00:30:43,900 --> 00:30:45,500 what did I do 10 here 845 00:30:45,800 --> 00:30:48,200 and then using a max merge mode 846 00:30:48,566 --> 00:30:49,866 to put it over 847 00:30:50,400 --> 00:30:51,666 and what the max 848 00:30:51,666 --> 00:30:54,466 does is that it still preserves the very highlights 849 00:30:54,466 --> 00:30:55,966 so we're not choking any highlights 850 00:30:55,966 --> 00:30:58,300 what we're adding is a very subtle 851 00:30:58,366 --> 00:31:00,266 and again I'm talking about putting it at 852 00:31:00,266 --> 00:31:02,433 I have it the mix at point 3 853 00:31:03,166 --> 00:31:04,733 very subtle kind of flare 854 00:31:04,733 --> 00:31:06,700 and this is something that happens in the lens 855 00:31:06,700 --> 00:31:08,966 usually when things are very bright 856 00:31:09,533 --> 00:31:10,666 they kind of flare 857 00:31:10,666 --> 00:31:12,700 it helps break out the edges 858 00:31:12,700 --> 00:31:14,066 a little bit of CG 859 00:31:14,600 --> 00:31:16,433 and give it a bit more of a 860 00:31:17,100 --> 00:31:18,766 realistic feeling 861 00:31:18,800 --> 00:31:21,066 as far as we're concerned 862 00:31:21,600 --> 00:31:23,366 and again it's a very subtle 863 00:31:23,500 --> 00:31:24,366 kind of twig 864 00:31:24,366 --> 00:31:25,500 but something that 865 00:31:25,500 --> 00:31:27,000 can add some detail 866 00:31:27,600 --> 00:31:29,100 or just some feeling 867 00:31:29,100 --> 00:31:30,966 and you see it here happening 868 00:31:30,966 --> 00:31:32,366 there are other ways to do it 869 00:31:32,366 --> 00:31:34,666 but I usually like this simple method 870 00:31:34,766 --> 00:31:37,766 um I also usually soften everything 871 00:31:37,766 --> 00:31:38,866 just to touch 872 00:31:38,900 --> 00:31:41,000 and soften is a great filter because 873 00:31:41,000 --> 00:31:43,800 you can introduce very small amounts of blur 874 00:31:43,900 --> 00:31:45,000 the blur filter is 875 00:31:45,000 --> 00:31:46,066 is by pixel 876 00:31:46,066 --> 00:31:47,400 and is way too heavy 877 00:31:47,400 --> 00:31:49,100 soften is subpixel 878 00:31:49,100 --> 00:31:51,500 and you can set the amount and the size 879 00:31:51,666 --> 00:31:54,133 an edge blur always helps to just 880 00:31:54,133 --> 00:31:56,400 blend the edges with the background 881 00:31:56,400 --> 00:31:57,933 we can look at this 882 00:31:57,933 --> 00:31:59,266 with the background 883 00:32:00,133 --> 00:32:02,700 and just disable all these three 884 00:32:03,666 --> 00:32:05,333 and you'll you'll feel the difference 885 00:32:05,333 --> 00:32:07,500 so first using that 886 00:32:07,666 --> 00:32:09,766 bit of flaring on the edges 887 00:32:10,000 --> 00:32:11,400 then the soften 888 00:32:11,700 --> 00:32:13,266 almost unnoticeable 889 00:32:13,266 --> 00:32:14,966 because we have a defocus there 890 00:32:14,966 --> 00:32:16,600 and the edge blur again 891 00:32:16,733 --> 00:32:18,266 very subtle but helps 892 00:32:18,266 --> 00:32:19,733 I think we'll see more 893 00:32:19,733 --> 00:32:20,933 if we don't 894 00:32:20,933 --> 00:32:24,900 if we turn off the defocus for a second um 895 00:32:27,133 --> 00:32:28,933 and again you see all this noise here 896 00:32:28,933 --> 00:32:31,333 that's because in my render I did not 897 00:32:31,333 --> 00:32:32,566 first of all it's Afrez 898 00:32:32,566 --> 00:32:35,033 but I did not set the settings 899 00:32:35,133 --> 00:32:39,500 um for antialising and all that too high to save time 900 00:32:39,566 --> 00:32:41,100 once you're happy with everything 901 00:32:41,100 --> 00:32:43,666 you should just up all these settings 902 00:32:43,866 --> 00:32:47,066 um not too much of course and re render it full erase 903 00:32:47,066 --> 00:32:49,766 so you'll get the final image but um 904 00:32:49,766 --> 00:32:51,766 if we look at it now without the defocus 905 00:32:51,766 --> 00:32:54,300 that's that flaring which always helps 906 00:32:55,100 --> 00:32:59,066 now you can feel the soften and the edge blur too 907 00:32:59,066 --> 00:33:03,300 which helps kind of blend those edges and um that's it 908 00:33:03,300 --> 00:33:04,966 it's starting to look 909 00:33:06,366 --> 00:33:07,466 pretty nice 910 00:33:08,533 --> 00:33:11,100 and let's look at the whole thing in motion 911 00:33:12,133 --> 00:33:15,300 so let's use our trusty hero to um 912 00:33:15,666 --> 00:33:17,566 have you rendered the part of it 913 00:33:17,566 --> 00:33:19,866 I didn't render all the way through up to frame 914 00:33:19,900 --> 00:33:21,666 260 something 915 00:33:21,766 --> 00:33:26,100 um and I reformative to HD and render JPGs 916 00:33:26,100 --> 00:33:28,900 it's always easy to just wanna watch something 917 00:33:28,900 --> 00:33:30,500 and you don't wanna do the quick time 918 00:33:30,500 --> 00:33:33,133 instead of rendering Dpxes or XRs 919 00:33:33,133 --> 00:33:35,300 which are gonna be much heavier to uh 920 00:33:35,366 --> 00:33:36,366 to load in cash 921 00:33:36,366 --> 00:33:39,500 you can just render JPGs as you go and uh 922 00:33:39,500 --> 00:33:40,766 it's starting to look 923 00:33:40,766 --> 00:33:41,966 uh very nice 924 00:33:42,566 --> 00:33:43,366 from here on 925 00:33:43,366 --> 00:33:44,700 I'll leave you to 926 00:33:44,800 --> 00:33:48,266 refine it and I'll give you some suggestions and ideas 927 00:33:48,566 --> 00:33:49,966 what I'm seeing here 928 00:33:50,133 --> 00:33:51,633 I mean it's nice to see 929 00:33:51,733 --> 00:33:54,533 that movement in the plant when the camera settles down 930 00:33:54,533 --> 00:33:59,033 and we'll see more of it if we render a bit more um 931 00:33:59,600 --> 00:34:00,800 and you can feel that 932 00:34:00,800 --> 00:34:01,866 that bit of 933 00:34:01,866 --> 00:34:04,366 flaring on her in the background as she passes 934 00:34:04,366 --> 00:34:06,500 I would maybe exaggerate it even more 935 00:34:06,500 --> 00:34:09,133 make it a bit longer on the background 936 00:34:09,133 --> 00:34:11,000 the way it feels to me right now 937 00:34:11,200 --> 00:34:13,900 um maybe when I re render 938 00:34:13,900 --> 00:34:16,700 I will increase the motion blur a little bit on the um 939 00:34:16,700 --> 00:34:18,166 CG and maybe the background 940 00:34:18,166 --> 00:34:22,966 just to give more of that sense of fast movement um 941 00:34:22,966 --> 00:34:24,700 you're definitely you know 942 00:34:24,866 --> 00:34:27,666 you should feel free to add more stuff in the balcony 943 00:34:27,666 --> 00:34:28,900 I mean it is a balcony 944 00:34:28,900 --> 00:34:31,666 there could be a chair or a table 945 00:34:31,666 --> 00:34:35,566 or some other smaller pots with plants or anything 946 00:34:35,666 --> 00:34:36,800 um that you want 947 00:34:36,800 --> 00:34:39,166 another thing is the actual story of the movie 948 00:34:39,166 --> 00:34:42,266 if you're thinking of working this for the actual film 949 00:34:42,566 --> 00:34:44,866 the stories that she wakes up in the morning 950 00:34:44,866 --> 00:34:47,666 and she comes out and there is not a single person 951 00:34:47,666 --> 00:34:50,233 alive in the entire world or city 952 00:34:50,866 --> 00:34:52,266 they're all just gone 953 00:34:52,333 --> 00:34:54,100 so at that point 954 00:34:54,100 --> 00:34:56,666 you wanna go and look at your background 955 00:34:56,866 --> 00:34:59,866 and see if there is any areas where you see 956 00:34:59,866 --> 00:35:01,933 and this is of course just a steal image 957 00:35:01,933 --> 00:35:02,866 but see if there is any 958 00:35:02,866 --> 00:35:05,066 area where you actually see people like 959 00:35:05,066 --> 00:35:07,400 these two here um 960 00:35:07,400 --> 00:35:10,066 having cars in the middle of the street is kind of fine 961 00:35:10,066 --> 00:35:11,133 because you know 962 00:35:11,133 --> 00:35:12,366 they just stopped 963 00:35:12,600 --> 00:35:13,766 you don't see the people in them 964 00:35:13,766 --> 00:35:15,833 but having a guy on a motorcycle 965 00:35:15,933 --> 00:35:17,866 that gives it away but again 966 00:35:17,866 --> 00:35:19,566 you know in the context of the whole thing 967 00:35:19,566 --> 00:35:22,266 it's really hard to see that it almost um 968 00:35:22,300 --> 00:35:23,766 the the very fact that the 969 00:35:23,766 --> 00:35:25,200 everything is static and 970 00:35:25,200 --> 00:35:28,366 and no cars are moving kind of gives that idea 971 00:35:28,666 --> 00:35:29,666 if you do wanna 972 00:35:29,666 --> 00:35:31,800 add any kind of movement in the background 973 00:35:31,800 --> 00:35:33,666 you can think of some steam 974 00:35:33,666 --> 00:35:35,966 or some smoke coming from somewhere 975 00:35:36,333 --> 00:35:38,333 that could just give a little bit of movement 976 00:35:38,333 --> 00:35:39,833 but you don't want too much 977 00:35:40,500 --> 00:35:43,733 and her edges still need some work um 978 00:35:43,733 --> 00:35:45,800 especially the hair and the areas 979 00:35:45,800 --> 00:35:48,400 you know right here where we had to cut some 980 00:35:48,566 --> 00:35:50,500 because we had to replace um 981 00:35:50,500 --> 00:35:53,200 the floor and um 982 00:35:53,266 --> 00:35:55,166 this area also need some work 983 00:35:55,166 --> 00:35:56,600 so we cut out that 984 00:35:56,600 --> 00:35:58,933 bit of like half transparent greenish 985 00:35:58,933 --> 00:36:00,200 glass piece here 986 00:36:00,366 --> 00:36:02,966 but the Roto still needs a little bit of refinement 987 00:36:02,966 --> 00:36:04,300 so we don't get this 988 00:36:04,300 --> 00:36:05,500 weird edge again 989 00:36:05,500 --> 00:36:07,100 it can all be worked out 990 00:36:07,100 --> 00:36:09,866 probably add something here to fill it in more 991 00:36:10,000 --> 00:36:11,266 um from now on 992 00:36:11,266 --> 00:36:12,066 it's up to you 993 00:36:12,066 --> 00:36:13,900 we've done a long journey on this 994 00:36:13,900 --> 00:36:14,900 that was uh 995 00:36:15,200 --> 00:36:17,766 and um it's coming up pretty nicely 996 00:36:17,766 --> 00:36:19,000 take it from here 997 00:36:19,000 --> 00:36:20,366 and make something great 998 00:36:20,966 --> 00:36:22,800 and um next class 999 00:36:22,800 --> 00:36:24,200 we're taking a whole new shot 1000 00:36:24,200 --> 00:36:26,566 and we're going to concentrate on taking a 1001 00:36:26,566 --> 00:36:29,400 um a matte painting that was done for us by 1002 00:36:29,466 --> 00:36:30,466 Matthew Connor 1003 00:36:31,000 --> 00:36:35,000 and we'll see how we can take that basic math painting 1004 00:36:35,100 --> 00:36:37,866 and integrate it into a difficult 1005 00:36:37,866 --> 00:36:38,500 environment 1006 00:36:38,500 --> 00:36:39,800 so see you all 1007 00:36:39,866 --> 00:36:41,400 next week bye bye 68839

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