Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.