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hi everyone
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welcome to class No. 10 of new con digital environment
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and this is our last class
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and we left the balcony
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and we're going to concentrate on the third shot
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and what we got here is a full matte
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painting that was created for us by Matthew Connor
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my friend and colleague
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and he's a fantastic matte painter
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as you will see when you drop in the elements
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but we've left some of the final color corrections
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for us to do because uh
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in many situations
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you get a matte painting that is somewhere you know
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in the area of looking good
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but still does not sit in the plate
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and some plates
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specifically like this one are very
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very hard for integration
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so we looked at this one briefly
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at the beginning of the class
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and we talked about the fact that everything is very
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strongly backlit from
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right over there
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everything kind of feels hazy
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there's hardly any color information in this plate
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so whatever we wanna put in there is not gonna be easy
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to um to really make it feel like it's there and again
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I always trust the importance of color in compositing
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I think about
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85% of compositing to me is colour
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and what we're gonna do today in this class
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is really go deep into the issue of colour
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and how we can tweak things to make them sit there
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so we've got this backleat plate
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we've got all these sage this kind of orange
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brownish general cast um
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we've got these flares
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and what the director wants here is basically um
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an airplane that crashed
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and some debris and things that got broken
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in the accident
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and that's what we're gonna put in there
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so let's start with Matthew's mouth painting
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we wanna drop the
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layers from the matte painting in the correct order
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and usually you would get
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a matte painting from the matte painter
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separated into layers
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and there are usually two reasons for this
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well more than two
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but the main two reasons are first
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that you wanna have separate layers
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in case you need to put these on cards
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where there is a camera 3D movement
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and um the other one is that it gives you more
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um your capabilities to color correct individual
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elements rather than the whole thing
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which makes it of course
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much harder
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so it helps us here
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just looking at the shot
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it's very easy to notice that there is no 3D
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camera move
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so there's no need to put anything on cards
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uh there's a tiny little bit of it
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not enough to justify all the hard work
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all you need to do is do a 2D track
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uh for the shot
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and that should suffice
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of course we need to Rodeau her
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because stuff is gonna be behind her
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we'll talk about the flare later
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what I'm gonna show you in this class is gonna be on
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the first frame
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but basically whatever works on frame
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one will work throughout the shot
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so the the rest is easy
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the hard thing is to get things in there
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so let's start by bringing
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our building element first
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and we'll just
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uh put it over
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okay of course
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make sure that you are reformated to the right format
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that your start on frame 1 and all that
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now these are twice the size or
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two times the resolution
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so we need to of course reform at the element
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so let's add a reformat node here
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and put this over
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so we've got one element there
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you see it's the destruction that's happening
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on the roof
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and already you can tell that these
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need some serious color corrections to fill in there
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um let's move on and put the other layers in there
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so we have everything
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and next one would be the telephone pole
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so let's put it just over the first one
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so we don't need to reform at
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everything and that's a telephone pole that
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kind of got knocked down
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um some wires
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let's put these
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okay um now the airplane itself let's find the element
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here it is
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here it is right there and again
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you can tell that this needs some serious work
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some serious color work to fit in there
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which is what we're gonna do
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and next we'll put the um the ground debris
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and we're gonna put the ground shadow
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and finally
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the wing the Broken Wing let's find it
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alright so we've got all the elements there
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all the destruction debris
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the airplane
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but everything needs some work
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of course we need to roto her
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and I've got here a roto that I did for just frame one
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and I suggest um
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putting the plate through the roto over
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again so that you can use edge blur to finish
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um the edges
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so we wanna copy
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we wanna take the plate and copy the alpha in
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and of course we wanna promote
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and now we can put this over
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everything again right here
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and edges are indeed to be sharp
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so we can easily add an edge blur
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and that just takes care of the edges
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and that's good enough for this frame
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and now um two things we wanna do
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first is treat overall sharpness and grain
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I really suggest putting grain right at the start
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because it will help you a lot when you uh
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do the colour tweaks
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so if we look at the elements
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compared to anything back there
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well it's very clear that they're too sharp
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we can for now
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after they reform
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I just put a general soften node over everything
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so that's a filter soften
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that I really like to use instead of a blur or defocus
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because it does this little fine
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um softening
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and you can see that over everything
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and I think that should work
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for everything we've got here
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just soften the edges a little bit
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the other thing you wanna make sure is that all your
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elements are pre multiplied because these are tiffs
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and uh doing that will prevent any kind of
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unwanted edges
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so I'm just going through all of them
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making sure they're all pre multiplied
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again if it was any XR
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pre multiplied over black that would be different
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usually thiefs or generally stuff out of Photoshop
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you want to pre multiply when you bring in
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it's not a hard rule
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but usually that's how it works
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so we've got that
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we've got a bit of softening
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and the next thing we wanna do is add some grain
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so grain you wanna add at the end right
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after everything
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and
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matching the grain
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you wanna look first at the blue channel
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and it looks like the blue is much bigger than 2.5
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let's try three
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uh that's good
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let's look at the green and red
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green and red could be a little smaller
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let's put them at 2.2 both
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and the next thing you wanna look is the grain
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on the blacks
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black areas because it's a fine balance
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um so we wanna look at the darker areas
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and it looks like we need to add some
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grain in the blacks
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um let's put it at um 0.005
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let's look at our telephone pole
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that's with that's without
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now grains on the highlights
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and the metones there is a bit too strong
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so let's bring this to about point five
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and let's look at the green channel
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again it's a tad strong um
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that's not too bad actually
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let's put it at point five two
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and let's look at the red channel
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um red channel we can have a little bit more
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let's try point six
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so green looks pretty good on these areas
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a little less on the airplane
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but you have to remember that
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the airplane does not have the right colours right
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it's way too bright
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so in contrastee
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so once we bring it down and we add the flare on top
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this grain should work
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and we can tweak it later
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so let's start not with the airplane
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but with the first element we brought in
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with the building
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what we want to use is the color correct node
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because it lets us separate between shadows
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midtones and highlights
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and I think we'll need that
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specifically here
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you can take a look and see that
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the shadows look kind of bright and orangey
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the midtones are not really there
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too bright as well
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and too blue maybe
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and the shadows are
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sorry the highlights are all messed up
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so I think it would be a good idea
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to use the color correct note here
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and first set the arrange
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use the test button
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and I think we want to include a little bit more in
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the shadows
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so we can extend the curve
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a little more
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or something like this
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and the other thing I usually do is by default
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just set on premode to alpha in case you're using um
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an offset or lifting the blacks in any way
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that prevents lifting the blacks on the whole image
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so let's see what we can do here
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we might want to start with the midtones
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so they definitely need to be darker
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oh let's turn off the attest
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so they should be around there looking at you know
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other areas that are kind of whitish
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and um you know
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there may be a bit too blue
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we wanna make them a bit kind of more orangey
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so we can take down the blue a bit
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and the green
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yeah that's better
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and we can go even a bit darker
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something like this
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that's already looking better
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now let's look at the shadows
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the shadows need to be of course less orangey
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more blue um and darker
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but if we darken them
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you know they start becoming
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too crunchy compared to the shadows over there
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so what we can do is gamma up
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let's say 1.2
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and that already takes us closer
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now we can darken even more
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and now we just wanna add a bit more blue in there
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and maybe a bit more green
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something like this to match them closer
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so we've got the highlight
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the metones and the shadows pretty close
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again that's without it's a big difference already
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that feels much nicer
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what looks really terrible is the highlights
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so we can try and gain them down
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um but as we do that with this
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we basically flatten them
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so we don't wanna do that too much
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but if we look at the nice highlights
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we've got over some other stuff
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this is part of the element actually
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but even here
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we want them to be nice and warm
278
00:12:16,066 --> 00:12:19,166
and they have some really nasty kind of
279
00:12:19,366 --> 00:12:21,566
greenish color to them
280
00:12:22,266 --> 00:12:24,466
which is gonna be hard to get read
281
00:12:24,466 --> 00:12:26,633
just using the color correctnote
282
00:12:26,766 --> 00:12:28,400
so what we can do
283
00:12:28,800 --> 00:12:30,833
let's leave them right here for now
284
00:12:31,200 --> 00:12:34,100
what we can do is use a different color correction note
285
00:12:34,100 --> 00:12:35,100
the hue correct
286
00:12:35,133 --> 00:12:38,600
to try and heat this nasty greenish stuff
287
00:12:38,733 --> 00:12:40,500
and get them more into the
288
00:12:40,933 --> 00:12:43,700
warm kind of nice looking highlights
289
00:12:44,000 --> 00:12:46,900
so let's add a hue correct node
290
00:12:49,300 --> 00:12:54,800
and we wanna kind of control drag over this area to see
291
00:12:55,600 --> 00:12:57,333
what hue that is
292
00:12:57,333 --> 00:12:59,133
and these falls right around the uh
293
00:12:59,133 --> 00:13:00,766
the two right around the orange area
294
00:13:00,766 --> 00:13:02,066
orange green area
295
00:13:02,266 --> 00:13:04,666
so if we go to green suppression
296
00:13:04,666 --> 00:13:06,300
that's we have um
297
00:13:07,100 --> 00:13:08,466
a curve point right here
298
00:13:08,466 --> 00:13:09,666
we can simply
299
00:13:10,366 --> 00:13:13,966
you know suppress the green as if it was a green screen
300
00:13:14,400 --> 00:13:15,866
or green spiel
301
00:13:15,900 --> 00:13:19,700
and by doing that we get some nicer tones there
302
00:13:19,700 --> 00:13:23,466
we get rid of that general kind of green hue
303
00:13:23,533 --> 00:13:25,600
and then if we go back to the color correct
304
00:13:25,600 --> 00:13:27,166
to our highlights
305
00:13:27,200 --> 00:13:30,233
we can pull them down a little bit more
306
00:13:32,266 --> 00:13:33,333
something like this
307
00:13:33,333 --> 00:13:35,233
so that they're not that bright
308
00:13:35,566 --> 00:13:38,900
and then we don't need to do a lot more um
309
00:13:38,900 --> 00:13:41,766
we can make them a bit more red maybe
310
00:13:43,466 --> 00:13:44,266
and
311
00:13:46,400 --> 00:13:47,966
just reduce a bit more
312
00:13:47,966 --> 00:13:50,566
and that already puts them in a nicer place
313
00:13:50,566 --> 00:13:53,300
so this ucorechnoid really helped us
314
00:13:53,300 --> 00:13:55,733
you know get rid of that greeny stuff in there
315
00:13:55,733 --> 00:13:58,200
and this is sitting much better now
316
00:13:58,200 --> 00:14:02,366
I think a little bit more blue on the shadows now
317
00:14:05,466 --> 00:14:06,833
my little less green
318
00:14:11,900 --> 00:14:14,333
something like this okay
319
00:14:14,333 --> 00:14:16,533
let's move on to the next big piece
320
00:14:16,533 --> 00:14:18,200
we'll leave all this stuff for later
321
00:14:18,200 --> 00:14:20,066
of the wires and the telephone pole
322
00:14:20,066 --> 00:14:21,966
because these are easier
323
00:14:21,966 --> 00:14:24,666
I wanna concentrate on the big piece here
324
00:14:24,666 --> 00:14:27,066
which is the centerpiece of the matte painting
325
00:14:27,066 --> 00:14:30,400
so let's add a color correct note to the airplane
326
00:14:31,066 --> 00:14:33,133
and it's good idea to look at it
327
00:14:33,133 --> 00:14:34,766
and kind of come up with a strategy
328
00:14:34,766 --> 00:14:36,633
what exactly do we wanna do
329
00:14:36,800 --> 00:14:38,900
and why is it not sitting in there
330
00:14:38,900 --> 00:14:41,866
um my feeling is that it's first of all too bright
331
00:14:42,066 --> 00:14:43,100
feels too blue
332
00:14:43,300 --> 00:14:45,166
the contrast is way too high
333
00:14:45,266 --> 00:14:47,566
again if we look at the plate around us there's
334
00:14:47,566 --> 00:14:48,733
we hardly see anything
335
00:14:48,733 --> 00:14:51,533
it's kind of a orangey silhouette plus
336
00:14:51,533 --> 00:14:53,900
we have this flare that we'll have to treat later on
337
00:14:53,900 --> 00:14:56,400
but just as a general kind of color
338
00:14:57,066 --> 00:14:59,800
we should probably start by reducing the contrast
339
00:14:59,966 --> 00:15:02,500
let's put that to uh point seven
340
00:15:03,933 --> 00:15:06,466
and that already flattens a lot of the plane
341
00:15:06,466 --> 00:15:07,700
which it will help us
342
00:15:07,966 --> 00:15:09,900
um of course it's uh
343
00:15:09,900 --> 00:15:11,066
it's too bright
344
00:15:11,066 --> 00:15:13,900
let's put the gain 2.77 and these
345
00:15:13,900 --> 00:15:14,966
these are just
346
00:15:15,333 --> 00:15:18,700
general procedures to start getting it there
347
00:15:19,000 --> 00:15:21,500
and um that's already better
348
00:15:21,500 --> 00:15:24,400
let's look at the separation of shadows
349
00:15:24,766 --> 00:15:26,933
and I think that already works well
350
00:15:26,933 --> 00:15:28,500
the way it is by default
351
00:15:28,700 --> 00:15:29,600
midtones here
352
00:15:29,600 --> 00:15:33,300
highlights at the rims and shadows over here
353
00:15:33,533 --> 00:15:36,333
so the shadows again uh
354
00:15:36,333 --> 00:15:41,200
we wanna gain down and probably gamma up to
355
00:15:41,200 --> 00:15:43,300
because if we just gain them down
356
00:15:43,500 --> 00:15:44,866
everything becomes really
357
00:15:44,866 --> 00:15:45,900
really crunchy
358
00:15:45,900 --> 00:15:48,133
so let's put the gain to
359
00:15:48,133 --> 00:15:51,700
let's say point five in general
360
00:15:51,700 --> 00:15:54,833
and now let's leave the gamma to
361
00:15:54,900 --> 00:16:00,633
let's say about point one point 24
362
00:16:01,700 --> 00:16:04,800
and that already already puts it there
363
00:16:05,200 --> 00:16:09,700
but we kind of want this area to just blend with that
364
00:16:10,100 --> 00:16:13,400
so um let's take the gamma
365
00:16:13,900 --> 00:16:15,733
make everything more red
366
00:16:15,733 --> 00:16:18,433
less blue to kind of get this Orangy
367
00:16:18,900 --> 00:16:22,100
and let's maybe reduce it a bit
368
00:16:22,933 --> 00:16:24,166
a bit less blue
369
00:16:24,733 --> 00:16:26,600
and we can do the same with the game
370
00:16:26,600 --> 00:16:27,866
with the shadow game
371
00:16:28,366 --> 00:16:30,900
reduce the beat at a bit more red
372
00:16:34,200 --> 00:16:35,600
every place blue
373
00:16:36,333 --> 00:16:40,766
and that already puts the airplane in a better place
374
00:16:45,266 --> 00:16:47,566
in this case it looks like if we unpremely
375
00:16:47,566 --> 00:16:49,866
if we don't use pre mold it lands better
376
00:16:50,333 --> 00:16:52,400
so let's keep it that way
377
00:16:52,933 --> 00:16:56,200
okay um shadows are pretty much there
378
00:16:56,200 --> 00:17:00,433
midtones again midtones I think are too bright
379
00:17:00,800 --> 00:17:02,966
um we wanna gain it down
380
00:17:05,100 --> 00:17:07,366
let's see by how much
381
00:17:10,000 --> 00:17:13,166
and we wanna go quite a look down there
382
00:17:14,400 --> 00:17:15,900
something like this
383
00:17:16,133 --> 00:17:17,266
much darker
384
00:17:17,900 --> 00:17:21,633
um again let's take out some of the blue there
385
00:17:22,266 --> 00:17:25,433
and make the whole plane feel more like this kind of
386
00:17:25,900 --> 00:17:27,566
brownish you know
387
00:17:27,566 --> 00:17:28,833
you that we've got
388
00:17:29,133 --> 00:17:31,500
you cast that we've got over everything
389
00:17:31,733 --> 00:17:34,300
so yes we are losing color differences
390
00:17:34,300 --> 00:17:37,233
and we're kind of flattening the color range
391
00:17:37,500 --> 00:17:39,266
but really we have to work with the
392
00:17:39,266 --> 00:17:40,766
color range in the plate
393
00:17:41,000 --> 00:17:44,100
if we don't do that and their colors are totally pop up
394
00:17:44,566 --> 00:17:46,133
um that will be against us
395
00:17:46,133 --> 00:17:47,100
and this is pretty close
396
00:17:47,100 --> 00:17:49,066
because we have some of these blues and
397
00:17:49,066 --> 00:17:50,466
greens over there
398
00:17:50,666 --> 00:17:53,033
maybe pull a bit more blue out
399
00:17:53,266 --> 00:17:54,733
just add a bit more green
400
00:17:54,733 --> 00:17:56,166
something like this
401
00:17:57,066 --> 00:17:59,066
and this is feeling pretty nice
402
00:17:59,566 --> 00:18:01,933
now the shadows are kind of whitish
403
00:18:01,933 --> 00:18:04,000
and we probably want to make them
404
00:18:04,266 --> 00:18:06,200
sorry the highlights are kind of whitish
405
00:18:06,200 --> 00:18:07,500
and we want to make them
406
00:18:08,266 --> 00:18:09,900
more warmer
407
00:18:10,266 --> 00:18:11,966
so let's try and do this
408
00:18:11,966 --> 00:18:14,433
we can make it more red
409
00:18:14,500 --> 00:18:15,766
take out blue
410
00:18:18,300 --> 00:18:20,400
and now we get you know
411
00:18:20,400 --> 00:18:21,766
highlights that are a bit warmer
412
00:18:21,766 --> 00:18:23,266
so that's before
413
00:18:23,966 --> 00:18:25,100
totally out
414
00:18:26,000 --> 00:18:28,133
and that's after
415
00:18:28,133 --> 00:18:30,100
so we've made some progress
416
00:18:30,400 --> 00:18:33,466
now it still feels that they're very deep blacks there
417
00:18:33,466 --> 00:18:35,700
that might be a bit too dark
418
00:18:36,533 --> 00:18:40,366
um what we can do is add another color correct node
419
00:18:40,966 --> 00:18:43,933
and this time we wanna hit in the shadows
420
00:18:43,933 --> 00:18:45,633
really just the very deep
421
00:18:47,666 --> 00:18:50,100
lacks something like this
422
00:18:51,933 --> 00:18:53,233
and we wanna
423
00:18:54,466 --> 00:18:55,666
and free mode by alpha
424
00:18:55,666 --> 00:18:58,600
because we want to offset everything
425
00:18:59,100 --> 00:19:00,566
let's turn off the test
426
00:19:00,966 --> 00:19:04,666
and what we can try in the shadows is add a bit of
427
00:19:04,666 --> 00:19:06,300
a little bit of offset
428
00:19:06,666 --> 00:19:07,966
let's see how much
429
00:19:10,366 --> 00:19:12,000
well that's way too much
430
00:19:12,000 --> 00:19:14,300
so we wanna keep it very very small
431
00:19:14,566 --> 00:19:18,633
let's try yeah 1 0 0 1
432
00:19:23,500 --> 00:19:26,966
I can maybe go a little higher
433
00:19:29,366 --> 00:19:32,766
yeah let's just add a bit more red in there
434
00:19:36,966 --> 00:19:39,000
yeah and this is helping too
435
00:19:39,766 --> 00:19:41,133
now we have an area
436
00:19:41,133 --> 00:19:43,833
weird area in the matte painting where the black seem
437
00:19:44,166 --> 00:19:45,466
awfully purple
438
00:19:45,566 --> 00:19:48,566
and this is not something you can do for the entire
439
00:19:48,566 --> 00:19:52,066
plane but what you can do is just put a little roto
440
00:19:52,066 --> 00:19:54,900
and we wanna look at the plane before it's being
441
00:19:55,166 --> 00:19:56,966
um reformatted
442
00:19:57,133 --> 00:19:58,400
and you wanna draw
443
00:19:59,266 --> 00:20:01,866
um a soft drodo around this area
444
00:20:04,600 --> 00:20:08,233
kind of like this and blur it a little bit
445
00:20:10,600 --> 00:20:14,200
and just make sure the Roto is not set to format
446
00:20:14,300 --> 00:20:18,400
because this is pre reformatting here
447
00:20:18,400 --> 00:20:21,433
and if we look at the whole thing we can take this area
448
00:20:22,066 --> 00:20:25,900
um so well probably we don't want
449
00:20:25,900 --> 00:20:27,333
we only wanna hit the shadows
450
00:20:27,333 --> 00:20:29,966
so we can put another color correct note here
451
00:20:31,700 --> 00:20:34,600
and see shadows
452
00:20:34,600 --> 00:20:35,900
that's perfect
453
00:20:36,266 --> 00:20:39,200
and here we might wanna just take out blue
454
00:20:40,333 --> 00:20:41,800
from just that area
455
00:20:47,300 --> 00:20:50,166
and that's already better
456
00:20:50,666 --> 00:20:53,200
now let's look at the whole image again
457
00:20:53,533 --> 00:20:54,666
we haven't treated
458
00:20:54,666 --> 00:20:57,100
the degrees and the stuff in this area
459
00:20:57,100 --> 00:20:58,566
but these are easier
460
00:20:58,566 --> 00:20:59,800
color corrections
461
00:21:00,066 --> 00:21:01,366
there's one thing about this
462
00:21:01,366 --> 00:21:04,600
plane that still kind of bothers me is the way that
463
00:21:04,600 --> 00:21:07,466
this is nice and we're gonna add back the flare on top
464
00:21:07,466 --> 00:21:09,266
so that will blend very nicely
465
00:21:09,666 --> 00:21:10,866
but that area
466
00:21:10,866 --> 00:21:13,733
just feels like we're seeing too much detail
467
00:21:13,733 --> 00:21:14,800
too much contrast
468
00:21:14,800 --> 00:21:16,033
too much highlight
469
00:21:16,066 --> 00:21:19,366
where the background behind almost feels like a solid
470
00:21:19,366 --> 00:21:21,500
color almost
471
00:21:21,600 --> 00:21:25,033
so we we need to find a way to kind of have this
472
00:21:25,133 --> 00:21:26,400
blended more
473
00:21:26,533 --> 00:21:29,566
and um what I'm gonna do here because
474
00:21:29,700 --> 00:21:31,666
the background is so in distinct
475
00:21:31,666 --> 00:21:34,200
you can hardly see any detail here
476
00:21:34,400 --> 00:21:36,333
is do a cheap dirty trick
477
00:21:36,333 --> 00:21:39,433
um that I use when possible
478
00:21:39,966 --> 00:21:41,600
and that is to just make it
479
00:21:41,600 --> 00:21:42,866
semi transparent here
480
00:21:42,866 --> 00:21:45,066
so we basically see the background behind it
481
00:21:45,300 --> 00:21:46,600
it works as long as you
482
00:21:46,600 --> 00:21:49,866
don't have any kind of distinct movement or changes
483
00:21:49,866 --> 00:21:51,166
or colours in the background
484
00:21:51,166 --> 00:21:53,600
that will come through and will reveal the fact
485
00:21:53,666 --> 00:21:55,533
that it's well
486
00:21:55,533 --> 00:21:56,066
interesting
487
00:21:56,066 --> 00:21:57,066
transparent
488
00:21:57,066 --> 00:21:59,166
so what we wanna do and again
489
00:21:59,166 --> 00:22:00,866
let's look at our airplane
490
00:22:01,566 --> 00:22:04,500
is um to kind of do um
491
00:22:04,500 --> 00:22:05,700
one big roto
492
00:22:07,533 --> 00:22:09,066
for this whole area
493
00:22:10,733 --> 00:22:16,100
and we wanna blur these let's say quite a lot by 300
494
00:22:16,666 --> 00:22:19,466
and we wanna add a grade note here
495
00:22:19,766 --> 00:22:23,200
again let's turn off format for the roto
496
00:22:23,566 --> 00:22:25,600
and connect these to the mask
497
00:22:26,200 --> 00:22:28,366
and let's go back
498
00:22:28,366 --> 00:22:31,600
and look at everything and we wanna set this one to all
499
00:22:31,600 --> 00:22:33,800
cause it wanna include the alpha and the grade
500
00:22:33,866 --> 00:22:35,266
and we're just gaining down
501
00:22:35,266 --> 00:22:37,700
and basically at this point we're making it
502
00:22:38,800 --> 00:22:40,500
semi transparent
503
00:22:41,100 --> 00:22:42,933
now the result really
504
00:22:42,933 --> 00:22:46,000
really helps us blend this airplane in
505
00:22:46,666 --> 00:22:47,800
look at this
506
00:22:47,800 --> 00:22:49,933
feels way too much there
507
00:22:49,933 --> 00:22:52,400
and now almost feels like it's sitting
508
00:22:52,400 --> 00:22:55,266
nicely in that area and getting back some of the rays
509
00:22:55,966 --> 00:22:59,200
so uh let's put it maybe a little bit
510
00:22:59,966 --> 00:23:01,133
a little bit less
511
00:23:01,133 --> 00:23:03,866
let's say um point six
512
00:23:08,200 --> 00:23:09,966
oh good to go
513
00:23:09,966 --> 00:23:12,200
that's it 1:55
514
00:23:13,366 --> 00:23:16,133
alright and this is really helping us so again
515
00:23:16,133 --> 00:23:18,566
let's take a look at the airplane before and after
516
00:23:18,566 --> 00:23:19,366
all the stuff we did
517
00:23:19,366 --> 00:23:21,900
this is before out there
518
00:23:21,966 --> 00:23:23,266
not sitting at all
519
00:23:23,266 --> 00:23:27,233
and this is now sitting there much better
520
00:23:27,966 --> 00:23:29,266
so here is um
521
00:23:29,266 --> 00:23:31,300
a version that's a little bit more advanced
522
00:23:31,300 --> 00:23:32,533
uh everything we did
523
00:23:32,533 --> 00:23:34,933
plus I did some color corrections on the other elements
524
00:23:34,933 --> 00:23:36,766
so I just wanna walk you through
525
00:23:36,766 --> 00:23:38,300
uh quickly through these
526
00:23:38,566 --> 00:23:40,233
uh the telephone pole
527
00:23:40,566 --> 00:23:41,900
um just a little bit of
528
00:23:41,900 --> 00:23:43,100
let's zoom in a little
529
00:23:43,366 --> 00:23:44,100
um you know
530
00:23:44,100 --> 00:23:46,333
a little bit less saturation
531
00:23:46,333 --> 00:23:47,566
making it a bit more red
532
00:23:47,566 --> 00:23:52,200
less greenish and reducing a bit all the highlights
533
00:23:52,933 --> 00:23:55,466
um what we have here is the airplane
534
00:23:55,466 --> 00:23:56,633
everything we did
535
00:23:56,766 --> 00:23:58,366
then the wires again
536
00:23:58,366 --> 00:24:00,566
originally they were a bit too bright
537
00:24:00,566 --> 00:24:04,900
just darkening down and also offsetting a little bit
538
00:24:04,900 --> 00:24:08,266
so that the blacks don't go too strong in there
539
00:24:08,700 --> 00:24:11,700
another color correction for the ground debris
540
00:24:12,500 --> 00:24:17,066
ah without they feel a bit too bright and again
541
00:24:17,066 --> 00:24:18,266
it's a matter of
542
00:24:18,366 --> 00:24:21,266
reducing the brightness and offsetting a little bit
543
00:24:21,266 --> 00:24:22,766
and lifting the shadows a little bit
544
00:24:22,766 --> 00:24:24,566
to sit in there a bit better
545
00:24:25,466 --> 00:24:27,166
and um the shadow
546
00:24:27,166 --> 00:24:30,166
just not putting it all the way is strong
547
00:24:30,166 --> 00:24:31,066
just halfway
548
00:24:31,066 --> 00:24:32,833
that's a shadow over here
549
00:24:33,266 --> 00:24:34,966
just giving a hint of something
550
00:24:34,966 --> 00:24:36,366
it helps the blending
551
00:24:36,366 --> 00:24:37,533
then the wing again
552
00:24:37,533 --> 00:24:40,966
it's mostly a matter of making it less bright
553
00:24:41,600 --> 00:24:42,900
sitting there a bit more
554
00:24:42,900 --> 00:24:47,166
and that can still use a little bit of work
555
00:24:47,166 --> 00:24:47,766
for example
556
00:24:47,766 --> 00:24:49,566
I feel these would be too strong
557
00:24:49,566 --> 00:24:51,133
compared to what we've got here
558
00:24:51,133 --> 00:24:53,700
these can be a little more saturated
559
00:24:53,933 --> 00:24:55,233
reddish orange
560
00:24:55,333 --> 00:24:57,566
but it's getting there pretty close
561
00:24:58,733 --> 00:25:01,266
so now let's talk about this flare
562
00:25:01,266 --> 00:25:01,966
because that
563
00:25:01,966 --> 00:25:04,000
the flare is really important in this shot
564
00:25:04,000 --> 00:25:06,100
it's a key element in here
565
00:25:06,133 --> 00:25:07,966
and it's very clear when you see the
566
00:25:07,966 --> 00:25:10,433
how the tail of the airplane just doesn't
567
00:25:10,600 --> 00:25:11,533
doesn't fit there
568
00:25:11,533 --> 00:25:13,100
because the flare goes behind
569
00:25:13,200 --> 00:25:14,166
so what do you do
570
00:25:14,166 --> 00:25:15,400
you have several options
571
00:25:15,400 --> 00:25:18,000
and let's look at the original plate
572
00:25:18,700 --> 00:25:21,966
one is you can try and do an extraction
573
00:25:22,166 --> 00:25:23,200
of the flare
574
00:25:23,500 --> 00:25:25,300
uh the problem with that is that we're
575
00:25:25,300 --> 00:25:27,066
seeing too much detail through it
576
00:25:27,066 --> 00:25:28,366
especially through these
577
00:25:28,366 --> 00:25:29,566
and also here
578
00:25:29,566 --> 00:25:32,366
so it's gonna be hard to get Aluma key of these and
579
00:25:32,366 --> 00:25:35,500
put it over without seeing some of these cars in there
580
00:25:35,500 --> 00:25:38,000
so that's not really an option
581
00:25:38,000 --> 00:25:41,500
another option is to use one of the flare tools in nuke
582
00:25:41,500 --> 00:25:44,200
or a plugin if you want to create something similar
583
00:25:44,200 --> 00:25:46,166
and use that to add over the airplane
584
00:25:46,166 --> 00:25:47,966
and the rest of the mat painting
585
00:25:48,600 --> 00:25:52,000
um I really like the way the flare is right now
586
00:25:52,000 --> 00:25:54,133
so I would hate to create something else
587
00:25:54,133 --> 00:25:55,466
that kind of looks like it
588
00:25:55,466 --> 00:25:56,633
but not exactly
589
00:25:56,800 --> 00:25:58,366
and I think really it's you know
590
00:25:58,366 --> 00:26:00,700
it's a bunch of phrase and um
591
00:26:00,700 --> 00:26:02,000
some shapes
592
00:26:02,133 --> 00:26:03,266
moving around
593
00:26:03,500 --> 00:26:06,300
it might be easiest to just um
594
00:26:06,300 --> 00:26:07,700
wrote all these um
595
00:26:07,700 --> 00:26:10,266
use those colors as fillers
596
00:26:10,366 --> 00:26:12,666
and put it over the matte painting element
597
00:26:12,666 --> 00:26:14,200
and this is what I've done
598
00:26:14,200 --> 00:26:15,600
and I'll show you
599
00:26:15,600 --> 00:26:16,600
what's going on here
600
00:26:16,600 --> 00:26:18,300
now one thing you wanna do
601
00:26:18,733 --> 00:26:19,600
all this of course
602
00:26:19,600 --> 00:26:21,500
is either screening or placing
603
00:26:21,500 --> 00:26:22,466
you wanna do it
604
00:26:22,466 --> 00:26:23,866
after you gray node
605
00:26:24,466 --> 00:26:25,966
otherwise you risk
606
00:26:26,566 --> 00:26:28,033
pushing all the grain
607
00:26:28,066 --> 00:26:30,500
too bright and too grainy over here
608
00:26:30,900 --> 00:26:31,766
and that will
609
00:26:31,766 --> 00:26:32,900
actually help us
610
00:26:32,900 --> 00:26:36,066
because that area always felt a bit too grainy
611
00:26:37,100 --> 00:26:41,700
so um the first thing I did
612
00:26:42,133 --> 00:26:44,466
was do kind of a general flaring
613
00:26:44,466 --> 00:26:46,000
so just a circle
614
00:26:46,600 --> 00:26:47,466
with a blur
615
00:26:48,800 --> 00:26:51,766
and sample that colour
616
00:26:52,333 --> 00:26:54,100
here I have a constant
617
00:26:54,500 --> 00:26:55,566
put that in
618
00:26:56,800 --> 00:26:58,800
and put that inside
619
00:26:59,133 --> 00:27:01,600
our Mac painting or the alpha of the Mac painting
620
00:27:01,600 --> 00:27:03,366
so I'm using another mask
621
00:27:03,800 --> 00:27:06,300
this is masked to the roto
622
00:27:07,000 --> 00:27:09,000
and then using another mask
623
00:27:09,366 --> 00:27:13,266
and using all the alphas of our math paintings together
624
00:27:13,933 --> 00:27:16,733
and when you turn that on
625
00:27:16,733 --> 00:27:18,766
and I'm using a screen here
626
00:27:19,733 --> 00:27:20,966
it already helps a
627
00:27:20,966 --> 00:27:22,300
lot with the plane
628
00:27:22,300 --> 00:27:26,400
just putting some kind of back hazing or lifting
629
00:27:26,400 --> 00:27:28,000
so that's the first thing
630
00:27:28,066 --> 00:27:29,800
now for the actual flares
631
00:27:29,800 --> 00:27:31,233
what I did is
632
00:27:31,700 --> 00:27:34,400
make a roto that basically follows those rays
633
00:27:34,400 --> 00:27:37,300
and this roto can be animated to kind of follow them
634
00:27:37,300 --> 00:27:39,666
doesn't have to be totally accurate
635
00:27:39,800 --> 00:27:40,466
blurring it
636
00:27:40,466 --> 00:27:44,266
using the same color that I sampled as a mask
637
00:27:44,366 --> 00:27:46,000
then of course this fades out
638
00:27:46,000 --> 00:27:48,400
so what you wanna do is put it into a gradient
639
00:27:48,400 --> 00:27:49,566
or circular gradient
640
00:27:49,566 --> 00:27:51,466
so that's basically a circle
641
00:27:51,900 --> 00:27:52,933
with a blur on it
642
00:27:52,933 --> 00:27:54,766
that is used to mask this
643
00:27:54,766 --> 00:27:56,933
once again that's without
644
00:27:56,933 --> 00:27:58,033
that's with
645
00:27:58,200 --> 00:27:59,000
and finally
646
00:27:59,000 --> 00:28:00,466
we're masking this
647
00:28:00,666 --> 00:28:02,900
using the alpha of our matte painting
648
00:28:02,900 --> 00:28:05,000
and don't forget to take that after your soften
649
00:28:05,000 --> 00:28:06,833
so it takes a softened edges
650
00:28:07,466 --> 00:28:08,500
into account
651
00:28:08,500 --> 00:28:09,333
because again
652
00:28:09,333 --> 00:28:11,700
we just want this over our matte painting
653
00:28:11,700 --> 00:28:14,366
not over the entire plate
654
00:28:14,366 --> 00:28:16,566
and now if I turn this on
655
00:28:17,733 --> 00:28:22,133
here we go we got these nice rays going over and um
656
00:28:22,133 --> 00:28:23,766
the last thing you wanna do is
657
00:28:23,766 --> 00:28:26,366
you wanna rotate all these octagons
658
00:28:27,066 --> 00:28:28,400
each one separately
659
00:28:28,900 --> 00:28:29,900
for each one of these
660
00:28:29,900 --> 00:28:32,000
you wanna go and sample the color
661
00:28:32,266 --> 00:28:33,233
put that in
662
00:28:33,966 --> 00:28:35,900
here's our second one again
663
00:28:35,900 --> 00:28:37,233
sampled colors
664
00:28:37,366 --> 00:28:38,766
add some blur to it
665
00:28:39,400 --> 00:28:41,566
and put this into the alpha
666
00:28:41,566 --> 00:28:44,666
of our matte painting and then
667
00:28:47,066 --> 00:28:49,800
again plus this over everything
668
00:28:50,300 --> 00:28:51,266
and there you just
669
00:28:51,266 --> 00:28:53,700
get the exact flare that you should have had
670
00:28:53,933 --> 00:28:57,000
um if it was shot for real over everything
671
00:28:57,000 --> 00:28:59,800
and all you need to do is animate those rotos to follow
672
00:28:59,800 --> 00:29:00,866
the movement of the flare
673
00:29:00,866 --> 00:29:02,766
and you'll get a super good looking
674
00:29:02,766 --> 00:29:05,400
realistic flare rather than something you know
675
00:29:05,400 --> 00:29:07,200
cheap and CG
676
00:29:08,533 --> 00:29:12,500
so now that we've got something looking much better
677
00:29:12,500 --> 00:29:15,100
let's just compare to what we started with
678
00:29:15,100 --> 00:29:17,233
so this is what we started with
679
00:29:17,800 --> 00:29:20,333
and this is where we're at right now
680
00:29:20,333 --> 00:29:23,866
and you see how important this kind of color work is
681
00:29:23,966 --> 00:29:25,433
to get a final shot
682
00:29:25,466 --> 00:29:28,066
so no matter how talented uh
683
00:29:28,066 --> 00:29:29,700
your mat painter is
684
00:29:29,700 --> 00:29:32,066
it's very rare that you'll get something that you
685
00:29:32,066 --> 00:29:35,600
can just flop into the plate and everything will work
686
00:29:35,933 --> 00:29:37,500
that kind of work that
687
00:29:37,500 --> 00:29:38,333
those little
688
00:29:38,333 --> 00:29:40,100
tiny little bits of you know
689
00:29:40,100 --> 00:29:42,766
looking at the shadow and looking at the highlights
690
00:29:42,766 --> 00:29:45,700
and doing all this work and setting the grain and
691
00:29:45,700 --> 00:29:50,933
looking at flares or changes in the atmosphere or um um
692
00:29:50,933 --> 00:29:53,200
the way the lands sees things
693
00:29:53,333 --> 00:29:56,100
those little things are really the things that
694
00:29:56,100 --> 00:29:57,733
that make you um
695
00:29:57,733 --> 00:29:59,733
the ability to solve these issues
696
00:29:59,733 --> 00:30:02,300
will make you a great compositor so yes
697
00:30:02,300 --> 00:30:04,400
tracking and putting the stuff in there
698
00:30:04,400 --> 00:30:05,900
and keying and all that
699
00:30:06,000 --> 00:30:07,766
all of this is very important
700
00:30:07,933 --> 00:30:11,466
but the last 10% of a shot is really
701
00:30:11,466 --> 00:30:12,800
this is sitting there
702
00:30:12,800 --> 00:30:15,900
and trying to see how you can finally tweak
703
00:30:16,266 --> 00:30:18,200
uh values of colour
704
00:30:18,300 --> 00:30:21,200
um to get it to look really nice
705
00:30:21,300 --> 00:30:23,333
so this is the end of the class
706
00:30:23,333 --> 00:30:25,400
and this is the end of the course for me
707
00:30:25,400 --> 00:30:28,266
it was an extremely fascinating experience
708
00:30:28,266 --> 00:30:30,500
it was extremely challenging for me
709
00:30:30,500 --> 00:30:34,033
because I had to really go and do the shots actually
710
00:30:34,200 --> 00:30:37,633
for you in able to walk you through them and teach you
711
00:30:37,666 --> 00:30:40,000
and doing this kind of stuff is always challenging
712
00:30:40,000 --> 00:30:41,533
and you always learn a lot from it
713
00:30:41,533 --> 00:30:45,533
so I don't only feel like I've been teaching you stuff
714
00:30:45,533 --> 00:30:47,700
but I also feel like I've been learning
715
00:30:47,700 --> 00:30:48,766
through this process
716
00:30:48,766 --> 00:30:50,400
and I think it was a very exciting
717
00:30:50,400 --> 00:30:51,466
and interesting process
718
00:30:51,466 --> 00:30:53,833
I hope you learn things from it
719
00:30:53,866 --> 00:30:56,200
I always like to see how other people work
720
00:30:56,200 --> 00:30:58,666
and learn from just watching them working
721
00:30:58,666 --> 00:30:59,600
so I hope I
722
00:30:59,800 --> 00:31:03,400
gave you a little bit of opportunity to do that and um
723
00:31:03,400 --> 00:31:05,433
I hope to see you all
724
00:31:05,933 --> 00:31:09,300
on my next course at FX PhD bye bye
51425
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