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These are the user uploaded subtitles that are being translated: 1 00:00:06,333 --> 00:00:07,166 hi everyone 2 00:00:07,166 --> 00:00:10,400 welcome to class No. 10 of new con digital environment 3 00:00:10,400 --> 00:00:11,733 and this is our last class 4 00:00:11,733 --> 00:00:13,400 and we left the balcony 5 00:00:13,466 --> 00:00:16,000 and we're going to concentrate on the third shot 6 00:00:16,066 --> 00:00:17,866 and what we got here is a full matte 7 00:00:17,866 --> 00:00:21,100 painting that was created for us by Matthew Connor 8 00:00:21,100 --> 00:00:22,100 my friend and colleague 9 00:00:22,100 --> 00:00:24,066 and he's a fantastic matte painter 10 00:00:24,133 --> 00:00:26,266 as you will see when you drop in the elements 11 00:00:26,400 --> 00:00:29,333 but we've left some of the final color corrections 12 00:00:29,333 --> 00:00:31,266 for us to do because uh 13 00:00:31,266 --> 00:00:32,500 in many situations 14 00:00:32,500 --> 00:00:36,666 you get a matte painting that is somewhere you know 15 00:00:37,000 --> 00:00:39,600 in the area of looking good 16 00:00:39,700 --> 00:00:41,800 but still does not sit in the plate 17 00:00:41,800 --> 00:00:42,800 and some plates 18 00:00:42,800 --> 00:00:45,000 specifically like this one are very 19 00:00:45,000 --> 00:00:46,700 very hard for integration 20 00:00:46,700 --> 00:00:48,500 so we looked at this one briefly 21 00:00:48,500 --> 00:00:50,066 at the beginning of the class 22 00:00:50,566 --> 00:00:53,900 and we talked about the fact that everything is very 23 00:00:53,900 --> 00:00:55,766 strongly backlit from 24 00:00:55,900 --> 00:00:57,266 right over there 25 00:00:57,566 --> 00:00:59,733 everything kind of feels hazy 26 00:00:59,733 --> 00:01:03,000 there's hardly any color information in this plate 27 00:01:03,066 --> 00:01:06,433 so whatever we wanna put in there is not gonna be easy 28 00:01:06,733 --> 00:01:10,766 to um to really make it feel like it's there and again 29 00:01:10,766 --> 00:01:14,366 I always trust the importance of color in compositing 30 00:01:14,366 --> 00:01:15,633 I think about 31 00:01:16,000 --> 00:01:18,966 85% of compositing to me is colour 32 00:01:18,966 --> 00:01:21,433 and what we're gonna do today in this class 33 00:01:21,533 --> 00:01:24,400 is really go deep into the issue of colour 34 00:01:24,400 --> 00:01:27,666 and how we can tweak things to make them sit there 35 00:01:27,666 --> 00:01:29,533 so we've got this backleat plate 36 00:01:29,533 --> 00:01:32,066 we've got all these sage this kind of orange 37 00:01:32,066 --> 00:01:35,000 brownish general cast um 38 00:01:35,166 --> 00:01:36,666 we've got these flares 39 00:01:36,666 --> 00:01:39,566 and what the director wants here is basically um 40 00:01:39,566 --> 00:01:41,300 an airplane that crashed 41 00:01:41,666 --> 00:01:44,800 and some debris and things that got broken 42 00:01:44,933 --> 00:01:46,366 in the accident 43 00:01:46,400 --> 00:01:48,466 and that's what we're gonna put in there 44 00:01:48,466 --> 00:01:50,966 so let's start with Matthew's mouth painting 45 00:01:51,466 --> 00:01:52,866 we wanna drop the 46 00:01:52,866 --> 00:01:55,700 layers from the matte painting in the correct order 47 00:01:55,733 --> 00:01:57,433 and usually you would get 48 00:01:57,566 --> 00:01:59,333 a matte painting from the matte painter 49 00:01:59,333 --> 00:02:00,733 separated into layers 50 00:02:00,733 --> 00:02:02,733 and there are usually two reasons for this 51 00:02:02,733 --> 00:02:03,733 well more than two 52 00:02:03,733 --> 00:02:05,733 but the main two reasons are first 53 00:02:05,733 --> 00:02:08,100 that you wanna have separate layers 54 00:02:08,266 --> 00:02:10,333 in case you need to put these on cards 55 00:02:10,333 --> 00:02:12,566 where there is a camera 3D movement 56 00:02:13,100 --> 00:02:16,166 and um the other one is that it gives you more 57 00:02:16,333 --> 00:02:19,366 um your capabilities to color correct individual 58 00:02:19,366 --> 00:02:20,900 elements rather than the whole thing 59 00:02:20,900 --> 00:02:21,866 which makes it of course 60 00:02:21,866 --> 00:02:22,566 much harder 61 00:02:22,566 --> 00:02:23,900 so it helps us here 62 00:02:23,900 --> 00:02:25,400 just looking at the shot 63 00:02:25,400 --> 00:02:28,366 it's very easy to notice that there is no 3D 64 00:02:28,366 --> 00:02:29,600 camera move 65 00:02:29,733 --> 00:02:32,433 so there's no need to put anything on cards 66 00:02:32,700 --> 00:02:34,633 uh there's a tiny little bit of it 67 00:02:34,666 --> 00:02:37,033 not enough to justify all the hard work 68 00:02:37,300 --> 00:02:39,400 all you need to do is do a 2D track 69 00:02:39,400 --> 00:02:40,533 uh for the shot 70 00:02:40,533 --> 00:02:42,166 and that should suffice 71 00:02:42,300 --> 00:02:44,000 of course we need to Rodeau her 72 00:02:44,000 --> 00:02:46,366 because stuff is gonna be behind her 73 00:02:46,366 --> 00:02:48,100 we'll talk about the flare later 74 00:02:48,300 --> 00:02:50,400 what I'm gonna show you in this class is gonna be on 75 00:02:50,400 --> 00:02:51,100 the first frame 76 00:02:51,100 --> 00:02:52,900 but basically whatever works on frame 77 00:02:52,900 --> 00:02:54,666 one will work throughout the shot 78 00:02:55,066 --> 00:02:56,800 so the the rest is easy 79 00:02:56,800 --> 00:02:58,733 the hard thing is to get things in there 80 00:02:58,733 --> 00:03:01,166 so let's start by bringing 81 00:03:01,200 --> 00:03:03,200 our building element first 82 00:03:05,100 --> 00:03:06,466 and we'll just 83 00:03:06,866 --> 00:03:08,266 uh put it over 84 00:03:08,966 --> 00:03:09,900 okay of course 85 00:03:09,900 --> 00:03:12,600 make sure that you are reformated to the right format 86 00:03:12,600 --> 00:03:15,000 that your start on frame 1 and all that 87 00:03:15,266 --> 00:03:18,000 now these are twice the size or 88 00:03:18,066 --> 00:03:19,600 two times the resolution 89 00:03:19,600 --> 00:03:22,533 so we need to of course reform at the element 90 00:03:22,533 --> 00:03:24,900 so let's add a reformat node here 91 00:03:26,533 --> 00:03:28,133 and put this over 92 00:03:28,133 --> 00:03:30,066 so we've got one element there 93 00:03:30,066 --> 00:03:32,566 you see it's the destruction that's happening 94 00:03:32,866 --> 00:03:33,866 on the roof 95 00:03:33,900 --> 00:03:36,800 and already you can tell that these 96 00:03:36,800 --> 00:03:39,700 need some serious color corrections to fill in there 97 00:03:40,066 --> 00:03:42,966 um let's move on and put the other layers in there 98 00:03:42,966 --> 00:03:44,700 so we have everything 99 00:03:44,766 --> 00:03:47,200 and next one would be the telephone pole 100 00:03:47,933 --> 00:03:50,133 so let's put it just over the first one 101 00:03:50,133 --> 00:03:52,000 so we don't need to reform at 102 00:03:52,133 --> 00:03:54,500 everything and that's a telephone pole that 103 00:03:54,600 --> 00:03:56,233 kind of got knocked down 104 00:03:56,566 --> 00:03:58,566 um some wires 105 00:03:59,466 --> 00:04:00,666 let's put these 106 00:04:05,733 --> 00:04:12,233 okay um now the airplane itself let's find the element 107 00:04:15,600 --> 00:04:16,766 here it is 108 00:04:24,000 --> 00:04:25,566 here it is right there and again 109 00:04:25,566 --> 00:04:28,833 you can tell that this needs some serious work 110 00:04:29,100 --> 00:04:31,566 some serious color work to fit in there 111 00:04:31,966 --> 00:04:33,400 which is what we're gonna do 112 00:04:33,900 --> 00:04:39,033 and next we'll put the um the ground debris 113 00:04:47,766 --> 00:04:51,000 and we're gonna put the ground shadow 114 00:05:02,133 --> 00:05:03,666 and finally 115 00:05:05,300 --> 00:05:08,366 the wing the Broken Wing let's find it 116 00:05:15,700 --> 00:05:17,700 alright so we've got all the elements there 117 00:05:17,700 --> 00:05:19,133 all the destruction debris 118 00:05:19,133 --> 00:05:20,200 the airplane 119 00:05:20,566 --> 00:05:22,500 but everything needs some work 120 00:05:22,500 --> 00:05:24,000 of course we need to roto her 121 00:05:24,000 --> 00:05:27,066 and I've got here a roto that I did for just frame one 122 00:05:27,333 --> 00:05:29,566 and I suggest um 123 00:05:29,566 --> 00:05:31,866 putting the plate through the roto over 124 00:05:32,100 --> 00:05:34,866 again so that you can use edge blur to finish 125 00:05:34,866 --> 00:05:36,400 um the edges 126 00:05:36,466 --> 00:05:37,900 so we wanna copy 127 00:05:37,900 --> 00:05:40,900 we wanna take the plate and copy the alpha in 128 00:05:42,100 --> 00:05:44,900 and of course we wanna promote 129 00:05:45,666 --> 00:05:49,033 and now we can put this over 130 00:05:50,100 --> 00:05:53,433 everything again right here 131 00:06:03,700 --> 00:06:06,766 and edges are indeed to be sharp 132 00:06:06,766 --> 00:06:09,866 so we can easily add an edge blur 133 00:06:15,266 --> 00:06:17,000 and that just takes care of the edges 134 00:06:17,000 --> 00:06:18,900 and that's good enough for this frame 135 00:06:19,066 --> 00:06:21,333 and now um two things we wanna do 136 00:06:21,333 --> 00:06:24,533 first is treat overall sharpness and grain 137 00:06:24,533 --> 00:06:27,600 I really suggest putting grain right at the start 138 00:06:27,600 --> 00:06:30,200 because it will help you a lot when you uh 139 00:06:30,300 --> 00:06:31,500 do the colour tweaks 140 00:06:31,500 --> 00:06:33,500 so if we look at the elements 141 00:06:33,500 --> 00:06:35,966 compared to anything back there 142 00:06:36,333 --> 00:06:38,800 well it's very clear that they're too sharp 143 00:06:39,000 --> 00:06:40,533 we can for now 144 00:06:40,533 --> 00:06:41,666 after they reform 145 00:06:41,666 --> 00:06:44,800 I just put a general soften node over everything 146 00:06:44,800 --> 00:06:46,533 so that's a filter soften 147 00:06:46,533 --> 00:06:49,900 that I really like to use instead of a blur or defocus 148 00:06:50,100 --> 00:06:52,800 because it does this little fine 149 00:06:53,466 --> 00:06:55,466 um softening 150 00:06:55,700 --> 00:06:58,233 and you can see that over everything 151 00:06:58,366 --> 00:07:00,500 and I think that should work 152 00:07:00,500 --> 00:07:01,933 for everything we've got here 153 00:07:01,933 --> 00:07:03,866 just soften the edges a little bit 154 00:07:03,866 --> 00:07:06,100 the other thing you wanna make sure is that all your 155 00:07:06,100 --> 00:07:09,633 elements are pre multiplied because these are tiffs 156 00:07:10,066 --> 00:07:12,800 and uh doing that will prevent any kind of 157 00:07:13,200 --> 00:07:15,166 unwanted edges 158 00:07:15,500 --> 00:07:17,133 so I'm just going through all of them 159 00:07:17,133 --> 00:07:19,400 making sure they're all pre multiplied 160 00:07:20,166 --> 00:07:21,700 again if it was any XR 161 00:07:21,766 --> 00:07:24,400 pre multiplied over black that would be different 162 00:07:24,400 --> 00:07:28,200 usually thiefs or generally stuff out of Photoshop 163 00:07:28,200 --> 00:07:30,300 you want to pre multiply when you bring in 164 00:07:31,000 --> 00:07:32,066 it's not a hard rule 165 00:07:32,066 --> 00:07:34,666 but usually that's how it works 166 00:07:34,666 --> 00:07:35,733 so we've got that 167 00:07:35,733 --> 00:07:37,000 we've got a bit of softening 168 00:07:37,000 --> 00:07:39,600 and the next thing we wanna do is add some grain 169 00:07:40,166 --> 00:07:42,500 so grain you wanna add at the end right 170 00:07:42,500 --> 00:07:43,966 after everything 171 00:07:45,566 --> 00:07:46,433 and 172 00:07:47,700 --> 00:07:48,733 matching the grain 173 00:07:48,733 --> 00:07:50,700 you wanna look first at the blue channel 174 00:07:50,700 --> 00:07:53,900 and it looks like the blue is much bigger than 2.5 175 00:07:53,900 --> 00:07:55,033 let's try three 176 00:07:55,300 --> 00:07:56,333 uh that's good 177 00:07:56,333 --> 00:07:58,266 let's look at the green and red 178 00:07:58,266 --> 00:08:00,366 green and red could be a little smaller 179 00:08:00,366 --> 00:08:03,100 let's put them at 2.2 both 180 00:08:04,800 --> 00:08:08,200 and the next thing you wanna look is the grain 181 00:08:08,200 --> 00:08:09,333 on the blacks 182 00:08:09,333 --> 00:08:11,900 black areas because it's a fine balance 183 00:08:12,166 --> 00:08:14,900 um so we wanna look at the darker areas 184 00:08:14,900 --> 00:08:16,866 and it looks like we need to add some 185 00:08:16,866 --> 00:08:18,166 grain in the blacks 186 00:08:18,266 --> 00:08:22,833 um let's put it at um 0.005 187 00:08:26,133 --> 00:08:27,766 let's look at our telephone pole 188 00:08:27,766 --> 00:08:29,500 that's with that's without 189 00:08:30,300 --> 00:08:32,633 now grains on the highlights 190 00:08:33,000 --> 00:08:35,566 and the metones there is a bit too strong 191 00:08:35,566 --> 00:08:39,800 so let's bring this to about point five 192 00:08:42,866 --> 00:08:45,233 and let's look at the green channel 193 00:08:46,066 --> 00:08:48,833 again it's a tad strong um 194 00:08:48,966 --> 00:08:50,566 that's not too bad actually 195 00:08:50,566 --> 00:08:52,433 let's put it at point five two 196 00:08:52,600 --> 00:08:54,633 and let's look at the red channel 197 00:08:55,200 --> 00:08:58,366 um red channel we can have a little bit more 198 00:08:58,366 --> 00:08:59,900 let's try point six 199 00:09:04,600 --> 00:09:07,966 so green looks pretty good on these areas 200 00:09:08,166 --> 00:09:10,100 a little less on the airplane 201 00:09:10,100 --> 00:09:11,466 but you have to remember that 202 00:09:11,466 --> 00:09:13,900 the airplane does not have the right colours right 203 00:09:13,900 --> 00:09:15,300 it's way too bright 204 00:09:15,600 --> 00:09:17,100 so in contrastee 205 00:09:17,100 --> 00:09:20,300 so once we bring it down and we add the flare on top 206 00:09:20,733 --> 00:09:21,800 this grain should work 207 00:09:21,800 --> 00:09:23,300 and we can tweak it later 208 00:09:23,533 --> 00:09:25,666 so let's start not with the airplane 209 00:09:25,666 --> 00:09:27,966 but with the first element we brought in 210 00:09:28,200 --> 00:09:29,666 with the building 211 00:09:30,400 --> 00:09:32,566 what we want to use is the color correct node 212 00:09:32,566 --> 00:09:36,633 because it lets us separate between shadows 213 00:09:36,733 --> 00:09:38,233 midtones and highlights 214 00:09:38,300 --> 00:09:39,866 and I think we'll need that 215 00:09:40,666 --> 00:09:42,033 specifically here 216 00:09:42,300 --> 00:09:43,566 you can take a look and see that 217 00:09:43,566 --> 00:09:46,100 the shadows look kind of bright and orangey 218 00:09:46,866 --> 00:09:48,466 the midtones are not really there 219 00:09:48,466 --> 00:09:50,000 too bright as well 220 00:09:51,000 --> 00:09:52,266 and too blue maybe 221 00:09:52,333 --> 00:09:53,466 and the shadows are 222 00:09:53,566 --> 00:09:55,700 sorry the highlights are all messed up 223 00:09:55,866 --> 00:09:57,700 so I think it would be a good idea 224 00:09:57,700 --> 00:09:59,600 to use the color correct note here 225 00:09:59,600 --> 00:10:01,766 and first set the arrange 226 00:10:01,966 --> 00:10:02,966 use the test button 227 00:10:02,966 --> 00:10:05,100 and I think we want to include a little bit more in 228 00:10:05,100 --> 00:10:05,666 the shadows 229 00:10:05,666 --> 00:10:07,600 so we can extend the curve 230 00:10:08,066 --> 00:10:09,066 a little more 231 00:10:09,066 --> 00:10:10,466 or something like this 232 00:10:11,866 --> 00:10:15,933 and the other thing I usually do is by default 233 00:10:15,933 --> 00:10:20,266 just set on premode to alpha in case you're using um 234 00:10:20,266 --> 00:10:23,000 an offset or lifting the blacks in any way 235 00:10:23,000 --> 00:10:25,700 that prevents lifting the blacks on the whole image 236 00:10:26,133 --> 00:10:29,866 so let's see what we can do here 237 00:10:30,533 --> 00:10:33,433 we might want to start with the midtones 238 00:10:34,366 --> 00:10:37,866 so they definitely need to be darker 239 00:10:38,333 --> 00:10:40,200 oh let's turn off the attest 240 00:10:40,933 --> 00:10:44,666 so they should be around there looking at you know 241 00:10:44,666 --> 00:10:47,166 other areas that are kind of whitish 242 00:10:47,500 --> 00:10:49,400 and um you know 243 00:10:49,400 --> 00:10:50,933 there may be a bit too blue 244 00:10:50,933 --> 00:10:53,800 we wanna make them a bit kind of more orangey 245 00:10:54,266 --> 00:10:58,166 so we can take down the blue a bit 246 00:10:59,100 --> 00:11:00,100 and the green 247 00:11:00,766 --> 00:11:02,033 yeah that's better 248 00:11:02,166 --> 00:11:04,000 and we can go even a bit darker 249 00:11:04,000 --> 00:11:05,133 something like this 250 00:11:05,133 --> 00:11:06,866 that's already looking better 251 00:11:07,600 --> 00:11:09,566 now let's look at the shadows 252 00:11:09,966 --> 00:11:13,200 the shadows need to be of course less orangey 253 00:11:13,200 --> 00:11:15,966 more blue um and darker 254 00:11:15,966 --> 00:11:17,633 but if we darken them 255 00:11:17,933 --> 00:11:19,633 you know they start becoming 256 00:11:19,933 --> 00:11:22,166 too crunchy compared to the shadows over there 257 00:11:22,166 --> 00:11:24,166 so what we can do is gamma up 258 00:11:24,200 --> 00:11:26,200 let's say 1.2 259 00:11:26,366 --> 00:11:28,300 and that already takes us closer 260 00:11:28,300 --> 00:11:30,166 now we can darken even more 261 00:11:31,500 --> 00:11:35,100 and now we just wanna add a bit more blue in there 262 00:11:35,900 --> 00:11:37,633 and maybe a bit more green 263 00:11:39,900 --> 00:11:42,566 something like this to match them closer 264 00:11:42,700 --> 00:11:45,466 so we've got the highlight 265 00:11:45,466 --> 00:11:47,766 the metones and the shadows pretty close 266 00:11:47,766 --> 00:11:50,200 again that's without it's a big difference already 267 00:11:50,200 --> 00:11:51,700 that feels much nicer 268 00:11:51,900 --> 00:11:54,833 what looks really terrible is the highlights 269 00:11:55,200 --> 00:11:57,833 so we can try and gain them down 270 00:11:59,466 --> 00:12:01,900 um but as we do that with this 271 00:12:01,900 --> 00:12:03,966 we basically flatten them 272 00:12:04,066 --> 00:12:05,933 so we don't wanna do that too much 273 00:12:05,933 --> 00:12:07,600 but if we look at the nice highlights 274 00:12:07,600 --> 00:12:10,166 we've got over some other stuff 275 00:12:10,166 --> 00:12:12,200 this is part of the element actually 276 00:12:12,200 --> 00:12:13,500 but even here 277 00:12:13,933 --> 00:12:16,066 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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