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hello everybody
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this is Charles Le Page again and welcome to class 10
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we're gonna pick up uh
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pretty much where we left off from class 9 uh
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except after a good night's sleep I uh
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decided since we had set this up for a sky replacement
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we might as well go ahead with it so um
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I'm gonna walk you quickly through uh
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as how to set up a sky replacement
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then we'll get on to uh
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compositing the rest of our CG elements that are uh
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now ready for us
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so we're gonna pick up the script
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uh in a familiar area
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which is just about here after we'd added this turret
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uh before we've reapplied our material to our card
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so um after that
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I internalized some of that color correction
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we were doing last time um
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and I warmed it up a lot just to match our sky uh
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so you guys can take a look at what I did there
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um I also added
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some of these little bezier shapes and their individual
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grades just to darken the tops of the towers
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because when we add that uh
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sky replacement
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you'll see that these
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the tops of the towers are just a little bit too light
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so uh if we look at this grade here
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you can see kind of where we're going with it
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I just warmed it up a lot
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a lot more rather than just gambling down so the
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this great here
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is just darkening the tops of those towers
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ever so slightly
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and it spills over into the sky because
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we are premulting it through our alpha
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and since this is the alpha
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the bridge I wanted to internalize my color correction
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so that I'm just doing it to this bridge here and
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not to the sky that we're gonna add just now
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so as we work our way down
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down this script
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I've added some
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smoke and fire elements to that broken tower
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and I added those
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in the same manner that I added the turret
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so just the still frames
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a little bit of repositioning
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and color grading going on here
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and you guys can take a poke through that
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I uh added the script
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uh to the bin
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so I've provided these elements and you guys can
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try put them together yourself and
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and take a look at how I did those
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uh just a little bit of a time offset here
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just to match it up
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so that the action happens where I need it to
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and then we
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uh have a primo here uh
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just before everything goes on to our card
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um so that we get rid of the sky
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so if I take a look here
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um actually
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we can take a look at our scanline render down here
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and see the example so
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wait for that to load if I take that premult off
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the sky comes through and that's not not exactly
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what we want
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so we're gonna premode there
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so we just have our bridge element coming out of
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out of this scanline render here
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and we're gonna walk through a quick sky replacement so
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hold on to your hats
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okay so as we launch on our uh
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sky replacement
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I want to mention that I can't provide uh
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this particular element in the class files however
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um it is an element from CG textures uh
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if you guys haven't heard of CG textures
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I recommend you check it out um
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they've got some fantastic textures that
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uh work for all kinds of uh compositing needs um
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and so cgtextures
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com head there and set up an account for yourself
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and I promise you'll use it
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way more than once
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so this is an element that I got from cgtextures
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take a poke around
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and I believe it's one of the night skies
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so you can pick that up right there
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and I'm gonna put this onto a sphere
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and put it into our 3D scene that we had before
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um just to kind of fit in properly behind
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our card that we'd placed
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our bridge element on
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and maybe pick up a little bit of parallax
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if there is any in in the camera
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so with that we're gonna add a sphere node
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and just pipe our image right into that
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and we'll take a look through
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we'll also open this card here
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just so we can see everything in 3D space
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so there's our sphere and there's our card
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and right off the bat you can see that
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our sphere is a little bit too small so
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we'll bring that
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oops sphere back up
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scale it up a lot and move it back to where it belongs
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scale it up probably even more than that
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and still uh even though we're in 3D space
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you can see it's it's not really uh lining up too well
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um it does map around the whole sphere
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and we don't really want that in this particular case
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so uh we're gonna mess around with the
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U extent and the V extent
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which will just kind of wrap our sky to where we want
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we'll start with our U extent and see
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see just what's going on there
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so maybe we'll turn it to 100
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and for back out of my sphere
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you can see that it's now a very narrow
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version of what we had before
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so we'll play around with our V extent
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and type that into maybe 50
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and now we'll go back into 2D
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and see what we have
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behind our bridge okay
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so we're gonna need to add a new scanline renderer
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which we have down here
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and we'll attach our steer to that
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and take a look at what we have
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uh we've attached it to the camera which is coming down
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from up here
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and now we've got
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we've got to combine the two scanline renders
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so we can see what's going on here
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so we're gonna use a merge
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we're gonna put our foreground over our new background
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and take a look at what we have there
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and there you can see our sky right behind our uh
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rotor that we did so diligently
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and now it's just a matter of uh
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messing around with the values in the sphere
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uh UV extent
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um maybe maybe the height a little bit
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maybe get some of that
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orange that I like in the bottom of the image there
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and I'm gonna spend a couple more minutes just uh
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tweaking this
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uh into the right size in place
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and then we'll carry on from there
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Kay so I spent a little
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bit more time just repositioning the uh
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this guy with uh these
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these two notes here
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and then uh
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added an animated grade to keep up with that little
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uh grade shift we had in our plate
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and um just darken down the sky a little bit
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it's getting close to where uh
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where I like it
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and uh my script is starting to slow down
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so before we uh
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move on to uh
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compositing any of our CG tasks
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I'm gonna split up these
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renders and render the foreground
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let's take a look
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we'll render the foreground with an alpha
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and we'll render the sky
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and before I render the sky
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I'm just well
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I'm not gonna render out now for with the sky because
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we don't need one
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that's gonna be our very back plate
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so I'm gonna render these two plates out
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and then we'll hop into the CG composite and uh
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start piecing everything together okay
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so we're back and I've rendered out those elements
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and now we're starting from scratch pretty much
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so we'll have a nice fast script to uh
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start pumping our CG with
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uh here's our our sky
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I rendered that out
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and I also added just a tower of smoke in
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the background to make it a little bit more interesting
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I can't provide that element either
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but it is from a fantastic website called Detonation
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films.com and uh
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they have all kinds of cool elements from uh
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blood splatter to explosions
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uh etcetera
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and they got some pretty good free ones
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so uh feel free to swing by that website and maybe
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add a couple to your comp
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cause uh they're
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they're very
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very useful
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so anyway here is
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we're gonna merge these two together so uh
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we're gonna take our bridge render that we had here
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add it to our sky render
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I also uh added a couple uh
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grade mats just to uh
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match the grade that we had in the plate and
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sort of darken our sky from left to right
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uh and give it a little bit more of a nighttime feel
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it wasn't really feeling too
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uh duskish or
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or nighttime ish
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before my render so
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take a look at that
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background script and uh
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you can see
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how I got to
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where I got to okay
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so we did we did a
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concept frame last time in a temp render that
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included some tanks on our bridge and some aircraft
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so now that we've got all our
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elements from the CG department
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we have to decide on how to count them all together um
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for the most part
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we know the airplanes are gonna
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end up going over the bridge
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and uh most of what we put on the bridge
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so we're gonna start out this comp uh with
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adding some elements to the bridge and
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and seeing how it looks
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uh with our our CG
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and then we'll start putting the airplanes over the top
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so with that we're gonna read in
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uh some of our tank elements
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and I believe they came with some dust elements too
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so let's take a look at those okay
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so our tank and dust
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elements will take a quick look at uh
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we scrub through here
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we got some moving tanks on the bridge
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that's pretty sweet
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and uh I also
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uh whipped up some quick dust elements
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and for the most part
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if you take a look around
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you can find some dust elements and transform them
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color correct them
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and that's how I made these ones
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and we also have a foreground
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dust element that I uh made using
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using particular
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so you can either make your own elements or uh
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get a little fancy and just
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sort of transform and color correct some some uh
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dust elements
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so if we take a look at these
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these are labelled background dust elements
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because we want something to go behind the tanks
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and the other ones
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a foreground one
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just to sort of cover the whole
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tank situation in dust
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so we're gonna merge those together really quickly
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put them over our plate first
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and take a look at what that looks like
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so since we want our background to be behind the tanks
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we're gonna put those
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right over our plate
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and then we've got our tanks
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we wanna make sure we have the stuff in
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the correct order so that it looks the way that our
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CG team planned and or we planned
274
00:10:16,866 --> 00:10:20,433
so then we're gonna add these guys over the
275
00:10:20,766 --> 00:10:23,666
whole thing alright
276
00:10:23,733 --> 00:10:26,133
and that doesn't look too good right off the bat there
277
00:10:26,133 --> 00:10:29,000
so uh let's take a look and see why
278
00:10:29,000 --> 00:10:32,966
so we got a bunch of our renders out of uh CG
279
00:10:32,966 --> 00:10:35,100
and they might look pretty good in the CG environment
280
00:10:35,100 --> 00:10:37,966
but if we let's get rid of this here
281
00:10:37,966 --> 00:10:38,600
we take a look
282
00:10:38,600 --> 00:10:41,566
they're not quite uh in the position that we wanted to
283
00:10:41,800 --> 00:10:44,766
and rather than fuss about with the 3D guys
284
00:10:44,766 --> 00:10:48,766
uh we can just go ahead and and uh lower them ourselves
285
00:10:48,866 --> 00:10:52,400
so I will add a transform
286
00:10:52,400 --> 00:10:54,300
we probably have to do it to the dust elements too
287
00:10:54,300 --> 00:10:58,333
because I imagine they were lined up to our cg uh tanks
288
00:10:58,333 --> 00:11:00,900
so we're gonna add a transform just after here
289
00:11:01,800 --> 00:11:03,466
and just sort of move everything into place
290
00:11:03,466 --> 00:11:07,200
so we're gonna go down here
291
00:11:07,200 --> 00:11:09,300
be helpful if I was looking at the right thing
292
00:11:11,200 --> 00:11:14,300
to get those tanks on the bridge
293
00:11:14,600 --> 00:11:17,166
whoops ah yes
294
00:11:17,500 --> 00:11:19,966
we are transforming our background
295
00:11:20,366 --> 00:11:23,266
so that is my fault
296
00:11:23,266 --> 00:11:25,366
what we should be doing is really putting all these
297
00:11:25,366 --> 00:11:27,266
elements together over themselves
298
00:11:27,766 --> 00:11:30,833
so a or B and
299
00:11:31,300 --> 00:11:33,466
then putting the whole thing over the plate
300
00:11:33,466 --> 00:11:34,900
and that way we can affect our
301
00:11:35,066 --> 00:11:38,133
our elements the way we want to and not our plate
302
00:11:38,133 --> 00:11:41,933
and also if we take a look here uh
303
00:11:41,933 --> 00:11:42,866
we've got a
304
00:11:42,933 --> 00:11:44,600
an undisturbed alpha channel
305
00:11:44,600 --> 00:11:46,666
so we're gonna do that for all of our elements
306
00:11:46,666 --> 00:11:47,666
uh in the long run
307
00:11:47,666 --> 00:11:48,466
and then just
308
00:11:48,666 --> 00:11:51,200
probably merge all of them over the plate so we can
309
00:11:51,266 --> 00:11:53,666
make any transforms or adjustments and color changes to
310
00:11:53,666 --> 00:11:55,900
our CG elements without harming our
311
00:11:55,900 --> 00:11:57,266
our new background plate
312
00:11:57,666 --> 00:12:01,033
um so we will
313
00:12:01,766 --> 00:12:02,900
continue our
314
00:12:03,533 --> 00:12:06,166
transform and I'll just move these into place
315
00:12:06,800 --> 00:12:09,200
and we're gonna disable this guy for a little
316
00:12:09,200 --> 00:12:10,233
he's a little heavy
317
00:12:10,666 --> 00:12:12,333
and then we're gonna wanna match our grade
318
00:12:12,333 --> 00:12:13,700
so we're gonna just wanna help our
319
00:12:13,700 --> 00:12:17,300
our tanks fit into the scene a little bit um
320
00:12:17,566 --> 00:12:19,433
and that's probably gonna involve
321
00:12:19,933 --> 00:12:22,566
uh bringing our multiply a little bit warmer
322
00:12:25,700 --> 00:12:28,866
and it's a little too warm
323
00:12:31,466 --> 00:12:33,166
just bring it down a little bit
324
00:12:35,133 --> 00:12:37,700
make sure our black levels are pretty close
325
00:12:40,000 --> 00:12:42,266
so maybe we could bring those down a little bit
326
00:12:43,200 --> 00:12:46,100
and any game of changes you wanna make as well in here
327
00:12:51,900 --> 00:12:55,000
maybe those darken those tanks up a little bit alright
328
00:12:56,266 --> 00:12:58,600
and they're sitting in there a little bit happier
329
00:12:58,600 --> 00:13:00,900
and we'll get our our dust elements on top of them
330
00:13:00,900 --> 00:13:04,300
uh this one as we saw before was way too heavy so
331
00:13:04,600 --> 00:13:07,966
we're just gonna simply mix that back and just give it
332
00:13:08,400 --> 00:13:12,633
an ever so slight hint and
333
00:13:16,966 --> 00:13:19,666
we can do a little bit of adjustment with a grade too
334
00:13:19,666 --> 00:13:22,033
if we feel that we need to
335
00:13:25,333 --> 00:13:27,300
and maybe we do maybe we just need to
336
00:13:28,300 --> 00:13:29,900
add a little bit of colour into that
337
00:13:35,200 --> 00:13:38,800
we wanna keep a nice sandy overtone um
338
00:13:39,166 --> 00:13:40,900
just to kinda help and
339
00:13:41,766 --> 00:13:43,566
don't feel that you need to color correct stuff
340
00:13:43,566 --> 00:13:44,800
just for the sake of color correcting
341
00:13:44,800 --> 00:13:47,900
sometimes it comes out of CG and uh fits in pretty well
342
00:13:48,000 --> 00:13:51,133
so uh we're also gonna add a little bit of a rotate
343
00:13:51,133 --> 00:13:53,566
cause these guys at the end are are
344
00:13:54,166 --> 00:13:55,833
floating off the ground a little bit
345
00:13:57,200 --> 00:14:00,200
cool and maybe we can move em
346
00:14:01,000 --> 00:14:03,000
just to cover up this little
347
00:14:03,166 --> 00:14:05,466
gap in the tank because our CG didn't
348
00:14:05,466 --> 00:14:07,333
didn't didn't quite match up with our tower
349
00:14:07,333 --> 00:14:08,700
as you can see so
350
00:14:08,866 --> 00:14:11,566
now we've put it in there and it's a happy camper
351
00:14:11,800 --> 00:14:13,500
and you might think oh wait
352
00:14:13,500 --> 00:14:15,400
RCG is over the front of the bridge
353
00:14:15,466 --> 00:14:17,666
and it is so
354
00:14:17,966 --> 00:14:19,966
if you want to have something to look through
355
00:14:19,966 --> 00:14:21,566
which is sometimes pretty handy
356
00:14:21,666 --> 00:14:24,366
um we can read in our bridge mat
357
00:14:24,533 --> 00:14:26,566
and we will add a shuffle note to that
358
00:14:26,566 --> 00:14:27,566
because we're gonna wanna
359
00:14:27,566 --> 00:14:31,066
put that red channel back into the Alpha
360
00:14:31,466 --> 00:14:32,400
so we'll take a look
361
00:14:32,400 --> 00:14:34,100
that's exactly what we wanted
362
00:14:34,366 --> 00:14:36,300
and then we can add a
363
00:14:36,566 --> 00:14:38,800
copy note between these two
364
00:14:39,900 --> 00:14:41,300
hot key of K
365
00:14:42,666 --> 00:14:43,500
Premult
366
00:14:45,200 --> 00:14:48,200
and emerge so we take a look at this one
367
00:14:48,200 --> 00:14:48,966
you can see that our
368
00:14:48,966 --> 00:14:51,166
our CGS fit in there pretty nicely now
369
00:14:51,166 --> 00:14:52,100
so we can go ahead
370
00:14:52,100 --> 00:14:53,533
and adjust any more colour correction
371
00:14:53,533 --> 00:14:56,666
but perhaps we'll leave those for a little bit and uh
372
00:14:57,400 --> 00:14:59,333
usually when I'm compositing CG
373
00:14:59,333 --> 00:15:02,033
I wanna gamma up and down and make sure that
374
00:15:02,366 --> 00:15:05,533
uh my elements are going with my gamma slider
375
00:15:05,533 --> 00:15:07,333
and the ones behind the dust seem a little bit
376
00:15:07,333 --> 00:15:09,766
lifted because the dust is doing that to them
377
00:15:09,766 --> 00:15:11,566
so that's what we want
378
00:15:11,566 --> 00:15:13,600
that's the effect of the dust
379
00:15:13,733 --> 00:15:15,766
and environment that we've given them
380
00:15:16,200 --> 00:15:18,133
and from there we can uh carry on
381
00:15:18,133 --> 00:15:19,500
we're gonna wanna just layout our
382
00:15:19,500 --> 00:15:20,900
our CG elements pretty quickly
383
00:15:20,900 --> 00:15:21,733
and then we can go back
384
00:15:21,733 --> 00:15:23,466
and make any tweaks that we need to
385
00:15:23,500 --> 00:15:24,500
uh afterwards
386
00:15:24,500 --> 00:15:27,100
so uh with that I'm gonna bring in a bunch more CG
387
00:15:27,100 --> 00:15:29,100
elements and we'll take a quick look at them
388
00:15:30,100 --> 00:15:34,100
okay so we've got a bunch more CG elements to uh start
389
00:15:34,100 --> 00:15:35,133
getting in the scene
390
00:15:35,133 --> 00:15:36,500
so before we uh
391
00:15:36,500 --> 00:15:39,300
mess around too much with any one individual one
392
00:15:39,300 --> 00:15:40,166
we're gonna wanna slap
393
00:15:40,166 --> 00:15:42,066
comp our whole scene together and uh
394
00:15:42,066 --> 00:15:44,700
look and see what work really needs to be done and uh
395
00:15:44,700 --> 00:15:45,900
what can be avoided
396
00:15:46,133 --> 00:15:49,900
so um I've read in a whole bunch of read notes here
397
00:15:49,900 --> 00:15:51,766
uh we'll take a look at each one
398
00:15:51,866 --> 00:15:53,800
and think about where we wanna put them
399
00:15:53,800 --> 00:15:54,700
so these are anti
400
00:15:54,700 --> 00:15:56,600
aircraft guns that are gonna wanna go on the bridge
401
00:15:56,600 --> 00:15:57,666
so we're gonna
402
00:15:57,966 --> 00:15:59,700
merge those ones over quickly
403
00:16:00,766 --> 00:16:03,000
uh make sure it's the right a over B
404
00:16:03,400 --> 00:16:06,766
um and then we've got some flack
405
00:16:07,266 --> 00:16:08,566
looks like we've got
406
00:16:08,866 --> 00:16:10,866
uh aircraft here
407
00:16:11,200 --> 00:16:12,900
and another aircraft here
408
00:16:13,100 --> 00:16:14,800
so we'll take a look at them
409
00:16:14,800 --> 00:16:16,066
there's one aircraft
410
00:16:16,266 --> 00:16:17,800
there's the other aircraft
411
00:16:18,900 --> 00:16:20,566
we also have some bullets
412
00:16:21,166 --> 00:16:23,633
and some gun flashes
413
00:16:24,700 --> 00:16:26,400
and then down here we have
414
00:16:26,400 --> 00:16:29,300
some reflections and more bullets okay
415
00:16:29,300 --> 00:16:30,966
so what we're gonna wanna do is just start
416
00:16:30,966 --> 00:16:32,100
slapping everything
417
00:16:32,100 --> 00:16:33,166
over itself
418
00:16:33,166 --> 00:16:36,200
I have a feeling that it's in a pretty good order here
419
00:16:36,200 --> 00:16:38,233
so we got our flat guns there
420
00:16:38,566 --> 00:16:39,566
then we'll put
421
00:16:40,066 --> 00:16:41,700
our flack over next
422
00:16:42,400 --> 00:16:43,633
then we'll put our
423
00:16:43,666 --> 00:16:45,333
aircraft on top of the flack
424
00:16:45,333 --> 00:16:47,400
so that it's just behind our aircrafts
425
00:16:47,400 --> 00:16:49,266
and not covering up our aircraft
426
00:16:49,866 --> 00:16:52,100
and then we'll add our bullets
427
00:16:52,100 --> 00:16:53,400
uh our Spitfire
428
00:16:53,400 --> 00:16:55,333
is shooting at the 1:09
429
00:16:55,333 --> 00:16:56,366
so the Spitfire
430
00:16:56,366 --> 00:16:58,833
bullets are gonna be going over the Spitfire
431
00:16:59,766 --> 00:17:02,733
and our reflection is gonna be going
432
00:17:02,733 --> 00:17:04,300
over our backplate
433
00:17:04,300 --> 00:17:06,733
so with that
434
00:17:06,733 --> 00:17:08,933
I'm gonna start setting these guys up with a few merges
435
00:17:08,933 --> 00:17:10,200
and we'll take a look back
436
00:17:12,100 --> 00:17:14,600
alright now the fun begins
437
00:17:14,600 --> 00:17:17,866
we got ourselves a little bit of a tree going here um
438
00:17:17,866 --> 00:17:19,900
and a lot of mayhem going on in the scene
439
00:17:19,900 --> 00:17:21,433
so that's pretty sweet
440
00:17:21,666 --> 00:17:23,933
nothing's looking too horrible on uh
441
00:17:23,933 --> 00:17:24,900
the first glimpse
442
00:17:24,900 --> 00:17:27,466
with the exception of this giant built black bar here
443
00:17:27,466 --> 00:17:30,566
so whenever I'm problem solving in a big comp uh
444
00:17:30,566 --> 00:17:32,366
it typically helps just to start
445
00:17:32,366 --> 00:17:34,900
at the bottom and work your way up the tree
446
00:17:35,266 --> 00:17:38,166
um however it's black here and black there
447
00:17:38,166 --> 00:17:40,733
so we know that we're gonna have a problem somewhere
448
00:17:40,733 --> 00:17:42,466
we can take a look at our alpha channel
449
00:17:42,933 --> 00:17:45,500
and we see that we got a big white bar coming in
450
00:17:45,600 --> 00:17:46,800
so we're gonna wanna walk up
451
00:17:46,800 --> 00:17:48,766
the chain until that disappears
452
00:17:49,733 --> 00:17:52,766
nope and there it is
453
00:17:52,866 --> 00:17:54,966
so we'll zoom in there
454
00:17:55,866 --> 00:17:57,333
take a look ah
455
00:17:57,333 --> 00:17:58,933
and this is our reflection layer
456
00:17:58,933 --> 00:18:01,400
so I put everything in the
457
00:18:01,400 --> 00:18:03,533
in what I believe to be the correct order
458
00:18:03,533 --> 00:18:05,566
and we'll see if it if that holds up true
459
00:18:05,566 --> 00:18:06,700
as we go through
460
00:18:06,900 --> 00:18:09,066
we've got our anti aircraft over the bridge
461
00:18:09,100 --> 00:18:09,966
turret bullets
462
00:18:09,966 --> 00:18:11,300
then our reflection
463
00:18:11,500 --> 00:18:14,600
and then all of our foreground elements like our flak
464
00:18:14,600 --> 00:18:19,066
bullets uh our beauty aircraft
465
00:18:19,300 --> 00:18:20,433
and gunfire
466
00:18:20,466 --> 00:18:23,800
so uh this reflection is causing that black line
467
00:18:23,800 --> 00:18:25,700
because it should be
468
00:18:25,733 --> 00:18:27,066
since it's being reflected
469
00:18:27,066 --> 00:18:29,766
it should be a plus instead of an over
470
00:18:29,766 --> 00:18:31,533
let's see if that takes care of it
471
00:18:31,533 --> 00:18:34,566
we'll change that to a plus
472
00:18:35,666 --> 00:18:37,200
and it didn't
473
00:18:37,200 --> 00:18:39,666
so let's take a look at here
474
00:18:39,666 --> 00:18:41,366
and it has an alpha channel
475
00:18:41,366 --> 00:18:42,900
it also doesn't need an alpha channel
476
00:18:42,900 --> 00:18:44,933
cause it's a reflection and it's being plus
477
00:18:44,933 --> 00:18:46,166
so we're not doing anything with
478
00:18:46,166 --> 00:18:47,466
the alpha channel for that
479
00:18:47,766 --> 00:18:48,966
particular one
480
00:18:49,066 --> 00:18:50,700
so we're gonna add a shuffle node
481
00:18:52,333 --> 00:18:53,466
and shuffle it out
482
00:18:58,733 --> 00:19:00,633
and let's see if that took care of it
483
00:19:03,600 --> 00:19:07,200
I did okay so before we go any farther
484
00:19:07,200 --> 00:19:09,866
I want to pick a hero frame for myself
485
00:19:09,866 --> 00:19:10,933
just where I can see
486
00:19:10,933 --> 00:19:13,066
all the elements that I'm gonna need to color correct
487
00:19:13,100 --> 00:19:15,433
and just sort of get the scene fitting in
488
00:19:15,500 --> 00:19:17,000
on that particular frame
489
00:19:17,000 --> 00:19:17,766
and then uh
490
00:19:17,766 --> 00:19:19,700
we can watch some playbacks as we
491
00:19:19,966 --> 00:19:21,600
see all kinds of mayhem going through there
492
00:19:21,600 --> 00:19:22,666
we'll look for a good
493
00:19:22,666 --> 00:19:25,000
frame that has most of the elements in it
494
00:19:25,133 --> 00:19:27,033
we got some bullets on that one
495
00:19:27,333 --> 00:19:28,633
and this one's pretty good
496
00:19:28,700 --> 00:19:30,066
uh we'll have to scrub through and
497
00:19:30,066 --> 00:19:30,866
pick some different ones
498
00:19:30,866 --> 00:19:32,900
but this isn't a bad one to start off with
499
00:19:32,966 --> 00:19:36,900
so uh now that we've got everything uh
500
00:19:36,900 --> 00:19:37,566
comp together
501
00:19:37,566 --> 00:19:38,533
we're gonna follow some
502
00:19:38,533 --> 00:19:40,700
similar approaches that we did with the tanks
503
00:19:40,700 --> 00:19:42,766
and start grating everything um
504
00:19:42,766 --> 00:19:44,366
and adding little nuances
505
00:19:44,400 --> 00:19:45,733
uh such as the reflections
506
00:19:45,733 --> 00:19:48,100
which I don't think you can really
507
00:19:48,700 --> 00:19:49,866
see in here
508
00:19:50,166 --> 00:19:51,166
just take a look
509
00:19:52,166 --> 00:19:53,300
they're ever so slightly there
510
00:19:53,300 --> 00:19:56,066
so we're gonna go through and just add some stuff that
511
00:19:56,066 --> 00:19:59,233
that really helps sell this comp from here
512
00:19:59,533 --> 00:20:02,000
so before we go much further um
513
00:20:02,333 --> 00:20:03,933
if you're working in a pipeline of people
514
00:20:03,933 --> 00:20:06,000
and you have a lot of CG artists and uh
515
00:20:06,000 --> 00:20:07,400
you're a busy compositor
516
00:20:07,466 --> 00:20:08,266
typically you'll
517
00:20:08,266 --> 00:20:08,900
you can get a
518
00:20:08,900 --> 00:20:11,900
a script at this stage from maybe a CG
519
00:20:11,900 --> 00:20:13,600
artist or a lighter or something like that
520
00:20:13,600 --> 00:20:15,400
that would be called a slap comp
521
00:20:15,400 --> 00:20:16,666
so they just left their
522
00:20:16,666 --> 00:20:18,133
elements right on top of themselves
523
00:20:18,133 --> 00:20:20,000
and then they've given them to you
524
00:20:20,000 --> 00:20:21,666
so you can start your work from here
525
00:20:21,666 --> 00:20:23,900
everything's laid out in the proper order that the
526
00:20:23,900 --> 00:20:27,400
that the artist who rendered everything planned for uh
527
00:20:27,400 --> 00:20:28,933
all the elements are
528
00:20:28,933 --> 00:20:30,700
overlapping in the proper ways with the
529
00:20:30,700 --> 00:20:32,733
exception of maybe some paint that you might have to do
530
00:20:32,733 --> 00:20:35,100
so from here on out
531
00:20:35,100 --> 00:20:37,200
it is really in the compositor's hands
532
00:20:37,200 --> 00:20:40,066
and unless you need maybe some other roto or something
533
00:20:40,100 --> 00:20:41,966
but it's gone through the background department
534
00:20:41,966 --> 00:20:44,366
which is giving us these renders and the CG
535
00:20:44,366 --> 00:20:47,266
department that's given us maybe some of those fire
536
00:20:47,466 --> 00:20:49,100
and smoke elements
537
00:20:49,100 --> 00:20:49,800
and some air
538
00:20:49,800 --> 00:20:51,466
aircraft and things like that
539
00:20:51,566 --> 00:20:53,966
and now it is in your hands
540
00:20:53,966 --> 00:20:55,300
the compositor's hands
541
00:20:55,333 --> 00:20:57,366
so it's your job to take a
542
00:20:57,366 --> 00:20:58,533
discount from here
543
00:20:58,533 --> 00:21:00,466
to a place where you can show it to the supervisor
544
00:21:00,466 --> 00:21:02,466
which then can be delivered to the clients
545
00:21:02,466 --> 00:21:04,033
so let's head down that road
546
00:21:04,733 --> 00:21:05,933
so right away I wanna
547
00:21:05,933 --> 00:21:07,666
start dealing with things that are
548
00:21:07,700 --> 00:21:09,333
sore to my eyes um
549
00:21:09,333 --> 00:21:10,566
we could go through uh
550
00:21:10,566 --> 00:21:11,666
one element at a time
551
00:21:11,666 --> 00:21:12,900
which isn't a bad way
552
00:21:12,900 --> 00:21:14,633
and just start working down the train
553
00:21:14,666 --> 00:21:15,400
from the top
554
00:21:15,400 --> 00:21:15,900
and to do that
555
00:21:15,900 --> 00:21:18,300
I'm just gonna start disabling some of these overs
556
00:21:21,066 --> 00:21:23,366
until I get to an area that I wanna work with
557
00:21:26,266 --> 00:21:28,500
okay so let's finish with our anti
558
00:21:28,500 --> 00:21:31,933
with our bridge scene and just kinda get that behind us
559
00:21:31,933 --> 00:21:33,100
ha that's it
560
00:21:33,100 --> 00:21:35,500
it's gonna be the back element um
561
00:21:35,500 --> 00:21:36,900
we might as well start there
562
00:21:37,166 --> 00:21:38,300
add a little bit of a grade
563
00:21:38,300 --> 00:21:40,366
these guys are feeling a little bit harsh and blue
564
00:21:40,366 --> 00:21:42,100
cause they were designed to match
565
00:21:42,100 --> 00:21:43,866
the blue scene that we had before
566
00:21:43,866 --> 00:21:47,600
so we're gonna wanna warm up our gamma a little bit
567
00:21:48,533 --> 00:21:51,600
and follow the same lines that we did
568
00:21:51,900 --> 00:21:54,166
actually we probably just do that and then multiply
569
00:22:01,000 --> 00:22:04,400
and maybe even lift those guys a little bit ah
570
00:22:04,766 --> 00:22:07,466
and be careful whenever you use the lift um
571
00:22:07,466 --> 00:22:09,066
and then straight into and over
572
00:22:09,066 --> 00:22:12,366
since you're changing the value of black here
573
00:22:12,600 --> 00:22:16,266
uh anytime you use a a lift or something like that
574
00:22:16,266 --> 00:22:18,066
so you see what's happening there
575
00:22:18,166 --> 00:22:20,366
um that's adding to this uh
576
00:22:20,366 --> 00:22:21,600
addition that it's doing here
577
00:22:21,600 --> 00:22:23,466
so you're gonna wanna
578
00:22:23,466 --> 00:22:26,433
add a premult underneath that if you're doing anything
579
00:22:27,133 --> 00:22:28,400
along those lines
580
00:22:31,766 --> 00:22:34,166
um also don't forget when you're uh
581
00:22:34,166 --> 00:22:36,500
working with CG um
582
00:22:37,566 --> 00:22:39,633
you always wanna grade before your premult
583
00:22:39,666 --> 00:22:42,433
so uh that's an important thing to keep in mind
584
00:22:42,666 --> 00:22:43,366
and typically
585
00:22:43,366 --> 00:22:45,666
if you're gonna have a premult like that in a grade
586
00:22:45,666 --> 00:22:48,566
you're gonna wanna have an unpremult supply there too
587
00:22:49,100 --> 00:22:51,800
um and that'll just get rid of any
588
00:22:51,800 --> 00:22:53,466
edge funkiness that might be happening
589
00:22:53,466 --> 00:22:56,566
so you can see with that unpremult there
590
00:22:56,566 --> 00:22:58,100
we're not getting a funky dark edge
591
00:22:58,100 --> 00:22:59,366
so that when we repremult it
592
00:22:59,366 --> 00:23:01,200
it's it's uh
593
00:23:01,200 --> 00:23:02,366
where it should be
594
00:23:02,466 --> 00:23:03,800
uh instead of
595
00:23:04,333 --> 00:23:05,400
where it shouldn't be
596
00:23:05,800 --> 00:23:06,700
so you getting some
597
00:23:06,700 --> 00:23:08,833
some of those extra pixels to work with there
598
00:23:10,800 --> 00:23:12,966
so carry on playing around with that
599
00:23:13,400 --> 00:23:15,166
until you get the colour the way you like it
600
00:23:15,166 --> 00:23:16,466
and it'll be sitting in there
601
00:23:16,466 --> 00:23:20,233
and we'll move on to the reflections
602
00:23:20,933 --> 00:23:25,900
okay so we've added some bullets as well um
603
00:23:26,300 --> 00:23:29,400
there are none on our frame here
604
00:23:29,900 --> 00:23:31,466
and these come out of the turrets
605
00:23:31,566 --> 00:23:33,900
so uh we'll take a look at those
606
00:23:33,900 --> 00:23:36,866
they're a little bit too red for my liking um
607
00:23:36,866 --> 00:23:38,866
so wherever you wanna go with these
608
00:23:38,866 --> 00:23:41,100
it's a personal choice at this point
609
00:23:41,366 --> 00:23:43,966
I think perhaps they may look better if they were
610
00:23:43,966 --> 00:23:45,500
desaturated a little bit
611
00:23:46,500 --> 00:23:48,600
so bring into saturation node
612
00:23:49,800 --> 00:23:51,566
bring out some of that bright red
613
00:23:53,000 --> 00:23:56,566
and then we'll grade them
614
00:23:59,000 --> 00:24:00,700
up on the gamma a little bit
615
00:24:02,400 --> 00:24:04,700
and maybe we'll bring up our gain values
616
00:24:08,100 --> 00:24:10,566
make them pretty bright cause they are trace arounds
617
00:24:10,766 --> 00:24:14,566
and those tend to stand out over the dark backgrounds
618
00:24:14,666 --> 00:24:16,266
yeah there we go maybe take a little bit
619
00:24:16,266 --> 00:24:19,566
more of that red out there alright
620
00:24:20,800 --> 00:24:22,266
those are looking pretty good
621
00:24:23,533 --> 00:24:25,566
since they are like glowing anyway
622
00:24:25,566 --> 00:24:28,166
maybe we'll add a glow node here
623
00:24:29,400 --> 00:24:32,400
to kinda help sell them and see see what that's about
624
00:24:32,700 --> 00:24:34,966
and you can see that that just sort of adds
625
00:24:35,000 --> 00:24:37,000
adds to the to the bridge everything
626
00:24:37,000 --> 00:24:38,866
so as those pop by they'll really
627
00:24:38,866 --> 00:24:40,233
really kiss that scene
628
00:24:40,300 --> 00:24:42,933
and add some lighting where you perhaps won't have it
629
00:24:42,933 --> 00:24:47,366
um and lighten up some of these dark areas and such
630
00:24:47,366 --> 00:24:49,433
we're working a little high gamma there
631
00:24:50,566 --> 00:24:52,766
that's much better um
632
00:24:52,766 --> 00:24:54,800
now we can really see the glow that uh
633
00:24:54,800 --> 00:24:56,733
our bullets are gonna have and uh
634
00:24:56,733 --> 00:24:58,066
exactly what it's doing
635
00:24:58,400 --> 00:25:00,100
so that's not too bad
636
00:25:00,100 --> 00:25:01,766
maybe we'll mix it back a little bit uh
637
00:25:01,766 --> 00:25:03,266
it's just the standard one uh
638
00:25:03,266 --> 00:25:04,466
if you wanna adjust anything
639
00:25:04,466 --> 00:25:07,400
you got your brightness values there um
640
00:25:07,600 --> 00:25:12,366
uh tolerance is gonna be how much it sort of glows um
641
00:25:12,766 --> 00:25:15,400
so that we can dial that back ever so slightly
642
00:25:16,966 --> 00:25:20,000
and saturation as well as is
643
00:25:20,000 --> 00:25:21,700
how saturated you want the glow
644
00:25:21,966 --> 00:25:24,500
and actually the saturation is not too bad
645
00:25:25,100 --> 00:25:26,800
desaturated looks pretty cool
646
00:25:26,800 --> 00:25:28,766
so split the difference
647
00:25:29,400 --> 00:25:31,400
a favorite term among clients
648
00:25:31,900 --> 00:25:32,933
find something you like
649
00:25:32,933 --> 00:25:34,866
and then split the difference between the two
650
00:25:35,533 --> 00:25:37,366
and we'll keep an eye on our
651
00:25:37,933 --> 00:25:38,800
bottom of our chain
652
00:25:38,800 --> 00:25:41,000
and see what that's looking when it's all together
653
00:25:41,066 --> 00:25:44,400
and maybe went a little bit heavy on that uh
654
00:25:45,100 --> 00:25:46,866
gamma of the turrets so
655
00:25:48,466 --> 00:25:51,966
we can maybe lift those up a little bit more break it
656
00:25:52,266 --> 00:25:53,800
come back till we like it
657
00:25:57,200 --> 00:25:59,200
now someone asked me the other day uh
658
00:25:59,200 --> 00:26:01,900
why do I look at my frame uh
659
00:26:03,000 --> 00:26:03,766
the way I do
660
00:26:03,766 --> 00:26:05,066
rather than zoomed in and
661
00:26:05,066 --> 00:26:05,866
and focused
662
00:26:05,866 --> 00:26:07,133
and I used to
663
00:26:07,133 --> 00:26:08,066
I used to work
664
00:26:08,066 --> 00:26:10,200
with everything as blown up as I could get it
665
00:26:10,200 --> 00:26:12,166
and I found that I was off often
666
00:26:12,333 --> 00:26:14,400
not paying attention to the big picture of things
667
00:26:14,400 --> 00:26:15,966
so I like to
668
00:26:15,966 --> 00:26:18,133
kind of keep my comp a little bit farther away from me
669
00:26:18,133 --> 00:26:19,900
just so I can see everything that's going on
670
00:26:19,900 --> 00:26:21,500
and I don't get too caught up on the fine
671
00:26:21,500 --> 00:26:22,566
fine details
672
00:26:22,733 --> 00:26:25,400
cause although the fine details are important
673
00:26:25,400 --> 00:26:26,966
the big picture is the most important
674
00:26:26,966 --> 00:26:29,133
and then you can start paying attention to fine details
675
00:26:29,133 --> 00:26:31,400
uh farther on down the road um
676
00:26:31,400 --> 00:26:33,166
so once I'm happy with those bullets
677
00:26:33,166 --> 00:26:34,733
uh I know I've got some more bullets
678
00:26:34,733 --> 00:26:36,966
so I'll perhaps copy this
679
00:26:36,966 --> 00:26:38,700
uh section of the script here
680
00:26:38,900 --> 00:26:42,600
and go a bullet hunting and
681
00:26:44,000 --> 00:26:45,766
we'll take a closer look at those later
682
00:26:45,766 --> 00:26:46,533
but we'll just
683
00:26:46,533 --> 00:26:47,566
while I'm thinking about it
684
00:26:47,566 --> 00:26:48,866
paste that right there
685
00:26:49,166 --> 00:26:50,866
and that's some time saved
686
00:26:50,866 --> 00:26:54,000
and part of the beauty of node base compositing
687
00:26:54,400 --> 00:26:57,166
um we're gonna move on to the reflections
688
00:26:57,166 --> 00:26:59,933
the reflections are an important part of this script
689
00:26:59,933 --> 00:27:02,500
because if you didn't have any reflections in here
690
00:27:02,500 --> 00:27:03,300
just sort of
691
00:27:04,200 --> 00:27:06,500
be a lot more obvious than it
692
00:27:06,500 --> 00:27:07,766
perhaps already is
693
00:27:07,933 --> 00:27:09,900
so we're gonna spend a little
694
00:27:09,900 --> 00:27:11,000
bit of time on these reflections
695
00:27:11,000 --> 00:27:12,500
I'm gonna show you how to set them up
696
00:27:12,500 --> 00:27:14,966
maybe with a little bit of distortion so they match
697
00:27:15,166 --> 00:27:17,066
the reflections that are already there
698
00:27:17,500 --> 00:27:20,100
and just to kind of help us see everything
699
00:27:20,100 --> 00:27:20,533
we're gonna
700
00:27:20,533 --> 00:27:22,833
take a look at these aircraft that we have in the scene
701
00:27:23,766 --> 00:27:25,100
go back to a frame where we know
702
00:27:25,100 --> 00:27:27,033
we're gonna have some reflections in there
703
00:27:27,133 --> 00:27:28,733
uh and some bullets and wow
704
00:27:28,733 --> 00:27:30,266
that glows bright so
705
00:27:30,866 --> 00:27:33,266
we're gonna actually disable those for the time being
706
00:27:33,266 --> 00:27:36,666
so I can pay attention to my reflections okay
707
00:27:36,666 --> 00:27:39,333
so don't be afraid to spread out in your comps
708
00:27:39,333 --> 00:27:41,066
especially in ones like this uh
709
00:27:41,066 --> 00:27:42,100
it's gonna be a big tree
710
00:27:42,100 --> 00:27:43,233
so you might as well
711
00:27:43,900 --> 00:27:45,333
not try to avoid it
712
00:27:45,333 --> 00:27:48,100
and that's why we can make our work area so big
713
00:27:48,300 --> 00:27:49,166
don't go over the top
714
00:27:49,166 --> 00:27:51,400
but be generous and make sure you have enough room
715
00:27:51,400 --> 00:27:52,200
and then you can
716
00:27:52,200 --> 00:27:54,566
compact it all down later alright
717
00:27:54,566 --> 00:27:57,666
so moving on to reflections uh
718
00:27:57,666 --> 00:28:00,100
we're gonna start with the aircraft reflections that we
719
00:28:00,100 --> 00:28:03,033
that we have and
720
00:28:03,100 --> 00:28:04,933
the first thing we're gonna wanna do is we shuffle that
721
00:28:04,933 --> 00:28:05,900
our alpha channel
722
00:28:05,933 --> 00:28:07,900
so we're gonna wanna grade them up a little bit
723
00:28:07,900 --> 00:28:10,233
cause I can't really see them so
724
00:28:11,500 --> 00:28:13,166
just for the time being
725
00:28:13,566 --> 00:28:15,733
brighten them up maybe that's a little bit over the top
726
00:28:15,733 --> 00:28:17,300
we'll find out soon
727
00:28:17,300 --> 00:28:18,600
it is over the top
728
00:28:19,500 --> 00:28:22,433
and we're gonna use a node called the I distort node
729
00:28:22,933 --> 00:28:26,866
the I distort node just to distort your image based on
730
00:28:27,000 --> 00:28:29,000
another image or a map that you're putting into
731
00:28:29,000 --> 00:28:31,233
so bring that up here
732
00:28:35,200 --> 00:28:37,466
and what are we gonna distort it by
733
00:28:37,466 --> 00:28:39,066
we're gonna wanna distort it by the plate
734
00:28:39,066 --> 00:28:42,566
so I'm gonna go and grab a copy of that
735
00:28:44,000 --> 00:28:44,500
and actually
736
00:28:44,500 --> 00:28:46,166
I'm gonna read in the original one just so that
737
00:28:46,166 --> 00:28:48,466
I have some of those highlights that I used to
738
00:28:49,100 --> 00:28:50,100
there she is
739
00:28:50,766 --> 00:28:51,966
take a look at that
740
00:28:52,300 --> 00:28:55,400
and we will pull a key on that quickly
741
00:28:55,566 --> 00:28:57,500
give ourselves a little alpha channel
742
00:28:58,266 --> 00:28:59,366
look at her alpha
743
00:29:02,900 --> 00:29:05,433
Wanna crank on these a little bit so that uh
744
00:29:06,600 --> 00:29:08,300
our I just don't know it has
745
00:29:09,800 --> 00:29:11,733
some good differences in the values to use
746
00:29:11,733 --> 00:29:12,666
and we're gonna blur it a little bit
747
00:29:12,666 --> 00:29:16,100
so going harsh on it doesn't matter too much okay
748
00:29:16,100 --> 00:29:17,200
so that'll work
749
00:29:18,000 --> 00:29:20,200
so we're gonna take that alpha we just created
750
00:29:20,200 --> 00:29:22,300
and add it to a copy note
751
00:29:22,300 --> 00:29:25,566
and we're gonna wanna take this alpha this color
752
00:29:25,600 --> 00:29:27,700
so rather than taking the alpha from over here
753
00:29:27,700 --> 00:29:29,100
I'm gonna uh
754
00:29:29,300 --> 00:29:32,600
shuffle it into a new channel and we'll call it
755
00:29:33,766 --> 00:29:36,600
the store dot U
756
00:29:39,366 --> 00:29:42,033
and then we'll open our I distort note
757
00:29:42,866 --> 00:29:44,866
and we'll take a look
758
00:29:45,900 --> 00:29:47,900
uh the UV channels or
759
00:29:47,900 --> 00:29:49,800
the channels that we want to distort by
760
00:29:49,866 --> 00:29:52,000
uh distort the layer we just made
761
00:29:52,800 --> 00:29:55,600
and we'll take a look and see what's happened there
762
00:29:56,800 --> 00:30:00,166
a whole lot of nothing really so um
763
00:30:00,166 --> 00:30:02,766
what we're gonna wanna do is play around with
764
00:30:02,766 --> 00:30:04,866
the UV scale um
765
00:30:06,100 --> 00:30:09,533
and see what we can get out of that awesome
766
00:30:09,533 --> 00:30:13,333
and so if we look at that versus our plate
767
00:30:13,333 --> 00:30:14,466
you can see that are
768
00:30:14,800 --> 00:30:18,800
uh distortions happening along that key that we made so
769
00:30:19,800 --> 00:30:23,966
uh the alpha channel here is causing things like that
770
00:30:23,966 --> 00:30:26,433
so you can play with the scale as much as you want
771
00:30:26,900 --> 00:30:30,166
bring it right back in there and see the full effect uh
772
00:30:30,166 --> 00:30:32,066
so maybe we'll blur that a little bit
773
00:30:35,933 --> 00:30:38,066
and adjust our grade
774
00:30:42,566 --> 00:30:44,600
so it's just ever so slightly there
775
00:30:44,600 --> 00:30:45,966
awesome okay
776
00:30:45,966 --> 00:30:49,233
um the other thing is our CG
777
00:30:50,000 --> 00:30:53,733
render of reflections only has the aircraft in it uh
778
00:30:53,733 --> 00:30:54,466
you can't really tell
779
00:30:54,466 --> 00:30:56,866
but if we grade it up like we did before
780
00:30:56,900 --> 00:30:58,466
uh just has the aircraft in it
781
00:30:58,466 --> 00:31:00,433
we got a lot more going on in the scene
782
00:31:00,466 --> 00:31:02,566
and also if you take a quick look here
783
00:31:03,100 --> 00:31:05,633
um at our plate uh
784
00:31:06,066 --> 00:31:07,866
there's some dark areas too uh
785
00:31:07,866 --> 00:31:10,600
which cause the reflection to be less bright
786
00:31:10,600 --> 00:31:13,533
so when we have things like our our flack come in
787
00:31:13,533 --> 00:31:14,966
which I believe is
788
00:31:16,666 --> 00:31:19,466
down here we're gonna want that to show up in
789
00:31:19,466 --> 00:31:20,566
our reflection too
790
00:31:20,566 --> 00:31:23,000
so you can see that with our aircraft there
791
00:31:23,000 --> 00:31:25,000
it kinda helps it a little bit um
792
00:31:25,000 --> 00:31:26,666
and now we we're gonna want
793
00:31:27,466 --> 00:31:29,900
these areas to darken up as though uh
794
00:31:29,900 --> 00:31:32,566
the towers do on the on the water
795
00:31:32,566 --> 00:31:34,933
and we're also gonna want some reflections from our
796
00:31:34,933 --> 00:31:37,233
our bullets and such so
797
00:31:38,166 --> 00:31:39,900
we're gonna add those ourselves
798
00:31:39,900 --> 00:31:42,566
uh since we don't have them in our reflections
799
00:31:42,566 --> 00:31:43,833
past from CG
800
00:31:43,966 --> 00:31:45,700
so I'm gonna spend a little bit of time
801
00:31:45,700 --> 00:31:47,466
we're gonna uh grab
802
00:31:48,133 --> 00:31:49,833
our turret bullets
803
00:31:50,133 --> 00:31:53,000
uh for reflection that we have down here
804
00:31:54,466 --> 00:31:57,566
and we are gonna put those
805
00:31:59,366 --> 00:32:01,766
over that guy and take a look at them
806
00:32:02,000 --> 00:32:04,466
and they don't quite line up how we want them to
807
00:32:04,466 --> 00:32:05,933
so we're gonna have to mirror them
808
00:32:05,933 --> 00:32:07,900
because they're just a normal render of
809
00:32:07,900 --> 00:32:09,066
all of the bullets going off
810
00:32:09,066 --> 00:32:10,300
there's no reflection
811
00:32:10,400 --> 00:32:11,900
so to create our own
812
00:32:11,900 --> 00:32:13,266
we're gonna add a mirror node
813
00:32:16,200 --> 00:32:19,500
we're just gonna mirror those on the horizontal access
814
00:32:20,766 --> 00:32:23,166
and we're also gonna have to add a transform
815
00:32:24,700 --> 00:32:25,866
move them down
816
00:32:27,200 --> 00:32:28,300
and they don't look quite right
817
00:32:28,300 --> 00:32:30,200
so we're gonna add a corner pin too
818
00:32:31,700 --> 00:32:34,466
and then we can really just squash those together oops
819
00:32:34,533 --> 00:32:36,900
clean that out grab our corner pin
820
00:32:47,000 --> 00:32:48,100
and sort of flatten those
821
00:32:48,100 --> 00:32:49,666
out until we get a look we like
822
00:32:51,200 --> 00:32:53,166
since they're coming off the water there
823
00:32:54,700 --> 00:32:58,600
and we're also gonna grate them down a lot as well
824
00:32:58,600 --> 00:33:01,800
so we're gonna grate under here
825
00:33:14,600 --> 00:33:18,233
and we can also add that uh that other uh
826
00:33:18,733 --> 00:33:21,266
section that we made to or just do that all in here
827
00:33:21,266 --> 00:33:23,166
so add another saturation node
828
00:33:25,066 --> 00:33:26,566
bring down our saturation
829
00:33:29,900 --> 00:33:31,800
and perhaps blur them a little bit
830
00:33:34,866 --> 00:33:35,400
and then we'll take
831
00:33:35,400 --> 00:33:37,500
our color channel here for our distortion
832
00:33:38,333 --> 00:33:39,366
put them in there
833
00:33:39,600 --> 00:33:40,933
and we got something going on
834
00:33:40,933 --> 00:33:42,533
so that's great okay
835
00:33:42,533 --> 00:33:45,066
so I've created a bunch of my elements in the scene now
836
00:33:45,066 --> 00:33:48,000
um and I just wanted to point out that uh
837
00:33:48,000 --> 00:33:48,933
while I was doing that
838
00:33:48,933 --> 00:33:49,800
I also added the
839
00:33:49,800 --> 00:33:52,500
I distort node to the bottom of my flack reflections
840
00:33:52,500 --> 00:33:54,466
because I did not have it before
841
00:33:54,533 --> 00:33:56,600
and they were looking a little bit funky there
842
00:33:56,600 --> 00:33:58,033
so I added the
843
00:33:58,266 --> 00:34:01,000
the I distort the same way that I did for uh
844
00:34:01,000 --> 00:34:02,666
the other reflection pass
845
00:34:03,100 --> 00:34:05,466
and I just blurred by my alpha inside the
846
00:34:05,466 --> 00:34:07,766
inside that node just ever so slightly
847
00:34:07,933 --> 00:34:10,100
uh to get it looking like it is now
848
00:34:10,166 --> 00:34:11,700
and I'm feeling pretty happy with that uh
849
00:34:11,700 --> 00:34:13,466
maybe I could add a little bit of
850
00:34:14,300 --> 00:34:15,566
green into my
851
00:34:18,400 --> 00:34:20,066
camera here will break it
852
00:34:21,966 --> 00:34:24,833
and find something that we like okay
853
00:34:24,866 --> 00:34:27,066
uh so we'll watch that in the playthrough and see
854
00:34:27,066 --> 00:34:29,000
see how it holds up um
855
00:34:29,000 --> 00:34:33,766
and I just wanted to show you a couple more uh tricks
856
00:34:33,766 --> 00:34:34,333
for example
857
00:34:34,333 --> 00:34:36,500
if you need to color grade something quickly
858
00:34:36,566 --> 00:34:38,500
uh I don't think I ever really went over that
859
00:34:38,500 --> 00:34:39,866
so I'll do that now
860
00:34:39,866 --> 00:34:41,966
let's find a good frame of the
861
00:34:43,166 --> 00:34:45,400
Spitfire will turn off our reflections
862
00:34:45,400 --> 00:34:46,633
for the time being
863
00:34:49,600 --> 00:34:55,400
okay um and if you need to grade something quickly
864
00:34:55,466 --> 00:34:56,866
uh you're in a hurry
865
00:34:57,000 --> 00:34:59,800
a good way to do that is it will bring in a grade node
866
00:34:59,966 --> 00:35:02,433
and we'll take a look at this particular element
867
00:35:02,600 --> 00:35:04,133
so good way to do that is we'll
868
00:35:04,133 --> 00:35:05,200
we'll use the black
869
00:35:05,200 --> 00:35:08,000
white point lift and gain to just sort of uh
870
00:35:08,066 --> 00:35:10,400
match the grades between the two
871
00:35:10,400 --> 00:35:11,566
so for example
872
00:35:11,566 --> 00:35:14,666
I'm gonna select my color picker here on my black point
873
00:35:14,733 --> 00:35:17,533
and find an area that should be black on this Spitfire
874
00:35:17,533 --> 00:35:21,100
so uh either in this vent here or something there
875
00:35:21,400 --> 00:35:22,466
and we'll find that our
876
00:35:22,900 --> 00:35:25,766
dark values are probably pretty blue since uh
877
00:35:25,933 --> 00:35:28,500
the light in our 3D scene was pretty blue
878
00:35:28,733 --> 00:35:31,300
um and then we'll also go down to our white point
879
00:35:31,300 --> 00:35:33,200
and we'll pick something that should be white
880
00:35:33,266 --> 00:35:34,800
or close to white
881
00:35:35,466 --> 00:35:36,500
whoops okay
882
00:35:36,500 --> 00:35:39,500
and uh I made a mistake there
883
00:35:39,500 --> 00:35:42,066
uh in that I need to press Control
884
00:35:42,166 --> 00:35:46,166
Alt and shift to select from the source that the grade
885
00:35:46,166 --> 00:35:47,366
note is plugged into
886
00:35:47,366 --> 00:35:50,266
otherwise it'll select from the colour on the viewer
887
00:35:50,266 --> 00:35:52,866
so if we put press Control Alt and shift
888
00:35:54,000 --> 00:35:55,600
and we'll take a look at our grade
889
00:35:57,300 --> 00:35:59,200
you can see what that does to our element
890
00:35:59,200 --> 00:36:02,466
so we'll plug that right in here so we can see it uh
891
00:36:02,566 --> 00:36:05,033
and that's pretty much neutralizing our black and white
892
00:36:05,133 --> 00:36:07,966
um sayin our black is this
893
00:36:07,966 --> 00:36:09,500
our whitest value is this
894
00:36:09,500 --> 00:36:13,400
and then we can go down the chain and
895
00:36:13,533 --> 00:36:16,800
go to our left and we'll choose a value from our
896
00:36:18,133 --> 00:36:21,200
bridge so this time I don't want to select from my
897
00:36:21,200 --> 00:36:21,800
grade source
898
00:36:21,800 --> 00:36:24,800
so just the control and shift key will work
899
00:36:25,066 --> 00:36:28,300
and we'll find something that's black and
900
00:36:29,000 --> 00:36:30,633
we'll do the same from
901
00:36:32,766 --> 00:36:35,266
the gain which is the whites and
902
00:36:36,100 --> 00:36:37,566
from this one we're gonna wanna
903
00:36:37,566 --> 00:36:39,266
wanna probably grab it right from
904
00:36:39,600 --> 00:36:42,866
there so it's not polluted by our smoke element
905
00:36:44,100 --> 00:36:46,466
and take a look at that
906
00:36:47,500 --> 00:36:49,066
and you can see it's pretty bright
907
00:36:49,066 --> 00:36:50,100
doesn't look too good
908
00:36:50,100 --> 00:36:52,566
and the reason for that is cause our white down here is
909
00:36:52,566 --> 00:36:53,566
not really meant to be white
910
00:36:53,566 --> 00:36:55,100
so it's looking a little funky
911
00:36:55,100 --> 00:36:57,166
so we can go back into our white point
912
00:36:57,166 --> 00:37:00,500
and we can just sorta ease up on our intensity
913
00:37:01,733 --> 00:37:03,833
just until we find something that we like
914
00:37:05,400 --> 00:37:07,066
and once we find once we
915
00:37:07,066 --> 00:37:09,700
we're feeling pretty comfortable with it um
916
00:37:10,800 --> 00:37:12,800
we can then go back into our games and
917
00:37:12,800 --> 00:37:14,100
and start grading from there
918
00:37:14,100 --> 00:37:17,000
so it's always a good way to get a quick starting point
919
00:37:17,000 --> 00:37:19,400
and then we can maybe bring our gamma up a little bit
920
00:37:20,333 --> 00:37:24,300
or down whatever you think you might need uh
921
00:37:25,100 --> 00:37:26,133
we're gonna multiply down
922
00:37:26,133 --> 00:37:28,000
is probably what we wanna do on that one
923
00:37:28,366 --> 00:37:30,966
and that's a quick way to get it looking pretty good so
924
00:37:31,066 --> 00:37:33,300
and the other thing I wanted to mention is
925
00:37:33,766 --> 00:37:35,100
while I was looking at these aircraft
926
00:37:35,100 --> 00:37:36,300
just over the background plate
927
00:37:36,300 --> 00:37:38,166
let's go back to where our measurement is
928
00:37:44,766 --> 00:37:48,666
turn those bullets off again pretty bright um
929
00:37:50,133 --> 00:37:53,800
is when I I first we had an over like this
930
00:37:54,000 --> 00:37:58,266
and then we had these thick black lines around the wing
931
00:37:58,266 --> 00:38:00,866
and they just weren't really doing it for me um
932
00:38:00,866 --> 00:38:02,700
especially around the trailing edge here
933
00:38:02,733 --> 00:38:05,266
they're not really what I was hoping for
934
00:38:05,266 --> 00:38:08,300
so what I did was I brought in an admix node
935
00:38:09,933 --> 00:38:11,600
and uh connected it
936
00:38:11,600 --> 00:38:13,666
so that I could have control over my
937
00:38:14,066 --> 00:38:17,800
uh over the multiplication that's happening there
938
00:38:17,800 --> 00:38:20,800
so I'll open that up here for you full force
939
00:38:21,300 --> 00:38:23,766
and I just kind of pulled on these curves
940
00:38:26,666 --> 00:38:27,833
both sides
941
00:38:31,100 --> 00:38:32,766
until that darkness disappeared
942
00:38:32,766 --> 00:38:34,600
so I feel like that sits in
943
00:38:34,600 --> 00:38:35,866
the scene a little bit better uh
944
00:38:35,866 --> 00:38:38,166
so we're gonna do that with our measurement
945
00:38:38,166 --> 00:38:39,866
we're also gonna use the same thing
946
00:38:39,866 --> 00:38:42,100
we probably use the exact same one
947
00:38:42,733 --> 00:38:46,266
to over these both aircraft
948
00:38:46,533 --> 00:38:48,900
into our scene so that our Spitfire doesn't end up with
949
00:38:48,900 --> 00:38:51,200
the same dark edges okay
950
00:38:51,200 --> 00:38:53,700
so I'm feeling pretty happy about this um
951
00:38:54,133 --> 00:38:55,300
the grades are looking pretty good
952
00:38:55,300 --> 00:38:58,500
there's a couple harsh edges that I wanna deal with um
953
00:38:58,533 --> 00:39:00,800
and then we'll be moving on our way to
954
00:39:00,800 --> 00:39:01,766
a finished comp here
955
00:39:01,766 --> 00:39:04,933
so uh one element that I wanted to show you uh
956
00:39:04,933 --> 00:39:06,900
how I created um
957
00:39:07,133 --> 00:39:08,933
was these gun flashes
958
00:39:08,933 --> 00:39:10,166
they come in here
959
00:39:11,333 --> 00:39:13,466
and we put them over our Spitfire
960
00:39:14,400 --> 00:39:18,233
so they need a little bit of love and attention but
961
00:39:19,666 --> 00:39:22,466
um I would like to show you how I made them cause uh
962
00:39:22,600 --> 00:39:23,966
things like that often
963
00:39:24,266 --> 00:39:25,366
can be a pain in the neck you
964
00:39:25,366 --> 00:39:27,133
don't wanna have to be tracking a whole bunch of things
965
00:39:27,133 --> 00:39:30,500
so the way I did that is I made a UV pass to attach
966
00:39:30,500 --> 00:39:33,400
uh a bunch of muzzle flashes uh to
967
00:39:33,566 --> 00:39:35,600
our Spitfire 8 to be precise
968
00:39:35,600 --> 00:39:36,666
which would be a pain in the neck
969
00:39:36,666 --> 00:39:39,766
we had to track and deal with the scaling and stuff
970
00:39:39,933 --> 00:39:41,500
so since we've already got this
971
00:39:42,000 --> 00:39:43,366
passes full of information
972
00:39:43,366 --> 00:39:45,600
we're gonna use that and introduce our friend
973
00:39:45,600 --> 00:39:48,333
the s t map node
974
00:39:48,333 --> 00:39:50,600
this is one of the cooler nodes that
975
00:39:50,733 --> 00:39:53,200
Newcast makes things super easy
976
00:39:53,400 --> 00:39:55,433
so I'm gonna connect my s t map
977
00:39:55,766 --> 00:39:58,266
to my UV pass
978
00:39:58,366 --> 00:40:00,566
and my source map to
979
00:40:01,100 --> 00:40:02,500
my UV snapshot
980
00:40:02,533 --> 00:40:04,733
um and we'll take a look at that and
981
00:40:04,733 --> 00:40:06,366
doesn't seem to be doing a whole lot
982
00:40:06,366 --> 00:40:08,933
and the reason for that is because we did not set up
983
00:40:08,933 --> 00:40:10,166
rst map node
984
00:40:10,200 --> 00:40:13,000
uh we need to go and tell it what the UV channels are
985
00:40:13,100 --> 00:40:14,400
uh it says none now
986
00:40:14,400 --> 00:40:16,066
so we'll go to RGB
987
00:40:16,933 --> 00:40:18,500
and right there you can see
988
00:40:18,500 --> 00:40:20,633
something pretty neat happening the
989
00:40:20,966 --> 00:40:23,866
UV snapshot has mapped itself to
990
00:40:24,733 --> 00:40:26,500
uh the UV pass
991
00:40:26,600 --> 00:40:28,400
so you can see where we're going with this
992
00:40:28,400 --> 00:40:30,133
and now we're just gonna have a heyday
993
00:40:30,133 --> 00:40:32,266
making fun muzzle flashes
994
00:40:32,466 --> 00:40:34,933
so using this muzzle flash
995
00:40:34,933 --> 00:40:36,200
the reason I have the UV
996
00:40:36,200 --> 00:40:38,300
snapshot is to sort of speed up
997
00:40:38,533 --> 00:40:40,900
uh my placing process
998
00:40:40,966 --> 00:40:43,000
so we're gonna put this
999
00:40:43,366 --> 00:40:45,666
over that one and attach the source there
1000
00:40:46,800 --> 00:40:47,900
and take a look
1001
00:40:48,166 --> 00:40:49,600
need a transform
1002
00:40:50,666 --> 00:40:52,600
scale it way way down
1003
00:40:53,400 --> 00:40:56,366
and we'll take a look at our s t map node sweet
1004
00:40:56,466 --> 00:41:00,033
and we're gonna over this over our Spitfire to see
1005
00:41:00,600 --> 00:41:03,000
uh precisely where to place everything
1006
00:41:03,666 --> 00:41:06,200
and we'll disable that
1007
00:41:08,200 --> 00:41:11,900
and we're actually gonna replace this with a constant
1008
00:41:13,133 --> 00:41:16,166
of the same size and the size of that is 2:56
1009
00:41:16,166 --> 00:41:19,633
2:56 so that's what we wanna make this
1010
00:41:20,966 --> 00:41:24,600
um and if we drop that on there
1011
00:41:25,533 --> 00:41:28,466
take a look now we just have our muzzle flash
1012
00:41:28,466 --> 00:41:30,200
we can put it over our Spitfire
1013
00:41:30,666 --> 00:41:32,400
see it's maybe a little bit big
1014
00:41:36,266 --> 00:41:37,766
but you can see we got this line up here
1015
00:41:37,766 --> 00:41:39,966
so to get rid of that we're gonna want to
1016
00:41:40,666 --> 00:41:45,466
add an unpremote node and unpremotify uh
1017
00:41:45,566 --> 00:41:49,100
our UV pass and then before we go back into our a here
1018
00:41:49,166 --> 00:41:50,966
we'll add a premult
1019
00:41:52,066 --> 00:41:54,166
and that should take care of the rest of it ah
1020
00:41:54,166 --> 00:41:56,633
voila it does okay
1021
00:41:57,200 --> 00:42:00,500
so now all we have left to do is
1022
00:42:02,000 --> 00:42:05,300
add a bunch of these eight to be precise and
1023
00:42:05,500 --> 00:42:06,800
uh move them along the wing
1024
00:42:06,800 --> 00:42:09,300
we can move the Spitfire a little bit closer
1025
00:42:09,300 --> 00:42:10,666
and we can see that the
1026
00:42:11,000 --> 00:42:13,000
red squares here represent gun sites
1027
00:42:13,000 --> 00:42:15,233
so I'll add a frame hold
1028
00:42:16,400 --> 00:42:18,466
and we will pick a frame
1029
00:42:20,133 --> 00:42:22,166
that has a muzzle flash
1030
00:42:22,366 --> 00:42:23,166
and now we can
1031
00:42:23,166 --> 00:42:25,866
go through and place a whole bunch of these um
1032
00:42:25,866 --> 00:42:28,766
we're also gonna use a pretty neat expression to
1033
00:42:28,866 --> 00:42:29,900
alternate the rotation
1034
00:42:29,900 --> 00:42:31,533
because if we were just to simply
1035
00:42:31,533 --> 00:42:34,166
move all these over here with and time off some of them
1036
00:42:34,166 --> 00:42:35,800
they might look pretty similar
1037
00:42:35,900 --> 00:42:38,166
so uh in my transform node
1038
00:42:38,166 --> 00:42:41,266
I'm actually gonna add a quick little expression
1039
00:42:41,533 --> 00:42:44,266
that we're gonna use for all of these guys
1040
00:42:44,800 --> 00:42:49,033
and the expression that I'm gonna use is gonna be on
1041
00:42:49,366 --> 00:42:50,866
the rotate attribute
1042
00:42:51,366 --> 00:42:53,566
so we'll go into our rotate attribute
1043
00:42:53,566 --> 00:42:54,800
and press the equals key
1044
00:42:54,966 --> 00:42:56,833
now bring up our expression editor
1045
00:42:57,100 --> 00:43:01,000
and what we're gonna type in here is
1046
00:43:01,000 --> 00:43:02,700
we want a random rotate
1047
00:43:02,700 --> 00:43:03,766
uh per frame
1048
00:43:03,766 --> 00:43:05,200
so we're gonna use
1049
00:43:06,700 --> 00:43:08,400
random in here
1050
00:43:09,000 --> 00:43:11,366
and it tells us the wrong number of arguments
1051
00:43:11,366 --> 00:43:12,600
because we haven't added any
1052
00:43:12,600 --> 00:43:16,700
and so we're gonna add the word frame in here
1053
00:43:17,366 --> 00:43:18,633
close parentheses
1054
00:43:19,466 --> 00:43:21,033
and that'll give us a
1055
00:43:21,566 --> 00:43:22,766
if we take a look at that
1056
00:43:22,766 --> 00:43:25,366
that'll give us a random rotation value
1057
00:43:25,400 --> 00:43:27,066
that changes per frame
1058
00:43:27,533 --> 00:43:30,700
but if you'll notice it only goes between 0 and one
1059
00:43:30,700 --> 00:43:34,200
uh which is the default of that random flag
1060
00:43:34,200 --> 00:43:36,600
so what we're gonna wanna do is
1061
00:43:37,000 --> 00:43:38,266
edit our expression
1062
00:43:38,966 --> 00:43:43,400
and simply throw a 360 degrees
1063
00:43:43,866 --> 00:43:47,500
times our expression press okay
1064
00:43:49,900 --> 00:43:53,566
and now it's not too easy to see cause they're so small
1065
00:43:53,566 --> 00:43:56,433
but you can see that the rotation value here
1066
00:43:56,966 --> 00:43:59,266
is changing every frame
1067
00:43:59,266 --> 00:44:02,866
so uh that'll give us a rotation around the center of
1068
00:44:02,866 --> 00:44:04,233
our 2D element
1069
00:44:04,533 --> 00:44:07,100
and you can kinda see where we're going with that
1070
00:44:07,466 --> 00:44:11,300
so now we're gonna add another one of these transforms
1071
00:44:11,300 --> 00:44:13,566
we'll copy and paste that one
1072
00:44:16,933 --> 00:44:19,800
and throw it into that merge
1073
00:44:21,800 --> 00:44:23,400
and move it along our X
1074
00:44:27,500 --> 00:44:29,633
and down a little bit on our
1075
00:44:30,600 --> 00:44:33,166
y and maybe scale that one down a little bit
1076
00:44:35,866 --> 00:44:40,300
and we'll carry on and do the same for the next four
1077
00:44:41,666 --> 00:44:43,400
and actually before we go any further uh
1078
00:44:43,400 --> 00:44:46,166
so we got our first one we'll leave that as the default
1079
00:44:46,300 --> 00:44:49,500
uh the second one however we're gonna wanna have
1080
00:44:49,966 --> 00:44:51,600
uh time offset node
1081
00:44:53,300 --> 00:44:54,800
just so that it's not the same flash
1082
00:44:54,800 --> 00:44:57,000
and they don't all light up on the very same frame
1083
00:44:57,266 --> 00:44:59,433
and will offset it say maybe
1084
00:44:59,500 --> 00:45:01,633
10 frames ah
1085
00:45:01,666 --> 00:45:03,300
which brings me to another point
1086
00:45:03,300 --> 00:45:04,833
if this runs out
1087
00:45:05,266 --> 00:45:06,466
on our read note
1088
00:45:07,400 --> 00:45:08,800
what we're gonna wanna do
1089
00:45:09,700 --> 00:45:13,066
is instead of setting it to hold
1090
00:45:13,066 --> 00:45:14,666
we're gonna wanna set it to loop
1091
00:45:15,100 --> 00:45:16,866
and loop this particular one
1092
00:45:16,866 --> 00:45:20,566
I rendered out to be 117 frames but uh
1093
00:45:20,600 --> 00:45:23,833
when you look for muzzle flash elements um
1094
00:45:24,266 --> 00:45:26,766
maybe you'll find one with two or three flashes and
1095
00:45:26,866 --> 00:45:28,500
it'll end in four or five frames
1096
00:45:28,500 --> 00:45:31,133
so set it to loop and it'll just keep
1097
00:45:31,133 --> 00:45:33,266
repeating those same four or five frames
1098
00:45:33,266 --> 00:45:34,166
and then you can add
1099
00:45:34,266 --> 00:45:36,600
this transform node and a time offset
1100
00:45:36,600 --> 00:45:39,800
and each one will flash at a different speed
1101
00:45:39,800 --> 00:45:41,166
and different rotation
1102
00:45:41,466 --> 00:45:43,800
to make them all look very different from just one
1103
00:45:43,800 --> 00:45:45,166
two or three muzzle flashes
1104
00:45:45,166 --> 00:45:46,400
and if you need some muzzle flashes
1105
00:45:46,400 --> 00:45:47,266
you can find some pretty good
1106
00:45:47,266 --> 00:45:49,200
ones at Detonation Films and things like that
1107
00:45:49,200 --> 00:45:51,000
so take a look around for some
1108
00:45:51,333 --> 00:45:53,166
and I'm gonna add a few more of these
1109
00:45:53,166 --> 00:45:55,666
and we'll see what the final element looks like
1110
00:45:56,800 --> 00:45:57,666
alright cool
1111
00:45:57,666 --> 00:45:59,400
so we're starting to get something pretty neat here
1112
00:45:59,400 --> 00:46:01,233
we got four of those ones there
1113
00:46:01,300 --> 00:46:02,300
and we could continue this
1114
00:46:02,300 --> 00:46:04,766
process until we had eight of them or
1115
00:46:04,900 --> 00:46:07,066
we could simply add a
1116
00:46:07,733 --> 00:46:09,400
time offset note here
1117
00:46:10,000 --> 00:46:11,066
and maybe offset it
1118
00:46:11,066 --> 00:46:15,033
maybe four or five frames or something like that and a
1119
00:46:16,666 --> 00:46:17,700
mirror node
1120
00:46:18,700 --> 00:46:20,100
flip it horizontally
1121
00:46:21,100 --> 00:46:24,700
and a transform node and a merge node
1122
00:46:25,733 --> 00:46:27,800
a over B and
1123
00:46:29,000 --> 00:46:30,900
and adjust our transform here
1124
00:46:31,800 --> 00:46:33,300
we'll move the center over to
1125
00:46:33,300 --> 00:46:35,566
the center of our stuff with the
1126
00:46:36,266 --> 00:46:37,766
control command key
1127
00:46:37,766 --> 00:46:39,833
and we'll just put those into the right place
1128
00:46:40,400 --> 00:46:41,900
or where we think is right
1129
00:46:45,533 --> 00:46:47,066
where it looks good anyway
1130
00:46:47,533 --> 00:46:49,766
and we'll disable our framehold node
1131
00:46:50,766 --> 00:46:52,300
and take a quick look at that
1132
00:46:54,500 --> 00:46:57,433
so we can see as this comes through with the aircraft
1133
00:46:57,866 --> 00:46:59,866
uh we've got those guns popping on and off
1134
00:46:59,866 --> 00:47:03,100
and that's a quick way to make elements using a UV pass
1135
00:47:03,266 --> 00:47:04,900
and those things are just the best
1136
00:47:04,900 --> 00:47:06,700
so whenever you're doing a lot of compositing
1137
00:47:06,700 --> 00:47:08,566
don't hesitate to ask for one of those uh
1138
00:47:08,566 --> 00:47:10,133
cause if you need to add damage or something
1139
00:47:10,133 --> 00:47:11,866
there's no point going back to 3D
1140
00:47:11,866 --> 00:47:13,300
you can do it right here in nuke
1141
00:47:13,466 --> 00:47:14,866
uh quickly and efficiently
1142
00:47:14,866 --> 00:47:17,766
you see how quickly that's playing back so
1143
00:47:17,766 --> 00:47:19,166
uh have fun with stuff like that
1144
00:47:19,166 --> 00:47:20,333
and sky's the limit
1145
00:47:20,333 --> 00:47:22,266
so find some cool elements and uh
1146
00:47:22,333 --> 00:47:23,866
we'll get back to compositing
1147
00:47:24,866 --> 00:47:26,900
alright so we got that element in there
1148
00:47:26,900 --> 00:47:27,900
added some glow
1149
00:47:27,900 --> 00:47:30,766
a little bit of color correction and uh
1150
00:47:31,133 --> 00:47:32,266
we're looking pretty good
1151
00:47:32,266 --> 00:47:34,066
uh we gotta re enable our
1152
00:47:34,066 --> 00:47:36,033
reflections here and take a look at
1153
00:47:36,333 --> 00:47:37,833
what we got going on
1154
00:47:38,133 --> 00:47:39,400
so I'm pretty happy with most of
1155
00:47:39,400 --> 00:47:41,766
the stuff that we have in here so far
1156
00:47:41,800 --> 00:47:43,966
uh we if we take a look at our comp here
1157
00:47:43,966 --> 00:47:45,900
before we merge it over our background
1158
00:47:46,466 --> 00:47:48,566
you can see that's our whole comp without our backplate
1159
00:47:48,566 --> 00:47:49,500
which is pretty cool
1160
00:47:49,500 --> 00:47:51,833
I like looking at that from time to time
1161
00:47:51,933 --> 00:47:56,066
um so the good thing about this now is we've got this
1162
00:47:56,066 --> 00:47:57,066
uh single alpha
1163
00:47:57,066 --> 00:47:59,733
so we can actually add a light wrap uh
1164
00:47:59,733 --> 00:48:02,033
for the whole sky over
1165
00:48:02,166 --> 00:48:04,333
um all of our CG elements
1166
00:48:04,333 --> 00:48:05,666
so we're gonna do that
1167
00:48:05,666 --> 00:48:08,433
uh right now with a light wrap
1168
00:48:11,100 --> 00:48:13,366
and we wanna light wrap a
1169
00:48:14,966 --> 00:48:18,633
and our B will be our skypipe
1170
00:48:19,300 --> 00:48:20,800
let's see what happens there
1171
00:48:21,500 --> 00:48:23,633
when we look at our light wrap
1172
00:48:23,800 --> 00:48:25,266
yeah that has our bridge in it
1173
00:48:25,266 --> 00:48:28,366
so that's gonna sit a little bit better with me um
1174
00:48:29,200 --> 00:48:30,133
we don't wanna overdo it
1175
00:48:30,133 --> 00:48:32,266
it's usually pretty obvious when people overdo
1176
00:48:32,266 --> 00:48:33,366
overdo light wraps
1177
00:48:33,366 --> 00:48:36,900
so wanna do it just enough and
1178
00:48:37,700 --> 00:48:39,566
probably not that much intensity
1179
00:48:41,100 --> 00:48:42,100
I'll take a look
1180
00:48:43,166 --> 00:48:46,933
yeah that'll just help uh blend in with the edges um
1181
00:48:46,933 --> 00:48:49,300
these edges are still feeling a little bit hard to me
1182
00:48:49,300 --> 00:48:55,166
so maybe we'll go up here and say edge blur up here
1183
00:48:55,166 --> 00:48:58,366
oops not edge detect although that's a cool node
1184
00:49:02,333 --> 00:49:07,200
and 3 is way too much so maybe point eight
1185
00:49:08,966 --> 00:49:11,200
and that's just giving us a tiny little bit of softness
1186
00:49:11,200 --> 00:49:12,666
which is just what I wanted
1187
00:49:13,500 --> 00:49:15,366
alright so that's sitting in there pretty good
1188
00:49:15,366 --> 00:49:17,300
we'll uh take a look at our flack too
1189
00:49:17,300 --> 00:49:19,066
I feel like the flack's uh
1190
00:49:19,133 --> 00:49:21,266
getting hit with that light rat pretty heavily
1191
00:49:21,700 --> 00:49:25,100
and it's not quite what I want yet so
1192
00:49:26,533 --> 00:49:27,466
maybe
1193
00:49:29,766 --> 00:49:30,866
if we
1194
00:49:32,900 --> 00:49:37,000
add a we'll add an a road filter
1195
00:49:41,900 --> 00:49:44,000
so maybe we go point five here
1196
00:49:46,100 --> 00:49:47,866
make it a gasuan blur
1197
00:49:50,066 --> 00:49:53,566
then just blur it on the alpha
1198
00:49:56,500 --> 00:49:57,166
and we're getting
1199
00:49:57,166 --> 00:49:58,566
picking up a little bit of a white edge
1200
00:49:58,566 --> 00:50:03,633
so maybe we'll try a primoth on those guys just in case
1201
00:50:06,166 --> 00:50:07,600
and that does it for us
1202
00:50:09,700 --> 00:50:10,400
looks like we were
1203
00:50:10,400 --> 00:50:12,266
adding a little bit of a lift in there
1204
00:50:12,333 --> 00:50:14,233
so good thing we added that premult
1205
00:50:14,600 --> 00:50:15,966
you want to be careful with stuff like that
1206
00:50:15,966 --> 00:50:18,133
because that can go without being noticed
1207
00:50:18,133 --> 00:50:20,366
so also what I like to do
1208
00:50:20,366 --> 00:50:23,633
is pay attention to an area on my back background plate
1209
00:50:23,800 --> 00:50:25,466
and then I like to
1210
00:50:26,700 --> 00:50:29,166
1 2 and just make sure that I'm not getting any funky
1211
00:50:29,166 --> 00:50:29,733
colour shift
1212
00:50:29,733 --> 00:50:32,566
cause that can get away from you before you know it
1213
00:50:32,900 --> 00:50:35,733
okay so I'm feeling pretty good about that
1214
00:50:35,733 --> 00:50:38,366
we're gonna check down here with our uh
1215
00:50:39,200 --> 00:50:40,766
with our cleanup mat there
1216
00:50:41,966 --> 00:50:43,600
and I just wanna
1217
00:50:43,600 --> 00:50:45,266
add kind of an overall color correction
1218
00:50:45,266 --> 00:50:46,400
like we did last time
1219
00:50:46,400 --> 00:50:48,966
uh I feel like now we've got all our elements in here
1220
00:50:48,966 --> 00:50:51,166
it's it would be a pretty good time to do that
1221
00:50:51,166 --> 00:50:54,000
so it's still feeling a little saturated to me overall
1222
00:50:54,200 --> 00:50:57,166
I'm gonna bring in a saturation node at this point
1223
00:50:57,166 --> 00:50:58,566
it's really just for
1224
00:50:59,166 --> 00:51:00,300
sort of what you're looking for
1225
00:51:00,300 --> 00:51:01,066
maybe at this point
1226
00:51:01,066 --> 00:51:02,700
you're matching shots to other people shots
1227
00:51:02,700 --> 00:51:04,066
so this is where you'd uh
1228
00:51:04,133 --> 00:51:05,433
kinda go around and
1229
00:51:05,466 --> 00:51:08,266
either get a reference shot or something like that
1230
00:51:09,000 --> 00:51:09,766
so I'm gonna
1231
00:51:09,766 --> 00:51:12,433
suck some of that saturation out like we did before
1232
00:51:13,133 --> 00:51:14,766
maybe just a point eight five
1233
00:51:14,766 --> 00:51:15,866
which is what we did before
1234
00:51:15,866 --> 00:51:16,833
I think too
1235
00:51:18,366 --> 00:51:20,200
you know I think I'm just gonna bring in that
1236
00:51:20,200 --> 00:51:21,933
we added some green last time
1237
00:51:21,933 --> 00:51:22,966
at the end of one of the shots
1238
00:51:22,966 --> 00:51:24,433
so I'm gonna bring in
1239
00:51:24,700 --> 00:51:27,066
that grade note and see how that sits
1240
00:51:27,866 --> 00:51:29,700
and that's looking pretty cool
1241
00:51:29,700 --> 00:51:31,300
so let's see without that
1242
00:51:35,500 --> 00:51:36,600
maybe it's a little heavy
1243
00:51:36,600 --> 00:51:37,366
but I like it
1244
00:51:37,366 --> 00:51:38,800
so we'll leave it for now
1245
00:51:39,066 --> 00:51:41,133
and um lastly
1246
00:51:41,133 --> 00:51:42,633
I just feel like the
1247
00:51:43,133 --> 00:51:45,200
edges of the shot are still a little bit too bright
1248
00:51:45,200 --> 00:51:47,433
so we're gonna add a little bit of a vignette
1249
00:51:47,500 --> 00:51:50,166
um just to kind of darken down those areas
1250
00:51:50,166 --> 00:51:54,900
so we'll add a grade here and pipe in a matte
1251
00:51:54,900 --> 00:51:56,833
we'll use a roto node
1252
00:51:58,466 --> 00:52:00,866
keep it light and
1253
00:52:06,066 --> 00:52:06,900
oops
1254
00:52:20,066 --> 00:52:21,766
and we're gonna invert that shape
1255
00:52:22,366 --> 00:52:24,433
because we want it to happen to the edges
1256
00:52:28,533 --> 00:52:30,100
and now we'll just add a ton of blur
1257
00:52:32,766 --> 00:52:34,766
maybe 100
1258
00:52:38,500 --> 00:52:39,966
and see if we like that
1259
00:52:42,000 --> 00:52:43,000
awesome yep
1260
00:52:43,000 --> 00:52:44,566
I'm thinking that's helping us a little bit
1261
00:52:44,566 --> 00:52:46,233
so we're gonna do that
1262
00:52:46,300 --> 00:52:47,466
let's try the negative blur and
1263
00:52:47,466 --> 00:52:48,966
see what that looks like actually
1264
00:52:51,900 --> 00:52:53,366
that's a little bit nicer
1265
00:52:55,733 --> 00:52:58,200
so it gives us a nice little focal point there
1266
00:52:58,200 --> 00:52:59,433
and maybe we'll
1267
00:53:00,466 --> 00:53:02,233
grab the top of this one so
1268
00:53:03,100 --> 00:53:04,500
and it goes up to the moon
1269
00:53:07,266 --> 00:53:08,966
so now we've got a frame that I'm feeling pretty
1270
00:53:08,966 --> 00:53:09,533
comfortable with
1271
00:53:09,533 --> 00:53:12,166
so we're gonna go ahead and play this one through and
1272
00:53:12,166 --> 00:53:13,266
and see what else there
1273
00:53:13,266 --> 00:53:15,300
there would be to do or what else we can
1274
00:53:15,300 --> 00:53:17,833
add to make the shot a little bit smoother
1275
00:53:20,133 --> 00:53:21,800
okay so it's looking pretty good
1276
00:53:21,800 --> 00:53:23,700
I just wanted to take down the uh
1277
00:53:24,300 --> 00:53:26,766
the I just stored a little bit on the on those uh
1278
00:53:26,766 --> 00:53:27,566
flack reflections
1279
00:53:27,566 --> 00:53:29,066
it was a little bit too noisy
1280
00:53:29,166 --> 00:53:30,900
and then also I noticed that there's a bullet that
1281
00:53:30,900 --> 00:53:32,333
gets stuck here um
1282
00:53:32,333 --> 00:53:34,833
which I believe is coming from the turret bullets
1283
00:53:35,166 --> 00:53:39,100
it is so we're gonna wanna have go ahead and just add a
1284
00:53:40,000 --> 00:53:41,266
rota paint node
1285
00:53:46,966 --> 00:53:49,400
and we'll take a look at this element and see
1286
00:53:50,933 --> 00:53:54,466
ah just didn't get animated far enough I don't think
1287
00:53:55,700 --> 00:53:59,700
so from 1:01 to the end we are going to want to paint
1288
00:54:04,133 --> 00:54:11,100
check our output RGBA and grab Paint Alpha Black
1289
00:54:11,533 --> 00:54:12,766
color black
1290
00:54:13,933 --> 00:54:16,033
and we'll just paint that guy out
1291
00:54:16,700 --> 00:54:22,300
and set the frame in the lifetime from frame to end
1292
00:54:23,666 --> 00:54:27,066
so that should stay there from the beginning
1293
00:54:27,366 --> 00:54:29,566
and it will
1294
00:54:30,333 --> 00:54:32,600
allow us the one frame that bullet needs to get out
1295
00:54:32,600 --> 00:54:34,300
awesome cool
1296
00:54:37,700 --> 00:54:40,100
so now the one thing after watching this play through
1297
00:54:40,100 --> 00:54:41,733
that I think this could use is maybe
1298
00:54:41,733 --> 00:54:43,333
a little bit of background flashing
1299
00:54:43,333 --> 00:54:45,000
background luminance or something
1300
00:54:45,000 --> 00:54:46,900
so we're gonna add a little bit of that
1301
00:54:46,900 --> 00:54:48,900
and then we'll be done with the comp
1302
00:54:48,900 --> 00:54:49,966
okay so finally
1303
00:54:49,966 --> 00:54:51,566
we're gonna add one more finishing touch
1304
00:54:51,566 --> 00:54:52,400
and we're just gonna
1305
00:54:52,400 --> 00:54:54,866
add some flashes to this background sky area
1306
00:54:55,200 --> 00:54:56,866
I just kind of give it more of a
1307
00:54:57,300 --> 00:54:59,666
an ambiance of a battlefield or something with
1308
00:54:59,666 --> 00:55:02,466
some stuff going on in the background um
1309
00:55:02,466 --> 00:55:06,600
so I've drawn three roto shapes here just there
1310
00:55:07,500 --> 00:55:08,866
there and there
1311
00:55:08,966 --> 00:55:12,566
just quick circles and feather them around between 600
1312
00:55:13,500 --> 00:55:14,900
and let's see
1313
00:55:15,766 --> 00:55:18,866
200 and 500 so um
1314
00:55:19,133 --> 00:55:20,100
you guys can
1315
00:55:20,466 --> 00:55:21,700
sort of mess around with that
1316
00:55:21,700 --> 00:55:23,300
and get them to your liking
1317
00:55:23,300 --> 00:55:25,866
let's make it 300 just for good measure
1318
00:55:25,966 --> 00:55:27,166
and then we'll bring in a
1319
00:55:27,166 --> 00:55:28,366
a dissolve node
1320
00:55:28,366 --> 00:55:29,800
there's a couple ways we could do this
1321
00:55:29,800 --> 00:55:31,600
but I think this is probably gonna be the fastest one
1322
00:55:31,600 --> 00:55:33,666
we could animate the uh
1323
00:55:34,133 --> 00:55:35,866
dissolves in each roto uh
1324
00:55:35,866 --> 00:55:37,500
the opacity in each roto shape
1325
00:55:37,566 --> 00:55:40,400
uh or we could animate the uh
1326
00:55:41,533 --> 00:55:44,066
or we could animate the grade but
1327
00:55:44,333 --> 00:55:46,766
using the similar method to what we did for the guns
1328
00:55:46,766 --> 00:55:48,000
for the Spitfire
1329
00:55:48,000 --> 00:55:50,400
I'm gonna bring it dissolve here so
1330
00:55:53,266 --> 00:55:54,966
and we will
1331
00:55:59,300 --> 00:56:01,800
connect that to all these guys
1332
00:56:05,133 --> 00:56:06,500
and it doesn't really matter the order that
1333
00:56:06,500 --> 00:56:08,800
you do it in cause it's gonna be random anyway
1334
00:56:08,900 --> 00:56:10,466
we're gonna add an expression
1335
00:56:10,600 --> 00:56:15,233
and the expression is going to say random
1336
00:56:17,500 --> 00:56:18,466
frame
1337
00:56:21,766 --> 00:56:24,066
and we're actually gonna divide this
1338
00:56:24,066 --> 00:56:25,333
frame by four this time
1339
00:56:25,333 --> 00:56:27,166
just to kinda slow it down a little bit
1340
00:56:27,566 --> 00:56:30,466
and uh I also want it to be greater than one
1341
00:56:30,466 --> 00:56:32,200
so we're gonna say maybe seven
1342
00:56:33,066 --> 00:56:36,100
times uh random frame 4 okay
1343
00:56:36,100 --> 00:56:37,566
so now when we scrub through here
1344
00:56:37,566 --> 00:56:39,500
we got a whole bunch of different values
1345
00:56:39,733 --> 00:56:41,600
and they don't change uh
1346
00:56:42,700 --> 00:56:44,366
too too quickly between each one
1347
00:56:44,366 --> 00:56:46,600
so that's uh gonna be perfect
1348
00:56:46,766 --> 00:56:48,300
we're gonna bring in a grade node
1349
00:56:49,766 --> 00:56:51,100
plug that into our background
1350
00:56:51,100 --> 00:56:54,266
and attach the mask input to our rotto shapes
1351
00:56:54,566 --> 00:56:58,266
and we'll just sort of uh try maybe
1352
00:56:59,800 --> 00:57:00,800
2.6
1353
00:57:02,400 --> 00:57:03,633
and take a look at that
1354
00:57:05,000 --> 00:57:06,766
oh gonna unplug the mask
1355
00:57:06,766 --> 00:57:08,366
see what our gray is actually doing
1356
00:57:08,366 --> 00:57:09,733
and that just kind of brightens the sky
1357
00:57:09,733 --> 00:57:11,033
the way I wanted it to
1358
00:57:11,133 --> 00:57:13,600
so we'll plug our mask input back in there
1359
00:57:13,600 --> 00:57:16,166
and take a quick look and see what that looks like
1360
00:57:17,933 --> 00:57:19,300
so that'll just add some
1361
00:57:19,300 --> 00:57:20,933
ever so subtle flashing in the background
1362
00:57:20,933 --> 00:57:21,566
just give it
1363
00:57:21,566 --> 00:57:23,633
a feeling that something's going on back there
1364
00:57:23,666 --> 00:57:26,366
um and give those airplanes a reason for being here
1365
00:57:28,866 --> 00:57:31,000
so we'll take a look at that in the whole camp
1366
00:57:31,566 --> 00:57:32,633
render one out
1367
00:57:32,666 --> 00:57:34,766
render one out and see what it looks like
1368
00:57:36,200 --> 00:57:37,700
so that should do it for us
1369
00:57:37,700 --> 00:57:39,166
um thanks for
1370
00:57:39,566 --> 00:57:43,000
joining myself in Jeremy for this class of Nuke 2 14
1371
00:57:43,000 --> 00:57:43,966
you guys have been great
1372
00:57:43,966 --> 00:57:46,066
and thanks for all the feedback on the forums
1373
00:57:46,066 --> 00:57:46,766
I wish you guys
1374
00:57:46,766 --> 00:57:48,933
the best of luck in your compositing careers
1375
00:57:48,933 --> 00:57:50,866
and don't forget when you're freelancing
1376
00:57:50,866 --> 00:57:52,666
uh if you're freelancing
1377
00:57:52,900 --> 00:57:54,966
be confident in your abilities
1378
00:57:54,966 --> 00:57:56,400
and be aware of the deadlines
1379
00:57:56,566 --> 00:57:57,800
match your blacks
1380
00:57:58,200 --> 00:58:01,400
and I wanna extend a special thanks to
1381
00:58:01,600 --> 00:58:04,000
Jaime Fortunia for helping me with this particular shot
1382
00:58:04,000 --> 00:58:04,900
so don't forget to
1383
00:58:04,900 --> 00:58:07,366
ask questions to those that you meet along the way
1384
00:58:07,366 --> 00:58:10,400
um they you can learn a lot from them
1385
00:58:10,400 --> 00:58:13,266
uh it's always nice to see a personal idea
1386
00:58:13,266 --> 00:58:14,533
all the way through to the end
1387
00:58:14,533 --> 00:58:17,866
so I'd like to thank uh
1388
00:58:18,566 --> 00:58:20,433
zinc as well for uh
1389
00:58:20,500 --> 00:58:22,566
the render help and uh
1390
00:58:22,566 --> 00:58:23,866
Dylan Winter for uh
1391
00:58:23,866 --> 00:58:25,766
help animating some of those tanks
1392
00:58:25,966 --> 00:58:28,533
and you guys have fun with this shot
1393
00:58:28,533 --> 00:58:31,700
I hope you Learned a lot and happy compositing
102343
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