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These are the user uploaded subtitles that are being translated: 1 00:00:05,400 --> 00:00:06,200 hello everybody 2 00:00:06,200 --> 00:00:09,133 this is Charles Le Page again and welcome to class 10 3 00:00:09,133 --> 00:00:10,133 we're gonna pick up uh 4 00:00:10,133 --> 00:00:13,100 pretty much where we left off from class 9 uh 5 00:00:13,100 --> 00:00:16,200 except after a good night's sleep I uh 6 00:00:16,200 --> 00:00:18,533 decided since we had set this up for a sky replacement 7 00:00:18,533 --> 00:00:21,166 we might as well go ahead with it so um 8 00:00:21,166 --> 00:00:23,066 I'm gonna walk you quickly through uh 9 00:00:23,066 --> 00:00:25,000 as how to set up a sky replacement 10 00:00:25,000 --> 00:00:26,966 then we'll get on to uh 11 00:00:27,133 --> 00:00:29,966 compositing the rest of our CG elements that are uh 12 00:00:29,966 --> 00:00:31,066 now ready for us 13 00:00:31,400 --> 00:00:32,666 so we're gonna pick up the script 14 00:00:32,666 --> 00:00:33,800 uh in a familiar area 15 00:00:33,800 --> 00:00:36,066 which is just about here after we'd added this turret 16 00:00:36,066 --> 00:00:39,500 uh before we've reapplied our material to our card 17 00:00:39,600 --> 00:00:41,600 so um after that 18 00:00:41,600 --> 00:00:43,400 I internalized some of that color correction 19 00:00:43,400 --> 00:00:45,133 we were doing last time um 20 00:00:45,133 --> 00:00:48,133 and I warmed it up a lot just to match our sky uh 21 00:00:48,133 --> 00:00:50,500 so you guys can take a look at what I did there 22 00:00:50,500 --> 00:00:52,433 um I also added 23 00:00:52,566 --> 00:00:54,900 some of these little bezier shapes and their individual 24 00:00:54,900 --> 00:00:57,300 grades just to darken the tops of the towers 25 00:00:57,333 --> 00:00:59,200 because when we add that uh 26 00:00:59,200 --> 00:00:59,933 sky replacement 27 00:00:59,933 --> 00:01:01,200 you'll see that these 28 00:01:01,200 --> 00:01:03,000 the tops of the towers are just a little bit too light 29 00:01:03,000 --> 00:01:05,666 so uh if we look at this grade here 30 00:01:06,333 --> 00:01:07,900 you can see kind of where we're going with it 31 00:01:07,900 --> 00:01:09,400 I just warmed it up a lot 32 00:01:09,766 --> 00:01:14,266 a lot more rather than just gambling down so the 33 00:01:14,300 --> 00:01:15,000 this great here 34 00:01:15,000 --> 00:01:16,600 is just darkening the tops of those towers 35 00:01:16,600 --> 00:01:17,533 ever so slightly 36 00:01:17,533 --> 00:01:19,700 and it spills over into the sky because 37 00:01:19,966 --> 00:01:23,466 we are premulting it through our alpha 38 00:01:24,000 --> 00:01:25,533 and since this is the alpha 39 00:01:25,533 --> 00:01:27,666 the bridge I wanted to internalize my color correction 40 00:01:27,666 --> 00:01:30,433 so that I'm just doing it to this bridge here and 41 00:01:30,566 --> 00:01:34,300 not to the sky that we're gonna add just now 42 00:01:34,600 --> 00:01:37,000 so as we work our way down 43 00:01:37,000 --> 00:01:38,100 down this script 44 00:01:38,266 --> 00:01:39,366 I've added some 45 00:01:39,366 --> 00:01:42,033 smoke and fire elements to that broken tower 46 00:01:42,133 --> 00:01:44,000 and I added those 47 00:01:44,200 --> 00:01:46,666 in the same manner that I added the turret 48 00:01:46,800 --> 00:01:48,533 so just the still frames 49 00:01:48,533 --> 00:01:49,766 a little bit of repositioning 50 00:01:49,766 --> 00:01:51,500 and color grading going on here 51 00:01:51,766 --> 00:01:53,500 and you guys can take a poke through that 52 00:01:53,500 --> 00:01:55,233 I uh added the script 53 00:01:55,400 --> 00:01:57,100 uh to the bin 54 00:01:57,100 --> 00:01:59,566 so I've provided these elements and you guys can 55 00:01:59,566 --> 00:02:01,000 try put them together yourself and 56 00:02:01,000 --> 00:02:02,633 and take a look at how I did those 57 00:02:02,900 --> 00:02:04,566 uh just a little bit of a time offset here 58 00:02:04,566 --> 00:02:05,466 just to match it up 59 00:02:05,466 --> 00:02:08,100 so that the action happens where I need it to 60 00:02:08,600 --> 00:02:10,033 and then we 61 00:02:10,333 --> 00:02:12,466 uh have a primo here uh 62 00:02:12,466 --> 00:02:14,800 just before everything goes on to our card 63 00:02:14,900 --> 00:02:17,700 um so that we get rid of the sky 64 00:02:17,700 --> 00:02:19,433 so if I take a look here 65 00:02:19,933 --> 00:02:20,900 um actually 66 00:02:20,900 --> 00:02:23,400 we can take a look at our scanline render down here 67 00:02:24,600 --> 00:02:27,166 and see the example so 68 00:02:28,900 --> 00:02:32,633 wait for that to load if I take that premult off 69 00:02:33,900 --> 00:02:36,066 the sky comes through and that's not not exactly 70 00:02:36,066 --> 00:02:36,566 what we want 71 00:02:36,566 --> 00:02:38,400 so we're gonna premode there 72 00:02:38,400 --> 00:02:40,900 so we just have our bridge element coming out of 73 00:02:41,166 --> 00:02:42,900 out of this scanline render here 74 00:02:42,900 --> 00:02:46,033 and we're gonna walk through a quick sky replacement so 75 00:02:48,000 --> 00:02:49,433 hold on to your hats 76 00:02:51,566 --> 00:02:54,066 okay so as we launch on our uh 77 00:02:54,333 --> 00:02:55,200 sky replacement 78 00:02:55,200 --> 00:02:57,266 I want to mention that I can't provide uh 79 00:02:57,266 --> 00:02:59,700 this particular element in the class files however 80 00:02:59,700 --> 00:03:02,900 um it is an element from CG textures uh 81 00:03:02,900 --> 00:03:04,566 if you guys haven't heard of CG textures 82 00:03:04,566 --> 00:03:06,933 I recommend you check it out um 83 00:03:06,933 --> 00:03:08,900 they've got some fantastic textures that 84 00:03:08,900 --> 00:03:12,400 uh work for all kinds of uh compositing needs um 85 00:03:12,400 --> 00:03:14,733 and so cgtextures 86 00:03:14,733 --> 00:03:17,800 com head there and set up an account for yourself 87 00:03:17,866 --> 00:03:19,633 and I promise you'll use it 88 00:03:20,266 --> 00:03:21,400 way more than once 89 00:03:21,400 --> 00:03:24,266 so this is an element that I got from cgtextures 90 00:03:24,266 --> 00:03:25,100 take a poke around 91 00:03:25,100 --> 00:03:27,266 and I believe it's one of the night skies 92 00:03:27,866 --> 00:03:29,433 so you can pick that up right there 93 00:03:29,700 --> 00:03:32,000 and I'm gonna put this onto a sphere 94 00:03:32,000 --> 00:03:34,966 and put it into our 3D scene that we had before 95 00:03:35,100 --> 00:03:37,966 um just to kind of fit in properly behind 96 00:03:37,966 --> 00:03:39,600 our card that we'd placed 97 00:03:40,166 --> 00:03:41,466 our bridge element on 98 00:03:41,666 --> 00:03:43,933 and maybe pick up a little bit of parallax 99 00:03:43,933 --> 00:03:45,500 if there is any in in the camera 100 00:03:45,500 --> 00:03:48,866 so with that we're gonna add a sphere node 101 00:03:49,733 --> 00:03:51,766 and just pipe our image right into that 102 00:03:52,466 --> 00:03:54,266 and we'll take a look through 103 00:03:54,800 --> 00:03:56,966 we'll also open this card here 104 00:03:58,333 --> 00:04:00,766 just so we can see everything in 3D space 105 00:04:03,533 --> 00:04:05,700 so there's our sphere and there's our card 106 00:04:06,466 --> 00:04:08,433 and right off the bat you can see that 107 00:04:08,800 --> 00:04:10,666 our sphere is a little bit too small so 108 00:04:11,133 --> 00:04:12,200 we'll bring that 109 00:04:12,966 --> 00:04:15,000 oops sphere back up 110 00:04:16,000 --> 00:04:19,000 scale it up a lot and move it back to where it belongs 111 00:04:19,000 --> 00:04:21,066 scale it up probably even more than that 112 00:04:21,466 --> 00:04:23,766 and still uh even though we're in 3D space 113 00:04:23,766 --> 00:04:26,766 you can see it's it's not really uh lining up too well 114 00:04:26,766 --> 00:04:29,966 um it does map around the whole sphere 115 00:04:30,266 --> 00:04:32,766 and we don't really want that in this particular case 116 00:04:32,766 --> 00:04:35,266 so uh we're gonna mess around with the 117 00:04:35,266 --> 00:04:36,733 U extent and the V extent 118 00:04:36,733 --> 00:04:39,433 which will just kind of wrap our sky to where we want 119 00:04:39,933 --> 00:04:42,366 we'll start with our U extent and see 120 00:04:42,366 --> 00:04:43,900 see just what's going on there 121 00:04:43,900 --> 00:04:46,166 so maybe we'll turn it to 100 122 00:04:48,866 --> 00:04:50,866 and for back out of my sphere 123 00:04:52,866 --> 00:04:55,133 you can see that it's now a very narrow 124 00:04:55,133 --> 00:04:56,833 version of what we had before 125 00:04:57,100 --> 00:04:59,266 so we'll play around with our V extent 126 00:04:59,266 --> 00:05:01,766 and type that into maybe 50 127 00:05:03,666 --> 00:05:05,666 and now we'll go back into 2D 128 00:05:06,366 --> 00:05:08,033 and see what we have 129 00:05:08,733 --> 00:05:09,966 behind our bridge okay 130 00:05:09,966 --> 00:05:12,466 so we're gonna need to add a new scanline renderer 131 00:05:12,466 --> 00:05:13,800 which we have down here 132 00:05:14,100 --> 00:05:16,700 and we'll attach our steer to that 133 00:05:16,700 --> 00:05:18,566 and take a look at what we have 134 00:05:19,100 --> 00:05:21,800 uh we've attached it to the camera which is coming down 135 00:05:23,533 --> 00:05:24,633 from up here 136 00:05:26,900 --> 00:05:28,200 and now we've got 137 00:05:28,200 --> 00:05:29,933 we've got to combine the two scanline renders 138 00:05:29,933 --> 00:05:31,600 so we can see what's going on here 139 00:05:31,600 --> 00:05:33,300 so we're gonna use a merge 140 00:05:34,533 --> 00:05:38,300 we're gonna put our foreground over our new background 141 00:05:38,400 --> 00:05:40,300 and take a look at what we have there 142 00:05:41,866 --> 00:05:45,466 and there you can see our sky right behind our uh 143 00:05:45,600 --> 00:05:48,000 rotor that we did so diligently 144 00:05:48,000 --> 00:05:49,366 and now it's just a matter of uh 145 00:05:49,366 --> 00:05:51,566 messing around with the values in the sphere 146 00:05:51,566 --> 00:05:53,266 uh UV extent 147 00:05:53,400 --> 00:05:56,433 um maybe maybe the height a little bit 148 00:05:57,366 --> 00:05:59,566 maybe get some of that 149 00:05:59,566 --> 00:06:02,266 orange that I like in the bottom of the image there 150 00:06:02,666 --> 00:06:04,733 and I'm gonna spend a couple more minutes just uh 151 00:06:04,733 --> 00:06:05,700 tweaking this 152 00:06:05,700 --> 00:06:07,766 uh into the right size in place 153 00:06:07,766 --> 00:06:09,766 and then we'll carry on from there 154 00:06:10,200 --> 00:06:11,100 Kay so I spent a little 155 00:06:11,100 --> 00:06:13,366 bit more time just repositioning the uh 156 00:06:13,700 --> 00:06:15,700 this guy with uh these 157 00:06:16,400 --> 00:06:17,400 these two notes here 158 00:06:17,400 --> 00:06:18,166 and then uh 159 00:06:18,166 --> 00:06:20,700 added an animated grade to keep up with that little 160 00:06:20,700 --> 00:06:22,666 uh grade shift we had in our plate 161 00:06:22,933 --> 00:06:26,066 and um just darken down the sky a little bit 162 00:06:26,066 --> 00:06:27,400 it's getting close to where uh 163 00:06:27,400 --> 00:06:28,500 where I like it 164 00:06:28,533 --> 00:06:30,400 and uh my script is starting to slow down 165 00:06:30,400 --> 00:06:31,366 so before we uh 166 00:06:31,366 --> 00:06:33,366 move on to uh 167 00:06:33,366 --> 00:06:35,200 compositing any of our CG tasks 168 00:06:35,200 --> 00:06:36,633 I'm gonna split up these 169 00:06:36,700 --> 00:06:39,033 renders and render the foreground 170 00:06:39,533 --> 00:06:40,400 let's take a look 171 00:06:40,400 --> 00:06:42,466 we'll render the foreground with an alpha 172 00:06:43,400 --> 00:06:47,266 and we'll render the sky 173 00:06:47,900 --> 00:06:49,166 and before I render the sky 174 00:06:49,166 --> 00:06:50,366 I'm just well 175 00:06:50,366 --> 00:06:52,400 I'm not gonna render out now for with the sky because 176 00:06:52,400 --> 00:06:53,000 we don't need one 177 00:06:53,000 --> 00:06:55,266 that's gonna be our very back plate 178 00:06:55,300 --> 00:06:57,200 so I'm gonna render these two plates out 179 00:06:57,200 --> 00:07:00,900 and then we'll hop into the CG composite and uh 180 00:07:00,966 --> 00:07:04,300 start piecing everything together okay 181 00:07:04,300 --> 00:07:06,533 so we're back and I've rendered out those elements 182 00:07:06,533 --> 00:07:08,600 and now we're starting from scratch pretty much 183 00:07:08,600 --> 00:07:11,033 so we'll have a nice fast script to uh 184 00:07:11,100 --> 00:07:12,733 start pumping our CG with 185 00:07:12,733 --> 00:07:14,900 uh here's our our sky 186 00:07:15,100 --> 00:07:16,166 I rendered that out 187 00:07:16,166 --> 00:07:18,333 and I also added just a tower of smoke in 188 00:07:18,333 --> 00:07:21,266 the background to make it a little bit more interesting 189 00:07:21,266 --> 00:07:23,000 I can't provide that element either 190 00:07:23,000 --> 00:07:25,533 but it is from a fantastic website called Detonation 191 00:07:25,533 --> 00:07:27,933 films.com and uh 192 00:07:27,933 --> 00:07:29,900 they have all kinds of cool elements from uh 193 00:07:29,900 --> 00:07:31,933 blood splatter to explosions 194 00:07:31,933 --> 00:07:33,400 uh etcetera 195 00:07:33,400 --> 00:07:34,666 and they got some pretty good free ones 196 00:07:34,666 --> 00:07:38,200 so uh feel free to swing by that website and maybe 197 00:07:38,333 --> 00:07:39,400 add a couple to your comp 198 00:07:39,400 --> 00:07:40,966 cause uh they're 199 00:07:40,966 --> 00:07:41,500 they're very 200 00:07:41,500 --> 00:07:42,333 very useful 201 00:07:42,333 --> 00:07:44,200 so anyway here is 202 00:07:44,200 --> 00:07:46,400 we're gonna merge these two together so uh 203 00:07:46,400 --> 00:07:48,766 we're gonna take our bridge render that we had here 204 00:07:49,066 --> 00:07:51,033 add it to our sky render 205 00:07:51,133 --> 00:07:53,700 I also uh added a couple uh 206 00:07:53,700 --> 00:07:55,200 grade mats just to uh 207 00:07:55,200 --> 00:07:57,066 match the grade that we had in the plate and 208 00:07:57,066 --> 00:07:59,400 sort of darken our sky from left to right 209 00:07:59,466 --> 00:08:01,600 uh and give it a little bit more of a nighttime feel 210 00:08:01,600 --> 00:08:03,300 it wasn't really feeling too 211 00:08:03,300 --> 00:08:04,866 uh duskish or 212 00:08:04,866 --> 00:08:06,100 or nighttime ish 213 00:08:06,200 --> 00:08:07,700 before my render so 214 00:08:09,533 --> 00:08:10,400 take a look at that 215 00:08:10,400 --> 00:08:11,933 background script and uh 216 00:08:11,933 --> 00:08:12,733 you can see 217 00:08:12,733 --> 00:08:13,866 how I got to 218 00:08:14,300 --> 00:08:16,966 where I got to okay 219 00:08:17,000 --> 00:08:19,100 so we did we did a 220 00:08:19,500 --> 00:08:22,500 concept frame last time in a temp render that 221 00:08:22,500 --> 00:08:25,466 included some tanks on our bridge and some aircraft 222 00:08:25,500 --> 00:08:26,933 so now that we've got all our 223 00:08:26,933 --> 00:08:28,866 elements from the CG department 224 00:08:28,866 --> 00:08:32,500 we have to decide on how to count them all together um 225 00:08:33,166 --> 00:08:34,300 for the most part 226 00:08:34,300 --> 00:08:35,500 we know the airplanes are gonna 227 00:08:35,500 --> 00:08:37,166 end up going over the bridge 228 00:08:37,300 --> 00:08:39,366 and uh most of what we put on the bridge 229 00:08:39,366 --> 00:08:42,433 so we're gonna start out this comp uh with 230 00:08:42,766 --> 00:08:44,533 adding some elements to the bridge and 231 00:08:44,533 --> 00:08:45,833 and seeing how it looks 232 00:08:46,000 --> 00:08:48,200 uh with our our CG 233 00:08:48,200 --> 00:08:50,300 and then we'll start putting the airplanes over the top 234 00:08:50,300 --> 00:08:53,166 so with that we're gonna read in 235 00:08:53,166 --> 00:08:54,533 uh some of our tank elements 236 00:08:54,533 --> 00:08:57,500 and I believe they came with some dust elements too 237 00:08:57,500 --> 00:08:59,800 so let's take a look at those okay 238 00:08:59,933 --> 00:09:01,133 so our tank and dust 239 00:09:01,133 --> 00:09:03,233 elements will take a quick look at uh 240 00:09:03,666 --> 00:09:04,733 we scrub through here 241 00:09:04,733 --> 00:09:06,766 we got some moving tanks on the bridge 242 00:09:07,000 --> 00:09:08,100 that's pretty sweet 243 00:09:08,100 --> 00:09:10,266 and uh I also 244 00:09:10,266 --> 00:09:12,433 uh whipped up some quick dust elements 245 00:09:12,533 --> 00:09:13,500 and for the most part 246 00:09:13,500 --> 00:09:15,300 if you take a look around 247 00:09:15,300 --> 00:09:17,733 you can find some dust elements and transform them 248 00:09:17,733 --> 00:09:18,833 color correct them 249 00:09:18,866 --> 00:09:20,600 and that's how I made these ones 250 00:09:20,933 --> 00:09:22,800 and we also have a foreground 251 00:09:22,800 --> 00:09:25,566 dust element that I uh made using 252 00:09:25,566 --> 00:09:26,500 using particular 253 00:09:26,500 --> 00:09:30,066 so you can either make your own elements or uh 254 00:09:30,466 --> 00:09:32,266 get a little fancy and just 255 00:09:32,266 --> 00:09:34,733 sort of transform and color correct some some uh 256 00:09:34,733 --> 00:09:35,766 dust elements 257 00:09:35,766 --> 00:09:38,666 so if we take a look at these 258 00:09:38,666 --> 00:09:40,600 these are labelled background dust elements 259 00:09:40,600 --> 00:09:43,600 because we want something to go behind the tanks 260 00:09:43,866 --> 00:09:44,566 and the other ones 261 00:09:44,566 --> 00:09:45,266 a foreground one 262 00:09:45,266 --> 00:09:47,233 just to sort of cover the whole 263 00:09:47,800 --> 00:09:50,133 tank situation in dust 264 00:09:50,133 --> 00:09:53,300 so we're gonna merge those together really quickly 265 00:09:53,800 --> 00:09:55,600 put them over our plate first 266 00:09:55,600 --> 00:09:57,566 and take a look at what that looks like 267 00:09:57,666 --> 00:09:59,933 so since we want our background to be behind the tanks 268 00:09:59,933 --> 00:10:00,933 we're gonna put those 269 00:10:00,933 --> 00:10:02,266 right over our plate 270 00:10:03,766 --> 00:10:07,566 and then we've got our tanks 271 00:10:09,566 --> 00:10:10,933 we wanna make sure we have the stuff in 272 00:10:10,933 --> 00:10:13,866 the correct order so that it looks the way that our 273 00:10:13,866 --> 00:10:16,833 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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