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These are the user uploaded subtitles that are being translated: 1 00:00:00,933 --> 00:00:01,700 in this lesson 2 00:00:01,700 --> 00:00:03,333 we're gonna learn about vignetteing 3 00:00:03,333 --> 00:00:07,000 both mechanical and optical or natural 4 00:00:07,700 --> 00:00:10,000 so here we have our camera image again 5 00:00:10,166 --> 00:00:12,766 now if light is coming through the camera directly 6 00:00:12,766 --> 00:00:13,566 straight on 7 00:00:13,566 --> 00:00:14,966 it has nothing in the way 8 00:00:14,966 --> 00:00:17,166 so all of it hits the sensor 9 00:00:17,366 --> 00:00:20,333 however depending on the shape of the camera 10 00:00:20,333 --> 00:00:21,800 the shape of the lens 11 00:00:21,800 --> 00:00:24,666 and whether or not we have a lens hood 12 00:00:24,666 --> 00:00:26,566 or any filters on the front 13 00:00:26,900 --> 00:00:31,366 greatly affects how the vignetteing will appear 14 00:00:31,866 --> 00:00:33,766 now the first kind of vignetteing happens when 15 00:00:33,766 --> 00:00:37,100 the lens hood or the lens is improperly mounted 16 00:00:37,100 --> 00:00:38,066 and that is 17 00:00:38,266 --> 00:00:42,500 literally light is being blocked by a physical object 18 00:00:42,533 --> 00:00:43,700 so let's jump in a new 19 00:00:43,700 --> 00:00:45,200 can see how we can do this 20 00:00:45,766 --> 00:00:46,800 so I've opened up 0 21 00:00:46,800 --> 00:00:48,200 3 underscore begin 22 00:00:48,200 --> 00:00:49,933 and I should know right here at the beginning 23 00:00:49,933 --> 00:00:52,300 that you can do this really in any application 24 00:00:52,300 --> 00:00:55,100 I'm just going to be showing how to do this in nuke 25 00:00:55,766 --> 00:00:58,533 and we can see here we've just got a very basic setup 26 00:00:58,533 --> 00:01:00,466 we've imported our background sky 27 00:01:00,466 --> 00:01:01,500 a foreground 28 00:01:01,500 --> 00:01:02,466 merged them together 29 00:01:02,466 --> 00:01:03,766 and then I've cropped it 30 00:01:03,866 --> 00:01:04,400 in this case 31 00:01:04,400 --> 00:01:07,166 we decided to use a 3D render because it is 32 00:01:07,166 --> 00:01:10,266 completely free of any optical aberrations 33 00:01:10,266 --> 00:01:12,466 so we can see these applied 34 00:01:12,466 --> 00:01:15,100 using a sort of a blank canvas 35 00:01:15,466 --> 00:01:17,300 now you can use any footage 36 00:01:17,300 --> 00:01:18,366 any photograph 37 00:01:18,366 --> 00:01:21,466 really any kind of image you want to follow along 38 00:01:21,466 --> 00:01:22,100 or of course 39 00:01:22,100 --> 00:01:23,500 you can take a look at these files 40 00:01:23,500 --> 00:01:27,133 and follow along with this sequence okay 41 00:01:27,133 --> 00:01:30,000 so the first thing we have is a mechanical vignette 42 00:01:30,000 --> 00:01:31,500 and this is really easy 43 00:01:31,600 --> 00:01:33,366 let's just drop in a roto node 44 00:01:33,366 --> 00:01:36,000 and let's just grab something like the ellipse 45 00:01:36,200 --> 00:01:37,966 and drag it out 46 00:01:37,966 --> 00:01:40,166 and I'm gonna hold shift to create a circle shape 47 00:01:40,166 --> 00:01:42,066 because most lens hoods 48 00:01:42,066 --> 00:01:46,066 well I should say circular lens hoods are circle shaped 49 00:01:46,200 --> 00:01:47,500 drop that in there 50 00:01:48,100 --> 00:01:51,233 and let's change our roto color to black 51 00:01:51,333 --> 00:01:53,066 so I'm gonna jump over the shape 52 00:01:53,500 --> 00:01:55,833 and let's call this our mechanical 53 00:01:56,000 --> 00:01:58,900 uh vignette here we go 54 00:01:59,133 --> 00:02:02,166 and all we need to do is merge this over our crop 55 00:02:02,166 --> 00:02:06,066 so I'm gonna select the mechanical vignette roto shift 56 00:02:06,066 --> 00:02:07,733 select the uh 57 00:02:07,733 --> 00:02:08,966 layer or the import 58 00:02:08,966 --> 00:02:10,700 and here we have our merge 59 00:02:11,166 --> 00:02:13,400 and this will essentially show us 60 00:02:13,400 --> 00:02:14,666 the vignette 61 00:02:15,100 --> 00:02:16,100 now we're not seeing it 62 00:02:16,100 --> 00:02:16,733 and that's because we're 63 00:02:16,733 --> 00:02:18,200 not sending out an alpha channel 64 00:02:18,200 --> 00:02:19,833 so let's jump over here 65 00:02:20,100 --> 00:02:21,166 back to our vignette 66 00:02:21,166 --> 00:02:23,766 and make sure we're sending out a solid alpha 67 00:02:23,933 --> 00:02:25,800 and let's invert it 68 00:02:26,000 --> 00:02:28,166 now this is essentially a mechanical vignette 69 00:02:28,166 --> 00:02:31,000 what happens is that something is literally 70 00:02:31,000 --> 00:02:33,266 just physically blocking the light 71 00:02:33,266 --> 00:02:36,066 and really you're not gonna see this in the field 72 00:02:36,066 --> 00:02:39,666 and you probably shouldn't apply this to your comps 73 00:02:39,766 --> 00:02:41,966 this means that something catastrophically 74 00:02:41,966 --> 00:02:44,266 wrong happened while you were shooting 75 00:02:44,266 --> 00:02:46,200 that you were literally 76 00:02:46,200 --> 00:02:48,300 something was blocking all the light 77 00:02:48,333 --> 00:02:50,066 and we can make this a little bit nicer 78 00:02:50,066 --> 00:02:52,333 by giving a little bit of a feather here 79 00:02:52,333 --> 00:02:53,300 but in the end 80 00:02:53,300 --> 00:02:56,800 we are still just blocking the light 81 00:02:56,800 --> 00:02:58,633 and so we get this kind of an effect 82 00:02:58,866 --> 00:03:01,900 so again this is a mechanical vignette 83 00:03:01,900 --> 00:03:04,466 and it's very rare to see this in the wild 84 00:03:04,500 --> 00:03:06,766 what's more common is the natural 85 00:03:06,766 --> 00:03:08,400 or the optical vignette 86 00:03:08,500 --> 00:03:10,700 so I'm gonna hit spacebar to return to this 87 00:03:10,700 --> 00:03:12,000 and I'm just going to 88 00:03:12,000 --> 00:03:13,366 break these off 89 00:03:13,800 --> 00:03:15,166 I'm just going to uh 90 00:03:15,166 --> 00:03:16,766 cut them and move them over 91 00:03:16,766 --> 00:03:19,400 so we can take a look at an optical vignette 92 00:03:20,333 --> 00:03:21,533 and an optical vignette 93 00:03:21,533 --> 00:03:23,566 if we take a look at the physics of this 94 00:03:23,666 --> 00:03:27,100 happens uh when light hits at an angle 95 00:03:27,100 --> 00:03:28,766 so this light 96 00:03:28,766 --> 00:03:30,533 uh will partially be 97 00:03:30,533 --> 00:03:32,133 a mechanical vignette 98 00:03:32,133 --> 00:03:32,966 for this area here 99 00:03:32,966 --> 00:03:35,266 where the light is literally being blocked 100 00:03:35,600 --> 00:03:39,300 but light that comes in from the edges of our lenses 101 00:03:39,300 --> 00:03:41,766 will actually lose more power 102 00:03:42,366 --> 00:03:45,900 then the light that goes through the center of our lens 103 00:03:45,900 --> 00:03:46,800 so you can see here 104 00:03:46,800 --> 00:03:48,033 the thickness 105 00:03:48,400 --> 00:03:50,600 of our lenses on the exterior 106 00:03:50,600 --> 00:03:52,266 edges are much wider 107 00:03:52,400 --> 00:03:53,966 and so that can cause 108 00:03:54,400 --> 00:03:56,666 more loss of energy 109 00:03:56,933 --> 00:03:58,500 and that will give us a nice 110 00:03:58,500 --> 00:03:59,600 softer vignette 111 00:03:59,600 --> 00:04:02,700 so again we could drop in a roto node here in nuke 112 00:04:02,700 --> 00:04:04,800 so when I hit the O key again and again 113 00:04:04,800 --> 00:04:06,000 just drop in an 114 00:04:06,000 --> 00:04:06,966 ellipse tell 115 00:04:06,966 --> 00:04:08,300 I'm gonna give it a more 116 00:04:08,566 --> 00:04:10,500 oops a more natural shape 117 00:04:10,500 --> 00:04:13,466 if I hit 0 to turn my overlays back on 118 00:04:13,800 --> 00:04:15,300 something like that 119 00:04:15,966 --> 00:04:18,100 and gonna come in here and again 120 00:04:18,100 --> 00:04:19,366 do the exact same thing 121 00:04:19,366 --> 00:04:21,700 give it a black shape invert it 122 00:04:21,966 --> 00:04:23,600 shift hit m 123 00:04:23,900 --> 00:04:25,300 and merge it over 124 00:04:26,366 --> 00:04:27,533 and we should see 125 00:04:27,533 --> 00:04:30,033 as long as we go back and fix this alpha 126 00:04:30,266 --> 00:04:32,066 is a similar thing 127 00:04:32,066 --> 00:04:32,800 but now let's 128 00:04:32,800 --> 00:04:33,933 really feather this out 129 00:04:33,933 --> 00:04:34,900 so let's give this a 130 00:04:34,900 --> 00:04:36,866 ridiculously high feather 131 00:04:36,966 --> 00:04:39,833 and we can of course pull this back just a little bit 132 00:04:40,000 --> 00:04:41,800 we do not want to 133 00:04:41,800 --> 00:04:43,966 be able to see black at any point 134 00:04:43,966 --> 00:04:46,400 so we might even need to bump up the 135 00:04:46,566 --> 00:04:49,000 the feather to something like 300 136 00:04:49,400 --> 00:04:51,000 and what this is gonna give us is 137 00:04:51,000 --> 00:04:55,266 just a little bit of soft fall off along our edges 138 00:04:55,500 --> 00:04:57,066 so let's take a look at this 139 00:04:57,500 --> 00:04:59,166 and we can see that it is very 140 00:04:59,166 --> 00:05:00,333 subtle effect 141 00:05:00,333 --> 00:05:03,033 uh it's not something that you should 142 00:05:03,300 --> 00:05:04,533 uh be able to 143 00:05:04,533 --> 00:05:05,766 see or be able to 144 00:05:05,766 --> 00:05:07,533 um visibly see 145 00:05:07,533 --> 00:05:09,566 unless you're going for a really 146 00:05:09,666 --> 00:05:11,566 old film look 147 00:05:11,566 --> 00:05:13,300 because most cameras 148 00:05:13,300 --> 00:05:14,466 have only a very 149 00:05:14,466 --> 00:05:15,633 subtle vignette 150 00:05:16,100 --> 00:05:17,466 now this is a simple vignette 151 00:05:17,466 --> 00:05:18,666 I prefer to really 152 00:05:18,666 --> 00:05:20,066 uh give it a slightly 153 00:05:20,066 --> 00:05:21,766 more complex one 154 00:05:21,866 --> 00:05:23,600 so another way to generate a 155 00:05:23,600 --> 00:05:25,566 nice vignette is to drop in a few 156 00:05:25,566 --> 00:05:26,666 radial notes 157 00:05:26,866 --> 00:05:28,566 so let's drop in a radial 158 00:05:29,200 --> 00:05:30,200 and take a look at this 159 00:05:30,200 --> 00:05:31,233 and this is just 160 00:05:31,366 --> 00:05:32,100 again sort of an 161 00:05:32,100 --> 00:05:33,133 ellipse shape 162 00:05:33,133 --> 00:05:34,200 so what we can do is we 163 00:05:34,200 --> 00:05:35,266 can take this 164 00:05:35,500 --> 00:05:37,266 and let's just make it a 165 00:05:37,266 --> 00:05:38,766 big shape here 166 00:05:39,166 --> 00:05:40,800 alright something like that 167 00:05:41,066 --> 00:05:42,266 copy paste that 168 00:05:42,266 --> 00:05:43,400 and on this new one 169 00:05:43,400 --> 00:05:44,200 let's change 170 00:05:44,200 --> 00:05:45,433 the shape again 171 00:05:45,700 --> 00:05:46,866 and all we're doing is 172 00:05:46,866 --> 00:05:48,133 layering uh 173 00:05:48,133 --> 00:05:49,133 complexity or 174 00:05:49,133 --> 00:05:51,266 layering inconsistencies 175 00:05:51,533 --> 00:05:53,066 and so this is gonna give us 176 00:05:53,500 --> 00:05:55,866 slightly more natural look 177 00:05:55,866 --> 00:05:57,600 so just duplicate this again 178 00:05:57,600 --> 00:05:58,766 let's move it over 179 00:05:59,166 --> 00:06:00,533 scale this one up a little 180 00:06:00,533 --> 00:06:01,633 scale it out 181 00:06:02,100 --> 00:06:03,333 and again vignettes 182 00:06:03,333 --> 00:06:04,100 are kind of 183 00:06:04,100 --> 00:06:06,000 unique to each kind of lens 184 00:06:06,000 --> 00:06:06,933 so you can of course 185 00:06:06,933 --> 00:06:07,900 take a picture with 186 00:06:07,900 --> 00:06:08,800 your lens and 187 00:06:09,266 --> 00:06:11,200 other flat surface like a 188 00:06:11,200 --> 00:06:12,800 white background or a 189 00:06:13,000 --> 00:06:13,900 green screen 190 00:06:13,933 --> 00:06:15,566 to see what kind of vignette 191 00:06:15,566 --> 00:06:17,266 your lens is giving you 192 00:06:18,166 --> 00:06:19,100 but in this case 193 00:06:19,100 --> 00:06:20,800 I'm just going to 194 00:06:20,900 --> 00:06:22,100 create a nice 195 00:06:22,500 --> 00:06:23,900 replica okay 196 00:06:23,900 --> 00:06:25,466 so here we have a 197 00:06:25,466 --> 00:06:26,600 few radials 198 00:06:27,133 --> 00:06:28,733 sort of on top of each other 199 00:06:28,733 --> 00:06:29,533 giving us some 200 00:06:29,533 --> 00:06:31,233 interesting fall off here 201 00:06:31,733 --> 00:06:32,666 and now again 202 00:06:32,666 --> 00:06:33,866 all we need to do is merge it 203 00:06:33,866 --> 00:06:35,633 so I'm just gonna grab this merge 204 00:06:36,200 --> 00:06:37,133 and instead of 205 00:06:37,133 --> 00:06:38,333 the overstate 206 00:06:38,333 --> 00:06:38,866 let's actually 207 00:06:38,866 --> 00:06:40,466 use a multiply 208 00:06:41,166 --> 00:06:42,600 let's go over to multiply 209 00:06:42,966 --> 00:06:43,533 and we can see 210 00:06:43,533 --> 00:06:44,600 that's a little bit much 211 00:06:44,600 --> 00:06:45,200 but luckily 212 00:06:45,200 --> 00:06:45,733 in our merge 213 00:06:45,733 --> 00:06:46,733 we have our mix 214 00:06:46,733 --> 00:06:47,700 so we can of course 215 00:06:47,700 --> 00:06:49,000 dial that back 216 00:06:49,000 --> 00:06:50,233 however we want 217 00:06:51,300 --> 00:06:51,800 and so again 218 00:06:51,800 --> 00:06:53,066 this just gives us a little 219 00:06:53,066 --> 00:06:55,166 bit more of a natural 220 00:06:55,400 --> 00:06:56,700 uh fall off 221 00:06:56,700 --> 00:06:57,533 our natural 222 00:06:57,533 --> 00:06:58,600 vignetteing 223 00:06:59,533 --> 00:07:00,666 and some vignettes 224 00:07:00,666 --> 00:07:02,666 uh or some lenses will actually 225 00:07:02,666 --> 00:07:03,800 add a hotspot in 226 00:07:03,800 --> 00:07:05,166 the center um 227 00:07:05,166 --> 00:07:06,700 but this is usually at very 228 00:07:06,700 --> 00:07:07,700 low aperture 229 00:07:07,700 --> 00:07:08,766 so if your lens is 230 00:07:08,766 --> 00:07:10,400 completely wide open 231 00:07:10,500 --> 00:07:12,000 you may get some hotspots 232 00:07:12,000 --> 00:07:13,766 and we can actually do that by 233 00:07:13,766 --> 00:07:16,866 changing this from multiply to overlay 234 00:07:17,000 --> 00:07:17,566 and what we're gonna 235 00:07:17,566 --> 00:07:19,366 get is a slightly brighter 236 00:07:19,366 --> 00:07:20,766 interior so 237 00:07:20,766 --> 00:07:21,366 you'll see here 238 00:07:21,366 --> 00:07:22,000 it's a very 239 00:07:22,000 --> 00:07:22,866 again a very 240 00:07:22,866 --> 00:07:23,900 subtle effect 241 00:07:23,966 --> 00:07:24,733 but the edges 242 00:07:24,733 --> 00:07:25,600 have darkened 243 00:07:25,600 --> 00:07:26,733 and the inside of 244 00:07:26,733 --> 00:07:28,666 our lens has brightened up a little 245 00:07:28,700 --> 00:07:30,566 a little bit again 246 00:07:30,566 --> 00:07:31,866 this mostly happens 247 00:07:31,866 --> 00:07:33,200 at very low aperture 248 00:07:33,200 --> 00:07:34,666 so if you know 249 00:07:34,800 --> 00:07:35,866 you're wanting to go for a 250 00:07:35,866 --> 00:07:37,533 very wide open look 251 00:07:37,533 --> 00:07:39,266 you can keep this on overlay 252 00:07:39,266 --> 00:07:41,066 which will brighten up the center 253 00:07:41,066 --> 00:07:43,066 or change it to multiply 254 00:07:43,200 --> 00:07:45,000 for a purely 255 00:07:45,100 --> 00:07:47,400 darkening of a vignette 256 00:07:48,300 --> 00:07:49,200 so vignettes are 257 00:07:49,200 --> 00:07:50,500 the first stop on 258 00:07:50,500 --> 00:07:51,800 our road to getting 259 00:07:51,800 --> 00:07:52,933 realistic camera 260 00:07:52,933 --> 00:07:53,900 effects that is 261 00:07:53,900 --> 00:07:55,200 of course when 262 00:07:55,300 --> 00:07:57,400 the light is actually either a 263 00:07:57,400 --> 00:07:59,300 mechanically blocked by something 264 00:07:59,300 --> 00:08:00,700 usually a lens hood 265 00:08:00,700 --> 00:08:01,700 that is too large 266 00:08:01,700 --> 00:08:02,633 for the lens 267 00:08:02,700 --> 00:08:05,266 or be the natural light fall off 268 00:08:05,266 --> 00:08:06,266 that happens 269 00:08:06,266 --> 00:08:07,333 on the edges 270 00:08:07,333 --> 00:08:08,633 of our lenses 271 00:08:08,666 --> 00:08:09,966 so you can apply that in a 272 00:08:09,966 --> 00:08:11,366 few different ways 273 00:08:11,466 --> 00:08:12,400 so in the next lesson 274 00:08:12,400 --> 00:08:13,133 let's take a look 275 00:08:13,133 --> 00:08:14,666 at filter flare 276 00:08:14,733 --> 00:08:16,800 or reflectional flares 277 00:08:16,800 --> 00:08:17,966 and how we can create those 278 00:08:17,966 --> 00:08:19,400 inside of nuke 17926

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