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These are the user uploaded subtitles that are being translated: 1 00:00:00,800 --> 00:00:01,533 in this lesson 2 00:00:01,533 --> 00:00:05,000 we're gonna learn about the limits of light diffraction 3 00:00:05,000 --> 00:00:08,266 which causes glows around bright areas 4 00:00:08,800 --> 00:00:10,000 so here's where we left off 5 00:00:10,000 --> 00:00:12,100 when we have our flares in place 6 00:00:12,300 --> 00:00:13,800 now these ultra bright areas 7 00:00:13,800 --> 00:00:16,800 in the real world would be causing some kind of glow 8 00:00:17,100 --> 00:00:20,166 now let's take a look at the actual physics behind this 9 00:00:20,166 --> 00:00:22,033 because it's actually rather interesting 10 00:00:22,966 --> 00:00:23,866 you recall earlier 11 00:00:23,866 --> 00:00:25,800 we talked about diffraction 12 00:00:25,800 --> 00:00:29,666 in that when light hits a closed or a tight opening 13 00:00:29,666 --> 00:00:32,666 it begins to spread out like waves in a pond 14 00:00:32,666 --> 00:00:36,000 so the result of this is that light is not coming in 15 00:00:36,000 --> 00:00:38,500 as a uh almost a dot 16 00:00:38,500 --> 00:00:41,966 what it comes in as is an airy disc 17 00:00:42,000 --> 00:00:43,333 and this is what it looks like 18 00:00:43,333 --> 00:00:45,700 so you can see here we have a very bright center 19 00:00:45,700 --> 00:00:48,033 and then we have these waves around it 20 00:00:48,100 --> 00:00:48,900 now you might be thinking 21 00:00:48,900 --> 00:00:51,100 why don't we see this at all times 22 00:00:51,100 --> 00:00:52,366 and the answer is 23 00:00:52,400 --> 00:00:57,166 the edge rings of the airy disc are very very dark 24 00:00:57,366 --> 00:00:58,466 so in other words 25 00:00:58,466 --> 00:01:02,066 the amount of energy in these discs is very low 26 00:01:02,066 --> 00:01:03,266 so most of the time 27 00:01:03,266 --> 00:01:07,466 they are overpowered by the surrounding light however 28 00:01:07,466 --> 00:01:10,466 if the original energy in the light is strong enough 29 00:01:10,466 --> 00:01:12,200 we're gonna see these discs 30 00:01:12,200 --> 00:01:15,000 and that is what causes the glowing effect 31 00:01:15,666 --> 00:01:16,800 and we can see this easily 32 00:01:16,800 --> 00:01:19,166 if we take a look at a photograph right here 33 00:01:19,166 --> 00:01:22,000 so we can see the edge of this is very sharp 34 00:01:22,000 --> 00:01:25,066 but wherever we have an incredible amount of light 35 00:01:25,166 --> 00:01:29,500 the airy disc is actually causing the light to spread 36 00:01:29,500 --> 00:01:31,566 and cover everything around it 37 00:01:31,566 --> 00:01:32,766 and this is what causes 38 00:01:32,766 --> 00:01:35,366 the glows we see from very bright lights 39 00:01:35,700 --> 00:01:38,566 now I found this image from a popular Hollywood movie 40 00:01:38,566 --> 00:01:39,966 and you can clearly see 41 00:01:39,966 --> 00:01:43,333 the airy disc right here on this uh light 42 00:01:43,333 --> 00:01:44,533 and it's actually quite amazing 43 00:01:44,533 --> 00:01:47,800 you can actually see the various rings around this 44 00:01:47,900 --> 00:01:50,400 so how are we going to create this inside of nuke 45 00:01:50,400 --> 00:01:52,366 well there's quite a few different ways 46 00:01:52,400 --> 00:01:55,300 the easiest way and the fastest way is just add 47 00:01:55,533 --> 00:01:56,733 uh some glows 48 00:01:56,733 --> 00:01:59,433 so let's uh add in a few glow notes here 49 00:02:00,900 --> 00:02:02,066 and the glow node 50 00:02:02,066 --> 00:02:05,600 uh is a rough approximation of the airy disc 51 00:02:05,600 --> 00:02:06,766 so we can see here 52 00:02:06,766 --> 00:02:09,600 that our entire image becomes much softer 53 00:02:09,766 --> 00:02:12,166 and so we probably wanna increase the tolerance a 54 00:02:12,166 --> 00:02:14,466 bit on this so that we're only glowing 55 00:02:14,466 --> 00:02:16,733 the brightest areas of our image 56 00:02:16,733 --> 00:02:18,700 so I'm gonna increase the tolerance to about 57 00:02:18,700 --> 00:02:20,200 point nine four 58 00:02:20,900 --> 00:02:22,366 now this is an okay glow 59 00:02:22,366 --> 00:02:24,933 but again I like to layer on these effects 60 00:02:24,933 --> 00:02:28,366 so I'm gonna turn this mix down to point three three 61 00:02:28,366 --> 00:02:31,400 and then copy this three more times 62 00:02:31,700 --> 00:02:33,566 and on each of these different copies 63 00:02:33,566 --> 00:02:35,200 let's go in and let's change the 64 00:02:35,200 --> 00:02:37,166 size of our glow a little bit 65 00:02:37,166 --> 00:02:39,933 so maybe on glow 2 we reduce the size 66 00:02:39,933 --> 00:02:42,533 and on glow 3 we increase the size 67 00:02:42,533 --> 00:02:44,700 so we've got a normal glow 68 00:02:45,466 --> 00:02:47,366 and then we have a smaller glow 69 00:02:47,366 --> 00:02:49,900 and finally a large glow 70 00:02:51,400 --> 00:02:54,233 and you can see that gives us a pretty nice effect 71 00:02:54,366 --> 00:02:55,866 now if you're not too worried about this 72 00:02:55,866 --> 00:02:57,133 we can stop here 73 00:02:57,133 --> 00:02:58,766 but if we wanna actually 74 00:02:58,766 --> 00:03:01,966 uh mimic the physics in a much more accurate way 75 00:03:01,966 --> 00:03:05,466 we can do that inside of nuke using something called 76 00:03:05,500 --> 00:03:07,266 uh convolution 77 00:03:07,733 --> 00:03:11,500 now we have a node to do this called the convalve node 78 00:03:11,500 --> 00:03:13,466 but it runs rather slow 79 00:03:13,733 --> 00:03:17,633 and the point of the convalve node is to take an image 80 00:03:17,666 --> 00:03:18,500 and then essentially 81 00:03:18,500 --> 00:03:21,566 use that image as a template or a base 82 00:03:21,566 --> 00:03:24,466 for every single pixel inside of our image 83 00:03:25,266 --> 00:03:27,500 so let's just quickly look at what 84 00:03:27,600 --> 00:03:31,066 this would do if we just added in a simple radial 85 00:03:31,100 --> 00:03:33,166 so I'm gonna add in a simple radial 86 00:03:33,166 --> 00:03:36,500 and let's give this a pretty small size 87 00:03:36,666 --> 00:03:39,900 uh I'm gonna go and give it a width of 1 hundred oops 88 00:03:39,900 --> 00:03:42,166 a width of 100 and a height of 100 89 00:03:42,466 --> 00:03:44,233 so we can see our radial there 90 00:03:44,466 --> 00:03:46,400 and let's convolve this 91 00:03:46,400 --> 00:03:47,766 to our original image 92 00:03:47,766 --> 00:03:49,600 so I'm gonna plug our B pipe into 93 00:03:49,600 --> 00:03:52,900 our original comp and the a pipe into this radial 94 00:03:53,000 --> 00:03:54,466 and if we take a look at this 95 00:03:54,466 --> 00:03:57,933 you can see it is now copying or using that radial 96 00:03:57,933 --> 00:04:00,400 for every single pixel in our image 97 00:04:00,700 --> 00:04:02,966 now it's gonna be incredibly blurry 98 00:04:02,966 --> 00:04:04,266 and this is one 99 00:04:04,266 --> 00:04:06,766 possible consequence of using the convolved 100 00:04:06,766 --> 00:04:08,566 notice we have to be careful where 101 00:04:08,566 --> 00:04:10,466 we're applying it now 102 00:04:10,466 --> 00:04:11,266 as I said before 103 00:04:11,266 --> 00:04:13,066 this is a little bit slow 104 00:04:13,066 --> 00:04:15,966 so uh the new community is actually created a 105 00:04:15,966 --> 00:04:19,066 gizmo that we can use to make this much faster 106 00:04:19,066 --> 00:04:21,766 and they've also created some wonderful 107 00:04:21,800 --> 00:04:25,000 uh convolution sources for us to use 108 00:04:26,000 --> 00:04:27,600 so I'm gonna jump back to my browser 109 00:04:27,600 --> 00:04:30,133 and it's currently on Wikipedia dot com 110 00:04:30,133 --> 00:04:31,700 you can see the link here 111 00:04:31,700 --> 00:04:33,833 or you can search for this in 112 00:04:33,900 --> 00:04:35,000 uh your favourite 113 00:04:35,000 --> 00:04:37,600 uh webman or search engine of choice 114 00:04:37,766 --> 00:04:39,000 and what this is now doing is 115 00:04:39,000 --> 00:04:41,866 it's using something called a fast Ferrier transform 116 00:04:41,866 --> 00:04:43,966 which really I'm not going to get into 117 00:04:43,966 --> 00:04:47,200 but it's a slightly faster way of using these 118 00:04:47,200 --> 00:04:49,266 images to replace the pixels 119 00:04:49,266 --> 00:04:50,600 in our comp 120 00:04:50,800 --> 00:04:53,400 now uh uh this gentleman 121 00:04:53,400 --> 00:04:54,400 Bob Roastler 122 00:04:54,400 --> 00:04:57,333 has been nice enough to actually process some very 123 00:04:57,333 --> 00:04:58,933 small convolution images 124 00:04:58,933 --> 00:05:00,433 and has put them up for download 125 00:05:00,466 --> 00:05:02,400 so if you have an account here at Wikipedia 126 00:05:02,400 --> 00:05:03,433 which is free 127 00:05:03,466 --> 00:05:05,266 you can go to the footage 128 00:05:05,266 --> 00:05:06,366 and then down here 129 00:05:06,366 --> 00:05:08,366 we have some lens kernels 130 00:05:08,400 --> 00:05:09,300 so I've already gone in 131 00:05:09,300 --> 00:05:10,966 and downloaded these three kernels 132 00:05:10,966 --> 00:05:12,466 as well as downloaded 133 00:05:12,466 --> 00:05:13,766 this nuke gizmo 134 00:05:13,766 --> 00:05:16,133 so let's take a look at how we can use this now 135 00:05:16,133 --> 00:05:18,366 to create a much more realistic 136 00:05:18,366 --> 00:05:19,900 diffraction effect 137 00:05:20,666 --> 00:05:22,133 alright so we have our convolve 138 00:05:22,133 --> 00:05:23,733 and we have our normal glow 139 00:05:23,733 --> 00:05:26,300 and I'm just gonna move these over here to the left 140 00:05:26,533 --> 00:05:29,000 and what we can do is we can go to file and we 141 00:05:29,000 --> 00:05:30,833 can import a new script 142 00:05:31,400 --> 00:05:33,700 and I've downloaded those to my local system 143 00:05:33,700 --> 00:05:35,666 and we're not gonna be able to redistribute these 144 00:05:35,666 --> 00:05:37,100 but again you can download these 145 00:05:37,100 --> 00:05:39,266 for free on Wikipedia dot com 146 00:05:39,333 --> 00:05:39,900 so I'm gonna 147 00:05:39,900 --> 00:05:40,933 import this gizmo 148 00:05:40,933 --> 00:05:42,166 let's open this up 149 00:05:42,266 --> 00:05:43,100 oopsie Daisy 150 00:05:43,100 --> 00:05:44,566 let's go back to file 151 00:05:44,566 --> 00:05:45,700 import script 152 00:05:47,600 --> 00:05:48,166 there we go 153 00:05:48,166 --> 00:05:51,033 so now we have our lens kernel FFT 154 00:05:51,566 --> 00:05:52,533 now before we use this 155 00:05:52,533 --> 00:05:54,466 we have to connect in our various kernels 156 00:05:54,466 --> 00:05:56,766 so I'm gonna go over here and uh again 157 00:05:56,766 --> 00:05:59,466 I've downloaded these three kernels that he's uh 158 00:05:59,466 --> 00:06:01,733 been so generous enough to include 159 00:06:01,733 --> 00:06:03,566 so we have our 1.4 160 00:06:03,800 --> 00:06:07,800 our 2.8 and are 5.6 161 00:06:07,800 --> 00:06:08,666 and those are 162 00:06:08,733 --> 00:06:11,366 uh just different kernels at different focal lengths 163 00:06:11,366 --> 00:06:13,966 so that they have slightly different profiles 164 00:06:15,133 --> 00:06:16,500 now this is actually quite interesting 165 00:06:16,500 --> 00:06:18,900 and it kind of shows us the airy disc 166 00:06:18,966 --> 00:06:20,000 uh in the real world 167 00:06:20,000 --> 00:06:22,466 so let's take a look at one of these uh files 168 00:06:22,466 --> 00:06:26,000 and we can see here that it has nothing in it 169 00:06:26,133 --> 00:06:27,500 now that is actually not true 170 00:06:27,500 --> 00:06:28,533 if you hover over this 171 00:06:28,533 --> 00:06:30,366 you'll notice there are some very 172 00:06:30,366 --> 00:06:31,933 very small values 173 00:06:31,933 --> 00:06:34,600 if we totally increase our viewport here 174 00:06:34,600 --> 00:06:37,266 we can begin to see this airy disc 175 00:06:37,333 --> 00:06:39,900 and you can see it has a rather unique profile 176 00:06:39,933 --> 00:06:40,866 slightly different than 177 00:06:40,866 --> 00:06:43,566 the one that physics is telling us we're going to get 178 00:06:43,566 --> 00:06:45,866 and this is the great thing about the fraction is it's 179 00:06:45,866 --> 00:06:47,866 very lens specific 180 00:06:47,866 --> 00:06:48,766 so we can see here 181 00:06:48,766 --> 00:06:51,466 we have this very bright inner center here 182 00:06:51,466 --> 00:06:54,000 and then we have these wonderful rays 183 00:06:54,000 --> 00:06:55,366 of surrounding it 184 00:06:55,366 --> 00:06:56,900 so once we add this in 185 00:06:56,900 --> 00:06:58,866 we're gonna create a very subtle 186 00:06:58,866 --> 00:07:01,466 but very nice effect okay 187 00:07:01,466 --> 00:07:03,966 so with our lens kernel FFT 188 00:07:03,966 --> 00:07:06,166 let's plug this into our merge node 189 00:07:06,366 --> 00:07:08,166 and take a look at this now 190 00:07:08,366 --> 00:07:09,366 so if we come over here 191 00:07:09,366 --> 00:07:11,000 we can see we are now 192 00:07:11,166 --> 00:07:16,400 uh convolving or convoluting our image with this um 193 00:07:16,900 --> 00:07:18,866 a real life captured airy disc 194 00:07:18,866 --> 00:07:20,466 and we can see the difference is 195 00:07:20,500 --> 00:07:21,700 uh very subtle 196 00:07:21,700 --> 00:07:23,200 but it is quite pronounced 197 00:07:23,200 --> 00:07:24,100 so with our glows 198 00:07:24,100 --> 00:07:24,700 we get this 199 00:07:24,700 --> 00:07:25,566 it's kind of soft 200 00:07:25,566 --> 00:07:26,566 kind of fake 201 00:07:26,566 --> 00:07:27,966 uh but with our lens kernel 202 00:07:27,966 --> 00:07:30,733 you can see that we're getting this very nice glow that 203 00:07:30,733 --> 00:07:33,300 even adds in a little bit of chromatic aberration 204 00:07:33,300 --> 00:07:36,200 it begins smoothing everything out very nicely 205 00:07:36,500 --> 00:07:39,533 now one problem with using this is it's going to soften 206 00:07:39,533 --> 00:07:40,866 the entire image 207 00:07:40,866 --> 00:07:42,100 so we can see here 208 00:07:42,100 --> 00:07:44,900 we're losing quite a bit of definition 209 00:07:44,900 --> 00:07:46,400 by doing this 210 00:07:46,400 --> 00:07:49,566 so instead of directly applying it to the entire image 211 00:07:49,566 --> 00:07:53,166 what we recommend is applying it only to the 212 00:07:53,166 --> 00:07:55,100 bright areas of the image 213 00:07:55,566 --> 00:07:57,733 so again we can add in a Kia here 214 00:07:57,733 --> 00:07:59,233 so let's add in a Kia 215 00:07:59,900 --> 00:08:01,433 and let's plug this in 216 00:08:03,966 --> 00:08:06,533 and maybe let's give this a slightly softer key 217 00:08:06,533 --> 00:08:09,166 so uh maybe around there 218 00:08:09,933 --> 00:08:12,300 looks good so we're just convolving the 219 00:08:12,300 --> 00:08:14,400 brightest areas of our shot 220 00:08:14,766 --> 00:08:16,266 and then we just need to add it on 221 00:08:16,266 --> 00:08:17,866 back to our original image 222 00:08:17,866 --> 00:08:20,400 so let's take our lens kernel and our merge 223 00:08:20,400 --> 00:08:23,400 and hit the m key to merge those together 224 00:08:25,000 --> 00:08:26,000 and let's take a look at this 225 00:08:26,000 --> 00:08:27,166 let's just give ourselves a little 226 00:08:27,166 --> 00:08:28,466 bit more room to work 227 00:08:29,266 --> 00:08:31,600 and clean up this flow a little bit 228 00:08:31,600 --> 00:08:32,433 there we go 229 00:08:32,900 --> 00:08:35,900 and let's take a look at this merge and add it in 230 00:08:36,800 --> 00:08:39,566 now one thing we're gonna notice is that the 231 00:08:39,733 --> 00:08:41,833 uh overall energy or the 232 00:08:42,000 --> 00:08:44,400 uh brightness of our entire image has increased 233 00:08:44,400 --> 00:08:45,200 by doing this 234 00:08:45,200 --> 00:08:46,566 so we wanna be careful with that 235 00:08:46,566 --> 00:08:47,866 so what we can do is 236 00:08:48,000 --> 00:08:50,133 uh first we need to pre multiply 237 00:08:50,133 --> 00:08:53,033 the luminance key so that we are only 238 00:08:53,066 --> 00:08:55,233 modifying the brightest areas 239 00:08:55,600 --> 00:08:57,066 there we go so again 240 00:08:57,266 --> 00:09:01,033 our original and then our convolution added back on 241 00:09:02,100 --> 00:09:04,400 but we're still uh having it be much brighter 242 00:09:04,400 --> 00:09:07,333 so let's actually remove or subtract out 243 00:09:07,333 --> 00:09:09,200 the pre multiplied key 244 00:09:09,200 --> 00:09:12,366 before we add back on this lens kernel 245 00:09:12,466 --> 00:09:15,066 so I'm gonna hit m to drop in another merge node 246 00:09:15,066 --> 00:09:17,700 and connect the a pipe to my premult 247 00:09:17,800 --> 00:09:20,166 and then change the operation to from 248 00:09:20,200 --> 00:09:23,300 and what that is gonna do is it's going to subtract out 249 00:09:23,466 --> 00:09:25,800 the pre multiplied information 250 00:09:25,800 --> 00:09:27,600 so it's gonna subtract out 251 00:09:27,766 --> 00:09:29,900 the color that we're going to be 252 00:09:29,933 --> 00:09:32,233 uh fast for your transforming 253 00:09:32,266 --> 00:09:34,466 and what that gives us when we add it back in 254 00:09:34,466 --> 00:09:38,166 is a more consistent result with our original image 255 00:09:38,166 --> 00:09:39,700 so you can see here one 256 00:09:40,000 --> 00:09:42,300 two subtracted three 257 00:09:42,400 --> 00:09:44,166 uh added back in 258 00:09:44,166 --> 00:09:45,500 so what we're doing is we're essentially 259 00:09:45,500 --> 00:09:46,866 taking light out 260 00:09:47,066 --> 00:09:48,800 giving it the convolution or the fast 261 00:09:48,800 --> 00:09:49,933 for your transform 262 00:09:49,933 --> 00:09:51,966 and then adding it back on 263 00:09:52,300 --> 00:09:55,033 and what that gives us is this nice glow 264 00:09:55,200 --> 00:09:59,200 any uh or around all of our overly bright areas 265 00:09:59,900 --> 00:10:01,100 now before we end this lesson 266 00:10:01,100 --> 00:10:02,600 there's one thing I wanted to add 267 00:10:02,600 --> 00:10:03,800 I've noticed a little 268 00:10:03,800 --> 00:10:07,400 bit of instability with the lens kernel FFT 269 00:10:07,733 --> 00:10:10,200 without a crop node before it 270 00:10:10,200 --> 00:10:11,566 so before we do this 271 00:10:11,566 --> 00:10:12,700 let's make sure that we 272 00:10:12,700 --> 00:10:15,666 add a crop node before our luminance key 273 00:10:15,700 --> 00:10:19,400 and that will just ensure that the shape or the size 274 00:10:19,400 --> 00:10:22,066 of our lens kernel is consistent 275 00:10:22,366 --> 00:10:24,033 as it is being entered 276 00:10:24,133 --> 00:10:26,533 let's also make sure to turn off our black outside 277 00:10:26,533 --> 00:10:28,700 so that the FFT again 278 00:10:28,700 --> 00:10:31,100 has a consistent input 279 00:10:31,100 --> 00:10:33,166 so that we can use it correctly 280 00:10:33,766 --> 00:10:34,966 so just to wrap this up 281 00:10:34,966 --> 00:10:36,200 there's a lot of different ways 282 00:10:36,200 --> 00:10:38,366 you can create the diffraction effect 283 00:10:38,366 --> 00:10:39,933 you can create a few glows 284 00:10:39,933 --> 00:10:42,466 do that use the convolution node 285 00:10:42,500 --> 00:10:43,700 if you have a lens kernel 286 00:10:43,700 --> 00:10:45,766 or an image you would like to use 287 00:10:45,766 --> 00:10:47,733 or again use that nuke 288 00:10:47,733 --> 00:10:49,966 gizmo that's on Wikipedia dot com 289 00:10:49,966 --> 00:10:51,966 if you want to use accurate images 290 00:10:51,966 --> 00:10:53,833 and do it the right way the first time 20994

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