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These are the user uploaded subtitles that are being translated: 1 00:00:00,200 --> 00:00:00,900 in this lesson 2 00:00:00,900 --> 00:00:03,966 we're gonna learn about film grain and digital noise 3 00:00:04,600 --> 00:00:06,966 so as we've made our travels through the camera 4 00:00:06,966 --> 00:00:08,133 we've gotten through the lens 5 00:00:08,133 --> 00:00:09,500 we've gotten through the aperture 6 00:00:09,500 --> 00:00:11,700 and we are finally hitting the sensor 7 00:00:11,866 --> 00:00:16,133 now here you might expect that everything is good to go 8 00:00:16,133 --> 00:00:19,566 however there are some problems that arise 9 00:00:19,566 --> 00:00:21,833 in the sensor or on our film 10 00:00:21,933 --> 00:00:24,933 namely film grain and digital noise 11 00:00:24,933 --> 00:00:26,266 so let's take a look at a 12 00:00:26,266 --> 00:00:29,400 few examples of this before we add it into our comp 13 00:00:30,000 --> 00:00:32,633 so this is a very um 14 00:00:34,366 --> 00:00:36,200 extreme version of film grain 15 00:00:36,200 --> 00:00:39,466 and we can see here that are areas 16 00:00:39,466 --> 00:00:42,666 even areas that are in focus have this strange pattern 17 00:00:42,700 --> 00:00:45,833 and this pattern is in our different color channels 18 00:00:45,966 --> 00:00:48,666 and this if the picture was moving 19 00:00:48,666 --> 00:00:51,500 would actually be changing every single frame 20 00:00:52,266 --> 00:00:54,000 now on the other side of the world 21 00:00:54,000 --> 00:00:55,066 um excuse me 22 00:00:55,066 --> 00:00:58,200 in digital we have something called digital noise 23 00:00:58,200 --> 00:00:59,400 and this happens 24 00:00:59,400 --> 00:01:01,000 uh very similar to film grains 25 00:01:01,000 --> 00:01:03,866 so let's take a look at that oops 26 00:01:03,866 --> 00:01:06,300 so here is a picture without any noise 27 00:01:06,300 --> 00:01:09,400 and here is a picture shot at a much higher ISO 28 00:01:09,800 --> 00:01:11,500 if you recall our second lesson 29 00:01:11,500 --> 00:01:14,533 we talked about the ISO and the sensitivity 30 00:01:14,533 --> 00:01:18,533 as being aspects of film and digital sensors 31 00:01:18,533 --> 00:01:21,533 which controls how much light they pick up 32 00:01:21,533 --> 00:01:23,766 and how much light they amplify 33 00:01:24,200 --> 00:01:25,966 so let's take a look at why 34 00:01:26,133 --> 00:01:28,166 a film grain happens 35 00:01:28,400 --> 00:01:31,200 now this is actually a picture of film crystal 36 00:01:31,200 --> 00:01:34,200 silver highlight crystals on a piece of film 37 00:01:34,266 --> 00:01:36,366 and you'll notice that there are many different shapes 38 00:01:36,366 --> 00:01:38,100 and many different sizes 39 00:01:38,266 --> 00:01:41,200 now this is because we want our grains of film 40 00:01:41,200 --> 00:01:43,833 to be different and to be sort of random 41 00:01:44,000 --> 00:01:47,066 so what we get is we get this sort of random 42 00:01:47,066 --> 00:01:51,266 um collection of shapes and sizes 43 00:01:51,266 --> 00:01:54,066 and they combine to create film grain 44 00:01:54,600 --> 00:01:55,933 so we can see in this image 45 00:01:55,933 --> 00:01:58,900 we have random sizes of this film grain 46 00:01:58,900 --> 00:02:02,600 some of it is very small and some of it is very large 47 00:02:03,466 --> 00:02:04,333 now you might ask 48 00:02:04,333 --> 00:02:07,033 why don't they just have a single size 49 00:02:07,066 --> 00:02:08,566 and the reason for this is 50 00:02:08,566 --> 00:02:11,366 larger crystals are more sensitive to light 51 00:02:11,400 --> 00:02:13,500 but you need smaller crystals so that you 52 00:02:13,500 --> 00:02:15,100 can have fine details 53 00:02:15,100 --> 00:02:17,900 so they have to make a very measured 54 00:02:17,900 --> 00:02:21,166 uh sort of mixture whenever you create film 55 00:02:21,466 --> 00:02:24,400 now this picture you see here is one layer 56 00:02:24,400 --> 00:02:28,566 uh you can have or you have a unique 57 00:02:28,566 --> 00:02:31,200 layer of crystals in the red 58 00:02:31,300 --> 00:02:33,700 green and blue channels 59 00:02:33,700 --> 00:02:36,700 so what that means is film green changes 60 00:02:36,700 --> 00:02:38,200 whether it's in the red 61 00:02:38,266 --> 00:02:40,266 green or blue channels 62 00:02:41,000 --> 00:02:43,400 so if you want more sensitive film 63 00:02:43,400 --> 00:02:46,266 or if you wanna shoot in a darker environment 64 00:02:46,266 --> 00:02:49,333 you need to have larger grain sizes or a larger 65 00:02:49,333 --> 00:02:51,266 ISO speed film 66 00:02:51,466 --> 00:02:55,166 however that leads to more grain and more 67 00:02:55,366 --> 00:02:57,466 visually noticeable grain 68 00:02:57,466 --> 00:02:59,233 so you always have to be careful 69 00:02:59,300 --> 00:03:01,466 uh to get the shot you want 70 00:03:01,466 --> 00:03:03,500 but with the least amount of grain 71 00:03:04,366 --> 00:03:05,500 now on the digital side 72 00:03:05,500 --> 00:03:06,366 you might be thinking well 73 00:03:06,366 --> 00:03:08,166 all the digital sensors are the same 74 00:03:08,166 --> 00:03:10,100 why would we have this problem here 75 00:03:10,100 --> 00:03:12,166 and the problem is not a a 76 00:03:12,200 --> 00:03:13,533 a problem of size 77 00:03:13,533 --> 00:03:16,100 it is a problem of intensity 78 00:03:16,133 --> 00:03:19,433 so what the sensor is doing whenever it is 79 00:03:19,566 --> 00:03:23,600 increasing its ISO or increasing its sensitivity 80 00:03:23,600 --> 00:03:26,066 is to increase the 81 00:03:26,266 --> 00:03:29,033 amount of energy it is pushing or the 82 00:03:29,100 --> 00:03:32,466 or decrease the amount of energy it needs to 83 00:03:32,466 --> 00:03:34,166 light up a cell 84 00:03:34,166 --> 00:03:36,000 so what happens is the noise 85 00:03:36,000 --> 00:03:37,666 just the general noise 86 00:03:37,700 --> 00:03:39,133 uh from different lights 87 00:03:39,133 --> 00:03:40,400 from electrical noise 88 00:03:40,400 --> 00:03:41,666 from heat uh 89 00:03:41,666 --> 00:03:44,733 begin to create these digital noise effects 90 00:03:44,733 --> 00:03:45,733 and as humans 91 00:03:45,733 --> 00:03:47,333 digital noise is 92 00:03:47,333 --> 00:03:49,366 not as nice as film grain 93 00:03:49,466 --> 00:03:51,233 film grain has a 94 00:03:51,333 --> 00:03:53,300 uh very positive quality 95 00:03:53,300 --> 00:03:54,200 it is random 96 00:03:54,200 --> 00:03:55,600 it is randomly distributed 97 00:03:55,600 --> 00:03:57,266 it has random shapes 98 00:03:57,266 --> 00:04:00,566 and those are all aspects of grain that we like however 99 00:04:00,566 --> 00:04:01,900 with digital noise 100 00:04:01,966 --> 00:04:04,366 our our sensors are based off of uh 101 00:04:04,366 --> 00:04:07,366 what's called a Bayer pattern or a Bayer filter 102 00:04:07,500 --> 00:04:09,200 which essentially looks like this 103 00:04:09,200 --> 00:04:10,900 so you can see here of course 104 00:04:10,900 --> 00:04:14,500 our pixels are arranged in a very orderly fashion 105 00:04:14,500 --> 00:04:18,166 what this creates is very orderly digital noise 106 00:04:18,166 --> 00:04:18,966 and our eyes 107 00:04:18,966 --> 00:04:21,900 and our brains can pick up on that repeating pattern 108 00:04:21,900 --> 00:04:23,500 and we really don't like it 109 00:04:23,500 --> 00:04:26,166 especially if it's moving around in our frame 110 00:04:26,166 --> 00:04:27,900 a digital noise is 111 00:04:28,066 --> 00:04:30,166 uh almost always to be avoided 112 00:04:30,166 --> 00:04:30,900 unless of course 113 00:04:30,900 --> 00:04:32,300 you're going for a cheap 114 00:04:32,400 --> 00:04:33,500 camera shot 115 00:04:33,500 --> 00:04:35,433 and then you can add in digital noise 116 00:04:35,533 --> 00:04:36,600 however in our case 117 00:04:36,600 --> 00:04:40,000 we're gonna want to remove as much noise as possible 118 00:04:40,000 --> 00:04:42,400 and then add in grain 119 00:04:43,133 --> 00:04:44,400 so let's jump over to nuke 120 00:04:44,400 --> 00:04:47,133 this is gonna be a relatively simple operation after 121 00:04:47,133 --> 00:04:48,500 all the work we've done 122 00:04:48,533 --> 00:04:51,600 and let's just drop in a grain node 123 00:04:51,600 --> 00:04:53,000 and this comes with many 124 00:04:53,000 --> 00:04:57,033 useful presets for creating grain inside of our image 125 00:04:57,366 --> 00:04:58,966 now if we take a look at this node 126 00:04:58,966 --> 00:05:00,900 uh separate from everything else 127 00:05:00,900 --> 00:05:02,233 we can see that 128 00:05:02,466 --> 00:05:03,533 if we turn off 129 00:05:03,533 --> 00:05:04,900 apply only through alpha 130 00:05:05,466 --> 00:05:07,266 well I guess we don't have any black grain 131 00:05:07,266 --> 00:05:09,100 and I don't wanna add any just yet 132 00:05:09,100 --> 00:05:10,566 so let's plug this back in 133 00:05:10,566 --> 00:05:11,966 we'll notice that the grain 134 00:05:11,966 --> 00:05:13,766 changes every single frame 135 00:05:13,766 --> 00:05:15,000 if we jump forward 136 00:05:15,000 --> 00:05:15,733 and jump back 137 00:05:15,733 --> 00:05:16,766 one or two frames 138 00:05:16,766 --> 00:05:18,400 give us a second to load up 139 00:05:19,300 --> 00:05:21,800 so we can see the grain is changing size 140 00:05:21,800 --> 00:05:23,300 shape and position 141 00:05:23,300 --> 00:05:24,600 every single frame 142 00:05:24,600 --> 00:05:25,500 and that is of course 143 00:05:25,500 --> 00:05:27,000 because a piece of film 144 00:05:27,000 --> 00:05:28,300 or a roll of film 145 00:05:28,366 --> 00:05:29,866 every single grain is 146 00:05:29,866 --> 00:05:30,866 unique to that 147 00:05:30,866 --> 00:05:32,166 explicit frame 148 00:05:32,166 --> 00:05:34,566 so it's gonna change every single frame 149 00:05:35,000 --> 00:05:36,500 so one thing we need to do 150 00:05:36,500 --> 00:05:37,933 before calling this good to go 151 00:05:37,933 --> 00:05:38,966 is we need to match 152 00:05:38,966 --> 00:05:40,500 the size of our grain 153 00:05:40,500 --> 00:05:41,533 because currently 154 00:05:41,533 --> 00:05:44,500 the grain note is set to a 2K image 155 00:05:44,700 --> 00:05:45,866 if you have a weird question Mark 156 00:05:45,866 --> 00:05:46,866 you can see here 157 00:05:46,866 --> 00:05:47,900 these are the correct 158 00:05:47,900 --> 00:05:50,600 sizes for 2K scans 159 00:05:50,666 --> 00:05:53,100 now we are not using a 2K image 160 00:05:53,100 --> 00:05:54,733 so we're gonna have to do a little math 161 00:05:54,733 --> 00:05:56,100 I'm sorry to 162 00:05:56,100 --> 00:05:57,766 fix the grain node 163 00:05:58,966 --> 00:06:00,466 so let's go to our size here 164 00:06:00,466 --> 00:06:02,233 and we have our full size format 165 00:06:02,300 --> 00:06:04,266 I'm just gonna create this 166 00:06:04,466 --> 00:06:06,533 and fix the pixel aspect ratio 167 00:06:06,533 --> 00:06:09,300 so this is gonna be our 7 20 p size 168 00:06:09,300 --> 00:06:11,600 so we have 1280 by 7 20 169 00:06:11,900 --> 00:06:13,900 and so now let's go into our 170 00:06:13,900 --> 00:06:16,200 let's first write down what the values are 171 00:06:16,200 --> 00:06:17,700 for a 2 k plate 172 00:06:17,800 --> 00:06:20,200 we can find this in our project settings 173 00:06:20,200 --> 00:06:21,633 full size format 174 00:06:21,766 --> 00:06:23,233 and it's the 2 k 175 00:06:23,366 --> 00:06:27,300 uh Super Cinema or excuse me super 35 millimeter 176 00:06:27,400 --> 00:06:33,300 so 2,048 by 1556 okay 177 00:06:33,800 --> 00:06:36,833 so let me just bring up a quick notepad here 178 00:06:37,700 --> 00:06:42,100 so our full size are 2K format is a 179 00:06:42,400 --> 00:06:44,400 2,048 by 1 5 180 00:06:44,400 --> 00:06:46,700 5 6 and our current format 181 00:06:46,866 --> 00:06:49,866 is 1280 by 7 20 182 00:06:49,900 --> 00:06:52,033 so what we need to do is we need to calculate 183 00:06:52,066 --> 00:06:54,333 how much smaller the grain should be 184 00:06:54,333 --> 00:06:56,300 so it is the same size 185 00:06:56,333 --> 00:06:58,233 in our smaller frame 186 00:06:58,300 --> 00:06:59,000 and of course 187 00:06:59,000 --> 00:07:00,800 depending on what size frame you're using 188 00:07:00,800 --> 00:07:02,766 what size footage you're working with 189 00:07:02,766 --> 00:07:05,333 uh you'll need to put your own numbers here 190 00:07:05,333 --> 00:07:07,166 and then do the calculations 191 00:07:07,666 --> 00:07:10,266 so if I bring up a handy dandy calculator 192 00:07:10,266 --> 00:07:11,833 and I plug the numbers in 193 00:07:12,400 --> 00:07:15,266 let's plug in our current frame size 1280 194 00:07:15,300 --> 00:07:17,000 and then let's divide this by 195 00:07:17,000 --> 00:07:19,400 the target frame size of a 2K 196 00:07:19,666 --> 00:07:20,933 so for the x axis 197 00:07:20,933 --> 00:07:22,966 we get point six two five 198 00:07:23,066 --> 00:07:25,266 and for the y axis 199 00:07:25,266 --> 00:07:27,166 we get 7 20 / 5 200 00:07:27,166 --> 00:07:31,666 5 6.462 okay 201 00:07:31,700 --> 00:07:34,133 now I'm just gonna use point six two five 202 00:07:34,133 --> 00:07:37,366 I'm not going to change the aspect ratio of the grain 203 00:07:37,366 --> 00:07:38,366 now that's gonna 204 00:07:38,366 --> 00:07:40,566 make things look very strange 205 00:07:40,800 --> 00:07:41,600 so to do this 206 00:07:41,600 --> 00:07:43,000 let's go into our grain 207 00:07:43,000 --> 00:07:45,633 and this is controlled in the size 208 00:07:45,766 --> 00:07:48,366 so let's do 3.3 times 209 00:07:48,533 --> 00:07:50,566 our point six two five 210 00:07:50,666 --> 00:07:52,000 hit enter and nuke 211 00:07:52,000 --> 00:07:52,766 nicely enough 212 00:07:52,766 --> 00:07:55,066 does the math for us so again 213 00:07:55,066 --> 00:07:56,400 multiply by point two 214 00:07:56,400 --> 00:07:59,233 six five multiply by 2.265 215 00:07:59,400 --> 00:08:00,466 excuse me point six 216 00:08:00,666 --> 00:08:01,766 six two five 217 00:08:01,766 --> 00:08:03,000 uh good old dyslexia 218 00:08:03,533 --> 00:08:06,166 and we have the correct grain size 219 00:08:06,166 --> 00:08:08,466 now if we compare this with the original size 220 00:08:08,466 --> 00:08:09,266 it's gonna be 221 00:08:09,266 --> 00:08:10,266 very different 222 00:08:10,266 --> 00:08:11,600 so let's take a look at here 223 00:08:11,600 --> 00:08:14,333 so the original size had very large grain 224 00:08:14,333 --> 00:08:15,866 while with our change 225 00:08:15,866 --> 00:08:17,366 we have much nicer 226 00:08:17,366 --> 00:08:19,200 much smaller grain 227 00:08:19,600 --> 00:08:20,666 now we could of course 228 00:08:20,666 --> 00:08:23,800 use the even smaller value of point four 229 00:08:23,800 --> 00:08:25,566 I believe 6 2 it was 230 00:08:25,600 --> 00:08:26,900 but again uh 231 00:08:26,900 --> 00:08:28,900 I believe this is close enough 232 00:08:30,000 --> 00:08:33,233 so now we have green on our frame 233 00:08:33,500 --> 00:08:34,100 and of course 234 00:08:34,100 --> 00:08:36,433 you can come in play with a different presets 235 00:08:36,566 --> 00:08:39,300 uh going and change your intensity values 236 00:08:39,300 --> 00:08:41,500 maybe this grain is a little bit too strong 237 00:08:41,566 --> 00:08:42,300 uh remember 238 00:08:42,300 --> 00:08:44,000 grain increases 239 00:08:44,000 --> 00:08:44,966 the darker it is 240 00:08:44,966 --> 00:08:45,800 you're trying to shoot 241 00:08:45,800 --> 00:08:48,433 so grain increases in 242 00:08:48,666 --> 00:08:50,033 uh darker shots 243 00:08:50,166 --> 00:08:52,400 now if you're outside with a lot of sun 244 00:08:52,400 --> 00:08:54,700 you're probably not gonna need to use ISO 245 00:08:54,900 --> 00:08:57,766 16 film unless you 246 00:08:57,766 --> 00:09:00,300 have 10 neutral density filters on your camera 247 00:09:00,300 --> 00:09:02,566 which it would be rather strange indeed 248 00:09:02,566 --> 00:09:03,566 so in this case 249 00:09:03,566 --> 00:09:04,933 when we have a very bright scene 250 00:09:04,933 --> 00:09:05,700 we can pull 251 00:09:05,700 --> 00:09:08,300 the grain back a little bit in its intensity 252 00:09:08,800 --> 00:09:09,533 because again 253 00:09:09,533 --> 00:09:13,900 we would be using a faster film stock to shoot outside 254 00:09:13,900 --> 00:09:14,733 and a lower 255 00:09:14,733 --> 00:09:16,800 ISO if we were using the digital 256 00:09:16,800 --> 00:09:17,833 counterpart 257 00:09:18,200 --> 00:09:20,100 now you notice the intensity values are actually 258 00:09:20,100 --> 00:09:21,100 rather interesting 259 00:09:21,100 --> 00:09:22,933 the red is the lowest 260 00:09:22,933 --> 00:09:24,266 next comes the green 261 00:09:24,266 --> 00:09:25,266 and then the blue 262 00:09:25,266 --> 00:09:26,900 is very large 263 00:09:27,766 --> 00:09:28,900 or very intense 264 00:09:28,900 --> 00:09:31,400 and this is a very common thing with film stocks 265 00:09:31,400 --> 00:09:32,666 the blue uh 266 00:09:32,666 --> 00:09:34,300 grain is much 267 00:09:34,300 --> 00:09:35,900 much more intense than the 268 00:09:35,900 --> 00:09:39,433 red or green uh grain 269 00:09:40,133 --> 00:09:40,966 so here we go 270 00:09:40,966 --> 00:09:42,466 we can see this nice 271 00:09:42,666 --> 00:09:43,400 subtle grain 272 00:09:43,400 --> 00:09:45,300 it's gonna add just a little bit of movement 273 00:09:45,300 --> 00:09:46,566 a little bit of 274 00:09:46,566 --> 00:09:48,500 uh what looks like sharpness 275 00:09:48,500 --> 00:09:50,400 even though it's just random noise 276 00:09:50,400 --> 00:09:51,333 it actually will 277 00:09:51,333 --> 00:09:53,700 make our picture look sharper 278 00:09:53,700 --> 00:09:56,333 and be much more pleasing to look at 279 00:09:56,333 --> 00:09:57,100 because again 280 00:09:57,100 --> 00:09:59,200 it makes us feel like we're looking 281 00:09:59,200 --> 00:10:02,800 at a piece of film okay great 282 00:10:04,066 --> 00:10:06,733 so let's just talk briefly about a grain workflow 283 00:10:06,733 --> 00:10:07,666 again in CG 284 00:10:07,666 --> 00:10:09,533 you can just add grain here at the end 285 00:10:09,533 --> 00:10:12,400 uh in the real world or in real footage 286 00:10:12,400 --> 00:10:14,700 you wanna take grain out 287 00:10:14,700 --> 00:10:18,033 you usually wanna take grain out of your backgrounds 288 00:10:18,133 --> 00:10:21,300 if you have multiple real world elements to composite 289 00:10:21,300 --> 00:10:24,366 and then regrain them at the end however 290 00:10:24,366 --> 00:10:25,566 if you are shooting or if 291 00:10:25,566 --> 00:10:28,200 you're working off of a fixed back plate 292 00:10:28,200 --> 00:10:28,766 for example 293 00:10:28,766 --> 00:10:31,166 if this was real world camera footage 294 00:10:31,166 --> 00:10:32,600 we could bring uh 295 00:10:32,600 --> 00:10:33,566 this in here 296 00:10:33,566 --> 00:10:35,766 composite whatever we need on top 297 00:10:35,766 --> 00:10:39,066 and then add grain to these new elements 298 00:10:39,066 --> 00:10:41,366 that match our background grain 299 00:10:41,366 --> 00:10:42,266 and that would 300 00:10:42,266 --> 00:10:45,600 stay truest to the background and not modify it 301 00:10:45,600 --> 00:10:49,266 in case you're any more stricter pipeline okay great 302 00:10:49,266 --> 00:10:51,966 so that brings us to the end of this course on creating 303 00:10:51,966 --> 00:10:53,966 photo realistic camera lens effects 304 00:10:53,966 --> 00:10:55,366 here inside of nuke 305 00:10:55,366 --> 00:10:59,000 uh we started with a rather simple uh image 306 00:10:59,000 --> 00:11:02,600 and by using the power of nuke and no base compositing 307 00:11:02,600 --> 00:11:04,666 as well as learning about a few 308 00:11:04,766 --> 00:11:06,866 uh pieces of light physics 309 00:11:06,866 --> 00:11:08,466 we were able to take again 310 00:11:08,466 --> 00:11:11,666 what was a relatively boring 3D render 311 00:11:11,666 --> 00:11:14,033 and turn it into something nice 312 00:11:14,566 --> 00:11:16,466 or at least something nicer 313 00:11:17,066 --> 00:11:19,266 so the image quality uh 314 00:11:19,666 --> 00:11:21,266 has degraded a little bit 315 00:11:21,266 --> 00:11:23,533 but I think you'll agree that it looks much 316 00:11:23,533 --> 00:11:26,066 much nicer with all of our changes 317 00:11:26,066 --> 00:11:29,466 because we tried to mimic reality wherever we could 318 00:11:29,466 --> 00:11:31,500 and use the rules of nature 319 00:11:31,500 --> 00:11:32,666 the rules of 320 00:11:32,666 --> 00:11:35,200 that control our glass lenses 321 00:11:35,200 --> 00:11:38,200 and the rules of light to add in some of those 322 00:11:38,200 --> 00:11:40,466 subtle irregularities and problems 323 00:11:40,466 --> 00:11:43,800 that we will have when shooting in natural conditions 324 00:11:44,300 --> 00:11:44,966 so as always 325 00:11:44,966 --> 00:11:46,466 I hope you've enjoyed this course 326 00:11:46,466 --> 00:11:49,333 and I can't wait to see how you apply these techniques 327 00:11:49,333 --> 00:11:50,533 to your own project 22602

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