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in this tutorial
we are going to composite fire in nuke
I'm the Nassau with action key effects
and I will be your structure for today
so let's get started
okay so here is my plate
it is a steady
locked off shot with a yellow artificial light
to help us plan the fire glow
we also have removed
the reflection on the windshield here
I'm going to focus this tutorial on composting
the fire and smoke on top of the car
so I would not focus
on some additional effects at the end
like the environment form
to do the fire
I will be using action fee effects
fire elements
which you can get on our website
especially now during the Black Friday
where everything is 55% off
you can also check the other elements that I'm using
in the description below
first before we begin adding the fire
I have added some fake light flicker
I did this very simply by creating a branch
with aluma key
so we only isolate the bright area
and then promote that key
and then I mask only
the areas that will get affected by the fire
which the bright yellow lights in the middle here
and then I use multiply to control the opacity
but instead of animating the flicker manually
I used an expression
so this is a very simple formula
to create a noise wave animation
so the values goes up and down
non uniformly
you can copy the expression
that I'm using here
or just download this new project file
on the description
and then I much this flickering light on top
of the plates that I have darken
and this is what we have
now let's start compositing the fire
we're going to start with just one
which is this ground fire
from Ground Fire volume 2
usually before I merge any elements
I always make sure to add a reformat
so it has the same dimension as the plate
which this fire already has
but I did anyway
just in case
and then we want to merge it on top of our plates
and then let's get transform
and position this inside of the car
okay so to make it look like the fire is inside
of course we have to roto mask the fire
so I want to create a roto shape of this car
window and windshield
and then let's use that
too much mask our fire
and then whenever you do a mask
my advice is to always give
at least a 1 or 2 pixel blur
so the cut out edges isn't too sharp
now I want some part of the flame to break out
of the windshield easy peasy
all I have to do is to create a garbage mask here
and there we go
we have the fire
half contained
while half other is coming out
now our fire is moving super slow
we can speed it up using a note called Kronos
I like to plug it at the very start of the note
and then you want to copy the input range of the clip
into the Chronos note
and then speed up by
let's say two times great next
I want to offset the timeline of the fire a little bit
so let's get time offset
go to the dope sheet and then offset our fire
perfect next
let's add a backdrop note and nickname
our cluster of notes here
now of course
in the final shot
I use multiple fire elements
so here I have them
and as you can see
I have done the exact same things I did
with the first fire
I re time them the format
create mask if needed
and of course
also I added a backdrop and nickname on them
so don't get confused on which is which
so now let's merge all the fires here
and here we have
our fire branch of the note being merged into our plate
to make sure
the fires are merging with each other seamlessly
I want to change the merch into plus 1 thing
you notice that
all of our fires look different to each other
so what we want to do is to color match all the fires
so they all look the same
so first I want to color correct
our windshield fire here
so let's add grade
then remember to unpremote the offer of your
elements before doing color correction
and then premulting it back again
unpremote would make sure that you get the right color
transparency
when you are doing color correction
you can also do the unpremode
and primalde process without the sandwiching the note
by going to the unpremode on the great note
and click on alpha
either way it works
and I'm going to do this unpremode and primalde process
every time I do color correction on our PFX element
so for the color correction
I want to increase the brightness
until we get a little bit more off the highlights
and then I'm gonna go to the gamma
and I want to put it up
the RGP here
and then I want to push the red a little bit
my goal is to basically just create a
bit more contrast between the highlights here
and the midtones
and dark colors off the edge
but not too much great
so now we want the other fires to have this look
all of these fires
are already looking around the right ballpark colorwise
except our other fire here is a bit desaturated
and also not super bright
so let's just add saturation to match the levels of
the saturation we had on the other fire
and then using great
I will bump up the brightness a little bit more
basically you want to go back and forth
to make sure the fire is matching
okay so all the fire now has matching pretty well
next we're going
to add the glow
the following glow techniques
is something that I've Learned from our friend Yugo
Kara from Yugo's desk
that I have modified a bit
so we want to break up our glow
into three layers
first is the inner highlight glow
and then the midtones glow
and then the outer glow
so first let's start with the midtones glow
we want to create a dot here
and we want to add our glow note
branching from it
and then on the glow
we want to click
effects only
so we only have the effects without the actual element
so now I want to do is I want to increase the tolerance
of the glow just a little bit
and then we want to reduce the brightness
and saturation by half
and then let's push the glow size a little bit
okay so now it looks unremarkable
but that is fine
what we're going to do next is we are going to merge
screen this glow back into the element
and then reduce the mix just a little bit
so this is before the Midton glow
this is after
so now let's add the second glow
we want to branch it again
and the second glow is the highlight glow
so let's click effects only
and because you only want the highlights
let's push the tolerance pretty high
and then reduce the brightness
and saturation just a touch
and then for the size
I wanted to be very small
and then once again
let's much screen it back into the element
and this is what we have
we have a little bit more push
on the highlights of the fire
okay so this is our glow so far
now let's add the outside glow however
we're not actually going to insert this outside glow
into the effects
we're going to implement it directly into the plate
so here let's select effect only
and then increase the tolerance
and brightness a little bit
and then let's push down the saturation just a touch
but then on the size
we're going to set it really big like 500
so now we have this really great gloom effect
and so now we want to much this
to the plate just before the fire
and then set the operation to plus
so then the next thing I want to do
is I want the fire to blend a little bit better
with the plates
to do that we're going to go to the much of the fire
not the much of the outer glow here
and we want to change the operation to either plus
or screen plus is technically
more accurate because fire is light
so it has an additive property
but I don't like
the overexposed look that it has on this specific shot
so I'm just going to go with screen
okay so we have our fire
so now before we move forward
I just want to add some backdrops to some of our
effects to make it easier to navigate this script later
next let's add some light interaction and some texture
on the car thankfully
we already have a lot of heavy lifting done by the
artificial light on set for the light interaction
but let's push it
a little bit more
and because of course
this is a burning car
it needs to have some burn Mark
so let's get
this burn Mark texture here and merge it above the fire
and then to align this to the car
we're going to use card 3D
this note allows you to move your footage
in 3D without the need of 3D scene
and then I want to mask this
so this burn Mark only affect the hood of the car
and then I want to duplicate the burn Mark
to put it on the side of the car
and then we want to reduce the much mix
to make it blend a little bit better with the surface
next I want to add some extra brightness of when
the fire makes contact with the car
so let's get great
and we want to increase the lift
and then let's click on the color wheel
and change the value to be more orange
and then of course
we want the great to only affect certain parts
so let's add a mask to it
now here the color still a little bit too much
so let's just reduce the lift
there we go
you also want to make sure that the shape
of the light interaction mimics the shape of the fire
next I'm going to add
the fire's reflection on the car hood
so let's go to our hood fire here
and then I want to create a branch just before it
enters the glow
and then I'm going to add transform
and I'm going to flip
the footage to create a fake reflection
and then I'm going to merge
screen it back into the fire
and then of course
I want to mask the reflection
so it only appears on the hood
and then this reflection
would not this be clear and sharp
especially with the burned Mark present
so let's copy our burned Mark texture
and it's called 3D
and we want to use that as a mat to stencil
our reflection from it
and then let's get blur to blur it out just a touch
and then let's get multiply
to pull the opacity just a bit by the way
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and now let's go back to the video
okay so now let's composite our smoke fire
so we have two types of smoke that we want to composite
one is the black thick smoke that is going upwards
and then there is the white
thin smoke that is a bit more atmospheric in nature
the first smoke that I want to composite
is the thick black smoke
and I will be using this close up of large scale smoke
bloom volume 1
and of course
just like the fire I have
added a Kronos to speed up the animation of the smoke
and then some time offset to offset the timing
and of course reform at it just in case
so now I want to merge this smoke into the plate
but I want to merge it behind the fire
and then let's add transform
and of course we want to mask out the bottom here
and then I want to darken the smoke
so let's add great
and of course primo on premult it
and let's darken it to match the blackness
off the plate
then maybe change the gamma also
so a bit so it's a bit more orange
now I want the smoke to be brighten up exclusively
by the brightness of the fire
and so to do that
we are going to borrow the information that we had
earlier from here
and we want to create a new branch just right here
and let's add a blur note
and then I want to blur it really high
and then maybe let's get great again
to brighten our blur
so we get this hot spot in the middle
and then let's go back to our smoke bloom again
just before we color corrected
and we want to create a branch for this one
and we want to create a branch again as well
and then on this branch
we're going to color correct it again
and this time I'm going to make it really bright orange
and then what I'm going to do is
I'm going to merge these two
and then instead of over
we're going to switch the multiply
and there we go
I want to go back to the great here a little bit
and push it so we can get more hotspot on our smoke
and then we want to put this glowing smoke that we had
on top of our black smoke
so let's merge it on top
there we go
and then much this into the plate boom
so now we have this
we have the fire glow
and we have the fire
now of course this is pushing a little bit too much
so we can just go back to the color grading
and just make sure
to play around with the settings until we
find the right look of our fire smoke
okay so that was the black smoke
now let's do the white thin smoke
for that I will be using this small scale smoke bloom
and this smoke doesn't have any alpha channel on it
doesn't have any transparency
so I'm going to bring a shuffle note
and I'm going to use the green channel as my alpha
so now let's merge this on top of our fire
and we're going to position it here
then of course the smoke is too small
so what I will do
is to make a duplicate by creating a branch
and march it into itself
and then of course we want to roll the smoke
and we want to color correct it
so for the color correction
I just want to make it a little bit more orange
great and then just like the black smoke
I want this white smoke
to be masked out by the brightness of the fire
so let's merge the smoke with that blur again
and then of course
we're going to change this to multiply
perfect so now we have this
but of course our white smoke is getting too thick
so what we can do is we can go back to the grade here
and reduce the multiply or the opacity
and then we want to mask our smoke here
so it is behind our actor and also
I want to mask out the middle part of the smoke
so the values doesn't add up with the fire
so let's create a mask
and I want to do the middle here
and instead of masking
of course I want to do the opposite of masking
which is stencil
there we go
and we want to blur it out
now Toroto our guy
we can do that
manually or
you can use this mat that I created that we can use
to substitute the roto
so this mat footage doesn't have an alpha channel
so again we're going to use shuffle
to use the green channel as the alpha
and then we're going to merge this mat with the roto
so now we still have a little bit of
smoke bleaching through here
and that is not from the white smoke
that is actually from the black smoke
so the black smoke needs to be masked as well
okay so here our smoke is looking a little bit still
you know too thick
let's change the merch from over the screen
there we go
so now it's like the brightness isn't too much
so here what I'm going to do is just adjust
my scene a little bit before doing some final touches
like for example
I want to scale down the black smoke a little bit
and change the outer glow tint into a bit more orange
and then I want to add another fire on the tire
I isolated the bottom part
of this wall fire that I have rotated
and then merged it with the other fire
for the reflection
I did the same thing as before
except I flipped it horizontally
and brighten the reflection
to match with the specular reflection on the bumper
and then after that
I added another white smoke
that is coming out of that new fire
and then after that
I'm just merging additional elements on top of the fire
to help sell the scene
like fire embers
and a haze fog
and the very final effects I did
was creating heat distortion effect
using a noise that I used as a forward UV channel
and then I use
I distort to drive some distortion using that
forward UV channel
and that was basically the shot
and once again
if you're looking for fee effects
stock footage like we used in this tutorial
you can check out our website at Action
Fee Effects com
we provide a vast library of high quality fee effects
assets that you can purchase right now
for your projects
learn more about this and our subscriptions below
and that was the tutorial on composite fire in nuke
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feel free to hit like subscribe
and let us know in the comment section below
what kind of tutorials that you like to see next
see you next time bye bye
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