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if you've ever went walking in the morning
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you've probably seen something like this before
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rays of light passing through mist or atmosphere
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in this tutorial
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we're going to be talking about the interaction
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between the rays of light themselves
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and the pools of light that are created
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on the surface that it's being projected onto
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this is a method that can be used for full CG
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environments you can also mix this method with
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plates and stuff like that
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but it's great for having
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a light that's actually cluding shapes that we can see
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and the light source is kind of moving
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so if we have clouds
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or we have some kind of something passing over
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that's what this sweeping light
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effect is kind of good for
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towards the end of the tutorial we'll look at
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how to get some of the particles in there
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how to make those cut into the God Rey
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and how to get multiple layers crossing over each other
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and also some problems that we can run into
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with screen space God Reys
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if we start looking at this and we look at the most
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basic God re
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this would be one possible approach of making a God re
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you kind of create
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some kind of alpha
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we punch a few holes in it and that's what we want
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to create the god right through
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so we would kind of put it into position
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and put the god right node
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and when you have the god right node
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you can move the center around
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so we could put it here and we could either scale up
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you could also scale down from another direction
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but essentially the same thing
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we get some rays
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from that and you can adjust the size with your noise
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so you can adjust those ray sizes
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by reducing the noise size
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or adding contrast
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by gamming down
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so this pattern is kind of helping it
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so the same thing here
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it's the same exact idea with the volume raise node
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pretty much works the same way just
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a little bit different way to control it
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but you can put the volume right no behind
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and you put the position
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kind of behind that light source
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and it'll do that effect
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now if we want the
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god race to actually interact and create
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pools of light
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this technique is not going to be the way to do it
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because we need to have an alpha that represents the
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ground so the trick with this is to actually flip it
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we want to create the interactive mat first
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so we want to start with noise
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we actually want the noise to be
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kind of on the ground
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so I'm gonna show this with a CG environment after
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I'm just doing a quick 2d example first
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so the noise here we're just doing a corner pin
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and kind of getting it on the ground
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and rather than God rang down from a light source
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we're actually God rang through
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these sort of
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interactive points so we create the God ray node
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and we scale up
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so I put the center up where the light source would be
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and I scale basically down which creates
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this sort of God ray
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and what that allows us to do
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is to have a mat that represents both the God ray
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which is this
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but also the interactive point
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and so if I gamma down this mat here
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to something that looks like this
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and we merge these together
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you can see that each god ray is getting its own
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pool of light at the bottom
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and when we animate this noise
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it's going to look like the god rays are actually
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casting light on those positions
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so we have the rays actually matching up
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and we could of course
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blur this a little bit if you want it
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and we can control the mats independently
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or we could even you know Gam up
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and have a bit more God race or
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however you want to do it
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but fundamentally this is the idea
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but with a CG environment
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we can do the same thing with a position pass
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so we can create
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a 3d noise with
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not a 3d noise but a 2.5d noise
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that runs across the position pass
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and fundamentally do the same exact trick with a
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CG environment
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so that's what we're gonna do
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in just a second here
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so if we go here and we take a look at
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the position pass
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this is what we need to do to create that noise
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running across the surface
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so to do that it's actually pretty easy
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we can do an expression
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and what we want to do in the expression node
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we have the color channels here
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I do have a video on my channel that goes into this
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how to like make this a tool if you want
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kind of a 2.5 d noise that you can
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kind of tool up and use again
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but in this case we don't actually need to do that
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all we need to do is go to the last
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box here which is the alpha
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and we want to type noise RGB
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and with you know commas in between
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like this and if we look at the resulting alpha of that
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you notice that we have
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a noise pattern all over the surface
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so this is great
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but it's not moving so we can't do anything with that
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so we want to put a grade node
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just before
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and in the grade node you see it breaks
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so first thing we want to do is uncheck
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the black clamp because the position pass
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has some negative values and stuff like that
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to make it work
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and that's killing it so we want to turn that off
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and what we can do now
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is pretty interesting to make this animate
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we want to go to the offset
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and we can actually just increase this
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and you'll notice that the noise will
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actually flow across the surface
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this is how we can create the base for our
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interactive effect here
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there will be
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one problem with doing this is if you offset it
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and you sample
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and you look at the alpha
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that we're creating the value
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if we go kind of like negative with this
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you'll notice that we have some negative values
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which is not good with alphas
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we want to have 0 to 1
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so after the expression you'll need to put a clamp
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so we have a nice 0 to 1 alpha
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and that's what we have now
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so what we can also do is replace the red
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green and blue channels
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so we can get rid of this position pass
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and we want to replace all the channels with this
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resulting noise pattern that we've created
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so we can just put a shuffle node at the end
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and say we want to put Alpha
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into all the channels like this
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so if I hit RGB and a
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all the channels look the same which will
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work really well for when we put the God Rey
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effect on top of this
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so we have these nodes that's kind of creating it
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and we have this node
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that we were doing the offset
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so that's where we can go back and animate it
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the other thing we can do here
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is we can actually go to the
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gain or the multiply
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and we can actually go
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into the colors and we can increase the scale
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if you want to make it
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bigger in one direction
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so we have X y and Z
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represented here
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so you can basically just
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play around with these and see how
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how you like it
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same with the offset
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that's kind of offsetting it in like all
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directions sort of
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but if you want the god rate to flow in one
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direction you can go into the offset and just offset
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one of the colors and you see it flows in one
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direction now
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so if you're creating
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a cloud
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passing over
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this is actually really great way to get those
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light effects all over your environment
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so this is a pretty cool effect
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now all we need to do is create the God Ray so
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I'll just go here
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we have some kind of gray background first
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so I'm gonna fix that by masking
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based on the beauty
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I'll just mask that so we don't have that kind of gray
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because I have the alpha here of the actual scene
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which is like this is just like the base base render
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and now we can mask that and we're good
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now we're ready for the God Rey
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so I'll put a God Rey node here
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and we will put the center up in the corner
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and close these panels
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take a look at that
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and we'll just decrease the scale a bit
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first thing you'll need to
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increase the steps here
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so we can increase that to a higher number
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let's say 10 you can also hit max but
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you know that's not going to be what we want
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in this case so we can move this up
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and scale it down
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and we can move it up further
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and that's kind of good we can
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gain this up a little bit see how it looks
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it's a little bit easier to tell
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once we start looking at a scene though so
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if we take our two mats that we've created this one
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and this one
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let's apply it to the actual base beauty of the scene
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so first I'll take the interactive mat
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and I'll just kind of
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gain down everything except the light ray
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so I'm gonna take the grade
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I'm gonna invert that
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so there's a little invert button
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and gain down
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so now we're getting the spots that are only
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you know kind of in the alpha here
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we can also
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do the opposite so we can do the same mat
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but not invert it
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and we can just kind of gain up a little bit
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so we can see what's happening
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and so maybe that's too small of lights
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but we'll see how it looks
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we'll take the god rays and we'll kind of
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plus this over
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or we could do it over over
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it actually be better in this case
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we kind of want it to include
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and not brighten the highlights necessarily
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so over is over is fine
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and this is kind of what we have now this is too bright
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so we can bring this down a bit
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and to make this look better
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I think we could just make the noise
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much bigger
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so now we can start to play with the noise size
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and see what that looks like
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part of the problem is
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yeah we just need to have big
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big pools of light being created
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to make that a little bit more
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convincing here
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we can also match the color a bit better
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so you know these are white
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whereas it feels like we have a bit of a warmer thing
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even though the materials warm itself
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I think it just looks a bit
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more natural if we throw a bit
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a tiny bit of color into it
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another thing we can do is in the God Ray setting
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there's from and to color
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so you can basically like
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kind of fade off the ends of them a little bit
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so it feels like it's not just
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like completely sort of a linear effect
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but rather it's kind of falling off from a source
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and that's gonna help
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so let's just see what else can we do here
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yeah so I'll make the spots a little bit bigger
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so I'll go back to
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our little size control that keep going back
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and just keep playing with the size
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and just see what we can do here
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let's just
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play around with a scale I think it just needs to be
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something
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probably like this
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sometimes you get a bit of a harsh fall off
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because of the noise that we used
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so you get these sort of harsh edges
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if we look at if we look at the Alpha
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we can actually see that
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so what we can do is
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we can actually blur this alpha a bit as well
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so if I go here
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blur the alpha
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and then I'll just
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put this back over itself
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so we get this kind of foggy looking effect around it
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and we can take a look at what that looks like
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and you see how it kind of softens the
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edge a little bit
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so that we're not getting such harsh edges
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and it feels a little bit more natural
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so that allows us to kind of control
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how broad those those rays go
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and starts to look a bit more realistic
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now we're going for a pretty
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contrasty scene
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so we're going like like
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dark shadows and stuff like that
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if we had a fill light
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you know we could play it like that too
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or we don't completely
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gain to zero here we could have some fill
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if we want
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00:11:58,066 --> 00:12:00,733
so we could just kind of bring it up a tiny bit
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but I kind of like the contrasty look it gives it
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that really dramatic
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sort of spotlight effect
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and that's kind of it
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that's kind of
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how we can get the
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effect and you just play
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with the noise
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and you could do more than one noise pattern
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so we have like the big broad one that we've done now
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and we can animate that sweeping through
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so we can just play with our offset
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and that's just gonna feel like
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that those rays are going through so
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if we were to keyframe that over time
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that's what that's going to look like
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so you could do like a helicopter or something
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you could do some really crazy stuff this way
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and even if it was just one singular alpha
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00:12:37,600 --> 00:12:40,533
with a P mat you could do the same same idea here
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so I think that's pretty much it for this effect
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00:12:46,966 --> 00:12:49,300
I'll go into the comp now to show
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how I did just some of the particle effects
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be mixed in there but fundamentally it's just this
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and then
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playing around a lot with like the look and the timing
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just have really dialed in
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you know maybe you could make your fall off look nicer
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you could
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once you break up the rays as well
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it helps a lot so we're going to talk about that but
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00:13:12,566 --> 00:13:14,600
fundamentally the main techniques are
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not that complicated it's always just about
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dialing everything in which means the motion
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how much of it
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on certain parts of the sequence like if you
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start your shot versus your end
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what are you trying to tell here
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the other thing I guess I could mention
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is let's go here to my actual comp
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so this is the one that I did
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we can just step through
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so I created the alpha here
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and then I basically just God ray it from that
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and then we kind of put it over
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but I did also do a negative God ray from
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00:13:50,133 --> 00:13:52,000
our object it's passing through
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and basically just
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00:13:53,566 --> 00:13:55,533
you're just taking the alpha of this thing and
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doing a God ray from that alpha
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so if we have
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the alpha of the triangle and we're doing a God ray
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we can create
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something like that and we can also
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roto it on certain parts to just make it a little bit
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sharper if we need to
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and kind of
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cut into the God ray to make it look like the
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object is passing through
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when you're doing that you can
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00:14:19,966 --> 00:14:21,866
basically the mount that you stencil
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it will make it look like it's further inside
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or rather the God ray is closer to the camera
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and not blocking the object
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so if I put it at
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0 it looks like this object is sitting
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behind the god ray
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versus 1 where it feels like it's cutting it out
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and you can always
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play with it somewhere in the middle too
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especially if it's passing through
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this is something you probably want to animate
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so that's something to keep in mind
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00:14:46,366 --> 00:14:49,466
so we'll talk about the particles next
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00:14:50,100 --> 00:14:51,766
so for the dust element
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00:14:52,733 --> 00:14:54,400
I have a whole bunch of dust elements here
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00:14:54,400 --> 00:14:55,066
that I kind of
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00:14:55,066 --> 00:14:57,533
brought in but essentially
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without the dust element
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00:14:58,933 --> 00:15:00,733
we have something that's just like the Godre
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and then when you start to bring it in
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00:15:02,933 --> 00:15:05,366
it just gives a bit texture to that light
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00:15:05,500 --> 00:15:06,400
which is really
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00:15:07,300 --> 00:15:07,900
pretty awesome
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00:15:07,900 --> 00:15:10,266
not always is that the case
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00:15:10,266 --> 00:15:12,966
because it depends on the particle size in the air
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00:15:13,133 --> 00:15:14,800
you know if you have a big cloud
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00:15:15,900 --> 00:15:18,766
or like steam over a lake or something like that
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00:15:18,766 --> 00:15:20,666
the noise is gonna be bigger
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00:15:20,766 --> 00:15:23,600
or if you have fine particles of dust in the air
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maybe it's a garage
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they're gonna be smaller
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00:15:26,200 --> 00:15:27,566
so it's not always just
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you know random
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particles in the air
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you gotta think about the size of the particles or
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the kind of volume you're shining light through
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so that's kind of what we have here
415
00:15:39,166 --> 00:15:41,100
we have some finer dust that's blowing around
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00:15:41,933 --> 00:15:42,966
and basically
417
00:15:43,200 --> 00:15:46,100
yeah it's just a clip of you know some dust here
418
00:15:46,166 --> 00:15:48,366
and the trick here is to
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00:15:49,000 --> 00:15:49,866
take the
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00:15:50,466 --> 00:15:54,666
alpha or not the alpha the RGB and alpha if you want
421
00:15:55,000 --> 00:15:57,533
and multiply it against that image so
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00:15:58,400 --> 00:15:59,966
if I have that disabled
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00:16:00,000 --> 00:16:02,066
you see I kind of graded it just a bit brown
424
00:16:02,066 --> 00:16:03,600
and then I'm just multiplying
425
00:16:03,900 --> 00:16:06,366
a pre comp of the god rays that I did
426
00:16:06,366 --> 00:16:08,533
up in the top of the composite
427
00:16:08,700 --> 00:16:10,700
so it just kind of helps cut it out
428
00:16:10,800 --> 00:16:12,666
makes it feel like that's hidden
429
00:16:12,666 --> 00:16:16,100
the light is hitting all those particles on that layer
430
00:16:16,200 --> 00:16:18,966
and it starts to become more convincing the more
431
00:16:18,966 --> 00:16:20,400
layers you add so
432
00:16:21,366 --> 00:16:21,766
you know
433
00:16:21,766 --> 00:16:24,100
I added like a whole bunch of different layers here
434
00:16:25,200 --> 00:16:27,100
some at different depths you notice we were
435
00:16:27,500 --> 00:16:29,000
out of focus in the foreground
436
00:16:29,000 --> 00:16:30,900
so I added some particles
437
00:16:30,900 --> 00:16:33,133
just in the foreground that pass over everything
438
00:16:33,133 --> 00:16:35,533
just to give some sense of scale and distance
439
00:16:36,200 --> 00:16:37,866
so those are things you want to think about
440
00:16:38,466 --> 00:16:41,166
and we'll just step down all the way here
441
00:16:41,166 --> 00:16:42,733
and then there's some lens floor
442
00:16:42,733 --> 00:16:45,066
stuff going on that I might do another tutorial
443
00:16:45,133 --> 00:16:47,066
on some of the lens floor stuff but
444
00:16:47,100 --> 00:16:49,000
that's kind of the gist of it
445
00:16:49,533 --> 00:16:51,133
I did do a bit of a sharpening
446
00:16:51,133 --> 00:16:52,366
like crazy on this just
447
00:16:52,366 --> 00:16:53,933
because it's going on YouTube and video
448
00:16:53,933 --> 00:16:57,466
and compression kills really small particles
449
00:16:58,100 --> 00:16:59,700
so it's almost like invisible
450
00:16:59,933 --> 00:17:01,500
so I kind of sharpened it like
451
00:17:02,000 --> 00:17:04,166
almost too much on purpose
452
00:17:05,366 --> 00:17:07,333
but yeah that's that's kind of the effect
453
00:17:07,333 --> 00:17:08,900
and this is the overall look
454
00:17:08,900 --> 00:17:09,966
that you can get
455
00:17:11,100 --> 00:17:13,266
again you can go further with this
456
00:17:13,733 --> 00:17:15,133
if this was like feature film
457
00:17:15,133 --> 00:17:16,766
and you needed some God rays
458
00:17:16,866 --> 00:17:17,766
you know for example
459
00:17:17,766 --> 00:17:19,466
like something you could do even more
460
00:17:20,400 --> 00:17:21,200
you have like the
461
00:17:21,333 --> 00:17:22,900
shadow cutting out you could put
462
00:17:23,000 --> 00:17:24,733
another God ray behind
463
00:17:24,866 --> 00:17:27,800
and just so you see some shapes in that cut out
464
00:17:27,933 --> 00:17:30,733
or just some stuff going on in the background subtly
465
00:17:31,533 --> 00:17:33,266
or even some very foreground
466
00:17:33,333 --> 00:17:35,666
subtle god rays coming over the camera
467
00:17:35,700 --> 00:17:37,933
you could flare up this corner and have
468
00:17:37,933 --> 00:17:39,133
have some subtle
469
00:17:39,500 --> 00:17:41,100
hazing coming from off screen
470
00:17:41,100 --> 00:17:42,566
so there's all kinds of more
471
00:17:42,566 --> 00:17:43,666
things you can do
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00:17:43,900 --> 00:17:45,866
depending on the amount of time you want to spend
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00:17:45,866 --> 00:17:47,200
on things so
474
00:17:47,266 --> 00:17:49,266
you know I'm not gonna spend infinite time on this but
475
00:17:49,333 --> 00:17:51,566
I think this is a pretty cool result and hopefully
476
00:17:51,766 --> 00:17:54,933
that was useful for somebody so if you guys liked it
477
00:17:55,366 --> 00:17:56,366
hit the like button
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00:17:56,700 --> 00:17:59,500
or subscribe if you're not already and that's about it
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