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These are the user uploaded subtitles that are being translated: 1 00:00:20,300 --> 00:00:22,100 if you've ever went walking in the morning 2 00:00:22,100 --> 00:00:24,266 you've probably seen something like this before 3 00:00:24,533 --> 00:00:27,566 rays of light passing through mist or atmosphere 4 00:00:27,566 --> 00:00:28,533 in this tutorial 5 00:00:28,533 --> 00:00:30,533 we're going to be talking about the interaction 6 00:00:30,533 --> 00:00:32,700 between the rays of light themselves 7 00:00:32,700 --> 00:00:35,166 and the pools of light that are created 8 00:00:35,200 --> 00:00:38,166 on the surface that it's being projected onto 9 00:00:38,600 --> 00:00:41,166 this is a method that can be used for full CG 10 00:00:41,166 --> 00:00:44,100 environments you can also mix this method with 11 00:00:44,100 --> 00:00:45,400 plates and stuff like that 12 00:00:46,100 --> 00:00:47,500 but it's great for having 13 00:00:47,866 --> 00:00:50,700 a light that's actually cluding shapes that we can see 14 00:00:50,733 --> 00:00:52,933 and the light source is kind of moving 15 00:00:52,933 --> 00:00:54,500 so if we have clouds 16 00:00:54,700 --> 00:00:57,366 or we have some kind of something passing over 17 00:00:57,766 --> 00:00:59,400 that's what this sweeping light 18 00:00:59,666 --> 00:01:01,200 effect is kind of good for 19 00:01:02,300 --> 00:01:04,500 towards the end of the tutorial we'll look at 20 00:01:04,666 --> 00:01:06,533 how to get some of the particles in there 21 00:01:06,533 --> 00:01:08,566 how to make those cut into the God Rey 22 00:01:09,133 --> 00:01:12,466 and how to get multiple layers crossing over each other 23 00:01:13,166 --> 00:01:15,900 and also some problems that we can run into 24 00:01:15,933 --> 00:01:17,900 with screen space God Reys 25 00:01:19,400 --> 00:01:22,100 if we start looking at this and we look at the most 26 00:01:22,100 --> 00:01:23,166 basic God re 27 00:01:23,666 --> 00:01:26,533 this would be one possible approach of making a God re 28 00:01:26,533 --> 00:01:27,466 you kind of create 29 00:01:28,466 --> 00:01:29,533 some kind of alpha 30 00:01:29,566 --> 00:01:31,900 we punch a few holes in it and that's what we want 31 00:01:31,900 --> 00:01:33,133 to create the god right through 32 00:01:33,133 --> 00:01:35,533 so we would kind of put it into position 33 00:01:35,566 --> 00:01:37,400 and put the god right node 34 00:01:37,800 --> 00:01:39,100 and when you have the god right node 35 00:01:39,100 --> 00:01:40,466 you can move the center around 36 00:01:40,733 --> 00:01:43,400 so we could put it here and we could either scale up 37 00:01:43,533 --> 00:01:45,366 you could also scale down from another direction 38 00:01:45,366 --> 00:01:46,700 but essentially the same thing 39 00:01:46,700 --> 00:01:47,900 we get some rays 40 00:01:48,500 --> 00:01:51,600 from that and you can adjust the size with your noise 41 00:01:51,600 --> 00:01:53,600 so you can adjust those ray sizes 42 00:01:53,666 --> 00:01:55,600 by reducing the noise size 43 00:01:55,666 --> 00:01:57,133 or adding contrast 44 00:01:57,466 --> 00:01:58,600 by gamming down 45 00:01:59,533 --> 00:02:02,100 so this pattern is kind of helping it 46 00:02:02,800 --> 00:02:04,600 so the same thing here 47 00:02:05,166 --> 00:02:07,600 it's the same exact idea with the volume raise node 48 00:02:07,600 --> 00:02:09,366 pretty much works the same way just 49 00:02:09,566 --> 00:02:11,166 a little bit different way to control it 50 00:02:11,166 --> 00:02:13,333 but you can put the volume right no behind 51 00:02:13,500 --> 00:02:14,700 and you put the position 52 00:02:14,766 --> 00:02:16,500 kind of behind that light source 53 00:02:16,700 --> 00:02:18,966 and it'll do that effect 54 00:02:19,333 --> 00:02:21,066 now if we want the 55 00:02:21,066 --> 00:02:22,800 god race to actually interact and create 56 00:02:22,800 --> 00:02:23,800 pools of light 57 00:02:23,966 --> 00:02:25,966 this technique is not going to be the way to do it 58 00:02:25,966 --> 00:02:27,933 because we need to have an alpha that represents the 59 00:02:27,933 --> 00:02:31,733 ground so the trick with this is to actually flip it 60 00:02:31,800 --> 00:02:35,766 we want to create the interactive mat first 61 00:02:35,766 --> 00:02:37,300 so we want to start with noise 62 00:02:37,966 --> 00:02:39,466 we actually want the noise to be 63 00:02:40,066 --> 00:02:40,966 kind of on the ground 64 00:02:40,966 --> 00:02:43,300 so I'm gonna show this with a CG environment after 65 00:02:43,300 --> 00:02:45,666 I'm just doing a quick 2d example first 66 00:02:46,066 --> 00:02:49,333 so the noise here we're just doing a corner pin 67 00:02:49,466 --> 00:02:51,400 and kind of getting it on the ground 68 00:02:51,700 --> 00:02:54,866 and rather than God rang down from a light source 69 00:02:55,366 --> 00:02:57,133 we're actually God rang through 70 00:02:57,700 --> 00:02:58,700 these sort of 71 00:02:59,066 --> 00:03:01,766 interactive points so we create the God ray node 72 00:03:01,766 --> 00:03:04,100 and we scale up 73 00:03:04,200 --> 00:03:06,933 so I put the center up where the light source would be 74 00:03:07,000 --> 00:03:09,866 and I scale basically down which creates 75 00:03:10,466 --> 00:03:11,733 this sort of God ray 76 00:03:12,133 --> 00:03:14,366 and what that allows us to do 77 00:03:14,600 --> 00:03:17,400 is to have a mat that represents both the God ray 78 00:03:17,400 --> 00:03:18,300 which is this 79 00:03:18,500 --> 00:03:20,333 but also the interactive point 80 00:03:20,500 --> 00:03:23,800 and so if I gamma down this mat here 81 00:03:24,766 --> 00:03:26,133 to something that looks like this 82 00:03:26,266 --> 00:03:28,200 and we merge these together 83 00:03:28,866 --> 00:03:31,533 you can see that each god ray is getting its own 84 00:03:31,700 --> 00:03:33,166 pool of light at the bottom 85 00:03:33,166 --> 00:03:34,933 and when we animate this noise 86 00:03:35,300 --> 00:03:37,166 it's going to look like the god rays are actually 87 00:03:37,166 --> 00:03:39,200 casting light on those positions 88 00:03:40,066 --> 00:03:42,266 so we have the rays actually matching up 89 00:03:42,266 --> 00:03:43,166 and we could of course 90 00:03:43,166 --> 00:03:44,900 blur this a little bit if you want it 91 00:03:44,966 --> 00:03:47,000 and we can control the mats independently 92 00:03:47,800 --> 00:03:50,000 or we could even you know Gam up 93 00:03:50,266 --> 00:03:52,500 and have a bit more God race or 94 00:03:52,500 --> 00:03:53,600 however you want to do it 95 00:03:53,733 --> 00:03:56,100 but fundamentally this is the idea 96 00:03:57,066 --> 00:03:58,933 but with a CG environment 97 00:03:58,933 --> 00:04:01,300 we can do the same thing with a position pass 98 00:04:01,300 --> 00:04:02,133 so we can create 99 00:04:02,300 --> 00:04:03,733 a 3d noise with 100 00:04:03,766 --> 00:04:06,333 not a 3d noise but a 2.5d noise 101 00:04:06,366 --> 00:04:08,500 that runs across the position pass 102 00:04:08,500 --> 00:04:10,933 and fundamentally do the same exact trick with a 103 00:04:10,933 --> 00:04:11,866 CG environment 104 00:04:11,866 --> 00:04:13,000 so that's what we're gonna do 105 00:04:13,400 --> 00:04:14,566 in just a second here 106 00:04:15,466 --> 00:04:18,100 so if we go here and we take a look at 107 00:04:18,266 --> 00:04:19,700 the position pass 108 00:04:19,700 --> 00:04:22,133 this is what we need to do to create that noise 109 00:04:22,133 --> 00:04:23,800 running across the surface 110 00:04:23,933 --> 00:04:26,566 so to do that it's actually pretty easy 111 00:04:26,966 --> 00:04:28,666 we can do an expression 112 00:04:29,200 --> 00:04:31,566 and what we want to do in the expression node 113 00:04:31,566 --> 00:04:33,133 we have the color channels here 114 00:04:33,133 --> 00:04:36,133 I do have a video on my channel that goes into this 115 00:04:36,333 --> 00:04:38,400 how to like make this a tool if you want 116 00:04:39,200 --> 00:04:41,466 kind of a 2.5 d noise that you can 117 00:04:42,300 --> 00:04:44,166 kind of tool up and use again 118 00:04:44,166 --> 00:04:45,966 but in this case we don't actually need to do that 119 00:04:45,966 --> 00:04:47,700 all we need to do is go to the last 120 00:04:47,733 --> 00:04:49,366 box here which is the alpha 121 00:04:49,466 --> 00:04:51,700 and we want to type noise RGB 122 00:04:51,933 --> 00:04:54,500 and with you know commas in between 123 00:04:54,866 --> 00:04:58,866 like this and if we look at the resulting alpha of that 124 00:04:59,700 --> 00:05:00,800 you notice that we have 125 00:05:00,966 --> 00:05:02,866 a noise pattern all over the surface 126 00:05:03,000 --> 00:05:04,533 so this is great 127 00:05:05,166 --> 00:05:08,333 but it's not moving so we can't do anything with that 128 00:05:08,533 --> 00:05:10,200 so we want to put a grade node 129 00:05:11,000 --> 00:05:11,800 just before 130 00:05:12,733 --> 00:05:14,933 and in the grade node you see it breaks 131 00:05:14,933 --> 00:05:16,766 so first thing we want to do is uncheck 132 00:05:16,766 --> 00:05:18,900 the black clamp because the position pass 133 00:05:18,900 --> 00:05:20,866 has some negative values and stuff like that 134 00:05:20,866 --> 00:05:21,733 to make it work 135 00:05:21,800 --> 00:05:24,300 and that's killing it so we want to turn that off 136 00:05:24,700 --> 00:05:26,566 and what we can do now 137 00:05:27,100 --> 00:05:29,500 is pretty interesting to make this animate 138 00:05:29,500 --> 00:05:31,166 we want to go to the offset 139 00:05:31,166 --> 00:05:33,366 and we can actually just increase this 140 00:05:33,366 --> 00:05:34,866 and you'll notice that the noise will 141 00:05:34,866 --> 00:05:37,066 actually flow across the surface 142 00:05:37,366 --> 00:05:40,066 this is how we can create the base for our 143 00:05:40,133 --> 00:05:41,700 interactive effect here 144 00:05:42,333 --> 00:05:42,800 there will be 145 00:05:42,800 --> 00:05:45,266 one problem with doing this is if you offset it 146 00:05:45,266 --> 00:05:46,200 and you sample 147 00:05:46,200 --> 00:05:47,766 and you look at the alpha 148 00:05:47,866 --> 00:05:49,666 that we're creating the value 149 00:05:50,566 --> 00:05:53,133 if we go kind of like negative with this 150 00:05:53,133 --> 00:05:55,266 you'll notice that we have some negative values 151 00:05:55,266 --> 00:05:56,666 which is not good with alphas 152 00:05:56,666 --> 00:05:57,900 we want to have 0 to 1 153 00:05:58,066 --> 00:06:00,600 so after the expression you'll need to put a clamp 154 00:06:00,600 --> 00:06:02,700 so we have a nice 0 to 1 alpha 155 00:06:02,866 --> 00:06:04,900 and that's what we have now 156 00:06:04,900 --> 00:06:07,666 so what we can also do is replace the red 157 00:06:07,666 --> 00:06:08,533 green and blue channels 158 00:06:08,533 --> 00:06:10,266 so we can get rid of this position pass 159 00:06:10,266 --> 00:06:12,266 and we want to replace all the channels with this 160 00:06:12,266 --> 00:06:15,266 resulting noise pattern that we've created 161 00:06:15,333 --> 00:06:17,533 so we can just put a shuffle node at the end 162 00:06:17,933 --> 00:06:19,533 and say we want to put Alpha 163 00:06:19,533 --> 00:06:20,900 into all the channels like this 164 00:06:20,900 --> 00:06:22,933 so if I hit RGB and a 165 00:06:23,133 --> 00:06:25,066 all the channels look the same which will 166 00:06:25,166 --> 00:06:27,133 work really well for when we put the God Rey 167 00:06:27,133 --> 00:06:28,466 effect on top of this 168 00:06:28,900 --> 00:06:31,400 so we have these nodes that's kind of creating it 169 00:06:31,400 --> 00:06:32,733 and we have this node 170 00:06:33,000 --> 00:06:34,500 that we were doing the offset 171 00:06:34,566 --> 00:06:37,400 so that's where we can go back and animate it 172 00:06:37,700 --> 00:06:38,900 the other thing we can do here 173 00:06:38,900 --> 00:06:40,066 is we can actually go to the 174 00:06:40,066 --> 00:06:41,366 gain or the multiply 175 00:06:41,866 --> 00:06:42,966 and we can actually go 176 00:06:42,966 --> 00:06:45,900 into the colors and we can increase the scale 177 00:06:46,400 --> 00:06:47,600 if you want to make it 178 00:06:48,133 --> 00:06:49,666 bigger in one direction 179 00:06:50,200 --> 00:06:51,766 so we have X y and Z 180 00:06:52,300 --> 00:06:53,466 represented here 181 00:06:53,866 --> 00:06:55,366 so you can basically just 182 00:06:55,366 --> 00:06:56,800 play around with these and see how 183 00:06:57,000 --> 00:06:57,933 how you like it 184 00:06:58,333 --> 00:06:59,466 same with the offset 185 00:06:59,466 --> 00:07:01,100 that's kind of offsetting it in like all 186 00:07:01,100 --> 00:07:01,866 directions sort of 187 00:07:01,866 --> 00:07:04,366 but if you want the god rate to flow in one 188 00:07:04,366 --> 00:07:06,966 direction you can go into the offset and just offset 189 00:07:07,000 --> 00:07:09,333 one of the colors and you see it flows in one 190 00:07:09,333 --> 00:07:10,166 direction now 191 00:07:10,333 --> 00:07:11,466 so if you're creating 192 00:07:11,933 --> 00:07:12,966 a cloud 193 00:07:13,966 --> 00:07:14,933 passing over 194 00:07:15,666 --> 00:07:17,600 this is actually really great way to get those 195 00:07:17,600 --> 00:07:20,266 light effects all over your environment 196 00:07:20,966 --> 00:07:22,533 so this is a pretty cool effect 197 00:07:23,366 --> 00:07:26,466 now all we need to do is create the God Ray so 198 00:07:26,866 --> 00:07:27,966 I'll just go here 199 00:07:27,966 --> 00:07:29,933 we have some kind of gray background first 200 00:07:29,933 --> 00:07:31,800 so I'm gonna fix that by masking 201 00:07:31,900 --> 00:07:33,166 based on the beauty 202 00:07:33,800 --> 00:07:36,600 I'll just mask that so we don't have that kind of gray 203 00:07:37,966 --> 00:07:40,600 because I have the alpha here of the actual scene 204 00:07:41,200 --> 00:07:44,466 which is like this is just like the base base render 205 00:07:45,766 --> 00:07:47,600 and now we can mask that and we're good 206 00:07:47,700 --> 00:07:49,166 now we're ready for the God Rey 207 00:07:49,166 --> 00:07:51,600 so I'll put a God Rey node here 208 00:07:51,933 --> 00:07:55,466 and we will put the center up in the corner 209 00:07:55,900 --> 00:07:58,066 and close these panels 210 00:07:58,066 --> 00:07:59,000 take a look at that 211 00:07:59,000 --> 00:08:01,500 and we'll just decrease the scale a bit 212 00:08:02,066 --> 00:08:03,266 first thing you'll need to 213 00:08:03,266 --> 00:08:04,300 increase the steps here 214 00:08:04,300 --> 00:08:05,966 so we can increase that to a higher number 215 00:08:05,966 --> 00:08:08,600 let's say 10 you can also hit max but 216 00:08:08,600 --> 00:08:10,333 you know that's not going to be what we want 217 00:08:10,333 --> 00:08:13,766 in this case so we can move this up 218 00:08:14,500 --> 00:08:16,100 and scale it down 219 00:08:17,400 --> 00:08:18,900 and we can move it up further 220 00:08:20,200 --> 00:08:23,000 and that's kind of good we can 221 00:08:23,066 --> 00:08:25,466 gain this up a little bit see how it looks 222 00:08:25,800 --> 00:08:27,300 it's a little bit easier to tell 223 00:08:27,300 --> 00:08:29,666 once we start looking at a scene though so 224 00:08:30,733 --> 00:08:34,966 if we take our two mats that we've created this one 225 00:08:35,733 --> 00:08:37,066 and this one 226 00:08:37,666 --> 00:08:40,766 let's apply it to the actual base beauty of the scene 227 00:08:40,766 --> 00:08:43,466 so first I'll take the interactive mat 228 00:08:43,600 --> 00:08:45,300 and I'll just kind of 229 00:08:45,566 --> 00:08:48,300 gain down everything except the light ray 230 00:08:48,300 --> 00:08:49,800 so I'm gonna take the grade 231 00:08:49,800 --> 00:08:51,133 I'm gonna invert that 232 00:08:51,133 --> 00:08:52,666 so there's a little invert button 233 00:08:52,900 --> 00:08:54,133 and gain down 234 00:08:54,566 --> 00:08:57,966 so now we're getting the spots that are only 235 00:08:58,700 --> 00:09:00,333 you know kind of in the alpha here 236 00:09:01,866 --> 00:09:02,700 we can also 237 00:09:03,400 --> 00:09:05,766 do the opposite so we can do the same mat 238 00:09:05,966 --> 00:09:07,000 but not invert it 239 00:09:07,000 --> 00:09:08,966 and we can just kind of gain up a little bit 240 00:09:08,966 --> 00:09:10,800 so we can see what's happening 241 00:09:10,866 --> 00:09:13,600 and so maybe that's too small of lights 242 00:09:13,600 --> 00:09:14,933 but we'll see how it looks 243 00:09:15,300 --> 00:09:17,566 we'll take the god rays and we'll kind of 244 00:09:17,566 --> 00:09:18,600 plus this over 245 00:09:19,300 --> 00:09:20,766 or we could do it over over 246 00:09:20,766 --> 00:09:22,066 it actually be better in this case 247 00:09:22,066 --> 00:09:23,766 we kind of want it to include 248 00:09:24,700 --> 00:09:26,866 and not brighten the highlights necessarily 249 00:09:27,133 --> 00:09:28,966 so over is over is fine 250 00:09:30,133 --> 00:09:32,766 and this is kind of what we have now this is too bright 251 00:09:32,766 --> 00:09:34,733 so we can bring this down a bit 252 00:09:35,366 --> 00:09:36,533 and to make this look better 253 00:09:36,566 --> 00:09:38,500 I think we could just make the noise 254 00:09:39,466 --> 00:09:40,066 much bigger 255 00:09:40,066 --> 00:09:42,200 so now we can start to play with the noise size 256 00:09:42,266 --> 00:09:45,200 and see what that looks like 257 00:09:45,966 --> 00:09:47,266 part of the problem is 258 00:09:47,800 --> 00:09:49,866 yeah we just need to have big 259 00:09:50,466 --> 00:09:52,333 big pools of light being created 260 00:09:52,333 --> 00:09:53,466 to make that a little bit more 261 00:09:53,600 --> 00:09:54,933 convincing here 262 00:09:55,466 --> 00:09:57,500 we can also match the color a bit better 263 00:09:57,500 --> 00:09:59,066 so you know these are white 264 00:09:59,866 --> 00:10:02,466 whereas it feels like we have a bit of a warmer thing 265 00:10:02,466 --> 00:10:04,200 even though the materials warm itself 266 00:10:04,200 --> 00:10:05,466 I think it just looks a bit 267 00:10:06,066 --> 00:10:08,100 more natural if we throw a bit 268 00:10:08,266 --> 00:10:10,133 a tiny bit of color into it 269 00:10:11,333 --> 00:10:13,666 another thing we can do is in the God Ray setting 270 00:10:13,666 --> 00:10:15,766 there's from and to color 271 00:10:16,000 --> 00:10:18,100 so you can basically like 272 00:10:18,366 --> 00:10:20,866 kind of fade off the ends of them a little bit 273 00:10:20,866 --> 00:10:22,500 so it feels like it's not just 274 00:10:22,500 --> 00:10:24,866 like completely sort of a linear effect 275 00:10:25,066 --> 00:10:27,800 but rather it's kind of falling off from a source 276 00:10:28,366 --> 00:10:29,366 and that's gonna help 277 00:10:31,200 --> 00:10:33,300 so let's just see what else can we do here 278 00:10:33,766 --> 00:10:36,366 yeah so I'll make the spots a little bit bigger 279 00:10:36,466 --> 00:10:37,800 so I'll go back to 280 00:10:37,900 --> 00:10:40,300 our little size control that keep going back 281 00:10:40,600 --> 00:10:43,200 and just keep playing with the size 282 00:10:44,366 --> 00:10:46,666 and just see what we can do here 283 00:10:47,100 --> 00:10:47,900 let's just 284 00:10:48,000 --> 00:10:50,400 play around with a scale I think it just needs to be 285 00:10:51,133 --> 00:10:51,933 something 286 00:10:53,566 --> 00:10:55,000 probably like this 287 00:10:55,166 --> 00:10:57,533 sometimes you get a bit of a harsh fall off 288 00:10:58,666 --> 00:11:00,366 because of the noise that we used 289 00:11:00,700 --> 00:11:03,166 so you get these sort of harsh edges 290 00:11:03,866 --> 00:11:06,400 if we look at if we look at the Alpha 291 00:11:07,333 --> 00:11:08,533 we can actually see that 292 00:11:08,533 --> 00:11:10,066 so what we can do is 293 00:11:10,066 --> 00:11:12,400 we can actually blur this alpha a bit as well 294 00:11:12,666 --> 00:11:14,666 so if I go here 295 00:11:15,900 --> 00:11:16,933 blur the alpha 296 00:11:18,200 --> 00:11:19,000 and then I'll just 297 00:11:19,400 --> 00:11:20,800 put this back over itself 298 00:11:20,800 --> 00:11:23,900 so we get this kind of foggy looking effect around it 299 00:11:23,900 --> 00:11:26,533 and we can take a look at what that looks like 300 00:11:27,900 --> 00:11:29,600 and you see how it kind of softens the 301 00:11:29,600 --> 00:11:30,400 edge a little bit 302 00:11:30,466 --> 00:11:33,000 so that we're not getting such harsh edges 303 00:11:33,333 --> 00:11:35,166 and it feels a little bit more natural 304 00:11:35,200 --> 00:11:37,400 so that allows us to kind of control 305 00:11:37,700 --> 00:11:40,200 how broad those those rays go 306 00:11:40,366 --> 00:11:42,933 and starts to look a bit more realistic 307 00:11:43,066 --> 00:11:44,300 now we're going for a pretty 308 00:11:44,466 --> 00:11:45,400 contrasty scene 309 00:11:45,400 --> 00:11:46,333 so we're going like like 310 00:11:46,333 --> 00:11:47,800 dark shadows and stuff like that 311 00:11:47,800 --> 00:11:49,100 if we had a fill light 312 00:11:50,366 --> 00:11:52,066 you know we could play it like that too 313 00:11:52,066 --> 00:11:53,366 or we don't completely 314 00:11:53,800 --> 00:11:56,500 gain to zero here we could have some fill 315 00:11:56,966 --> 00:11:57,766 if we want 316 00:11:58,066 --> 00:12:00,733 so we could just kind of bring it up a tiny bit 317 00:12:01,333 --> 00:12:03,766 but I kind of like the contrasty look it gives it 318 00:12:03,766 --> 00:12:04,933 that really dramatic 319 00:12:05,466 --> 00:12:06,933 sort of spotlight effect 320 00:12:07,600 --> 00:12:08,400 and that's kind of it 321 00:12:08,400 --> 00:12:09,133 that's kind of 322 00:12:09,133 --> 00:12:09,766 how we can get the 323 00:12:09,766 --> 00:12:10,666 effect and you just play 324 00:12:10,666 --> 00:12:11,200 with the noise 325 00:12:11,200 --> 00:12:13,166 and you could do more than one noise pattern 326 00:12:13,166 --> 00:12:15,400 so we have like the big broad one that we've done now 327 00:12:15,866 --> 00:12:18,066 and we can animate that sweeping through 328 00:12:18,933 --> 00:12:20,766 so we can just play with our offset 329 00:12:20,900 --> 00:12:22,733 and that's just gonna feel like 330 00:12:23,400 --> 00:12:25,666 that those rays are going through so 331 00:12:26,266 --> 00:12:28,400 if we were to keyframe that over time 332 00:12:28,766 --> 00:12:29,933 that's what that's going to look like 333 00:12:29,933 --> 00:12:31,800 so you could do like a helicopter or something 334 00:12:31,800 --> 00:12:33,766 you could do some really crazy stuff this way 335 00:12:34,533 --> 00:12:37,466 and even if it was just one singular alpha 336 00:12:37,600 --> 00:12:40,533 with a P mat you could do the same same idea here 337 00:12:42,500 --> 00:12:46,800 so I think that's pretty much it for this effect 338 00:12:46,966 --> 00:12:49,300 I'll go into the comp now to show 339 00:12:49,966 --> 00:12:53,300 how I did just some of the particle effects 340 00:12:53,766 --> 00:12:57,100 be mixed in there but fundamentally it's just this 341 00:12:57,366 --> 00:12:58,133 and then 342 00:12:58,133 --> 00:13:00,666 playing around a lot with like the look and the timing 343 00:13:00,666 --> 00:13:02,166 just have really dialed in 344 00:13:02,166 --> 00:13:05,066 you know maybe you could make your fall off look nicer 345 00:13:05,566 --> 00:13:06,366 you could 346 00:13:07,266 --> 00:13:08,766 once you break up the rays as well 347 00:13:08,766 --> 00:13:11,133 it helps a lot so we're going to talk about that but 348 00:13:12,566 --> 00:13:14,600 fundamentally the main techniques are 349 00:13:15,266 --> 00:13:17,700 not that complicated it's always just about 350 00:13:17,733 --> 00:13:20,500 dialing everything in which means the motion 351 00:13:20,533 --> 00:13:21,666 how much of it 352 00:13:21,766 --> 00:13:24,133 on certain parts of the sequence like if you 353 00:13:24,133 --> 00:13:25,733 start your shot versus your end 354 00:13:26,266 --> 00:13:27,766 what are you trying to tell here 355 00:13:28,166 --> 00:13:30,733 the other thing I guess I could mention 356 00:13:31,733 --> 00:13:34,533 is let's go here to my actual comp 357 00:13:34,733 --> 00:13:36,333 so this is the one that I did 358 00:13:38,000 --> 00:13:39,366 we can just step through 359 00:13:39,533 --> 00:13:42,133 so I created the alpha here 360 00:13:42,133 --> 00:13:44,500 and then I basically just God ray it from that 361 00:13:45,200 --> 00:13:46,700 and then we kind of put it over 362 00:13:46,800 --> 00:13:49,966 but I did also do a negative God ray from 363 00:13:50,133 --> 00:13:52,000 our object it's passing through 364 00:13:52,733 --> 00:13:53,566 and basically just 365 00:13:53,566 --> 00:13:55,533 you're just taking the alpha of this thing and 366 00:13:55,900 --> 00:13:58,133 doing a God ray from that alpha 367 00:13:58,366 --> 00:13:59,566 so if we have 368 00:14:00,200 --> 00:14:03,000 the alpha of the triangle and we're doing a God ray 369 00:14:03,000 --> 00:14:03,800 we can create 370 00:14:04,133 --> 00:14:06,000 something like that and we can also 371 00:14:06,500 --> 00:14:09,366 roto it on certain parts to just make it a little bit 372 00:14:09,466 --> 00:14:10,866 sharper if we need to 373 00:14:11,000 --> 00:14:11,700 and kind of 374 00:14:11,700 --> 00:14:13,900 cut into the God ray to make it look like the 375 00:14:13,900 --> 00:14:15,300 object is passing through 376 00:14:17,366 --> 00:14:18,766 when you're doing that you can 377 00:14:19,966 --> 00:14:21,866 basically the mount that you stencil 378 00:14:21,866 --> 00:14:24,333 it will make it look like it's further inside 379 00:14:24,533 --> 00:14:27,933 or rather the God ray is closer to the camera 380 00:14:28,400 --> 00:14:29,900 and not blocking the object 381 00:14:29,900 --> 00:14:30,700 so if I put it at 382 00:14:30,800 --> 00:14:32,966 0 it looks like this object is sitting 383 00:14:32,966 --> 00:14:34,300 behind the god ray 384 00:14:34,766 --> 00:14:36,900 versus 1 where it feels like it's cutting it out 385 00:14:36,900 --> 00:14:38,166 and you can always 386 00:14:38,166 --> 00:14:40,000 play with it somewhere in the middle too 387 00:14:40,000 --> 00:14:41,700 especially if it's passing through 388 00:14:41,966 --> 00:14:44,000 this is something you probably want to animate 389 00:14:44,100 --> 00:14:45,866 so that's something to keep in mind 390 00:14:46,366 --> 00:14:49,466 so we'll talk about the particles next 391 00:14:50,100 --> 00:14:51,766 so for the dust element 392 00:14:52,733 --> 00:14:54,400 I have a whole bunch of dust elements here 393 00:14:54,400 --> 00:14:55,066 that I kind of 394 00:14:55,066 --> 00:14:57,533 brought in but essentially 395 00:14:57,600 --> 00:14:58,933 without the dust element 396 00:14:58,933 --> 00:15:00,733 we have something that's just like the Godre 397 00:15:00,733 --> 00:15:02,600 and then when you start to bring it in 398 00:15:02,933 --> 00:15:05,366 it just gives a bit texture to that light 399 00:15:05,500 --> 00:15:06,400 which is really 400 00:15:07,300 --> 00:15:07,900 pretty awesome 401 00:15:07,900 --> 00:15:10,266 not always is that the case 402 00:15:10,266 --> 00:15:12,966 because it depends on the particle size in the air 403 00:15:13,133 --> 00:15:14,800 you know if you have a big cloud 404 00:15:15,900 --> 00:15:18,766 or like steam over a lake or something like that 405 00:15:18,766 --> 00:15:20,666 the noise is gonna be bigger 406 00:15:20,766 --> 00:15:23,600 or if you have fine particles of dust in the air 407 00:15:23,600 --> 00:15:25,000 maybe it's a garage 408 00:15:25,000 --> 00:15:26,200 they're gonna be smaller 409 00:15:26,200 --> 00:15:27,566 so it's not always just 410 00:15:28,500 --> 00:15:29,500 you know random 411 00:15:29,933 --> 00:15:30,866 particles in the air 412 00:15:30,866 --> 00:15:33,333 you gotta think about the size of the particles or 413 00:15:33,733 --> 00:15:36,266 the kind of volume you're shining light through 414 00:15:37,466 --> 00:15:39,166 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 416 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 419 00:15:49,000 --> 00:15:49,866 take the 420 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 422 00:15:58,400 --> 00:15:59,966 if I have that disabled 423 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 472 00:17:43,900 --> 00:17:45,866 depending on the amount of time you want to spend 473 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 478 00:17:56,700 --> 00:17:59,500 or subscribe if you're not already and that's about it 34864

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