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These are the user uploaded subtitles that are being translated: 1 00:00:06,766 --> 00:00:09,000 hey everyone welcome to another tutorial 2 00:00:09,166 --> 00:00:10,133 this time we're gonna talk 3 00:00:10,133 --> 00:00:12,666 about gradient remapping inside of nuke 4 00:00:12,800 --> 00:00:16,366 and what exactly that is and how we can use it so 5 00:00:16,733 --> 00:00:19,066 if you guys are familiar with Photoshop you might be 6 00:00:19,066 --> 00:00:21,466 familiar with a technique called gradient remapping 7 00:00:21,466 --> 00:00:23,133 which is essentially just taking 8 00:00:23,500 --> 00:00:25,200 a black and white image like this 9 00:00:25,200 --> 00:00:27,133 and remapping multiple color 10 00:00:28,333 --> 00:00:32,766 values into it so from 0 to 1 0 to 1 so white 11 00:00:32,900 --> 00:00:34,500 being 1 and 0 being black 12 00:00:34,600 --> 00:00:36,533 we can shove a bunch of different 13 00:00:37,100 --> 00:00:39,866 color values into that range 14 00:00:40,266 --> 00:00:42,800 and essentially we can actually do this in nuke and 15 00:00:42,900 --> 00:00:44,333 I don't think a lot of people 16 00:00:44,366 --> 00:00:45,700 are aware of this technique 17 00:00:45,700 --> 00:00:48,500 with the ST map so normally how we use an ST map 18 00:00:48,666 --> 00:00:50,600 you guys should already be familiar as this advanced 19 00:00:50,600 --> 00:00:54,166 tutorial it's basically just for UV 20 00:00:54,800 --> 00:00:56,466 sticking textures onto UV 21 00:00:56,566 --> 00:01:00,200 renders out of CG so that's mainly what it's used for 22 00:01:01,166 --> 00:01:03,500 but we can use it for a variety of different things 23 00:01:03,500 --> 00:01:05,300 so this technique is actually really great 24 00:01:05,300 --> 00:01:08,366 for a couple different things flares skies 25 00:01:09,166 --> 00:01:10,500 fire jet engines 26 00:01:10,566 --> 00:01:13,300 underwater lightfall off and whatever 27 00:01:13,466 --> 00:01:15,333 galaxy kind of space effects you're doing 28 00:01:16,133 --> 00:01:18,366 um so if you have 29 00:01:18,800 --> 00:01:20,266 that I'll pull it open here 30 00:01:20,733 --> 00:01:22,766 so here's a couple different examples visually 31 00:01:23,266 --> 00:01:24,366 so just obviously 32 00:01:24,366 --> 00:01:26,466 guys are gonna benefit a lot from this because 33 00:01:26,933 --> 00:01:28,766 there's a lot of gradiation 34 00:01:29,166 --> 00:01:31,466 in there so we can see some 35 00:01:31,666 --> 00:01:34,000 jet engines have a lot in there so we have some white 36 00:01:34,000 --> 00:01:35,166 going to orange 37 00:01:35,200 --> 00:01:37,933 and then on the very edge just kind of pinkish tone 38 00:01:38,566 --> 00:01:40,466 and even though it almost looks like some kind of white 39 00:01:40,466 --> 00:01:42,000 on the edge maybe some air 40 00:01:42,133 --> 00:01:43,300 or something like that 41 00:01:44,266 --> 00:01:47,266 so these kind of effects really benefit from this 42 00:01:47,933 --> 00:01:49,933 fire is another good one 43 00:01:50,600 --> 00:01:51,733 under water effects 44 00:01:51,733 --> 00:01:54,133 volumetric depends on the camera and the lighting but 45 00:01:54,200 --> 00:01:56,900 even here we can see it's kind of white in the center 46 00:01:57,366 --> 00:01:58,933 kind of falling into a very light 47 00:01:58,933 --> 00:02:01,533 desaturated purple and then into these kind of 48 00:02:01,600 --> 00:02:04,666 bluish tones and then also into these darker tones 49 00:02:05,466 --> 00:02:07,266 so if you were to do that traditionally 50 00:02:07,266 --> 00:02:08,866 you're going to have to stack a lot of 51 00:02:09,766 --> 00:02:11,600 basically radials and color grades and 52 00:02:11,600 --> 00:02:13,900 keyers and stuff like that to try to get that nice 53 00:02:13,900 --> 00:02:14,700 fall off 54 00:02:16,466 --> 00:02:17,766 again lens flares 55 00:02:18,700 --> 00:02:19,900 and all that stuff 56 00:02:19,900 --> 00:02:22,600 so if we get into exactly how we can do this 57 00:02:23,700 --> 00:02:24,600 it's pretty simple 58 00:02:24,900 --> 00:02:27,300 basically I'll just create a scratch one here 59 00:02:28,533 --> 00:02:31,566 put a radio and we'll grab it ST map 60 00:02:33,766 --> 00:02:35,366 and make sure that the ST 61 00:02:35,366 --> 00:02:37,200 map portion is plugged into 62 00:02:37,200 --> 00:02:38,600 the image that you're putting into it 63 00:02:38,600 --> 00:02:40,066 you want to remap the colors 64 00:02:40,166 --> 00:02:42,366 and the colors that you want to remap 65 00:02:42,500 --> 00:02:43,366 goes into the source 66 00:02:43,366 --> 00:02:44,733 so I'm going to take a constant 67 00:02:45,733 --> 00:02:48,533 choose a color and we'll just grab something here 68 00:02:50,266 --> 00:02:51,133 maybe we'll go this 69 00:02:51,566 --> 00:02:52,466 kind of weird color 70 00:02:52,900 --> 00:02:54,900 and plug that into the source 71 00:02:55,866 --> 00:02:59,166 and so what you want to do in here is you want to 72 00:02:59,166 --> 00:03:01,766 go to SD app and switch the UV channels to RGB 73 00:03:02,500 --> 00:03:03,900 and we can check off 74 00:03:04,466 --> 00:03:06,933 one of these channels so it's only going to grab one 75 00:03:07,800 --> 00:03:08,900 basically alpha 76 00:03:09,600 --> 00:03:11,000 from whatever channel you're selecting 77 00:03:11,000 --> 00:03:12,566 so I'm just going to turn off the green channel 78 00:03:12,566 --> 00:03:14,766 just so it's grabbing only the red channel 79 00:03:15,200 --> 00:03:16,300 from this radio 80 00:03:17,933 --> 00:03:20,900 and essentially the way this works is pretty weird 81 00:03:20,900 --> 00:03:22,166 but it's kind of like this 82 00:03:22,166 --> 00:03:23,066 so if I show you 83 00:03:23,533 --> 00:03:25,333 essentially what you put in the 84 00:03:25,333 --> 00:03:27,533 bottom left corner is the black 85 00:03:27,700 --> 00:03:30,366 so if you look here at a radio that would be this area 86 00:03:30,966 --> 00:03:34,866 around and then on the right side is the white 87 00:03:35,133 --> 00:03:37,666 so that's how the colors are going to remap 88 00:03:37,666 --> 00:03:41,066 so if I put this green cube if I put a transform 89 00:03:41,200 --> 00:03:42,400 put it on the left side 90 00:03:44,866 --> 00:03:48,266 and also the way this note is working is kind of tricky 91 00:03:48,266 --> 00:03:51,133 it's only looking at the bottom row of pixels 92 00:03:51,133 --> 00:03:53,766 so if I put the green cube here and I look at it 93 00:03:53,766 --> 00:03:54,900 nothing's going to happen 94 00:03:55,300 --> 00:03:57,700 but if I put this green cube on the bottom 95 00:03:57,933 --> 00:03:59,866 and I turn this and I look at this 96 00:04:00,166 --> 00:04:02,166 you can see it's starting to do something here 97 00:04:02,200 --> 00:04:03,666 so we can see something's happening 98 00:04:03,666 --> 00:04:04,900 so let's put another color 99 00:04:06,066 --> 00:04:07,800 copy paste it stick it in 100 00:04:08,200 --> 00:04:10,300 and let's change the color to 101 00:04:11,000 --> 00:04:12,100 something else 102 00:04:12,700 --> 00:04:14,066 and move it next to it 103 00:04:15,700 --> 00:04:17,333 so again if you remember I said 104 00:04:17,533 --> 00:04:20,133 on the left side is black on the right side is white 105 00:04:20,133 --> 00:04:21,566 so if we look at our picture here 106 00:04:22,200 --> 00:04:23,533 where it's more white 107 00:04:24,100 --> 00:04:25,400 is going to appear more 108 00:04:25,900 --> 00:04:26,866 this purple color 109 00:04:27,066 --> 00:04:29,100 so essentially it's already doing the remap 110 00:04:29,600 --> 00:04:30,733 and if I blur 111 00:04:30,966 --> 00:04:33,100 our colors together we'll get a nicer fall off 112 00:04:33,100 --> 00:04:34,766 so if I just blur the colors a little bit 113 00:04:35,533 --> 00:04:36,333 like this 114 00:04:38,266 --> 00:04:39,200 and now I look at the ST 115 00:04:39,200 --> 00:04:41,566 map we can see that it's starting to do that 116 00:04:41,700 --> 00:04:43,066 gradient remapping effect 117 00:04:45,100 --> 00:04:46,266 one thing you can do is 118 00:04:46,266 --> 00:04:48,133 if you're not liking how the colors are kind 119 00:04:48,133 --> 00:04:49,300 of falling off here 120 00:04:51,300 --> 00:04:52,366 we can shift them around 121 00:04:52,366 --> 00:04:54,166 essentially with these transforms 122 00:04:54,166 --> 00:04:55,766 so if I shift 123 00:04:56,166 --> 00:04:57,566 one of these colors further 124 00:04:57,566 --> 00:04:59,866 over to the left or further over to the right 125 00:05:00,366 --> 00:05:01,533 it's gonna shift 126 00:05:01,966 --> 00:05:02,500 essentially 127 00:05:02,500 --> 00:05:06,166 where those colors are remapping into our 0 to 1 image 128 00:05:06,166 --> 00:05:07,400 so for example 129 00:05:07,533 --> 00:05:10,533 if I want let's go to our image here and we'll mask it 130 00:05:10,933 --> 00:05:12,333 by the radio just so we can see 131 00:05:12,333 --> 00:05:13,900 exactly what that's looking like 132 00:05:14,766 --> 00:05:16,366 so this is what our image is looking like 133 00:05:16,533 --> 00:05:21,100 if I want more green in that image I'm gonna go here 134 00:05:21,966 --> 00:05:24,566 and I'm gonna pull this purple over just a little bit 135 00:05:24,900 --> 00:05:26,333 so we have more green 136 00:05:26,333 --> 00:05:27,866 and they'll just pull the green over 137 00:05:29,100 --> 00:05:30,066 and scale it up 138 00:05:30,066 --> 00:05:31,966 again it doesn't matter what's happening up here 139 00:05:31,966 --> 00:05:34,466 it only matters the bottom pixels on the frame 140 00:05:35,566 --> 00:05:36,500 and I look at this 141 00:05:36,500 --> 00:05:39,066 so now you can see we have more green inside of 142 00:05:39,166 --> 00:05:40,166 that picture 143 00:05:40,800 --> 00:05:43,733 and again I could just take the X translate and 144 00:05:43,800 --> 00:05:45,000 move it back and forth 145 00:05:45,666 --> 00:05:47,566 and I can slide those colors around 146 00:05:48,200 --> 00:05:49,000 how I want 147 00:05:50,900 --> 00:05:52,766 and it's gonna be better if I have 148 00:05:53,133 --> 00:05:54,866 give alphas to these so I'm gonna 149 00:05:55,300 --> 00:05:56,533 use a shuffle note here 150 00:05:58,200 --> 00:06:00,266 and just make sure we have alpha 151 00:06:00,900 --> 00:06:02,100 on both of these constants 152 00:06:02,100 --> 00:06:03,900 so that if they are overlapping 153 00:06:04,733 --> 00:06:05,700 we're not gonna get 154 00:06:07,766 --> 00:06:09,400 put it before the transform there 155 00:06:09,566 --> 00:06:10,366 we're not going to get 156 00:06:10,466 --> 00:06:12,666 some kind of transparent color shift there 157 00:06:12,666 --> 00:06:13,533 so that's kind of what we do 158 00:06:13,533 --> 00:06:15,900 we have just a constant solid alpha 159 00:06:15,900 --> 00:06:17,166 we can translate them 160 00:06:17,700 --> 00:06:18,666 left and right 161 00:06:18,866 --> 00:06:19,933 and that's going to decide 162 00:06:19,933 --> 00:06:22,166 where the colors are remapping in this image 163 00:06:22,266 --> 00:06:23,933 so if I put a transform here 164 00:06:24,300 --> 00:06:26,166 it'll be easier and I can just shift it 165 00:06:27,100 --> 00:06:28,566 if I type negative 50 166 00:06:29,800 --> 00:06:31,900 and I just kind of play around you'll see that 167 00:06:31,966 --> 00:06:35,466 that color is sliding around in our radio 168 00:06:36,366 --> 00:06:38,000 so that's essentially the concept 169 00:06:38,200 --> 00:06:39,866 now of course you can 170 00:06:40,533 --> 00:06:42,600 so I'm gonna go here in this example 171 00:06:42,900 --> 00:06:45,300 so this is the example I had here and I masked it 172 00:06:45,300 --> 00:06:46,266 so that's the example 173 00:06:46,266 --> 00:06:48,566 and I can take the transformer I put after the 174 00:06:48,666 --> 00:06:49,866 the two of these guys 175 00:06:50,400 --> 00:06:51,200 and 176 00:06:51,800 --> 00:06:52,733 shift it around 177 00:06:53,000 --> 00:06:54,466 and you'll see that that's giving you a nice 178 00:06:54,466 --> 00:06:56,000 effect there 179 00:06:58,466 --> 00:07:00,533 so of course you can add more colors 180 00:07:00,533 --> 00:07:03,400 so here's the here's three colors being put in 181 00:07:03,800 --> 00:07:05,800 and again only the bottom pixel matters 182 00:07:05,800 --> 00:07:07,000 so it doesn't matter 183 00:07:07,000 --> 00:07:07,933 if they're not stacked 184 00:07:07,933 --> 00:07:09,866 you can just kind of quickly place them 185 00:07:10,566 --> 00:07:12,533 and you'll get an effect like this 186 00:07:12,533 --> 00:07:13,666 if I turn the blur off 187 00:07:13,666 --> 00:07:15,933 you'll see it's a very harsh remap 188 00:07:15,933 --> 00:07:17,566 and I'm just using a normal radial 189 00:07:18,900 --> 00:07:20,200 and if I shift them around 190 00:07:21,000 --> 00:07:22,666 I can see that does shifting around 191 00:07:22,866 --> 00:07:24,333 in the way that I would expect 192 00:07:24,700 --> 00:07:27,366 and I can blur that together and get a nice result 193 00:07:27,533 --> 00:07:29,533 and mask it by itself 194 00:07:30,733 --> 00:07:33,133 because this is kind of destroying the alpha there 195 00:07:33,133 --> 00:07:33,466 so 196 00:07:33,466 --> 00:07:35,666 just kind of mask it back and get something like that 197 00:07:35,666 --> 00:07:35,800 so 198 00:07:35,800 --> 00:07:37,333 that's going to give us something we can actually use 199 00:07:37,333 --> 00:07:39,166 and make a lens flare or whatever you're doing 200 00:07:40,066 --> 00:07:41,366 and that's going to work for 201 00:07:41,733 --> 00:07:43,266 any black and white image 202 00:07:43,266 --> 00:07:44,900 so again if you have a roto shape 203 00:07:45,533 --> 00:07:47,500 you can remap the roto shape through a feather 204 00:07:47,500 --> 00:07:49,466 so I'm just feathering this roto shape here 205 00:07:49,933 --> 00:07:51,700 we just look at it looks like that 206 00:07:52,133 --> 00:07:54,500 the remap set to the red channel 207 00:07:55,500 --> 00:07:58,300 and essentially that's the effect 208 00:07:59,566 --> 00:08:00,700 so that's pretty cool 209 00:08:02,300 --> 00:08:04,500 some other examples of what I did with this 210 00:08:04,933 --> 00:08:06,800 this is not necessary 211 00:08:07,366 --> 00:08:10,466 but I took this concept a little bit further and 212 00:08:10,866 --> 00:08:13,666 made a quadratic Lumaki tool 213 00:08:14,400 --> 00:08:16,600 so I use this in my nuke 44 class 214 00:08:16,666 --> 00:08:17,933 if you guys are interested in taking that 215 00:08:17,933 --> 00:08:19,533 it's more of an intermediate course 216 00:08:19,533 --> 00:08:21,066 kind of mid level sort of 217 00:08:21,600 --> 00:08:23,666 it's available in the description below 218 00:08:23,666 --> 00:08:24,700 if you're interested 219 00:08:24,933 --> 00:08:26,733 advanced color grading and relighting 220 00:08:28,733 --> 00:08:32,366 but essentially what this luminance key does is 221 00:08:33,733 --> 00:08:35,400 if we open it up I'll just show you what it is 222 00:08:35,400 --> 00:08:38,400 essentially what I'm taking here is the same 223 00:08:38,400 --> 00:08:41,066 gradient remap technique so I'm using the ST map 224 00:08:41,533 --> 00:08:42,600 but I'm using 225 00:08:44,266 --> 00:08:44,700 essentially 226 00:08:44,700 --> 00:08:47,666 rotor shapes with a quadratic fall off inside of them 227 00:08:47,666 --> 00:08:49,333 and this is going to give us a nice 228 00:08:49,533 --> 00:08:51,166 roll off of the highlights 229 00:08:51,333 --> 00:08:52,700 unlike a normal key here 230 00:08:52,700 --> 00:08:54,166 so a normal key here is going to give us 231 00:08:54,166 --> 00:08:55,266 something like this 232 00:08:55,666 --> 00:08:58,400 so if I go here just set these back to the fault 233 00:08:59,466 --> 00:09:00,900 let's say like my previous 234 00:09:00,900 --> 00:09:02,666 tutorials if you looked at my YouTube channel 235 00:09:03,300 --> 00:09:04,933 we're talking about glossiness 236 00:09:05,533 --> 00:09:06,600 on some asphalt 237 00:09:07,066 --> 00:09:09,733 normally you'd have to stack a lot of gears to get 238 00:09:09,733 --> 00:09:11,266 nice pingy highlights 239 00:09:11,900 --> 00:09:13,333 on some rocks like this 240 00:09:13,933 --> 00:09:15,533 so I would have to go here in my 241 00:09:16,500 --> 00:09:18,900 lumens key and I would have to try to isolate okay 242 00:09:18,900 --> 00:09:20,133 let's just try to get the very 243 00:09:20,133 --> 00:09:21,966 highlights on some of these rocks 244 00:09:22,966 --> 00:09:24,400 okay that's gonna work for the very 245 00:09:24,700 --> 00:09:27,066 the pings of the rocks but what if I want some 246 00:09:27,066 --> 00:09:29,133 highlights around those rocks 247 00:09:29,133 --> 00:09:30,933 well I'd have to go here with another key 248 00:09:31,366 --> 00:09:32,933 and do something like this 249 00:09:32,933 --> 00:09:34,666 and then I had to stack these together 250 00:09:34,666 --> 00:09:36,566 and you know it's kind of a process 251 00:09:36,866 --> 00:09:40,100 so basically I created a tool called Quadratic Lumiki 252 00:09:40,866 --> 00:09:41,300 which 253 00:09:41,300 --> 00:09:43,600 kind of does this automatically so it's using this 254 00:09:44,766 --> 00:09:45,566 this 255 00:09:46,700 --> 00:09:47,733 exponential glow 256 00:09:48,866 --> 00:09:50,133 and essentially when you're 257 00:09:50,200 --> 00:09:52,266 shifting the key it's just sliding it left 258 00:09:52,266 --> 00:09:54,300 and right in this ST map 259 00:09:54,300 --> 00:09:55,133 so it's doing the same thing 260 00:09:55,133 --> 00:09:56,666 I just showed you with the colors 261 00:09:56,800 --> 00:09:58,566 except for doing it with this 262 00:09:58,933 --> 00:10:00,700 quadratic falloff effect 263 00:10:01,000 --> 00:10:02,733 and it's really not advanced or anything 264 00:10:03,200 --> 00:10:04,733 if you guys are like tool makers out there 265 00:10:04,733 --> 00:10:05,400 probably looking at this 266 00:10:05,400 --> 00:10:06,466 like it's really simple 267 00:10:06,733 --> 00:10:08,900 there's people out there definitely better than me at 268 00:10:09,133 --> 00:10:10,566 you know making tools and stuff like that 269 00:10:10,566 --> 00:10:12,333 but I think this is pretty useful 270 00:10:12,766 --> 00:10:13,800 for what it is 271 00:10:13,900 --> 00:10:16,200 so basically if I shift that key around 272 00:10:16,533 --> 00:10:19,300 you'll see that not only am I getting some 273 00:10:19,666 --> 00:10:21,000 broad kind of 274 00:10:21,400 --> 00:10:21,966 key in there 275 00:10:21,966 --> 00:10:24,333 but I'm also getting the little pings of highlights 276 00:10:24,700 --> 00:10:25,766 automatically 277 00:10:25,766 --> 00:10:27,666 so I'm not having to like stack a bunch of keys 278 00:10:27,666 --> 00:10:29,600 so again if we go back and compare 279 00:10:29,733 --> 00:10:31,166 we see that's kind of flat 280 00:10:31,666 --> 00:10:34,366 and then we have the pings but they're not together 281 00:10:34,700 --> 00:10:37,166 so this quadratic Lumiki is kind of doing that 282 00:10:38,100 --> 00:10:39,500 and I can adjust the gamma 283 00:10:40,200 --> 00:10:41,733 or the multiply in there as well 284 00:10:42,133 --> 00:10:44,466 and there's different modes that I put in here as well 285 00:10:44,466 --> 00:10:46,566 so you can switch the type of falloff 286 00:10:47,133 --> 00:10:48,400 if you want to play around with that 287 00:10:48,400 --> 00:10:49,300 so this is free 288 00:10:49,300 --> 00:10:50,100 if you guys want to 289 00:10:50,266 --> 00:10:51,066 download that 290 00:10:51,266 --> 00:10:52,300 description below as well 291 00:10:52,300 --> 00:10:53,333 quadratic Luma key 292 00:10:53,333 --> 00:10:55,100 you can open it up and see how I did it 293 00:10:55,400 --> 00:10:57,700 it's basically the same as this but just using 294 00:10:57,966 --> 00:10:59,000 what I just showed 295 00:11:00,166 --> 00:11:02,466 so this is also a really good technique for 296 00:11:03,600 --> 00:11:06,766 remapping pee bubbles sometimes pee bubbles have that 297 00:11:07,200 --> 00:11:09,566 already in there in kind of in the settings 298 00:11:10,566 --> 00:11:12,933 but a lot of times they don't and sometimes you want 299 00:11:13,166 --> 00:11:14,533 a quadratic fall off 300 00:11:14,800 --> 00:11:19,066 in a P mat for example if you're relighting a CG scene 301 00:11:19,200 --> 00:11:21,466 you're gonna want that nice fall off 302 00:11:21,666 --> 00:11:24,966 in your alphas to kind of create lights in that scene 303 00:11:25,266 --> 00:11:28,566 so yeah by default a lot of times it doesn't have 304 00:11:28,566 --> 00:11:29,866 the right fall off you want 305 00:11:29,866 --> 00:11:31,466 so essentially you can take a normal 306 00:11:31,466 --> 00:11:32,900 linear kind of fall off 307 00:11:32,900 --> 00:11:34,066 like this radio here 308 00:11:34,766 --> 00:11:37,000 and I could just chuck on a quadratic Luma key 309 00:11:38,133 --> 00:11:39,600 and just play around the key 310 00:11:39,600 --> 00:11:41,200 and you're going to see that it kind of 311 00:11:41,200 --> 00:11:42,800 gives it that quadratic look 312 00:11:43,166 --> 00:11:45,666 pretty quickly I don't have to do that much to it 313 00:11:48,300 --> 00:11:49,500 so that's kind of how it works 314 00:11:49,500 --> 00:11:49,966 and I can just 315 00:11:49,966 --> 00:11:50,700 switch the mode 316 00:11:50,700 --> 00:11:52,800 and it's going to give me different falloffs on that 317 00:11:52,900 --> 00:11:53,700 alpha 318 00:11:54,933 --> 00:11:57,066 so that's pretty useful as well if you're doing 319 00:11:57,166 --> 00:11:59,300 maybe you're doing a car driving at night 320 00:11:59,666 --> 00:12:01,766 and you want to draw some headlights 321 00:12:03,333 --> 00:12:05,766 normally you'd have to mess around with a rota shape 322 00:12:06,000 --> 00:12:07,300 and it's kind of annoying 323 00:12:08,666 --> 00:12:10,200 let's switch this to RGBA 324 00:12:12,200 --> 00:12:13,666 so this is the quadratic Lumi key 325 00:12:13,666 --> 00:12:15,066 I'm going to pull that out so it has 326 00:12:15,066 --> 00:12:17,466 the effect that I want 327 00:12:20,700 --> 00:12:21,500 some like this 328 00:12:21,500 --> 00:12:23,400 and you see that the way it's falling off 329 00:12:23,400 --> 00:12:24,900 kind of feels quadratic 330 00:12:25,700 --> 00:12:27,766 and you can slide that key around 331 00:12:28,500 --> 00:12:29,300 like this 332 00:12:32,666 --> 00:12:33,800 so the rotor shape 333 00:12:33,800 --> 00:12:35,933 by default does have a couple settings in here 334 00:12:36,466 --> 00:12:38,100 you should probably know if you're an advanced easier 335 00:12:38,100 --> 00:12:38,466 but 336 00:12:38,466 --> 00:12:40,866 sometimes it doesn't look the same way that you want 337 00:12:40,866 --> 00:12:41,666 so 338 00:12:42,333 --> 00:12:43,500 just keep that in mind 339 00:12:44,166 --> 00:12:46,266 and that's basically it so 340 00:12:47,133 --> 00:12:48,900 here's another practical example 341 00:12:49,300 --> 00:12:51,466 I guess of using this 342 00:12:52,466 --> 00:12:54,566 technique so we have a black and white image 343 00:12:55,100 --> 00:12:57,966 and one thing that this technique doesn't like 344 00:12:58,000 --> 00:12:59,133 is super whites 345 00:12:59,133 --> 00:13:01,200 so if you have some values that are over 1 346 00:13:01,800 --> 00:13:04,066 it's going to sort of break so again this 347 00:13:04,500 --> 00:13:05,800 this kind of square 348 00:13:05,800 --> 00:13:07,500 that's searching the bottom pixel 349 00:13:07,500 --> 00:13:09,500 is looking for 0 to 1 values 350 00:13:09,500 --> 00:13:10,300 it's not really 351 00:13:11,000 --> 00:13:12,966 looking for things past 1 but 352 00:13:13,266 --> 00:13:15,000 if you really want to do some super whites 353 00:13:15,000 --> 00:13:16,200 I've played around with 354 00:13:16,700 --> 00:13:19,066 converting the image to log space and then 355 00:13:19,066 --> 00:13:19,766 doing it there 356 00:13:19,766 --> 00:13:21,666 and you can kind of get away with some stuff 357 00:13:22,666 --> 00:13:24,700 so you can play around with different techniques 358 00:13:25,500 --> 00:13:26,333 to do that 359 00:13:27,566 --> 00:13:30,933 but usually 0 to 1 is fine and then 360 00:13:31,366 --> 00:13:33,800 you can grade that image as well as your control image 361 00:13:33,800 --> 00:13:35,200 so if I remap that 362 00:13:35,500 --> 00:13:37,800 to the colors I'm putting in so I have a couple like 363 00:13:37,933 --> 00:13:39,300 sunset type of colors here 364 00:13:39,733 --> 00:13:43,800 I can put a grade beforehand and just essentially 365 00:13:43,800 --> 00:13:47,300 adjust the fall off of those colors quite easily 366 00:13:49,966 --> 00:13:52,066 you see if I go past one it starts to break 367 00:13:52,066 --> 00:13:53,466 so if I put the white clamp 368 00:13:54,466 --> 00:13:56,866 it's going to fix that problem mostly 369 00:13:56,866 --> 00:13:59,933 so if you still push in around it's sort of weird but 370 00:14:00,866 --> 00:14:03,366 generally 0 to 1 is working pretty well 371 00:14:06,166 --> 00:14:07,900 and yeah that's pretty much it 372 00:14:07,933 --> 00:14:09,533 the other thing here so I just 373 00:14:09,766 --> 00:14:12,333 this is another example here so you can see this is 374 00:14:12,700 --> 00:14:13,766 three colors 375 00:14:15,466 --> 00:14:16,700 and that's given this result 376 00:14:16,700 --> 00:14:18,000 and then we can put a fourth color 377 00:14:18,000 --> 00:14:19,100 like the blue in there 378 00:14:19,466 --> 00:14:20,466 and we start to get 379 00:14:20,733 --> 00:14:22,000 some more blue in the shadows 380 00:14:22,000 --> 00:14:24,500 and we have some very like slightly magenta 381 00:14:24,600 --> 00:14:26,266 in the very dark shadows 382 00:14:26,500 --> 00:14:28,200 and I can shift that around 383 00:14:28,800 --> 00:14:29,966 with my transform 384 00:14:31,100 --> 00:14:32,533 so if I shift it around here 385 00:14:33,533 --> 00:14:34,200 you can see 386 00:14:34,200 --> 00:14:35,266 that's how it works 387 00:14:35,900 --> 00:14:38,766 sometimes I use this as like a base image 388 00:14:38,966 --> 00:14:43,000 so I'll use this ST map kind of as like a base color 389 00:14:43,566 --> 00:14:44,766 contamination image 390 00:14:44,766 --> 00:14:47,266 and then I'll just multiply that against the original 391 00:14:47,366 --> 00:14:48,966 so I'm taking the original picture 392 00:14:49,900 --> 00:14:52,366 multiplying that color result 393 00:14:52,366 --> 00:14:55,266 so we can kind of mix the two and get better Lumitz 394 00:14:56,600 --> 00:14:57,700 kind of range there 395 00:14:57,733 --> 00:14:59,300 without having to mess around too much 396 00:15:00,100 --> 00:15:01,533 so that's basically the concept 397 00:15:01,566 --> 00:15:03,733 hope you guys got something useful out of the video 398 00:15:03,866 --> 00:15:05,333 and hit like if you liked it 399 00:15:05,333 --> 00:15:06,333 and thanks so much 28958

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