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hey everyone welcome to another tutorial
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this time we're gonna talk
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about gradient remapping inside of nuke
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and what exactly that is and how we can use it so
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if you guys are familiar with Photoshop you might be
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familiar with a technique called gradient remapping
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which is essentially just taking
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a black and white image like this
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and remapping multiple color
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values into it so from 0 to 1 0 to 1 so white
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being 1 and 0 being black
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we can shove a bunch of different
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color values into that range
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and essentially we can actually do this in nuke and
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I don't think a lot of people
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are aware of this technique
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with the ST map so normally how we use an ST map
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you guys should already be familiar as this advanced
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tutorial it's basically just for UV
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sticking textures onto UV
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renders out of CG so that's mainly what it's used for
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but we can use it for a variety of different things
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so this technique is actually really great
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for a couple different things flares skies
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fire jet engines
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underwater lightfall off and whatever
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galaxy kind of space effects you're doing
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um so if you have
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that I'll pull it open here
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so here's a couple different examples visually
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so just obviously
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guys are gonna benefit a lot from this because
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there's a lot of gradiation
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in there so we can see some
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jet engines have a lot in there so we have some white
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going to orange
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and then on the very edge just kind of pinkish tone
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and even though it almost looks like some kind of white
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on the edge maybe some air
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or something like that
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so these kind of effects really benefit from this
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fire is another good one
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under water effects
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volumetric depends on the camera and the lighting but
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even here we can see it's kind of white in the center
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kind of falling into a very light
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desaturated purple and then into these kind of
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bluish tones and then also into these darker tones
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so if you were to do that traditionally
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you're going to have to stack a lot of
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basically radials and color grades and
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keyers and stuff like that to try to get that nice
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fall off
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again lens flares
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and all that stuff
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so if we get into exactly how we can do this
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it's pretty simple
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basically I'll just create a scratch one here
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put a radio and we'll grab it ST map
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and make sure that the ST
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map portion is plugged into
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the image that you're putting into it
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you want to remap the colors
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and the colors that you want to remap
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goes into the source
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so I'm going to take a constant
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choose a color and we'll just grab something here
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maybe we'll go this
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kind of weird color
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and plug that into the source
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and so what you want to do in here is you want to
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go to SD app and switch the UV channels to RGB
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and we can check off
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one of these channels so it's only going to grab one
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basically alpha
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from whatever channel you're selecting
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so I'm just going to turn off the green channel
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just so it's grabbing only the red channel
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from this radio
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and essentially the way this works is pretty weird
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but it's kind of like this
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so if I show you
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essentially what you put in the
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bottom left corner is the black
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so if you look here at a radio that would be this area
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around and then on the right side is the white
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so that's how the colors are going to remap
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so if I put this green cube if I put a transform
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put it on the left side
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and also the way this note is working is kind of tricky
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it's only looking at the bottom row of pixels
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so if I put the green cube here and I look at it
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nothing's going to happen
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but if I put this green cube on the bottom
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and I turn this and I look at this
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you can see it's starting to do something here
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so we can see something's happening
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so let's put another color
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copy paste it stick it in
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and let's change the color to
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something else
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and move it next to it
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so again if you remember I said
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on the left side is black on the right side is white
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so if we look at our picture here
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where it's more white
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is going to appear more
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this purple color
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so essentially it's already doing the remap
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and if I blur
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our colors together we'll get a nicer fall off
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so if I just blur the colors a little bit
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like this
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and now I look at the ST
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map we can see that it's starting to do that
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gradient remapping effect
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one thing you can do is
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if you're not liking how the colors are kind
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of falling off here
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we can shift them around
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essentially with these transforms
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so if I shift
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one of these colors further
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over to the left or further over to the right
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it's gonna shift
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essentially
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where those colors are remapping into our 0 to 1 image
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so for example
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if I want let's go to our image here and we'll mask it
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by the radio just so we can see
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exactly what that's looking like
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so this is what our image is looking like
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if I want more green in that image I'm gonna go here
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and I'm gonna pull this purple over just a little bit
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so we have more green
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and they'll just pull the green over
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and scale it up
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again it doesn't matter what's happening up here
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it only matters the bottom pixels on the frame
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and I look at this
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so now you can see we have more green inside of
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that picture
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and again I could just take the X translate and
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move it back and forth
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and I can slide those colors around
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how I want
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and it's gonna be better if I have
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give alphas to these so I'm gonna
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use a shuffle note here
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and just make sure we have alpha
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on both of these constants
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so that if they are overlapping
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we're not gonna get
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put it before the transform there
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we're not going to get
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some kind of transparent color shift there
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so that's kind of what we do
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we have just a constant solid alpha
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we can translate them
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left and right
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and that's going to decide
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where the colors are remapping in this image
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so if I put a transform here
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it'll be easier and I can just shift it
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if I type negative 50
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and I just kind of play around you'll see that
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that color is sliding around in our radio
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so that's essentially the concept
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now of course you can
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so I'm gonna go here in this example
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so this is the example I had here and I masked it
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so that's the example
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and I can take the transformer I put after the
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the two of these guys
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and
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shift it around
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and you'll see that that's giving you a nice
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effect there
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so of course you can add more colors
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so here's the here's three colors being put in
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and again only the bottom pixel matters
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so it doesn't matter
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if they're not stacked
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you can just kind of quickly place them
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and you'll get an effect like this
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if I turn the blur off
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you'll see it's a very harsh remap
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and I'm just using a normal radial
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and if I shift them around
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I can see that does shifting around
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in the way that I would expect
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and I can blur that together and get a nice result
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and mask it by itself
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because this is kind of destroying the alpha there
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so
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just kind of mask it back and get something like that
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so
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that's going to give us something we can actually use
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and make a lens flare or whatever you're doing
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and that's going to work for
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any black and white image
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so again if you have a roto shape
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you can remap the roto shape through a feather
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so I'm just feathering this roto shape here
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we just look at it looks like that
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the remap set to the red channel
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and essentially that's the effect
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so that's pretty cool
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some other examples of what I did with this
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this is not necessary
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but I took this concept a little bit further and
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made a quadratic Lumaki tool
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so I use this in my nuke 44 class
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if you guys are interested in taking that
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it's more of an intermediate course
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kind of mid level sort of
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it's available in the description below
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if you're interested
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advanced color grading and relighting
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but essentially what this luminance key does is
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if we open it up I'll just show you what it is
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essentially what I'm taking here is the same
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gradient remap technique so I'm using the ST map
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but I'm using
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essentially
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rotor shapes with a quadratic fall off inside of them
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and this is going to give us a nice
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roll off of the highlights
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unlike a normal key here
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so a normal key here is going to give us
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something like this
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so if I go here just set these back to the fault
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let's say like my previous
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tutorials if you looked at my YouTube channel
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we're talking about glossiness
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on some asphalt
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normally you'd have to stack a lot of gears to get
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nice pingy highlights
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on some rocks like this
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so I would have to go here in my
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lumens key and I would have to try to isolate okay
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let's just try to get the very
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highlights on some of these rocks
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okay that's gonna work for the very
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the pings of the rocks but what if I want some
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highlights around those rocks
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well I'd have to go here with another key
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and do something like this
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and then I had to stack these together
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and you know it's kind of a process
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so basically I created a tool called Quadratic Lumiki
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which
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kind of does this automatically so it's using this
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this
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exponential glow
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and essentially when you're
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shifting the key it's just sliding it left
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and right in this ST map
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so it's doing the same thing
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I just showed you with the colors
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except for doing it with this
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quadratic falloff effect
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and it's really not advanced or anything
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if you guys are like tool makers out there
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probably looking at this
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like it's really simple
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there's people out there definitely better than me at
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you know making tools and stuff like that
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but I think this is pretty useful
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for what it is
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so basically if I shift that key around
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you'll see that not only am I getting some
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broad kind of
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key in there
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but I'm also getting the little pings of highlights
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automatically
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so I'm not having to like stack a bunch of keys
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so again if we go back and compare
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we see that's kind of flat
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and then we have the pings but they're not together
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so this quadratic Lumiki is kind of doing that
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and I can adjust the gamma
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or the multiply in there as well
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and there's different modes that I put in here as well
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so you can switch the type of falloff
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if you want to play around with that
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so this is free
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if you guys want to
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download that
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description below as well
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quadratic Luma key
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you can open it up and see how I did it
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it's basically the same as this but just using
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what I just showed
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so this is also a really good technique for
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remapping pee bubbles sometimes pee bubbles have that
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already in there in kind of in the settings
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but a lot of times they don't and sometimes you want
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a quadratic fall off
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in a P mat for example if you're relighting a CG scene
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you're gonna want that nice fall off
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in your alphas to kind of create lights in that scene
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so yeah by default a lot of times it doesn't have
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the right fall off you want
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so essentially you can take a normal
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linear kind of fall off
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like this radio here
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and I could just chuck on a quadratic Luma key
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and just play around the key
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and you're going to see that it kind of
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gives it that quadratic look
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pretty quickly I don't have to do that much to it
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so that's kind of how it works
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and I can just
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switch the mode
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and it's going to give me different falloffs on that
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alpha
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so that's pretty useful as well if you're doing
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maybe you're doing a car driving at night
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and you want to draw some headlights
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normally you'd have to mess around with a rota shape
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and it's kind of annoying
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let's switch this to RGBA
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so this is the quadratic Lumi key
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I'm going to pull that out so it has
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the effect that I want
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some like this
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and you see that the way it's falling off
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kind of feels quadratic
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and you can slide that key around
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like this
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so the rotor shape
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by default does have a couple settings in here
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you should probably know if you're an advanced easier
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but
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sometimes it doesn't look the same way that you want
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so
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just keep that in mind
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and that's basically it so
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here's another practical example
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I guess of using this
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technique so we have a black and white image
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and one thing that this technique doesn't like
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is super whites
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so if you have some values that are over 1
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it's going to sort of break so again this
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this kind of square
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that's searching the bottom pixel
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is looking for 0 to 1 values
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it's not really
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looking for things past 1 but
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if you really want to do some super whites
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I've played around with
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converting the image to log space and then
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doing it there
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and you can kind of get away with some stuff
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so you can play around with different techniques
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to do that
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but usually 0 to 1 is fine and then
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you can grade that image as well as your control image
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so if I remap that
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to the colors I'm putting in so I have a couple like
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sunset type of colors here
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I can put a grade beforehand and just essentially
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adjust the fall off of those colors quite easily
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you see if I go past one it starts to break
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so if I put the white clamp
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it's going to fix that problem mostly
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so if you still push in around it's sort of weird but
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generally 0 to 1 is working pretty well
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and yeah that's pretty much it
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the other thing here so I just
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this is another example here so you can see this is
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three colors
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and that's given this result
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and then we can put a fourth color
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like the blue in there
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and we start to get
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some more blue in the shadows
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and we have some very like slightly magenta
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in the very dark shadows
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and I can shift that around
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with my transform
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so if I shift it around here
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you can see
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that's how it works
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sometimes I use this as like a base image
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so I'll use this ST map kind of as like a base color
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contamination image
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and then I'll just multiply that against the original
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so I'm taking the original picture
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multiplying that color result
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so we can kind of mix the two and get better Lumitz
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kind of range there
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without having to mess around too much
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so that's basically the concept
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hope you guys got something useful out of the video
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and hit like if you liked it
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and thanks so much
28958
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