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guys welcome to this beginner video
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intended for people to learn how to use Uvs
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a nuke and just kind of what a UV passes
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a little bit about UVs in general and then
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you know some of the
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practical ways that we can actually use them
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so this is again this is a beginner video
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I'm intending to make an intermediate video
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and then an advanced video
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about UVs because it's a pretty in depth topic
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and there's all kinds of stuff you can do
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with ST map and
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UVs in general on 3d objects and as a compositor
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so there's some creative ways we can use those
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in the future
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but this is more of a beginner video
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I split it into basically
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two parts one goes in the Maya
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explaining UVs and then the second part
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will go into a nuke and check out some of this stuff
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so if you guys want the project file
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it's in the description below for free
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and you can download
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there's a couple assets that come with it
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so you can actually play around
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and follow along if you want
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in terms of using some of these images here
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and I've also provided one of the
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I've provided this car render for free
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just one frame of it from my full nuke303 class
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it comes with the UV pass as well so you can actually
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use this and learn the technique
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so without further ado
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we'll get into the tutorial
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so for the first portion that we're looking at here
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it's really just
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the fundamentals of CG
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very much so the basics
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but I just want to cover this part in case some people
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don't have a 3D background
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some composers actually have no 3D background
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but I really highly recommend that you
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know some 3D as a compositor
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as it's gonna give you a really big advantage
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and you're gonna
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understand where things are coming from
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when you're working in nuke
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so I really recommend you get into Maya or blender or
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one of the other 3D softwares they're widely used
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and understand these concepts
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so we're just going to briefly cover this in Maya
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as this is an easy way to explain what UVs are
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and then we're going to go into more
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about what we can do with them in nuke
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and why they're relevant to us as compositors
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so
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the basics of Uvs is very simple
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so you have this texture that's
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wrapped onto this cube here
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and essentially what you're doing is you're wrapping
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a 2d image onto a 3d model
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so essentially what you have to do
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is take a 3d model and you need to unwrap it
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so this is the unwrapped model
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so you can see if you imagine like a piece of paper
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you know if you were to cut this cue up
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and flatten it
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this over here on the right is essentially what that is
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it's just a flat version of the model
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and if I turn on the texture view
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we can see that we're mapping
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this kind of colorful checkerboard texture
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onto this model
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and we
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hit this button here and I select one of the faces
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you'll see that
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this face here
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when I'm selecting the top of the
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cube is actually highlighting this specific square
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so we know that that
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texture here so you can see the numbers 8112
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are being mapped onto the top of that cube
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so essentially just taking 2d picture putting on there
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of course
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you can manipulate UVs if you're in a 3d software
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so you can grab this UV
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and I can move it around
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and it's not going to change the geometry
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it's only mapping
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it's only changing the way this
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2d texture is being mapped onto them
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geometry so we can slide that around
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and now you see that the top here is 2334
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and also
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what you notice is that the side here is a bit
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stretched and diagonal
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and that's because you can see if we
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turn off the view
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you can see that these lines are diagonal
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so we're trying to map
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a straight image onto a warped UV
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so that's kind of a problematic
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area so that's not how you want to map your UVs
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you want to make it so
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the lines flow the correct direction
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so that's essentially what UVs are
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and so when you're getting a UV pass in nuke
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you're essentially getting
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this
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layout
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this kind of layout and you can remap a new texture
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in nuke onto this layout
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so if I have these cubes like this I can you know
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put a different texture
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and it's going to wrap onto different sides of the cube
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without going back into 3D
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and so
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the reason for this is because you can save time in
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production
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and if you want to change or add some texture to CG
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that has already been rendered
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you can just do it quickly in post production
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and you don't need to rerender or go relight anything
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you can actually just
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do it in nuke
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so that's the reason we want to talk about Uvs
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and now we'll start to get into you know
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other things we can do with UVs
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and just a couple examples and going over it
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so as we covered in the previous section
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this is kind of the same concept
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and we're just looking at this inside of nuke now
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so I've kind of just laid it out
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on top here as the 2d view
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and then we have the 3d object underneath
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so on the left side here we have the unwrapped cube
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so this is brought in from Maya
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this cube and the cube is unwrapped like so
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so we can see the 2d
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layout and we can see the numbers on here
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so for example that us again that top face
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we have the numbers 8112
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and we can see those on the top here
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and just remind you guys
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this picture of all the numbers
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that's just for referencing
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where things are on the cube
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it doesn't mean all these numbers
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they don't mean something special
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it's just a reference texture
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so we can see that's wrapped around the object here
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and on the right here we have one
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that's called a normalized UV
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layout which means every single face is mapped
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basically over the same image
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so all of them are mapped exactly the same way
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so if we change
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the image here it's going to change all the sides
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exactly the same
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so it's not wrapping around really there
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all of the faces are exactly the same
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so that's a little bit less useful but this is actually
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important to know because by default
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nuke is actually doing this
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with a default cube
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it's creating this
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it's called a normalized
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UV layout
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so
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again so this is kind of when I keep saying u and v
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this is what this is referring to
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it's just an x and y
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representation
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so x and y coordinates
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of a 2d image
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the reason we don't use X and y
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we use the letters U and V
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is just because in 3D we're already using the term X
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y and Z pretty frequently
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so it's just confusing to have the same letters
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so use horizontal and VS that vertical
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line here so
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that's UVs but now we only want to talk about UV
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renders so we can actually render out a special image
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so if we go down here
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this is a cube that's been rendered
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so we have a cube with a basic texture
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on it and we also have a cube the same cube
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with this special image and these images are
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I'm gonna get into it
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more in an intermediate video
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on how we can actually create these special ramps
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so these gradient ramps are basically telling nuke
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the 3d coordinate system
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even though you don't have a 3d model anymore
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so this is a 2d image rendered from a 3d object
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so we only have 2d images
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but this one is special so we can basically use this to
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wrap textures around the 3d model
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without having to actually load the 3d model into nuke
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so I don't need to actually go and load
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and bring the entire model in from Maya
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so if this was a character something more complicated
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we don't need to bring in the character
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model we just need to have a 2d render of the UV
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pass here
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and so with this UV pass
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if we plug it into an ST map node
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we can switch the ST map to switch it to RGB
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and essentially what that does
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and the reason we switch it to RGB
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is because this is saved in the red
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green and blue channel
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so we can see we're in the normal
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layer here which is the red green and blue
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and if we switch from red and green
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we can see there's some
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information in these gradients
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and so by setting that to RGB
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and plugging a source which is another picture
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it will wrap around that object so you see
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we have a picture a 2d picture of some vines here
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and when I plug it through the ST map
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it's wrapping
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around that 3D cube
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without having a 3d model involved it's just using 2d
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so this is basically just a 2d trick
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and we can retexture 3d objects
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very quickly without having to render them
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so I can move this texture around
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if I go to here
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I switch the
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transform you see I can move these vines instantly
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and I'm not doing any kind of
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rerendering or anything like that
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it's just a cheat basically
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then we have down here just some lighting
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so we can multiply some lighting on there
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and that's just a simple example of UVs
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so you're like well why wouldn't we just you know
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take the vines and render these in CG
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and probably would with vines
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because you're gonna get better
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looking vines than maybe a
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2d image but there are certain
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aspects that you might want to do it in compositing
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such as
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if you're gonna simulate water running down this cube
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that's gonna be an expensive thing to do
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and it's gonna take you a lot of time
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whereas if this is far enough away from the camera
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we can take a video of raindrops on
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glass and then we could just
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put that on the cube
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and now it's gonna look like the raindrops are
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running down the cube
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and we didn't have to go into Houdini
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or do any kind of advanced simulation
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we're basically just saving time and saving money
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so again that depends on your
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shot it depends on
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how far away this thing is from the camera
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so if it's a hero shot and you're looking
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up close you're probably gonna need some 3D drips
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but if it's something that's a little bit further away
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we can use 2D tricks like this
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and save production time and essentially
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uh that's how you have to always think of things with
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CG's if you can save time
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save money uh
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you know and
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uh is pretty important to think that way so
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this is another example
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I've given you guys a free
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basically frame from my full class which is the
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CG composing class
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some of you guys have probably already taken this class
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so this video is a little bit more in depth on the UVs
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but you know we have
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this is almost a 8 hour class
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on CG composing specifically
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so yeah so this is kind of
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just more on this so we have a car render so beauty
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and this doesn't have any layers it's just a JPEG
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and we have a UV
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render of this car as well
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so we also have something called the UV layout
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which again I told you guys about
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with the cube
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but instead of it being a cube
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we can see is just this car
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cut up into
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pieces and put flat so we can see all the pieces here
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and if we
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want to put for example let's say we want to put
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a color wheel on the back of this car here
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so if you look at the car let's say I want to put
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this picture
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onto the back of this car
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well I'm gonna go here to the UV
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layout to figure out where to place it
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so I go to the UV layout I looked for the piece
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and I actually unwrapped this car because I modeled it
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so this is actually the piece
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so I can place that cube
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so what I've done is I've taken the cube
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I've reformatted it into a square
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it's just a bit easier because
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these UV layouts are usually square
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so I've reformatted to being a square as well
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and then I've just
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transformed it and we can basically just move it around
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and I'll grab it here put it on the back of the bumper
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and now if I run it to the ST map so I plug in the UV
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render and plug in the picture that we've just placed
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and I've used this
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you see I'm doing two different things
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here I'm using this as reference
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this kind of merge over here
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and on the left here I'm actually doing the the
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ST map
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so this is just for reference that's all this is for
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so we transform that and we can ST map it
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and you'll see
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we get this result where it's folding on the back here
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and if I merge that picture
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this result from the SD map over the top of our
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render we can see
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that's been placed on the car
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and we can of course move this around
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so I can take the transform
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use up and down arrow keys and slide this around
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and it's going to wrap around the CG model
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and again we're just dealing with two 2d images
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we have the the
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the beauty render of the car and we have the UV render
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so that's pretty cool
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so one thing you might be confused about
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is you look at this thing and you're like
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well I didn't unwrap this model
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and if you have a really complex model
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you might have a lot more pieces than this
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you're like well where do I
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you know how do I you know if I want to put
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a color wheel on top of this
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this tire here
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you might be confused when you look at this picture
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and then you're going to be moving this
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color wheel everywhere
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like well I don't know which piece is
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the right spot to put it
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and that's where this tester material comes in
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so that's where
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that material we've been using
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if we plug that into the ST map
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and we just let that go around the car
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that's why this material is useful is because
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we can see all these colors
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and they correspond to this picture
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in this square image so for example we see this
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3 here and a 4
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3 and 4 next to each other
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the 3 is white and the 4 is pink
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so if we look at this thing
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where is a 3 white and a 4 pink
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what's right here
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so 3 and 4 right here
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and if we go to the corresponding place on our
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template we see that that area is right here
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so that's what that's just telling us
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it's just telling us where
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on this thing
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it's going to land so 3 and 4
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so if I put my color wheel
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over in that spot
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the 3 and 4 and then I plug that into the ST map
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you can see that is being wrapped onto the right place
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so that's that's what the tester materials for
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it just helps
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if you don't know where to place things and
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that's one way to do it there's many ways
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but yeah so hopefully that helps out
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some people
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and we can slide it around here and that's how it works
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so this is again 15 bucks if you guys want a full
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CG composing class
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which has a lot more detail than this
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about different things
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this is one aspect of CG compositing
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I'm gonna make another video
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more intermediate
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UV uses so we're gonna get into more advanced stuff
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how we can actually generate these
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use expressions to generate these patterns
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and eventually
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after that I have some plans to do an advanced UV
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video on YouTube which is gonna be
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things that even senior composers
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will probably benefit from
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if you're a senior composer following this channel
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so I kind of have a range of people here
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so I'm gonna try to
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post beginner and
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intermediate content most of the time
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and occasionally post you know
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senior level
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tutorials out here so that people can get use out of it
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so if you guys liked the video
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hit the like button
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and it helps out a lot and thanks for checking it out
30179
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