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These are the user uploaded subtitles that are being translated: 1 00:00:02,720 --> 00:00:08,400 Let's do some speed lines! and what  better to use than our fuzzy car here :) 2 00:00:08,400 --> 00:00:12,480 let's make this thing feel like it's going  super fast, that's the point of these speed   3 00:00:12,480 --> 00:00:18,800 lines really, to drop out all detail and just be  left with the feeling, it's an impressionistic   4 00:00:18,800 --> 00:00:24,400 abstract representation of all that blurry scenery  going past, so we can be pretty loose and fast   5 00:00:24,400 --> 00:00:29,520 with it so to speak. let's start by hiding what  we don't need, actually i'm going to go Alt H   6 00:00:29,520 --> 00:00:35,440 and just see what pops up, so we have this car  original so i'm going to click on these two icons   7 00:00:35,440 --> 00:00:40,000 just to make sure it doesn't show up in the render  and won't show up again if we do Alt H. let's just   8 00:00:40,000 --> 00:00:44,480 give ourselves a little bit more space and scroll  down a little further, all the particles, i'm   9 00:00:44,480 --> 00:00:49,120 going to disable that collection and the sphere at  the bottom here let's do the same thing as we did   10 00:00:49,120 --> 00:00:54,000 with the original car, just disable those two. the  light that we have here also we don't need that   11 00:00:54,000 --> 00:00:58,000 for this technique and that should do it i think  if we just rotate around the scene and see what   12 00:00:58,000 --> 00:01:01,920 we've got, that's looking pretty good, i'm just  going to zoom in a little bit on the car and then   13 00:01:01,920 --> 00:01:08,480 just press Control Alt and 0 on the numpad just  to snap the camera to something like about this   14 00:01:08,480 --> 00:01:13,440 now the basis of this technique is to not actually  animate the position of the car, i'm actually just   15 00:01:13,440 --> 00:01:18,160 going to be whizzing a texture past the car just  to give the illusion of that speed, first of all   16 00:01:18,160 --> 00:01:23,920 though i'll select it and go Shift S and snap our  cursor to the selected and then let's start with   17 00:01:23,920 --> 00:01:29,840 a cube i'm gonna do this in wireframe take a look  from the top view scale that up so that it's about   18 00:01:29,840 --> 00:01:37,040 three r four car widths wide, from the front i'm  gonna move it up on the z axis so that the wheels   19 00:01:37,040 --> 00:01:41,440 are more or less touching the ground but i'm  to give this the sense of it floating slightly,   20 00:01:41,440 --> 00:01:45,360 i'm going to press 1 to make sure that we're in  vertex selection, left click and drag across the   21 00:01:45,360 --> 00:01:50,320 top and then G and then Z just to flatten that  down a little bit so it's wider than it is tall,   22 00:01:50,320 --> 00:01:56,160 next up let's take a look from the top view and  then what i'll do here is press G and then Y just   23 00:01:56,160 --> 00:02:00,320 to move it up from this angle a little bit, so the  car is more or less in the middle there and then   24 00:02:00,320 --> 00:02:06,320 i'm going to stretch it out along this axis which  is the y axis as we can see there so S and then Y   25 00:02:06,320 --> 00:02:10,400 and then i'm going to scale it way out,  i'm actually going to scale it ridiculously   26 00:02:10,400 --> 00:02:15,120 out on that axis but i'll do that later for now  that's good enough, now i'm going to jump over   27 00:02:15,120 --> 00:02:19,680 to the uv editing workspace and press the period  on the numpad, take a look at what we've got i'm   28 00:02:19,680 --> 00:02:24,960 going to press 3 to select these two faces, i'm  gonna press X to delete them i might add them back   29 00:02:24,960 --> 00:02:30,480 though eventually but for now they are gone, i'm  gonna press two and select this edge and go Ctrl E   30 00:02:30,480 --> 00:02:36,000 and mark a seam there and then select everything  with a and then U tu unwrap, now i think that's   31 00:02:36,000 --> 00:02:41,440 all right but i'm going to drag those all the way  across press N to open up our sidebar and that   32 00:02:41,440 --> 00:02:47,040 x-axis there i'm going to turn that to 1. just so  that our uvs are taking the maximum uv space here,   33 00:02:47,040 --> 00:02:52,720 that's our uv editing done i'm going to jump  back to the shading workspace and switch from the   34 00:02:52,720 --> 00:02:59,040 geometry nodes over to a shader editor and click  on the new material. let's call this tunnel and   35 00:02:59,040 --> 00:03:03,760 we'll get rid of the principled shader and we'll  create an emission shader instead, so let's just   36 00:03:03,760 --> 00:03:08,800 drop that in, hook it up to the surface and take  a look in rendered view, now at the moment we can   37 00:03:08,800 --> 00:03:13,920 see the inside and the outside of this, which i  don't really want so i'm going to come over to the   38 00:03:13,920 --> 00:03:19,040 material properties, down towards the settings  and i'm going to set this to backface culling   39 00:03:19,040 --> 00:03:22,800 and now we can't see the inside which is the  opposite of what we want, so what i'm going to do   40 00:03:22,800 --> 00:03:28,240 is tab into edit mode, with all the faces selected  i'm going to go Alt N to bring up our normals menu   41 00:03:28,240 --> 00:03:33,040 and then i'm going to flip those faces and that's  the kind of thing we want, so the essence of this   42 00:03:33,040 --> 00:03:38,400 technique is to just stretch the texture down the  tunnel, so let's go shift a and add in a texture,   43 00:03:38,400 --> 00:03:42,960 image texture and then what we've already  got in the scene in this case is the hdri   44 00:03:42,960 --> 00:03:48,080 so if we plug that into our emission and press  Ctrl T thanks to our Node Wrangler add-on we'll   45 00:03:48,080 --> 00:03:53,440 create these nodes which as we can see by default  is already plugged into our uvs, so we've got a   46 00:03:53,440 --> 00:03:59,520 seam up there, but the cool thing about an hdri  is if i left click and scrub along the x location   47 00:03:59,520 --> 00:04:04,240 here we can see it's perfectly seamless and it's  just repeating a pattern there, that's basically   48 00:04:04,240 --> 00:04:09,040 the idea we want and this seam isn't really going  to be an issue once we really stretch things out   49 00:04:09,040 --> 00:04:17,040 and for that we can use our x-axis, so if i  take this really low like 0.05 for example   50 00:04:17,040 --> 00:04:21,680 and then let's move our x location again, we're  starting to get a really good sense of speed,   51 00:04:21,680 --> 00:04:27,760 let's enhance this a little further by adding some  additional contrast into this with the color rgb   52 00:04:27,760 --> 00:04:33,040 curves node and i'll drop that in there and then  from this left point here we can cut off some of   53 00:04:33,040 --> 00:04:37,360 the black areas like this, let's again scrub  through a little bit more of the animation,   54 00:04:37,360 --> 00:04:43,440 different areas of the image are gonna show quite  differently, so at this point here for example,   55 00:04:43,440 --> 00:04:48,400 maybe we could crunch this in even further  and we can reduce the output by dropping   56 00:04:48,400 --> 00:04:53,760 our top right point here, something like this  maybe add a little bit of curvature into this   57 00:04:53,760 --> 00:04:58,800 just to soften the falloff between different  brightness levels and let's scrub through a little   58 00:04:58,800 --> 00:05:04,960 further, so we're getting almost completely black  areas in places, let's maybe pull the dark areas   59 00:05:04,960 --> 00:05:09,040 further to the left just to try and introduce  a little bit more into the darks then something   60 00:05:09,040 --> 00:05:14,960 like that and i think that's looking pretty good.  now this at the moment is actually not very long,   61 00:05:14,960 --> 00:05:18,720 we can see from the camera's point of view for  example, if we were to take a look we're not   62 00:05:18,720 --> 00:05:23,040 really getting much of the tunnel before we just  get a big opening there, so we're going to stretch   63 00:05:23,040 --> 00:05:28,640 this tunnel right out. let's press N to open up  our sidebar, let's find the item area where we   64 00:05:28,640 --> 00:05:35,440 can see our actual true dimensions and i'm going  to set this to something like 12 000 so it's super   65 00:05:35,440 --> 00:05:40,160 long. now for that we might need to take a look  at our camera, just to make sure that we have   66 00:05:40,160 --> 00:05:44,800 our clipping settings long enough to handle it,  so we're going to need above a kilometer here,   67 00:05:44,800 --> 00:05:48,960 just to be on the safe side i'm just going to  make that 10 times so adding an extra zero there   68 00:05:48,960 --> 00:05:53,760 similarly for the camera in our view, let's  add an additional zero onto there, so here's   69 00:05:53,760 --> 00:05:59,200 how it looks now and here it is without the extra  zero, you can see it cuts off quite a lot there,   70 00:05:59,200 --> 00:06:04,240 so let's add that back in and take a look from  this camera again, so that's looking pretty good,   71 00:06:04,240 --> 00:06:09,840 i think we can fade that out at the edges though,  so let's take this give this a little bit of space   72 00:06:09,840 --> 00:06:14,480 and what we'll do is we'll take our texture  coordinates and then we'll separate this, so   73 00:06:14,480 --> 00:06:20,720 we'll go converter, separate xyz and plug in our  generated coordinates, because this is essentially   74 00:06:20,720 --> 00:06:25,280 the bounding box, we could probably use our uvs on  this as well though because that covers the zero   75 00:06:25,280 --> 00:06:30,000 to one space as well but from here i'm going to  Ctrl Shift click on this just to see the x axis   76 00:06:30,000 --> 00:06:36,880 which we can see moving pretty much from left to  right, our y-axis is going from one end where it's   77 00:06:36,880 --> 00:06:42,240 black all the way to the other where it's white,  so this is what we need i'm gonna take a converter   78 00:06:42,240 --> 00:06:47,520 color ramp node so that it's just bright in the  middle so i'm gonna create a mask basically, so   79 00:06:47,520 --> 00:06:53,040 this perfectly in the center at 0.5 and then ctrl  left click on another point and then i'm going to   80 00:06:53,040 --> 00:06:59,440 set this to one and i'm going to set that to black  and now if we come over to here and add in a color   81 00:06:59,440 --> 00:07:05,200 mix rgb node and plug this into the mix factor  that way we can move this into the second socket,   82 00:07:05,200 --> 00:07:09,680 so wherever this input is white it's going  to do what's coming out of the second socket,   83 00:07:09,680 --> 00:07:13,360 so i'm going to turn this to black which means  that now in the middle it's going to use this   84 00:07:13,360 --> 00:07:17,680 texture and at the very ends it's going to fade  it out to black which we can just about see there   85 00:07:17,680 --> 00:07:22,160 so let's jump back into the view and we can see  it's starting to fade there towards the end. if we   86 00:07:22,160 --> 00:07:27,680 want to adjust this a little bit what we can do is  add in a converter, math node, set this to power,   87 00:07:28,320 --> 00:07:34,080 Ctrl Shift click on this to see it and then as we  scroll this up we can see that fade that fall off   88 00:07:34,080 --> 00:07:39,040 changing. now i think this is probably actually  perfectly fine at say something like 1 which isn't   89 00:07:39,040 --> 00:07:43,520 actually using that power node at all but if we  find we need to adjust it that's there ready to go   90 00:07:43,520 --> 00:07:49,200 so Ctrl Shift click on the emission again and  let's scrub through, the x location again to see   91 00:07:49,200 --> 00:07:54,960 how it's going. the effect is pretty extreme so i'm  going to hold Shift and just try and get a slower   92 00:07:54,960 --> 00:07:59,920 a slower translation, now that we'll stretch it  right out i think maybe this scale is a little bit   93 00:07:59,920 --> 00:08:04,720 too stretched, so i'm going to set that  to something more like 0.2, now let's just   94 00:08:04,720 --> 00:08:09,120 translate this a little bit again and so we've  still retained a little bit of texture, a little   95 00:08:09,120 --> 00:08:14,560 bit of interest in that texture as it whizzes by  the camera. as we scroll through the location here   96 00:08:14,560 --> 00:08:20,080 we might notice that there's a big bright flash,  then we get some reddish lines towards the bottom   97 00:08:20,080 --> 00:08:23,760 and then there's a big bright flash and then  some reddish lines across the bottom and so on   98 00:08:23,760 --> 00:08:28,720 and so forth, as the texture is basically looping  around, so there is a little bit of a limitation   99 00:08:28,720 --> 00:08:34,960 to what we can do with this particular technique  so let's pair this scrolling of a texture with a   100 00:08:34,960 --> 00:08:39,840 more procedural approach and mix them together, so  i'm going to take all of these nodes and duplicate   101 00:08:39,840 --> 00:08:43,920 them, bring them down and instead of the image  texture i'm going to go Shift S thanks to the   102 00:08:43,920 --> 00:08:50,160 node wrangler add-on and we can swap or switch  and texture node into a noise texture. now at this   103 00:08:50,160 --> 00:08:56,400 point i'm going to Control Shift-click on our rgb  curves and instead of using the uvs i'm going to   104 00:08:56,400 --> 00:09:01,760 use the object, this is so that we can get unique  positions basically infinitely so this is never   105 00:09:01,760 --> 00:09:07,280 going to repeat for us. so that this makes a little  bit more sense, what we're going to need to do   106 00:09:07,280 --> 00:09:11,920 is apply our scale, as you can see our scale is  pretty much off the charts here so i'm going to   107 00:09:11,920 --> 00:09:17,200 Control A and apply the scale, this makes the noise  kind of pretty strange looking, so i'm going to   108 00:09:17,200 --> 00:09:23,120 reset the scale value on here to 1 and the scale  of the noise is just way too small. so we're going   109 00:09:23,120 --> 00:09:30,160 to make it much bigger by scrolling this down to  a much lower value somewhere around 0.1. let's add   110 00:09:30,160 --> 00:09:35,600 some extra detail into it and perhaps a little bit  of extra distortion to give it a little bit of a   111 00:09:35,600 --> 00:09:41,120 swirliness to it and from here we'll adjust our  scale in our vector mapping node and let's take   112 00:09:41,120 --> 00:09:49,440 this right down so that it's around 0.01, then  in our rgb curves let's take this and pull that   113 00:09:49,440 --> 00:09:55,280 right back up and we'll increase the contrast by  dragging this bottom left point all the way along   114 00:09:55,280 --> 00:10:00,560 somewhere around here and now we're darkening  quite a lot of it and just getting a lot of the   115 00:10:00,560 --> 00:10:05,520 interesting colors. a lot of these colors are a  little bit on the harsh side, a little bit extreme   116 00:10:05,520 --> 00:10:10,560 so let's break out our color hue saturation  node and we'll drop that in there from here   117 00:10:10,560 --> 00:10:15,280 what we'll do is we'll drop our saturation down a  little bit, you can see a little bit of the light   118 00:10:15,280 --> 00:10:20,560 white starting to drop in there, that's pretty  good and now what we can do is combine these   119 00:10:20,560 --> 00:10:25,520 together in a moment, but let's just check this is  working by holding Shift and left clicking on our   120 00:10:25,520 --> 00:10:30,560 x location, we see that's not actually going the  right way, so it's going to need to come along the   121 00:10:30,560 --> 00:10:36,320 y axis instead in this case but that's looking  pretty good, the next thing i want is just one   122 00:10:36,320 --> 00:10:43,520 value to control both of these so that it's the  x-axis on here and the y-axis on here, but i just   123 00:10:43,520 --> 00:10:48,720 want the same value to plug into both, so for that  i'm going to need to create an xyz combined node   124 00:10:48,720 --> 00:10:54,320 so we have 1 there and we have 1 for our  procedural texture and now all we need to do is   125 00:10:54,320 --> 00:11:01,600 input a single value and plug them into what we  need, so it's the x axis on the top one, so let's   126 00:11:01,600 --> 00:11:07,360 plug that through to there and on this one it's  going to be the y axis and let's plug that through   127 00:11:07,360 --> 00:11:13,200 into there, now with that done i'm going to  Shift and left click on here, just to see the two   128 00:11:13,200 --> 00:11:17,920 starting to move or at least we need to combine  these two first to be able to see that, so let's   129 00:11:17,920 --> 00:11:22,960 left click and drag these over there to create  some space, Shift D to duplicate this one and   130 00:11:22,960 --> 00:11:29,200 we'll add these two together, so let's change this  from mix to add and we'll take it all the way up   131 00:11:29,200 --> 00:11:34,320 and Ctrl Shift click on this one and so we'll be  able to see just the texture and then there's our   132 00:11:34,320 --> 00:11:40,240 procedural noise being added on top and now let's  come over to the value node that we just created   133 00:11:40,240 --> 00:11:45,520 Shift left click on this to see what we've got and  when this value starts to go down, this looks like   134 00:11:45,520 --> 00:11:50,080 it's working pretty well, now i think one needs to  go a little bit slower than the other, so i think   135 00:11:50,080 --> 00:11:55,440 the texture needs to go a little bit slower, so  i'm going to take a converter, math node here and   136 00:11:55,440 --> 00:12:01,920 just take whatever we're plugging into this and  just divide it a little bit, so by dividing by say   137 00:12:01,920 --> 00:12:07,920 50 and now let's try moving this, we're changing  the speed of how fast the image texture can   138 00:12:07,920 --> 00:12:12,640 zoom down our corridor, so let's pop out of the  camera view for a moment and i'm just going to   139 00:12:12,640 --> 00:12:18,480 select the car and press . on the numpad just  to reorient the camera a little bit and then let's   140 00:12:18,480 --> 00:12:23,760 just zoom out here a little bit re-select the  tunnel, so let's just verify what's happening here   141 00:12:23,760 --> 00:12:29,840 so Ctrl Shift click on just the texture, let's take  a look at what happens as we change this value   142 00:12:29,840 --> 00:12:36,800 so as it goes down, the texture is zooming towards  us, but we want that effect to be the other way, so   143 00:12:36,800 --> 00:12:42,080 to make it look like the car is zooming down here  we're going to need this to be going this value to   144 00:12:42,080 --> 00:12:47,600 be going positively, but let's slow this down even  more maybe make it even more obvious, so divide by   145 00:12:47,600 --> 00:12:53,040 200 and then as we increase this, that now looks  like the noise is going the correct way so to   146 00:12:53,040 --> 00:12:58,640 invert this what i'm going to do again Shift D to  duplicate and then turn that into a multiply node   147 00:12:58,640 --> 00:13:04,240 and let's just multiply it by -1, now  as we drop this down it's going the same way as   148 00:13:04,240 --> 00:13:08,400 the noise texture the procedural noise texture  down here should go, so let's just test that   149 00:13:08,400 --> 00:13:14,240 so Ctrl Shift click on this one here and as we  drop this node down as we drop this value down   150 00:13:14,240 --> 00:13:18,880 the noise should be scrolling from left to right  which it is, so let's put these two noises together   151 00:13:18,880 --> 00:13:24,640 again, so Ctrl Shift click here where they're  added together and now as we drop this value down   152 00:13:24,640 --> 00:13:29,440 both noises should be traveling the same direction  and roughly at the same speed, they don't have to   153 00:13:29,440 --> 00:13:35,200 be exact, but just so that one isn't too crazily  different than the other one, so we're just about   154 00:13:35,200 --> 00:13:39,920 done with this tunnel, an extra bit of control  i'd like to add though is just duplicating this   155 00:13:39,920 --> 00:13:45,680 colormix rgb node, Ctrl Shift clicking on our end  emission shader there and instead of adding this   156 00:13:45,680 --> 00:13:51,760 white what i'd like to do instead is multiply  some white which means basically the values of   157 00:13:51,760 --> 00:13:56,880 one are being multiplied onto something so nothing  is going to happen in other words :) so the only real   158 00:13:56,880 --> 00:14:02,240 purpose of this node is to just tint the color  just give it a slightly more push to a general   159 00:14:02,240 --> 00:14:07,280 uniform color, so i'm going to take this towards  the oranges a little bit somewhere around there   160 00:14:07,280 --> 00:14:12,240 or something else that we can do is tweak our  strength but we can refine that to taste a little   161 00:14:12,240 --> 00:14:17,760 bit later on, to actually add some animation into  this what we can do is create a driver, i find the   162 00:14:17,760 --> 00:14:23,840 easiest way to do this is to just go #frame  when it's a very linear animation required, so with   163 00:14:23,840 --> 00:14:28,160 that now whatever frame it is, is the value that's  going to show up in here and as you can see we're   164 00:14:28,160 --> 00:14:33,280 on frame 64. pressing space there we can see the  rough speed of that, so that's going the wrong way   165 00:14:33,280 --> 00:14:38,480 because it's going obviously a positive value so  i'm just going to *this by negative one and   166 00:14:38,480 --> 00:14:43,360 let's play that again and now things are moving  in the right direction to be able to control the   167 00:14:43,360 --> 00:14:48,240 speed of this we can just divide by a certain  number or we can multiply it by something if   168 00:14:48,240 --> 00:14:52,800 we want to speed it up well technically not to  get too mass heavy but we could just divide by   169 00:14:52,800 --> 00:14:57,040 something to actually speed it up and slow it down  depending on whether it's above or below 1 but   170 00:14:57,040 --> 00:15:02,000 i'm sure you get the point. the final piece of the  puzzle here though as you've probably not failed   171 00:15:02,000 --> 00:15:07,920 to notice is that the car is totally black, it's  not actually receiving any lighting, to fix that   172 00:15:07,920 --> 00:15:12,800 we're going to need to switch from the object to  the world and what we have in our nodes already   173 00:15:12,800 --> 00:15:19,840 from an earlier experiment is this circus arena  2k dot hdr from hdri haven, let's plug that in, it's   174 00:15:19,840 --> 00:15:25,360 the same hdri that we're actually using to stretch  along our corridor here and now finally we can   175 00:15:25,360 --> 00:15:30,480 see what we're doing, we see the car, almost  ghostly otherworldly, racing its way to the   176 00:15:30,480 --> 00:15:36,560 uh car afterlife of some kind :) so currently it's  going to look kind of static on the reflections   177 00:15:36,560 --> 00:15:42,400 and to adjust this we're just going to go Ctrl T  on this to create these texture coordinates and   178 00:15:42,400 --> 00:15:48,720 mapping nodes and from here we can just change the  rotation. rotating it along the x is going to give   179 00:15:48,720 --> 00:15:53,600 it that sense of kind of a light passing above  it all the time which i think works quite well   180 00:15:53,600 --> 00:15:59,600 and again it's just a simple linear change so we  can just write #frame and we can press play   181 00:15:59,600 --> 00:16:04,080 and we'll see that whizzing across the car now and  again this is just a matter of adjusting the speed   182 00:16:04,080 --> 00:16:09,520 by dividing or multiplying by a set number. this  looks a bit strange because obviously it's frame   183 00:16:09,520 --> 00:16:16,160 36 and over here it says 2063 degrees or something  but i think because of the conversion between   184 00:16:16,160 --> 00:16:21,680 radians and so forth, i think this is just getting  converted in the view for us, so don't worry too   185 00:16:21,680 --> 00:16:26,960 much about that figure being not just simply  36. let's just give this a little bit of polish,   186 00:16:26,960 --> 00:16:33,120 so come over to the object, so we can see our  regular tunnel shader and let's come over to one   187 00:16:33,120 --> 00:16:38,480 of the end color mix rgb nodes here, this one and  let's just clamp the results and we'll probably   188 00:16:38,480 --> 00:16:43,680 notice that this kind of strange saturated  look that we're getting here should go away   189 00:16:43,680 --> 00:16:48,800 so let's click on the clamp and we can see the  before and after there, i think that looks a lot   190 00:16:48,800 --> 00:16:54,320 more correct now because the results that we get  out of the rgb curves node can be pretty extreme   191 00:16:54,320 --> 00:17:00,160 way above one or way below zero and that can  sometimes create weird issues clamping just   192 00:17:00,160 --> 00:17:05,440 means we're limiting our values to not be outside  of that zero to one range and that's just helping   193 00:17:05,440 --> 00:17:10,400 things to behave a little bit better. next let's  come out of the tunnel and see that the actual   194 00:17:10,400 --> 00:17:15,360 background is transparent, so i'm going to change  that because the background could just be black   195 00:17:15,360 --> 00:17:20,000 we're not really going to see very much apart  from the very very ends of the tunnel and just   196 00:17:20,000 --> 00:17:24,880 so that that isn't messing us up in any way where  it shows up as transparent i just want to set this   197 00:17:24,880 --> 00:17:30,400 as concrete, so i'm going to come over to the film  setting and uncheck the transparent option and now   198 00:17:30,400 --> 00:17:36,320 we can see our world shader so let's jump over  to our world and come and split the light path   199 00:17:36,320 --> 00:17:40,160 information here, so we don't want to actually see  it when the camera is looking at it here we just   200 00:17:40,160 --> 00:17:44,880 want it to affect reflections and things, so we're  going to go input and light path, drop that in and   201 00:17:44,880 --> 00:17:49,120 then we're going to mix between two background  shaders, luckily this is black already so that's   202 00:17:49,120 --> 00:17:55,520 going to be pretty easy to mix between, so let's  add that in, put this into the first socket and the   203 00:17:55,520 --> 00:18:00,640 camera array can go into the mix factor and  actually we've got these the wrong way around   204 00:18:00,640 --> 00:18:04,240 so i'm just going to left click and drag those and  that should flip them around for us, i'm just going   205 00:18:04,240 --> 00:18:09,520 to go shift alt and Z in the viewport so we're  getting rid of all of the viewport overlays there   206 00:18:09,520 --> 00:18:14,720 and let's just zoom in on what we've got here now  pressing Space and we're getting something looking   207 00:18:14,720 --> 00:18:21,200 pretty good, i think the car itself could have a  little bit of tweaking to it, so let's come over   208 00:18:21,200 --> 00:18:27,840 to the modifiers and give this a little bit more  density, so 15 and we're getting really fluffy now!   209 00:18:28,480 --> 00:18:34,720 and on the dark stuff i'm gonna crank that up to  a full one, okay we're on maximum fluff now, let's   210 00:18:34,720 --> 00:18:40,400 press play again and it's looking pretty good i  think all that's left on this is to actually add   211 00:18:40,400 --> 00:18:45,680 some camera animation, so 0 on the numpad to  take a look and what we can do is find a first   212 00:18:45,680 --> 00:18:51,680 position so let's take this down and frame it up  a little bit, so once jumping into the camera view   213 00:18:51,680 --> 00:18:56,880 what we can do is press Shift and i think it's  the Accent Grave which is to the left of my number   214 00:18:56,880 --> 00:19:03,280 one above the qwerty keyboard and then we get a  kind of wasd kind of like a first person controls   215 00:19:03,280 --> 00:19:09,200 so i can look around with the mouse and use wasd  to move around and q and e to go straight up and   216 00:19:09,200 --> 00:19:13,600 down, i find this is actually quite a good way  to control the camera for animation, as it can be   217 00:19:13,600 --> 00:19:18,640 quite uh natural looking, as though you're just  shakily trying to hold the camera... the vehicle   218 00:19:18,640 --> 00:19:23,280 which has gone to work quite well in this case i  think so here i'm going to set this to a timeline   219 00:19:23,280 --> 00:19:30,160 and let's come over and extend the output of this  so let's set it to say something like 2000 frames   220 00:19:30,160 --> 00:19:34,880 although we might actually not go that long, just  gives us some headroom, so Shift and left arrow   221 00:19:34,880 --> 00:19:39,280 to take it to the start i'm going to select the  camera which since we've disabled the viewport  222 00:19:39,280 --> 00:19:44,080 overlays is going to be easier to achieve in the  actual outliner there, then i'm going to click on   223 00:19:44,080 --> 00:19:48,960 this record auto keyframes then any movements that  we make to our camera are going to get recorded   224 00:19:48,960 --> 00:19:53,440 in here, so i'm going to press Space and then i'm  going to press Shift and that accent grave next to   225 00:19:53,440 --> 00:19:58,000 the one key so let's see how this looks so here  you can see it's a little bit shaky looking, i'm   226 00:19:58,000 --> 00:20:03,040 just going to come in front of the camera there  like this and then we can take a look from here   227 00:20:03,040 --> 00:20:08,000 and we can see all the keyframes being recorded  at the bottom of the screen and then let's zoom   228 00:20:08,000 --> 00:20:12,400 out a little bit and go back towards the end  there and i think that's looking pretty good   229 00:20:12,400 --> 00:20:19,680 so i'm going to press stop, so we got up to about  frame 430, so i'm going to set our end keyframe to   230 00:20:19,680 --> 00:20:25,040 430 and then Shift left click to the start of the  animation and let's play that and see what we get   231 00:20:25,760 --> 00:20:30,400 i don't know about you but i think that's some  good sense of speed going on there, after a couple   232 00:20:30,400 --> 00:20:36,640 of off-screen attempts at various camera controls  i came up with this, shortened down the timeline a   233 00:20:36,640 --> 00:20:42,800 bit and then just tried deleting a few frames here  and there stretching out other parts a little bit   234 00:20:43,520 --> 00:20:46,880 if we were to use Cycles we'd get much  more realistic reflections to match the   235 00:20:46,880 --> 00:20:51,520 speed lines, but i think this quick and dirty  approach is actually surprisingly effective   236 00:20:51,520 --> 00:20:54,720 so i hope you have fun hurtling  things down super fast tunnels :) 237 00:20:55,360 --> 00:21:01,140 if you do please feel free to share them with us  on the socials. alright, stay safe and buckle up! 33719

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