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These are the user uploaded subtitles that are being translated: 1 00:00:00,300 --> 00:00:04,680 It would be impossible not to mention  film grain among other effects of our   2 00:00:04,680 --> 00:00:09,180 cinematic post-processing chain. the  visible silver crystals in the film   3 00:00:09,180 --> 00:00:13,500 negative's emulsion add something  very important to the filmic vibe,   4 00:00:14,040 --> 00:00:21,480 so let's try to recreate it. a quick note, we'll use  a fairly simplistic method for adding grain only   5 00:00:21,480 --> 00:00:27,000 suitable for static renders, even though there are  ways to make animated noise in Blender compositor.   6 00:00:27,960 --> 00:00:34,380 all right we would need the image node with  the film gran texture loaded in, you can find   7 00:00:34,380 --> 00:00:39,840 one in the project files... if you hold Ctrl Shift  and click on this node you will notice that I   8 00:00:39,840 --> 00:00:45,960 cheated a little bit and this texture resembles  a digital noise rather than a film grain, but it   9 00:00:45,960 --> 00:00:50,880 will work just as well for our purposes, so  let's connect it to the second socket of the   10 00:00:50,880 --> 00:00:59,280 newly created mix node, set the blending mode to  Overlay... it led to some rather weird darkening   11 00:00:59,280 --> 00:01:04,320 of the image and that's because this texture was  designed to be used with the linear color space,   12 00:01:05,100 --> 00:01:12,420 that is important to keep in mind, the color spaces  of any texture whether it should be srgb or linear   13 00:01:13,080 --> 00:01:19,440 and then basically what we need to do is mix in a  teensy bit of that noise, homeopathic dose really.   14 00:01:21,300 --> 00:01:25,980 it could be pretty hard to see, I hope you  are able to to notice it through the video   15 00:01:25,980 --> 00:01:33,660 compression. let me zoom it in for you. our digital  noise texture imposed over the image helps to   16 00:01:33,660 --> 00:01:40,080 break up a perfect digital look, the straightness  of lines, it kind of brings all elements together   17 00:01:40,080 --> 00:01:46,320 by throwing in a layer of entropy on top of it and  diluting the digital look just like we have said,   18 00:01:47,940 --> 00:01:55,380 so that is our film grain even though it's not  necessarily *filmic* in this particular case. it is   19 00:01:55,380 --> 00:01:59,940 also worth mentioning that the size of the noise  can be changed with the help of this scale node.   20 00:02:00,540 --> 00:02:05,220 and I also wanted to mention that  we have included some real film   21 00:02:05,220 --> 00:02:09,720 grain textures in the project files  like the real deal, so have a look. 22 00:02:12,240 --> 00:02:18,420 that being said, a tiny amount of a good old random  noise or Perlin noise gets the job done in this   23 00:02:18,420 --> 00:02:24,840 case. and that is usually one of the finishing  touches that I add to the post-processing pipeline   24 00:02:24,840 --> 00:02:29,940 that helps to soften the digital look, even  though it's a digital noise (that's paradoxical) :) 25 00:02:30,600 --> 00:02:34,740 next we'll have a look at the  output blanking AKA changing   26 00:02:34,740 --> 00:02:39,420 the aspect ratio visually and then  we recap the steps that we have taken. 27 00:02:42,120 --> 00:02:46,080 in the realm of cinematic post-processing,  changing the aspect ratio to something   28 00:02:46,080 --> 00:02:52,020 white screen is an easy win :) I know it could  sound weird but adding the black bars to the   29 00:02:52,020 --> 00:02:56,700 top and bottom of the image or so-called  letterboxing the image could make it look   30 00:02:56,700 --> 00:03:02,460 slightly more cinematic right out of the box  or let's put it like this... it could be a useful   31 00:03:02,460 --> 00:03:08,520 way to explore different possibilities related  to changing the aspect ratio. so let's set up a   32 00:03:08,520 --> 00:03:14,880 box mask, set the width to 1 and the height  to something that represents our letter box.   33 00:03:15,720 --> 00:03:21,780 a quick disclaimer, it won't be terribly useful  in the case of this image because it was already   34 00:03:21,780 --> 00:03:27,780 widescreen right off the start but other than  that it could be very handy to know... so... uh the   35 00:03:27,780 --> 00:03:34,200 box mask goes into the invert node and that  goes into the mix factor of our aspect ratio mix   36 00:03:34,200 --> 00:03:39,720 node, then the height parameter in the box mask  could be used to calibrate the output blanking.   37 00:03:41,220 --> 00:03:47,580 to avoid any confusion the output blanking is  meant for... well... for preview. the aspect ratio of   38 00:03:47,580 --> 00:03:52,080 the final render should be defined in the  output tab via adjusting the resolution.   39 00:03:52,800 --> 00:03:59,280 and of course we should also mention that there is  no direct link between some aspect ratio and how   40 00:03:59,280 --> 00:04:05,160 cinematic it looks in the end, so when I say that  the widescreen aspect ratio is somehow cinematic, 41 00:04:06,300 --> 00:04:09,840 I'm obviously being ironic (even  though it's true to some extent) :) 42 00:04:11,640 --> 00:04:18,960 there are some historical connotations of certain  aspect ratios like anamorphic format or 4x3 that   43 00:04:18,960 --> 00:04:24,660 was adopted more than 100 years ago originally,  but anyway I think it is still very useful   44 00:04:24,660 --> 00:04:29,880 to be able to control the aspect ratio like  that in the Blender compositor so here we go! 5944

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