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in this lesson
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we will continue learning how to integrate our 3D
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n live action elements together
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to create a final rendered scene
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we left off having created a very rough roto shape
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to be able to simulate that warm foreground color tone
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that was being added in
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so now what we're gonna do is
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we're going to actually implement that
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so we we have our
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our roto shape here
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we could go about this two ways
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we could either do a color grade
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and actually color correct the element back in
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or we could actually just drop a solid in
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a constant solid in
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and hold it inside the roto shape
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and then just merge that on top
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very similarly to the way
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the matte painting artist was doing in Photoshop
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so I think what we're going to do is
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we're just gonna
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we're gonna try a couple things
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first off before I actually do this
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I'm gonna turn this merge back on
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and I'm gonna view
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actually we're already viewing at that point
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I'm gonna close that row shape
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cause I don't wanna see it
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but I am gonna set the merge
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I'm gonna look and see
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I believe from the map painting set up
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they actually had it set to soft light
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so let's just see what that does
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alright so there's
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there's the color shift right there
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you can see it
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actually did a nice uh
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change to the overall tone
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based upon what we were desiring for it to to be
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now what we need to do is
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we need to go a little further
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obviously because that
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that step isn't gonna match
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at frame one
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for instance
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it's it's gonna kind of go off
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off the reservation there a little bit
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so what we'll do is
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we'll go back to frame 100
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and I'm going to replicate that
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I think what we'll do
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since we're talking about
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either color correct
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or using a constant
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I think we're gonna try the constant
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because setting this merge to a soft light
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it actually looks reasonably good
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for what we were wanting it to be
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so let's just create a merge here
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I'm gonna also then hit tab
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and type in constant
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a constant if you're not aware
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is just literally
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a constant color
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a solid flat piece of color
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based upon whatever the root format
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resolution is
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so let's view at that foreground warm
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I'm gonna go down here
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and let's just
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will sample
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see where should we sample it
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looks like as a solid
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right about there
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so we can sample somewhere
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right in there
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to get that color
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and now what I want to do is two things
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I'm going to take that row shape here
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and I'm going to set the merge to be in
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and then I'm gonna go back here
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and I'm gonna say
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I want that constant inside
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the rotor shape
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now what I wanna do is
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I'm gonna add
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a shuffle after that constant
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you can do it one of two ways
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in the constant
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you can actually set the alpha channel
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to a solid one
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or you could set the shuffle
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and you could set the shuffle to a solid white
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I like the shuffle node better
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just because
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if I ever go back
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to change the constant
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to resample the color
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or whatever
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then you know that you're always ensuring
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that your alpha channel isn't being affected
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so now we just view there
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and you can see that we have a fall off
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so let's just move our reference over here
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and I'm gonna
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I'm gonna drag everything down
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just make a little more space
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let's bring our background plate in a little bit
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and I'm gonna actually connect this to that
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just to see
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how that looks
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so view there
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and you know
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it's not bad
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let's if we compare it to our reference
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um you know
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obviously there's
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there's other integration that's still missing
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but we're we're getting there
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I think that that might actually uh
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might actually fit the Bill now
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you can see how the building is significantly darker
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I'm going to be willing to bet yeah
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that's partially because of that softly
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unfortunately
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operations in
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nuke don't always match up to the Adobe operations
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it's just a matter of
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the math is just a little bit different
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so sometimes when you
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when you think you have the exact same operation
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between the two
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it doesn't guarantee that
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you're gonna get the same result
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but it's okay
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for the moment we're
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we're we're not
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not at a loss for solutions at the
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at the time being
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so for now let's just take that
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move that back up there
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and just kind of organize things here
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I'm actually gonna put the road over here
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because it's a over B
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so you kind of
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so you can either do a over B
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or a comes from the left
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it really depends on how you do your
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your comp setups and your preferences
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and this one
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I'm not gonna be too picky about it
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sometimes I'm very picky about
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a comes from top down
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and B comes from left or right
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but in this case
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again like I said
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I'm not gonna worry too much about it alright
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so we're just gonna leave that layer right there
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so we have it available for reference
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alright so we have that input
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now what we need to do
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our next input is needing to add that fog
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but first what I want to do is
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I think we should do a quick
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color correction on our actual background
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background plate
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this plate right here
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it did have some color corrections done to it
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so I think what we're going to do is at this
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at this point
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right here between the
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the background plate and that merge node
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let's just add a color correct
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so you can hit that C key on the keyboard
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and that brings it up
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and what we're going to do
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I think is and
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and we're viewing right here so that
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that helps us to see what's going on
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I think what we might do
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yeah we'll just
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we'll sense this mess with the gamma for a moment
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I think we'll
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if we drop that down
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we could try
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let's try point seven
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oh we're getting there um
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yeah let's go further
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actually uh point
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let's try point five
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hey well that's actually pretty close
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actually might been just a little bit too far
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what I'm doing is
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I'm looking at the base of the building right here
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in relation to its surrounding environment
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I wanna make sure that that feels like it's
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it's properly seated
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you can see here
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obviously just looks like it's floating
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and the whole background plate is
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very washed out as well
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so what I'm doing is just
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just bringing that gamma down a little bit
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to properly see it and make it feel a little better
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integrated into the background
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now you can see
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if we just AB it between our original reference
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and that actually
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that it helped a lot right there
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that just brings it into the more proper color space
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you can see the
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the tones are
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are matching
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now obviously
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our color is not matching
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but that's okay
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that's to be expected
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so let's now view at that soft light
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and see what happens okay
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so now you can see
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the soft light just completely destroys it
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that doesn't match at all
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which is okay
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um we're gonna fix that
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what I would suggest
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instead of going with a soft light
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let's reappraise
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and maybe try adding either one of two things
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we can either adjust the mix
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so let's just try four kicks
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let's try adjusting the mix
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but you can see here
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it's really
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it's just either
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just gonna darken it up
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it's adding red hue
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but it's just not working
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so I think what we need to do is we can try
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like overlay
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overlay is not gonna work
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um you know
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we could just do an over and bring it in like that
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but then you're
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you're basically
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killing a lot of that nice foreground detail
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so I think what we're gonna do is
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we're just gonna scrap that whole idea
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and we're going to go with an
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alternate scenario for how we can do this
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what we'll do is
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I'm gonna control X
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cut all that out
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never wanna delete stuff initially
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until I'm for sure
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guaranteed that I don't need it
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and then I'm gonna add a color correct here
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and we're gonna do it like we're saying
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you know the alternate scenario of being able
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either color correct or using a constant
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so now our rotor shape is going to just be
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utilized as an alpha control mask there
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so let's just go in here
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and we're going to adjust
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I think will adjust the gain
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so we're gonna gain and see
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so I'm thinking we could adjust the gain
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and then we might also
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just a little bit saturation
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we might actually be required to use a couple
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more than one color
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correct on this
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so let's just try this
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we switch to four channels
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actually gonna switch over here as well
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I'm thinking we can do
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is drop this
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down just a little bit
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some around there
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that range and make sure we're viewing okay
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and you can see
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just a slight change
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what I think we need to do
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also we need to
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switch out the saturation here
286
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let's drop down on the green and the blue
287
00:09:28,200 --> 00:09:30,800
just take out a little bit of the green and the blue
288
00:09:30,800 --> 00:09:32,066
on that as well
289
00:09:32,200 --> 00:09:35,133
um now you can see the subtle change there
290
00:09:35,133 --> 00:09:36,266
that's happening
291
00:09:37,133 --> 00:09:39,799
and we set that
292
00:09:39,800 --> 00:09:42,400
and then maybe bump up the contrast just a little bit
293
00:09:42,400 --> 00:09:43,433
there we go
294
00:09:43,666 --> 00:09:45,999
that's getting closer um
295
00:09:46,900 --> 00:09:47,900
I'm suspicious
296
00:09:47,900 --> 00:09:49,166
I think the matte painter
297
00:09:49,166 --> 00:09:52,999
might have actually done a little bit of painting uh
298
00:09:53,000 --> 00:09:54,866
on the actual plate
299
00:09:54,866 --> 00:09:55,533
you can see
300
00:09:55,533 --> 00:09:56,766
especially right around the building
301
00:09:56,766 --> 00:09:57,966
right here where it's darker
302
00:09:57,966 --> 00:09:58,999
it looks like it's
303
00:09:59,100 --> 00:10:01,366
it's a little more seated um
304
00:10:01,366 --> 00:10:02,733
kind of blends in a little more
305
00:10:02,733 --> 00:10:04,966
cause you don't see as many highlights on the dirt
306
00:10:05,200 --> 00:10:07,333
which also makes the building not float as much
307
00:10:07,333 --> 00:10:07,899
so that that
308
00:10:07,900 --> 00:10:10,133
what they did was totally acceptable
309
00:10:10,133 --> 00:10:13,066
but we're going to have to do some adjustments
310
00:10:13,066 --> 00:10:15,899
on the actual background plate to accommodate for that
311
00:10:15,900 --> 00:10:17,566
you can also see over in this area here
312
00:10:17,566 --> 00:10:18,733
it looks like it's uh
313
00:10:18,733 --> 00:10:19,533
darkened up
314
00:10:19,533 --> 00:10:20,299
like some of the
315
00:10:20,300 --> 00:10:22,900
some of the highlights were muted a little bit so
316
00:10:22,933 --> 00:10:24,433
so we'll work on that as well
317
00:10:25,333 --> 00:10:27,299
okay so we have the contrast
318
00:10:27,466 --> 00:10:30,033
I think on the game here
319
00:10:30,466 --> 00:10:31,699
actually move that
320
00:10:31,700 --> 00:10:32,066
there we go
321
00:10:32,066 --> 00:10:34,099
I think I'm gonna bring that up just a little bit
322
00:10:34,100 --> 00:10:35,333
one point maybe
323
00:10:35,333 --> 00:10:36,366
one point oops
324
00:10:36,366 --> 00:10:39,899
not 1.1 1.3
325
00:10:40,166 --> 00:10:41,633
let's go a little further
326
00:10:42,533 --> 00:10:48,066
uh 4 and then drop the blue down just a little bit more
327
00:10:48,333 --> 00:10:49,766
alright so we're getting it a little closer
328
00:10:49,766 --> 00:10:51,633
we're getting a little more into the red
329
00:10:52,100 --> 00:10:52,566
a little more
330
00:10:52,566 --> 00:10:53,766
little more warmer tones
331
00:10:53,766 --> 00:10:55,933
you can see the shift already that's happening
332
00:10:55,933 --> 00:10:56,466
so that's good
333
00:10:56,466 --> 00:10:58,566
so now what I want to do is
334
00:10:58,566 --> 00:11:00,566
I'm gonna add another color correct
335
00:11:01,100 --> 00:11:03,100
and I think I'm gonna connect that back
336
00:11:03,100 --> 00:11:04,966
into our rotor shape as well
337
00:11:05,133 --> 00:11:07,766
and I think I'm going to bump the contrast on that
338
00:11:07,766 --> 00:11:08,733
as well there we go
339
00:11:08,733 --> 00:11:09,599
just go a little further
340
00:11:09,600 --> 00:11:10,533
we could do it in the other one
341
00:11:10,533 --> 00:11:10,999
I'm just gonna do
342
00:11:11,000 --> 00:11:11,666
in this one
343
00:11:11,666 --> 00:11:12,833
well since I'm here
344
00:11:13,133 --> 00:11:14,599
I'm gonna swap out the
345
00:11:14,666 --> 00:11:15,599
the gain again
346
00:11:15,600 --> 00:11:17,466
so we have separate channels
347
00:11:17,800 --> 00:11:19,600
I'm going to bring that up
348
00:11:19,900 --> 00:11:23,466
just try 1.75
349
00:11:24,300 --> 00:11:30,300
1.5 and we want a little more blue
350
00:11:30,300 --> 00:11:32,600
so on point two
351
00:11:32,600 --> 00:11:33,966
maybe let's
352
00:11:34,166 --> 00:11:36,299
it's all it's all theoretical at the moment
353
00:11:36,300 --> 00:11:37,000
we're just kinda
354
00:11:37,000 --> 00:11:38,600
we're just kinda ballparking
355
00:11:38,600 --> 00:11:39,733
and now we're getting a little closer
356
00:11:39,733 --> 00:11:40,666
you can see how
357
00:11:41,200 --> 00:11:44,800
the overall tones are getting a little closer
358
00:11:44,800 --> 00:11:45,600
so that's good
359
00:11:45,600 --> 00:11:46,333
now you can really
360
00:11:46,333 --> 00:11:49,099
clearly see the areas that were definitely uh
361
00:11:49,100 --> 00:11:50,866
hit uh with paint
362
00:11:50,866 --> 00:11:52,499
so you can see all the edges there
363
00:11:52,500 --> 00:11:54,333
you can see the highlights in that area right there
364
00:11:54,333 --> 00:11:55,133
as well as over here
365
00:11:55,133 --> 00:11:56,133
looks like it's just a little darker
366
00:11:56,133 --> 00:11:57,699
so we'll deal with that a little bit
367
00:11:58,133 --> 00:11:59,999
um alright so
368
00:12:00,000 --> 00:12:01,700
let's continue on reaction I'm gonna
369
00:12:01,700 --> 00:12:06,000
I'm gonna add just a little bit more red in there
370
00:12:06,500 --> 00:12:07,566
there we go
371
00:12:08,666 --> 00:12:09,666
like that alright
372
00:12:09,666 --> 00:12:13,533
so now um alright
373
00:12:13,533 --> 00:12:14,733
so let's add one more color
374
00:12:14,733 --> 00:12:15,199
correct here
375
00:12:15,200 --> 00:12:17,266
I just wanna try one more thing
376
00:12:17,500 --> 00:12:20,600
uh feels like it's just a little bit
377
00:12:22,566 --> 00:12:23,633
there we go
378
00:12:24,200 --> 00:12:26,300
and that makes sense now
379
00:12:26,300 --> 00:12:26,866
you know what
380
00:12:26,866 --> 00:12:28,566
I have one thing though
381
00:12:28,566 --> 00:12:30,733
I'm gonna go back to the original color correct
382
00:12:30,733 --> 00:12:33,533
I think we need to adjust the midtones
383
00:12:33,533 --> 00:12:36,399
just a little bit here with the game let's try
384
00:12:36,666 --> 00:12:37,099
there we go
385
00:12:37,100 --> 00:12:38,766
bring that down a little bit
386
00:12:38,766 --> 00:12:41,166
just kind of flattens it out just a little bit
387
00:12:41,166 --> 00:12:43,799
which I think it needs
388
00:12:44,100 --> 00:12:45,300
yeah totally
389
00:12:45,500 --> 00:12:46,733
and then on the highlights
390
00:12:46,733 --> 00:12:47,933
I don't think it's gonna do much
391
00:12:47,933 --> 00:12:48,999
but this is
392
00:12:49,000 --> 00:12:49,800
bring that way out
393
00:12:49,800 --> 00:12:52,266
you can see there's no change haha
394
00:12:52,266 --> 00:12:54,399
cause there's no bright highlights to work with
395
00:12:54,400 --> 00:12:55,966
but let's just drop that down
396
00:12:55,966 --> 00:12:59,233
just in case there's any point where it does need that
397
00:12:59,700 --> 00:13:01,066
and then alright
398
00:13:01,066 --> 00:13:02,699
so now we're starting to see it
399
00:13:02,700 --> 00:13:04,266
it's a lot closer
400
00:13:04,400 --> 00:13:05,366
let's go to this final color
401
00:13:05,366 --> 00:13:06,133
correct here
402
00:13:06,133 --> 00:13:09,599
I'm gonna bump the gain in the master up
403
00:13:10,700 --> 00:13:12,166
uh so now we're
404
00:13:12,166 --> 00:13:12,999
we're closer
405
00:13:13,000 --> 00:13:15,366
now you can see over here on the outer lying areas
406
00:13:15,366 --> 00:13:16,866
things are getting a lot closer
407
00:13:16,866 --> 00:13:17,733
it's not perfect
408
00:13:17,733 --> 00:13:18,699
but I think at this point
409
00:13:18,700 --> 00:13:21,700
it's in a good place for us to just call it a break
410
00:13:21,866 --> 00:13:24,666
so let's stop here and we'll pick up in a moment
411
00:13:24,666 --> 00:13:25,766
uh just a recap
412
00:13:25,766 --> 00:13:27,366
we're working on integrating
413
00:13:27,366 --> 00:13:29,399
our 3D and live action elements together
414
00:13:29,566 --> 00:13:31,566
to create the final rendered scene
27950
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