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These are the user uploaded subtitles that are being translated: 1 00:00:11,266 --> 00:00:11,966 in this lesson 2 00:00:11,966 --> 00:00:14,699 we will continue learning how to integrate our 3D 3 00:00:14,700 --> 00:00:16,500 n live action elements together 4 00:00:16,500 --> 00:00:18,633 to create a final rendered scene 5 00:00:18,966 --> 00:00:21,866 we left off having created a very rough roto shape 6 00:00:21,866 --> 00:00:25,333 to be able to simulate that warm foreground color tone 7 00:00:25,333 --> 00:00:26,999 that was being added in 8 00:00:27,266 --> 00:00:28,366 so now what we're gonna do is 9 00:00:28,366 --> 00:00:31,299 we're going to actually implement that 10 00:00:31,300 --> 00:00:32,600 so we we have our 11 00:00:32,600 --> 00:00:34,000 our roto shape here 12 00:00:34,000 --> 00:00:35,400 we could go about this two ways 13 00:00:35,400 --> 00:00:37,400 we could either do a color grade 14 00:00:37,400 --> 00:00:41,000 and actually color correct the element back in 15 00:00:41,000 --> 00:00:45,000 or we could actually just drop a solid in 16 00:00:45,000 --> 00:00:46,366 a constant solid in 17 00:00:46,366 --> 00:00:48,299 and hold it inside the roto shape 18 00:00:48,300 --> 00:00:50,100 and then just merge that on top 19 00:00:50,100 --> 00:00:51,833 very similarly to the way 20 00:00:51,866 --> 00:00:54,399 the matte painting artist was doing in Photoshop 21 00:00:54,533 --> 00:00:56,599 so I think what we're going to do is 22 00:00:56,600 --> 00:00:57,200 we're just gonna 23 00:00:57,200 --> 00:00:58,900 we're gonna try a couple things 24 00:00:58,900 --> 00:01:00,666 first off before I actually do this 25 00:01:00,666 --> 00:01:02,333 I'm gonna turn this merge back on 26 00:01:02,333 --> 00:01:03,566 and I'm gonna view 27 00:01:03,566 --> 00:01:05,733 actually we're already viewing at that point 28 00:01:05,733 --> 00:01:07,266 I'm gonna close that row shape 29 00:01:07,266 --> 00:01:08,266 cause I don't wanna see it 30 00:01:08,266 --> 00:01:09,599 but I am gonna set the merge 31 00:01:09,600 --> 00:01:11,200 I'm gonna look and see 32 00:01:11,200 --> 00:01:14,566 I believe from the map painting set up 33 00:01:14,566 --> 00:01:16,866 they actually had it set to soft light 34 00:01:16,866 --> 00:01:18,266 so let's just see what that does 35 00:01:18,266 --> 00:01:19,166 alright so there's 36 00:01:19,166 --> 00:01:22,699 there's the color shift right there 37 00:01:23,366 --> 00:01:23,933 you can see it 38 00:01:23,933 --> 00:01:25,766 actually did a nice uh 39 00:01:25,766 --> 00:01:27,799 change to the overall tone 40 00:01:27,800 --> 00:01:31,466 based upon what we were desiring for it to to be 41 00:01:31,666 --> 00:01:32,966 now what we need to do is 42 00:01:32,966 --> 00:01:34,566 we need to go a little further 43 00:01:34,566 --> 00:01:36,766 obviously because that 44 00:01:36,766 --> 00:01:39,233 that step isn't gonna match 45 00:01:39,333 --> 00:01:40,166 at frame one 46 00:01:40,166 --> 00:01:40,733 for instance 47 00:01:40,733 --> 00:01:43,133 it's it's gonna kind of go off 48 00:01:43,133 --> 00:01:44,866 off the reservation there a little bit 49 00:01:44,866 --> 00:01:45,899 so what we'll do is 50 00:01:45,900 --> 00:01:47,166 we'll go back to frame 100 51 00:01:47,166 --> 00:01:48,533 and I'm going to replicate that 52 00:01:48,533 --> 00:01:49,766 I think what we'll do 53 00:01:49,966 --> 00:01:50,933 since we're talking about 54 00:01:50,933 --> 00:01:51,799 either color correct 55 00:01:51,800 --> 00:01:52,800 or using a constant 56 00:01:52,800 --> 00:01:54,000 I think we're gonna try the constant 57 00:01:54,000 --> 00:01:56,366 because setting this merge to a soft light 58 00:01:56,366 --> 00:01:58,933 it actually looks reasonably good 59 00:01:58,933 --> 00:02:00,899 for what we were wanting it to be 60 00:02:01,000 --> 00:02:02,933 so let's just create a merge here 61 00:02:02,933 --> 00:02:04,966 I'm gonna also then hit tab 62 00:02:04,966 --> 00:02:06,499 and type in constant 63 00:02:06,866 --> 00:02:08,333 a constant if you're not aware 64 00:02:08,333 --> 00:02:09,333 is just literally 65 00:02:09,333 --> 00:02:10,399 a constant color 66 00:02:10,400 --> 00:02:12,800 a solid flat piece of color 67 00:02:12,800 --> 00:02:15,600 based upon whatever the root format 68 00:02:15,966 --> 00:02:16,966 resolution is 69 00:02:16,966 --> 00:02:19,766 so let's view at that foreground warm 70 00:02:19,766 --> 00:02:21,166 I'm gonna go down here 71 00:02:21,166 --> 00:02:23,466 and let's just 72 00:02:23,466 --> 00:02:24,633 will sample 73 00:02:24,933 --> 00:02:26,199 see where should we sample it 74 00:02:26,200 --> 00:02:27,133 looks like as a solid 75 00:02:27,133 --> 00:02:27,766 right about there 76 00:02:27,766 --> 00:02:30,166 so we can sample somewhere 77 00:02:30,166 --> 00:02:31,266 right in there 78 00:02:31,333 --> 00:02:32,799 to get that color 79 00:02:33,166 --> 00:02:36,299 and now what I want to do is two things 80 00:02:36,300 --> 00:02:39,566 I'm going to take that row shape here 81 00:02:39,566 --> 00:02:43,466 and I'm going to set the merge to be in 82 00:02:44,066 --> 00:02:45,199 and then I'm gonna go back here 83 00:02:45,200 --> 00:02:45,900 and I'm gonna say 84 00:02:45,900 --> 00:02:48,900 I want that constant inside 85 00:02:49,766 --> 00:02:50,799 the rotor shape 86 00:02:50,966 --> 00:02:51,799 now what I wanna do is 87 00:02:51,800 --> 00:02:52,333 I'm gonna add 88 00:02:52,333 --> 00:02:54,299 a shuffle after that constant 89 00:02:54,300 --> 00:02:55,466 you can do it one of two ways 90 00:02:55,466 --> 00:02:56,266 in the constant 91 00:02:56,266 --> 00:02:58,233 you can actually set the alpha channel 92 00:02:58,400 --> 00:03:00,600 to a solid one 93 00:03:00,966 --> 00:03:03,766 or you could set the shuffle 94 00:03:03,766 --> 00:03:06,333 and you could set the shuffle to a solid white 95 00:03:06,333 --> 00:03:07,933 I like the shuffle node better 96 00:03:07,933 --> 00:03:08,399 just because 97 00:03:08,400 --> 00:03:09,166 if I ever go back 98 00:03:09,166 --> 00:03:10,566 to change the constant 99 00:03:10,900 --> 00:03:12,266 to resample the color 100 00:03:12,266 --> 00:03:13,066 or whatever 101 00:03:13,066 --> 00:03:15,166 then you know that you're always ensuring 102 00:03:15,166 --> 00:03:17,899 that your alpha channel isn't being affected 103 00:03:18,400 --> 00:03:20,800 so now we just view there 104 00:03:20,800 --> 00:03:23,400 and you can see that we have a fall off 105 00:03:23,400 --> 00:03:26,633 so let's just move our reference over here 106 00:03:26,800 --> 00:03:27,300 and I'm gonna 107 00:03:27,300 --> 00:03:29,133 I'm gonna drag everything down 108 00:03:29,133 --> 00:03:30,499 just make a little more space 109 00:03:30,600 --> 00:03:33,266 let's bring our background plate in a little bit 110 00:03:33,466 --> 00:03:36,666 and I'm gonna actually connect this to that 111 00:03:36,666 --> 00:03:37,766 just to see 112 00:03:37,966 --> 00:03:39,266 how that looks 113 00:03:39,366 --> 00:03:40,866 so view there 114 00:03:41,366 --> 00:03:42,199 and you know 115 00:03:42,200 --> 00:03:42,866 it's not bad 116 00:03:42,866 --> 00:03:46,033 let's if we compare it to our reference 117 00:03:47,266 --> 00:03:48,766 um you know 118 00:03:48,766 --> 00:03:49,533 obviously there's 119 00:03:49,533 --> 00:03:52,666 there's other integration that's still missing 120 00:03:52,700 --> 00:03:54,333 but we're we're getting there 121 00:03:54,333 --> 00:03:57,166 I think that that might actually uh 122 00:03:57,533 --> 00:03:59,199 might actually fit the Bill now 123 00:03:59,200 --> 00:04:02,166 you can see how the building is significantly darker 124 00:04:02,400 --> 00:04:04,500 I'm going to be willing to bet yeah 125 00:04:04,500 --> 00:04:08,100 that's partially because of that softly 126 00:04:08,100 --> 00:04:08,700 unfortunately 127 00:04:08,700 --> 00:04:10,233 operations in 128 00:04:10,400 --> 00:04:13,566 nuke don't always match up to the Adobe operations 129 00:04:13,566 --> 00:04:14,599 it's just a matter of 130 00:04:14,600 --> 00:04:16,366 the math is just a little bit different 131 00:04:16,366 --> 00:04:17,533 so sometimes when you 132 00:04:17,533 --> 00:04:20,866 when you think you have the exact same operation 133 00:04:20,933 --> 00:04:21,666 between the two 134 00:04:21,666 --> 00:04:22,899 it doesn't guarantee that 135 00:04:22,900 --> 00:04:24,333 you're gonna get the same result 136 00:04:24,333 --> 00:04:25,599 but it's okay 137 00:04:25,600 --> 00:04:26,300 for the moment we're 138 00:04:26,300 --> 00:04:28,166 we're we're not 139 00:04:28,266 --> 00:04:30,933 not at a loss for solutions at the 140 00:04:30,933 --> 00:04:32,233 at the time being 141 00:04:32,300 --> 00:04:35,666 so for now let's just take that 142 00:04:35,766 --> 00:04:37,466 move that back up there 143 00:04:37,500 --> 00:04:41,466 and just kind of organize things here 144 00:04:41,466 --> 00:04:43,533 I'm actually gonna put the road over here 145 00:04:43,533 --> 00:04:44,799 because it's a over B 146 00:04:44,800 --> 00:04:45,900 so you kind of 147 00:04:45,900 --> 00:04:47,666 so you can either do a over B 148 00:04:48,000 --> 00:04:49,800 or a comes from the left 149 00:04:49,800 --> 00:04:52,233 it really depends on how you do your 150 00:04:52,300 --> 00:04:53,700 your comp setups and your preferences 151 00:04:53,700 --> 00:04:54,066 and this one 152 00:04:54,066 --> 00:04:56,066 I'm not gonna be too picky about it 153 00:04:56,066 --> 00:04:57,866 sometimes I'm very picky about 154 00:04:57,866 --> 00:04:59,399 a comes from top down 155 00:04:59,400 --> 00:05:01,166 and B comes from left or right 156 00:05:01,566 --> 00:05:02,266 but in this case 157 00:05:02,266 --> 00:05:02,999 again like I said 158 00:05:03,000 --> 00:05:04,700 I'm not gonna worry too much about it alright 159 00:05:04,700 --> 00:05:06,466 so we're just gonna leave that layer right there 160 00:05:06,466 --> 00:05:09,066 so we have it available for reference 161 00:05:09,366 --> 00:05:11,466 alright so we have that input 162 00:05:11,466 --> 00:05:12,566 now what we need to do 163 00:05:12,566 --> 00:05:16,866 our next input is needing to add that fog 164 00:05:16,933 --> 00:05:19,499 but first what I want to do is 165 00:05:19,500 --> 00:05:22,900 I think we should do a quick 166 00:05:23,800 --> 00:05:28,466 color correction on our actual background 167 00:05:28,966 --> 00:05:30,099 background plate 168 00:05:30,100 --> 00:05:31,333 this plate right here 169 00:05:31,333 --> 00:05:33,566 it did have some color corrections done to it 170 00:05:33,566 --> 00:05:36,833 so I think what we're going to do is at this 171 00:05:37,100 --> 00:05:37,666 at this point 172 00:05:37,666 --> 00:05:38,999 right here between the 173 00:05:39,000 --> 00:05:41,033 the background plate and that merge node 174 00:05:41,333 --> 00:05:43,133 let's just add a color correct 175 00:05:43,133 --> 00:05:45,433 so you can hit that C key on the keyboard 176 00:05:45,766 --> 00:05:46,933 and that brings it up 177 00:05:46,933 --> 00:05:48,066 and what we're going to do 178 00:05:48,066 --> 00:05:49,799 I think is and 179 00:05:49,800 --> 00:05:51,333 and we're viewing right here so that 180 00:05:51,333 --> 00:05:53,899 that helps us to see what's going on 181 00:05:53,900 --> 00:05:55,766 I think what we might do 182 00:05:57,000 --> 00:05:58,000 yeah we'll just 183 00:05:58,000 --> 00:06:00,666 we'll sense this mess with the gamma for a moment 184 00:06:00,666 --> 00:06:01,299 I think we'll 185 00:06:01,300 --> 00:06:03,266 if we drop that down 186 00:06:03,700 --> 00:06:04,500 we could try 187 00:06:04,500 --> 00:06:05,666 let's try point seven 188 00:06:05,666 --> 00:06:08,099 oh we're getting there um 189 00:06:08,566 --> 00:06:09,999 yeah let's go further 190 00:06:10,000 --> 00:06:12,333 actually uh point 191 00:06:12,333 --> 00:06:13,533 let's try point five 192 00:06:13,533 --> 00:06:15,466 hey well that's actually pretty close 193 00:06:15,466 --> 00:06:17,633 actually might been just a little bit too far 194 00:06:18,166 --> 00:06:19,099 what I'm doing is 195 00:06:19,100 --> 00:06:24,666 I'm looking at the base of the building right here 196 00:06:24,900 --> 00:06:27,200 in relation to its surrounding environment 197 00:06:27,200 --> 00:06:29,266 I wanna make sure that that feels like it's 198 00:06:29,266 --> 00:06:30,999 it's properly seated 199 00:06:31,000 --> 00:06:31,800 you can see here 200 00:06:31,800 --> 00:06:33,200 obviously just looks like it's floating 201 00:06:33,200 --> 00:06:34,800 and the whole background plate is 202 00:06:34,900 --> 00:06:36,566 very washed out as well 203 00:06:36,766 --> 00:06:40,199 so what I'm doing is just 204 00:06:40,200 --> 00:06:42,866 just bringing that gamma down a little bit 205 00:06:42,866 --> 00:06:46,599 to properly see it and make it feel a little better 206 00:06:46,666 --> 00:06:48,866 integrated into the background 207 00:06:49,100 --> 00:06:50,866 now you can see 208 00:06:50,866 --> 00:06:55,599 if we just AB it between our original reference 209 00:06:55,600 --> 00:06:56,333 and that actually 210 00:06:56,333 --> 00:06:57,699 that it helped a lot right there 211 00:06:57,700 --> 00:07:00,200 that just brings it into the more proper color space 212 00:07:00,200 --> 00:07:01,166 you can see the 213 00:07:01,200 --> 00:07:02,166 the tones are 214 00:07:02,166 --> 00:07:02,766 are matching 215 00:07:02,766 --> 00:07:03,899 now obviously 216 00:07:04,300 --> 00:07:06,566 our color is not matching 217 00:07:06,566 --> 00:07:07,199 but that's okay 218 00:07:07,200 --> 00:07:08,666 that's to be expected 219 00:07:08,700 --> 00:07:11,666 so let's now view at that soft light 220 00:07:11,666 --> 00:07:12,566 and see what happens okay 221 00:07:12,566 --> 00:07:13,499 so now you can see 222 00:07:13,500 --> 00:07:15,600 the soft light just completely destroys it 223 00:07:15,600 --> 00:07:18,100 that doesn't match at all 224 00:07:18,166 --> 00:07:19,166 which is okay 225 00:07:19,166 --> 00:07:21,199 um we're gonna fix that 226 00:07:21,666 --> 00:07:22,699 what I would suggest 227 00:07:22,700 --> 00:07:24,200 instead of going with a soft light 228 00:07:24,200 --> 00:07:25,166 let's reappraise 229 00:07:25,166 --> 00:07:29,399 and maybe try adding either one of two things 230 00:07:29,400 --> 00:07:31,500 we can either adjust the mix 231 00:07:31,500 --> 00:07:34,033 so let's just try four kicks 232 00:07:34,400 --> 00:07:36,000 let's try adjusting the mix 233 00:07:36,000 --> 00:07:36,866 but you can see here 234 00:07:36,866 --> 00:07:37,699 it's really 235 00:07:37,700 --> 00:07:38,266 it's just either 236 00:07:38,266 --> 00:07:39,333 just gonna darken it up 237 00:07:39,333 --> 00:07:40,733 it's adding red hue 238 00:07:40,733 --> 00:07:42,166 but it's just not working 239 00:07:42,500 --> 00:07:45,533 so I think what we need to do is we can try 240 00:07:45,533 --> 00:07:46,766 like overlay 241 00:07:46,866 --> 00:07:48,466 overlay is not gonna work 242 00:07:48,766 --> 00:07:50,833 um you know 243 00:07:50,866 --> 00:07:53,766 we could just do an over and bring it in like that 244 00:07:53,766 --> 00:07:54,266 but then you're 245 00:07:54,266 --> 00:07:55,199 you're basically 246 00:07:55,200 --> 00:07:57,300 killing a lot of that nice foreground detail 247 00:07:57,300 --> 00:07:58,333 so I think what we're gonna do is 248 00:07:58,333 --> 00:08:00,599 we're just gonna scrap that whole idea 249 00:08:00,866 --> 00:08:03,099 and we're going to go with an 250 00:08:03,100 --> 00:08:06,166 alternate scenario for how we can do this 251 00:08:06,366 --> 00:08:06,966 what we'll do is 252 00:08:06,966 --> 00:08:08,799 I'm gonna control X 253 00:08:09,166 --> 00:08:10,299 cut all that out 254 00:08:10,400 --> 00:08:12,266 never wanna delete stuff initially 255 00:08:12,266 --> 00:08:13,433 until I'm for sure 256 00:08:13,600 --> 00:08:15,400 guaranteed that I don't need it 257 00:08:15,533 --> 00:08:17,399 and then I'm gonna add a color correct here 258 00:08:17,400 --> 00:08:18,866 and we're gonna do it like we're saying 259 00:08:18,866 --> 00:08:20,766 you know the alternate scenario of being able 260 00:08:20,766 --> 00:08:23,066 either color correct or using a constant 261 00:08:23,366 --> 00:08:25,999 so now our rotor shape is going to just be 262 00:08:26,000 --> 00:08:29,300 utilized as an alpha control mask there 263 00:08:30,000 --> 00:08:31,900 so let's just go in here 264 00:08:32,600 --> 00:08:35,333 and we're going to adjust 265 00:08:35,333 --> 00:08:37,566 I think will adjust the gain 266 00:08:37,766 --> 00:08:42,333 so we're gonna gain and see 267 00:08:42,333 --> 00:08:46,233 so I'm thinking we could adjust the gain 268 00:08:46,666 --> 00:08:47,599 and then we might also 269 00:08:47,600 --> 00:08:48,866 just a little bit saturation 270 00:08:48,866 --> 00:08:51,899 we might actually be required to use a couple 271 00:08:51,900 --> 00:08:52,866 more than one color 272 00:08:52,866 --> 00:08:53,833 correct on this 273 00:08:53,866 --> 00:08:56,566 so let's just try this 274 00:08:56,566 --> 00:08:59,299 we switch to four channels 275 00:08:59,533 --> 00:09:01,866 actually gonna switch over here as well 276 00:09:01,866 --> 00:09:02,999 I'm thinking we can do 277 00:09:03,000 --> 00:09:04,433 is drop this 278 00:09:04,700 --> 00:09:06,866 down just a little bit 279 00:09:06,900 --> 00:09:08,766 some around there 280 00:09:09,700 --> 00:09:15,866 that range and make sure we're viewing okay 281 00:09:16,500 --> 00:09:17,133 and you can see 282 00:09:17,133 --> 00:09:18,099 just a slight change 283 00:09:18,100 --> 00:09:19,366 what I think we need to do 284 00:09:19,366 --> 00:09:20,466 also we need to 285 00:09:21,133 --> 00:09:23,066 switch out the saturation here 286 00:09:23,166 --> 00:09:26,666 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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