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in this lesson
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we will continue integrating our 3D
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and live action elements together to create a final
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rendered scene
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so we left off in our last lesson
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having worked on some color corrections to
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get the overall background plate to be a closer match
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to what the matte painting was suggesting
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so we we've gotten it closer
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it's still not there
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but if you look at the bottom left hand corner area
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mostly along here
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you can see that we are getting it a lot closer in
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in relation
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now when I inspect
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just based upon that area
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I feel like we're needing a little more green in there
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so let's let's go in and
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with our original color correct or
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sorry apologies
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our second color correct
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I'm going to add more green
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so let's add that
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pump that up to 1.75 there
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let's just see what that does
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so 1.5 as probably a bit much so 1.6
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that's getting it a little closer
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uh in that region
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okay so what I'm also seeing is the building of course
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is definitely not matching
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it needs to be
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it's it's cooler right now
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and it needs to be in a warmer tone
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so let's go up here to our elements
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and what I'm going to do is
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just work on our building itself
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so our building is
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I'm just gonna add these little pipes right here
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so we can kinda delineate what's going on in here
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if we look that's our building element
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so I'm going to add a color
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correct after that
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scan line render
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now what we're going to do is going to the gain
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and I'm going to do
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just a little bit
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I'm gonna shift it to
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to a warmer
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warmer direction there
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you can kind of see how it's going to a warmer tone
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and if I shift just a little bit more
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I think that's not a bad way to be going
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and see it's getting a little closer
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there that's
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that's good
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okay so now
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what I think I need to do
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is just drop down that blue just a little bit more
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and it's not matching back to our reference perfectly
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but I'm liking it better
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at this point
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I'm going to start taking a little more
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artistic license on this
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obviously if you're in the real production setting
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you're going to be required
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to have to match things perfectly
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but as I'm building this
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I'm also seeing things
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that I feel
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that works better
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in the live action version
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than what would have just happened
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in a map painting scenario
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so just just be aware of that
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when you're setting things up
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obviously it's dependent on what your
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your requirements are
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for the shot
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whether be in a professional studio setting or
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in this case
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a project that is
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is we're teaching how to do various steps
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as well as have some fun doing it in the process
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so I'm looking
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at that I think
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I think that's
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that's not too bad
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at the moment
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I think I'm going to bring down the green hues in there
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just a little bit
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oh that's way too much
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let's actually dial it manually
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so if we add one
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point nine eight
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there we go
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just I mean
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a subtle amount
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but that definitely makes it a little better
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okay so now
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what I want to do
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is bring in the uh
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the fog layer that we had going
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so what we need to do for that
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is basically
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use a rutto shape
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to follow where the building is
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and then also
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the tops of the uh
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of the mountain over here
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so what I'm actually thinking we could do
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is we could actually steal the
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rotorship that we already have
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which is this
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and I'm going to invert it
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and just see what we can do with it
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if we were to invert that
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so just hit
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invert there
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connect it back up
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and what I need to do
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is set that output to RGBA on the roto shape
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so that it's not gonna affect anything
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of those color cracks
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cause it's still pumping Alpha to that
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but I do want to set the
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so I have an RGBA channel of white
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so if we just view there
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you're gonna see
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there's the
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the roto shape
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inverted um
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so let's just add a merge
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right here I'm not
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I'm not hopeful that this
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would just plop
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in fact I know it won't
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so let's just
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let's just view there
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and see what happens
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so before and after
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so obviously
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just solid white
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on top of the color
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that's obviously not what we're looking for
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but I'm gonna do a couple things
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I'm gonna add
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dilator road
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so actually
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so you can see
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when I delete that
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a little too fast
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there hit tab
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type in a road fast
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that's the one you want
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and connect that in
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and then I'm gonna add a blur
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so I hit the B key on the keyboard
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which created my blur as well
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you can also hit the tab
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and type in blur
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so what I'm going to do
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with the rotto shape is
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I'm going to road it back
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so let after
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after it's or before
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it's inverted
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so I'm going to actually
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dilate it out
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so let's say
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a factor 50
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and that's definitely not anywhere near enough
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let's say 500
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there we go
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that's getting a little closer
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and then I'm going to blur it
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so let's blur it
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a factor of two 50
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um definitely not enough
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so let's say 1,000
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just go all out now
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it's now it's
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having to think now
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keep in mind
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we're working at
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uh 4K here so
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anything that you're doing
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especially when you're dealing with a
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dilate a road node
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it's gonna potentially
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kill your computer
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um with that
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amount of processing
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so what would I
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think I might do
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now we now we
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have it back
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in a closer uh
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fashion actually
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I actually like that a lot
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just just as is
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um you can see how
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it's kind of
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hidden away
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in the fog there
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that's actually
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really nice uh
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and results
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so let's just
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zoom in here
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you can actually see
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so basically
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what we've done
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if we go over here
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to the roto shape
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you can see
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what happened is it's
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if I look up here
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if you sample
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you can see
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the color values
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the RGBA color values
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right here where
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the mouse is
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so when I run it over here
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you can see
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those values pop up
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so you can see
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the alpha channel
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is not even 100%
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solid at the top
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so that's exactly what I wanted
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and it just
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basically has a
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really nice
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fall off going down
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and at this point
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now we set up a nice
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procedural way
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of ensuring
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that it will
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match back to
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what were what
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we're working with
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in the rotor shape
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just it just
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ensures things uh
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line up just
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a little more
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properly okay
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so at this stage I think
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let's go back to
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viewing here
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we've gotten our fog in
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I'm going to
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go back to our
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reference here
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you and then
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you can see kind of
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what's going on
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there's a little more fog
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happening over here
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I don't hate it though
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because I think
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if if we're
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thinking about
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in terms of
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kind of a plane
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going across this half
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there's going to be some fog
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rolling down
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through there
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so that's okay
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and it and it definitely
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helps the seat
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things a little
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better in the
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in the scene
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so let's just uh
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full screen our viewer
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and I'm gonna jump to a
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couple frames
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just to kinda
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get an idea
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of what's happening
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the unfortunate side effect is
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now that we're using a
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dilator road
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it's gonna take forever
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to render so
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a quick and easy
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way around this
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actually just
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turn that dilate off
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now you can see
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obviously it's like
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crazy socked in
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amounts of fog
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if we're calling it that
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00:07:43,133 --> 00:07:44,166
but what I'm wanting to do
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is I'm gonna
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actually instead of
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eroding it uh
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or dilating it
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in this case
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I'm actually gonna
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transform it
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so if we go back to our
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reference frames
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go back to hundred
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I'm going to view
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at the transform
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and at the dilate note
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I'm gonna turn that back on
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00:07:59,566 --> 00:08:00,933
now it's basically just
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moving it up
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is really what's going on right
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so what we can do
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is we can do
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the same thing
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only with transform
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it'll be a lot
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more efficient
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so let's set that
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to 500 pixels
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now you can see
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it's very similar
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very close I think
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uh I think that
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00:08:19,100 --> 00:08:20,566
should work just fine
330
00:08:20,566 --> 00:08:22,033
so let's actually just
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00:08:22,533 --> 00:08:23,299
reconnect through
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00:08:23,300 --> 00:08:24,000
the transform
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and get rid of
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that dilate
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all together
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and let's review
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right there
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00:08:32,333 --> 00:08:33,533
now what we have
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going on is
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we've shifted it up
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but you can see
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there's black there
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00:08:37,733 --> 00:08:38,599
so we need to
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00:08:38,600 --> 00:08:39,100
select that
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00:08:39,100 --> 00:08:40,066
black outside
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00:08:40,066 --> 00:08:40,933
and turn it off
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00:08:40,933 --> 00:08:41,799
so that it actually
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00:08:41,800 --> 00:08:42,766
pixel repeats
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all the way down
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and that should
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00:08:45,400 --> 00:08:46,800
fix our problem
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00:08:46,866 --> 00:08:49,099
so now we have blurred
353
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we've inverted
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and at that point
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you can see
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it's being laid on top
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which isn't so bad
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00:08:54,566 --> 00:08:55,599
I'm actually
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enjoying that
360
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a lot so we
361
00:09:00,333 --> 00:09:01,699
I think I honestly
362
00:09:01,700 --> 00:09:02,733
it looks nice
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00:09:02,733 --> 00:09:03,533
but I think
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when I'm going back to
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the reference
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00:09:04,700 --> 00:09:05,600
I think we're taking a
367
00:09:05,600 --> 00:09:06,400
just a little
368
00:09:06,400 --> 00:09:07,266
bit too much
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00:09:07,266 --> 00:09:08,599
artistic license
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00:09:08,766 --> 00:09:09,766
in terms of the fog
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00:09:09,766 --> 00:09:10,099
you can see
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00:09:10,100 --> 00:09:11,366
there's a significant change
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00:09:11,366 --> 00:09:12,999
so what we'll do
374
00:09:13,000 --> 00:09:14,700
is just basically
375
00:09:14,700 --> 00:09:15,766
back off on
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00:09:15,766 --> 00:09:16,766
the next so
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00:09:16,766 --> 00:09:18,366
we can see right here
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00:09:18,766 --> 00:09:19,666
at this point
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00:09:19,666 --> 00:09:21,399
now we're getting a little
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00:09:21,500 --> 00:09:21,966
you know just
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00:09:21,966 --> 00:09:22,799
at a almost
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00:09:22,800 --> 00:09:23,866
halfway Mark
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00:09:24,333 --> 00:09:24,933
you know it's
384
00:09:24,933 --> 00:09:25,999
a little closer
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00:09:26,000 --> 00:09:27,833
in terms of what
386
00:09:27,866 --> 00:09:28,699
the expected
387
00:09:28,700 --> 00:09:30,000
amount should be
388
00:09:30,200 --> 00:09:31,533
I think that transform
389
00:09:31,533 --> 00:09:31,933
I'm actually
390
00:09:31,933 --> 00:09:33,099
gonna drop it back down
391
00:09:33,100 --> 00:09:34,766
to about 400
392
00:09:34,766 --> 00:09:36,499
just to bring the fog
393
00:09:36,600 --> 00:09:37,466
a little more
394
00:09:37,466 --> 00:09:38,166
now I think that
395
00:09:38,166 --> 00:09:39,299
actually that's
396
00:09:39,400 --> 00:09:39,900
going back to
397
00:09:39,900 --> 00:09:40,366
what I was saying
398
00:09:40,366 --> 00:09:40,799
I think we're
399
00:09:40,800 --> 00:09:41,600
taking a little too much
400
00:09:41,600 --> 00:09:42,466
artistic license
401
00:09:42,466 --> 00:09:43,299
so let's let's
402
00:09:43,300 --> 00:09:45,966
bring it back up and
403
00:09:47,466 --> 00:09:49,466
I think that's not too bad
404
00:09:50,866 --> 00:09:52,599
ironically enough I think
405
00:09:52,600 --> 00:09:54,000
oops apologies
406
00:09:54,466 --> 00:09:56,899
I think our original estimate was
407
00:09:57,600 --> 00:09:58,700
wasn't too bad
408
00:09:58,700 --> 00:10:00,100
and to begin with
409
00:10:00,100 --> 00:10:03,133
okay so at this stage
410
00:10:03,133 --> 00:10:08,366
now we have reasonable amount of fog going on
411
00:10:08,366 --> 00:10:11,299
we have reasonable amount of overall look
412
00:10:11,400 --> 00:10:13,866
I think what we need to do at this stage
413
00:10:13,866 --> 00:10:15,366
is take a quick break
414
00:10:15,600 --> 00:10:17,766
and then we're gonna work on further integrating
415
00:10:17,766 --> 00:10:20,066
the base of the uh
416
00:10:20,066 --> 00:10:22,499
building into the actual mountain itself
417
00:10:22,500 --> 00:10:24,866
it feels like it's still just a little bit too floaty
418
00:10:24,933 --> 00:10:26,833
but we have some tricks that will uh
419
00:10:27,133 --> 00:10:28,499
accomplish that goal
420
00:10:28,533 --> 00:10:30,533
alright so just to do a quick recap
421
00:10:30,533 --> 00:10:32,933
we have discussed further integration
422
00:10:32,933 --> 00:10:35,499
of our 3D and live action elements together
423
00:10:35,766 --> 00:10:38,733
we've introduced a nice fog layer that's uh
424
00:10:38,733 --> 00:10:39,399
happened in there
425
00:10:39,400 --> 00:10:41,733
we've gotten our background plate uh
426
00:10:41,733 --> 00:10:44,399
color corrected to get a lot closer
427
00:10:44,400 --> 00:10:47,666
to match our original matte painting reference
428
00:10:47,866 --> 00:10:51,199
and our next step will be integrating the building into
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00:10:51,200 --> 00:10:54,166
at the base of the building into the mountain itself
26061
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