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These are the user uploaded subtitles that are being translated: 1 00:00:11,533 --> 00:00:12,333 in this lesson 2 00:00:12,333 --> 00:00:14,499 we will continue integrating our 3D 3 00:00:14,500 --> 00:00:17,366 and live action elements together to create a final 4 00:00:17,366 --> 00:00:18,399 rendered scene 5 00:00:18,933 --> 00:00:20,599 so we left off in our last lesson 6 00:00:20,600 --> 00:00:22,966 having worked on some color corrections to 7 00:00:22,966 --> 00:00:26,766 get the overall background plate to be a closer match 8 00:00:26,766 --> 00:00:29,133 to what the matte painting was suggesting 9 00:00:29,133 --> 00:00:30,466 so we we've gotten it closer 10 00:00:30,466 --> 00:00:31,699 it's still not there 11 00:00:31,700 --> 00:00:34,300 but if you look at the bottom left hand corner area 12 00:00:34,300 --> 00:00:35,666 mostly along here 13 00:00:35,666 --> 00:00:38,733 you can see that we are getting it a lot closer in 14 00:00:38,733 --> 00:00:39,799 in relation 15 00:00:39,800 --> 00:00:40,566 now when I inspect 16 00:00:40,566 --> 00:00:41,866 just based upon that area 17 00:00:41,866 --> 00:00:45,066 I feel like we're needing a little more green in there 18 00:00:45,066 --> 00:00:47,299 so let's let's go in and 19 00:00:47,366 --> 00:00:49,299 with our original color correct or 20 00:00:49,300 --> 00:00:50,600 sorry apologies 21 00:00:50,866 --> 00:00:51,966 our second color correct 22 00:00:51,966 --> 00:00:53,499 I'm going to add more green 23 00:00:53,500 --> 00:00:54,866 so let's add that 24 00:00:54,866 --> 00:00:57,633 pump that up to 1.75 there 25 00:00:57,700 --> 00:00:59,100 let's just see what that does 26 00:00:59,100 --> 00:01:03,800 so 1.5 as probably a bit much so 1.6 27 00:01:04,200 --> 00:01:05,966 that's getting it a little closer 28 00:01:06,200 --> 00:01:07,700 uh in that region 29 00:01:07,700 --> 00:01:10,400 okay so what I'm also seeing is the building of course 30 00:01:10,400 --> 00:01:12,133 is definitely not matching 31 00:01:12,133 --> 00:01:12,766 it needs to be 32 00:01:12,766 --> 00:01:14,166 it's it's cooler right now 33 00:01:14,166 --> 00:01:16,166 and it needs to be in a warmer tone 34 00:01:16,166 --> 00:01:19,633 so let's go up here to our elements 35 00:01:19,700 --> 00:01:21,400 and what I'm going to do is 36 00:01:21,400 --> 00:01:24,366 just work on our building itself 37 00:01:24,366 --> 00:01:27,166 so our building is 38 00:01:27,166 --> 00:01:29,266 I'm just gonna add these little pipes right here 39 00:01:29,266 --> 00:01:32,299 so we can kinda delineate what's going on in here 40 00:01:32,300 --> 00:01:33,866 if we look that's our building element 41 00:01:33,866 --> 00:01:35,666 so I'm going to add a color 42 00:01:35,666 --> 00:01:36,533 correct after that 43 00:01:36,533 --> 00:01:37,799 scan line render 44 00:01:38,200 --> 00:01:40,500 now what we're going to do is going to the gain 45 00:01:40,500 --> 00:01:43,166 and I'm going to do 46 00:01:43,166 --> 00:01:44,066 just a little bit 47 00:01:44,066 --> 00:01:45,099 I'm gonna shift it to 48 00:01:45,100 --> 00:01:46,433 to a warmer 49 00:01:47,066 --> 00:01:48,299 warmer direction there 50 00:01:48,300 --> 00:01:51,266 you can kind of see how it's going to a warmer tone 51 00:01:51,400 --> 00:01:54,733 and if I shift just a little bit more 52 00:01:54,733 --> 00:01:58,866 I think that's not a bad way to be going 53 00:01:59,266 --> 00:02:01,133 and see it's getting a little closer 54 00:02:01,133 --> 00:02:03,466 there that's 55 00:02:03,466 --> 00:02:04,133 that's good 56 00:02:04,133 --> 00:02:04,866 okay so now 57 00:02:04,866 --> 00:02:06,066 what I think I need to do 58 00:02:06,066 --> 00:02:10,266 is just drop down that blue just a little bit more 59 00:02:10,900 --> 00:02:15,400 and it's not matching back to our reference perfectly 60 00:02:15,400 --> 00:02:16,966 but I'm liking it better 61 00:02:16,966 --> 00:02:17,699 at this point 62 00:02:17,700 --> 00:02:20,066 I'm going to start taking a little more 63 00:02:20,100 --> 00:02:21,866 artistic license on this 64 00:02:22,600 --> 00:02:25,000 obviously if you're in the real production setting 65 00:02:25,000 --> 00:02:26,600 you're going to be required 66 00:02:26,600 --> 00:02:28,833 to have to match things perfectly 67 00:02:29,266 --> 00:02:30,699 but as I'm building this 68 00:02:30,700 --> 00:02:32,133 I'm also seeing things 69 00:02:32,133 --> 00:02:33,066 that I feel 70 00:02:33,066 --> 00:02:34,333 that works better 71 00:02:34,333 --> 00:02:36,066 in the live action version 72 00:02:36,066 --> 00:02:37,666 than what would have just happened 73 00:02:37,666 --> 00:02:39,633 in a map painting scenario 74 00:02:39,800 --> 00:02:41,366 so just just be aware of that 75 00:02:41,366 --> 00:02:42,399 when you're setting things up 76 00:02:42,400 --> 00:02:44,866 obviously it's dependent on what your 77 00:02:45,166 --> 00:02:46,133 your requirements are 78 00:02:46,133 --> 00:02:46,599 for the shot 79 00:02:46,600 --> 00:02:49,433 whether be in a professional studio setting or 80 00:02:49,533 --> 00:02:50,333 in this case 81 00:02:50,333 --> 00:02:51,566 a project that is 82 00:02:51,566 --> 00:02:55,366 is we're teaching how to do various steps 83 00:02:55,366 --> 00:02:58,166 as well as have some fun doing it in the process 84 00:02:58,466 --> 00:02:59,366 so I'm looking 85 00:02:59,366 --> 00:03:00,099 at that I think 86 00:03:00,100 --> 00:03:00,733 I think that's 87 00:03:00,733 --> 00:03:02,066 that's not too bad 88 00:03:02,066 --> 00:03:02,499 at the moment 89 00:03:02,500 --> 00:03:05,166 I think I'm going to bring down the green hues in there 90 00:03:05,166 --> 00:03:06,466 just a little bit 91 00:03:06,466 --> 00:03:08,366 oh that's way too much 92 00:03:08,366 --> 00:03:10,666 let's actually dial it manually 93 00:03:10,933 --> 00:03:12,966 so if we add one 94 00:03:14,000 --> 00:03:15,633 point nine eight 95 00:03:15,733 --> 00:03:16,399 there we go 96 00:03:16,400 --> 00:03:17,000 just I mean 97 00:03:17,000 --> 00:03:18,100 a subtle amount 98 00:03:18,100 --> 00:03:20,200 but that definitely makes it a little better 99 00:03:20,366 --> 00:03:21,266 okay so now 100 00:03:21,266 --> 00:03:22,633 what I want to do 101 00:03:23,466 --> 00:03:26,866 is bring in the uh 102 00:03:26,866 --> 00:03:29,466 the fog layer that we had going 103 00:03:29,466 --> 00:03:31,299 so what we need to do for that 104 00:03:31,300 --> 00:03:33,400 is basically 105 00:03:33,800 --> 00:03:35,966 use a rutto shape 106 00:03:36,133 --> 00:03:38,666 to follow where the building is 107 00:03:38,666 --> 00:03:39,566 and then also 108 00:03:39,566 --> 00:03:41,933 the tops of the uh 109 00:03:41,933 --> 00:03:43,299 of the mountain over here 110 00:03:43,300 --> 00:03:45,666 so what I'm actually thinking we could do 111 00:03:45,666 --> 00:03:47,866 is we could actually steal the 112 00:03:47,933 --> 00:03:49,699 rotorship that we already have 113 00:03:49,866 --> 00:03:50,566 which is this 114 00:03:50,566 --> 00:03:52,366 and I'm going to invert it 115 00:03:52,400 --> 00:03:54,500 and just see what we can do with it 116 00:03:54,500 --> 00:03:56,466 if we were to invert that 117 00:03:56,466 --> 00:03:57,499 so just hit 118 00:03:57,500 --> 00:03:58,600 invert there 119 00:03:59,100 --> 00:03:59,933 connect it back up 120 00:03:59,933 --> 00:04:00,599 and what I need to do 121 00:04:00,600 --> 00:04:03,766 is set that output to RGBA on the roto shape 122 00:04:03,766 --> 00:04:05,733 so that it's not gonna affect anything 123 00:04:05,733 --> 00:04:06,399 of those color cracks 124 00:04:06,400 --> 00:04:08,700 cause it's still pumping Alpha to that 125 00:04:08,866 --> 00:04:13,099 but I do want to set the 126 00:04:13,366 --> 00:04:16,333 so I have an RGBA channel of white 127 00:04:16,333 --> 00:04:17,566 so if we just view there 128 00:04:17,566 --> 00:04:18,199 you're gonna see 129 00:04:18,200 --> 00:04:19,266 there's the 130 00:04:19,566 --> 00:04:20,666 the roto shape 131 00:04:20,666 --> 00:04:22,199 inverted um 132 00:04:22,200 --> 00:04:23,900 so let's just add a merge 133 00:04:23,900 --> 00:04:25,800 right here I'm not 134 00:04:25,800 --> 00:04:27,133 I'm not hopeful that this 135 00:04:27,133 --> 00:04:28,499 would just plop 136 00:04:28,500 --> 00:04:29,933 in fact I know it won't 137 00:04:29,933 --> 00:04:30,666 so let's just 138 00:04:30,666 --> 00:04:31,866 let's just view there 139 00:04:31,866 --> 00:04:33,066 and see what happens 140 00:04:33,066 --> 00:04:34,666 so before and after 141 00:04:34,666 --> 00:04:35,299 so obviously 142 00:04:35,300 --> 00:04:36,766 just solid white 143 00:04:36,766 --> 00:04:37,733 on top of the color 144 00:04:37,733 --> 00:04:39,833 that's obviously not what we're looking for 145 00:04:39,900 --> 00:04:41,300 but I'm gonna do a couple things 146 00:04:41,300 --> 00:04:42,366 I'm gonna add 147 00:04:42,600 --> 00:04:43,700 dilator road 148 00:04:43,700 --> 00:04:44,666 so actually 149 00:04:44,666 --> 00:04:45,899 so you can see 150 00:04:45,966 --> 00:04:46,999 when I delete that 151 00:04:47,000 --> 00:04:47,866 a little too fast 152 00:04:47,866 --> 00:04:48,933 there hit tab 153 00:04:48,933 --> 00:04:51,099 type in a road fast 154 00:04:51,100 --> 00:04:52,366 that's the one you want 155 00:04:52,733 --> 00:04:53,866 and connect that in 156 00:04:53,866 --> 00:04:55,366 and then I'm gonna add a blur 157 00:04:55,366 --> 00:04:57,166 so I hit the B key on the keyboard 158 00:04:57,166 --> 00:04:58,866 which created my blur as well 159 00:04:59,366 --> 00:05:00,399 you can also hit the tab 160 00:05:00,400 --> 00:05:01,900 and type in blur 161 00:05:02,333 --> 00:05:03,699 so what I'm going to do 162 00:05:03,700 --> 00:05:04,600 with the rotto shape is 163 00:05:04,600 --> 00:05:05,966 I'm going to road it back 164 00:05:05,966 --> 00:05:07,299 so let after 165 00:05:07,300 --> 00:05:08,733 after it's or before 166 00:05:08,733 --> 00:05:10,199 it's inverted 167 00:05:10,200 --> 00:05:11,733 so I'm going to actually 168 00:05:11,733 --> 00:05:12,766 dilate it out 169 00:05:12,766 --> 00:05:14,066 so let's say 170 00:05:14,066 --> 00:05:15,166 a factor 50 171 00:05:15,166 --> 00:05:17,633 and that's definitely not anywhere near enough 172 00:05:17,700 --> 00:05:19,000 let's say 500 173 00:05:19,866 --> 00:05:20,733 there we go 174 00:05:20,733 --> 00:05:22,433 that's getting a little closer 175 00:05:22,466 --> 00:05:23,999 and then I'm going to blur it 176 00:05:24,000 --> 00:05:25,200 so let's blur it 177 00:05:25,200 --> 00:05:27,866 a factor of two 50 178 00:05:28,600 --> 00:05:30,200 um definitely not enough 179 00:05:30,200 --> 00:05:31,833 so let's say 1,000 180 00:05:32,933 --> 00:05:34,299 just go all out now 181 00:05:34,300 --> 00:05:35,066 it's now it's 182 00:05:35,066 --> 00:05:35,899 having to think now 183 00:05:35,900 --> 00:05:36,400 keep in mind 184 00:05:36,400 --> 00:05:37,400 we're working at 185 00:05:37,400 --> 00:05:39,166 uh 4K here so 186 00:05:39,166 --> 00:05:40,266 anything that you're doing 187 00:05:40,266 --> 00:05:41,499 especially when you're dealing with a 188 00:05:41,500 --> 00:05:43,000 dilate a road node 189 00:05:43,000 --> 00:05:44,300 it's gonna potentially 190 00:05:44,300 --> 00:05:45,633 kill your computer 191 00:05:45,800 --> 00:05:47,166 um with that 192 00:05:47,166 --> 00:05:48,266 amount of processing 193 00:05:48,266 --> 00:05:48,866 so what would I 194 00:05:48,866 --> 00:05:50,199 think I might do 195 00:05:50,333 --> 00:05:50,999 now we now we 196 00:05:51,000 --> 00:05:51,600 have it back 197 00:05:51,600 --> 00:05:53,266 in a closer uh 198 00:05:53,266 --> 00:05:53,999 fashion actually 199 00:05:54,000 --> 00:05:55,333 I actually like that a lot 200 00:05:55,333 --> 00:05:56,866 just just as is 201 00:05:57,000 --> 00:05:58,333 um you can see how 202 00:05:58,333 --> 00:05:58,899 it's kind of 203 00:05:58,900 --> 00:05:59,366 hidden away 204 00:05:59,366 --> 00:06:00,633 in the fog there 205 00:06:00,733 --> 00:06:01,499 that's actually 206 00:06:01,500 --> 00:06:02,800 really nice uh 207 00:06:03,500 --> 00:06:04,100 and results 208 00:06:04,100 --> 00:06:04,900 so let's just 209 00:06:04,900 --> 00:06:05,766 zoom in here 210 00:06:05,766 --> 00:06:06,566 you can actually see 211 00:06:06,566 --> 00:06:07,533 so basically 212 00:06:07,533 --> 00:06:08,733 what we've done 213 00:06:08,733 --> 00:06:09,533 if we go over here 214 00:06:09,533 --> 00:06:10,399 to the roto shape 215 00:06:10,400 --> 00:06:10,933 you can see 216 00:06:10,933 --> 00:06:12,299 what happened is it's 217 00:06:12,566 --> 00:06:13,366 if I look up here 218 00:06:13,366 --> 00:06:14,133 if you sample 219 00:06:14,133 --> 00:06:14,599 you can see 220 00:06:14,600 --> 00:06:15,700 the color values 221 00:06:15,766 --> 00:06:17,499 the RGBA color values 222 00:06:17,500 --> 00:06:17,966 right here where 223 00:06:17,966 --> 00:06:18,533 the mouse is 224 00:06:18,533 --> 00:06:19,566 so when I run it over here 225 00:06:19,566 --> 00:06:19,933 you can see 226 00:06:19,933 --> 00:06:21,099 those values pop up 227 00:06:21,100 --> 00:06:21,933 so you can see 228 00:06:21,933 --> 00:06:23,266 the alpha channel 229 00:06:23,266 --> 00:06:25,266 is not even 100% 230 00:06:25,266 --> 00:06:26,133 solid at the top 231 00:06:26,133 --> 00:06:27,699 so that's exactly what I wanted 232 00:06:27,900 --> 00:06:28,333 and it just 233 00:06:28,333 --> 00:06:28,899 basically has a 234 00:06:28,900 --> 00:06:29,400 really nice 235 00:06:29,400 --> 00:06:30,300 fall off going down 236 00:06:30,300 --> 00:06:31,000 and at this point 237 00:06:31,000 --> 00:06:32,100 now we set up a nice 238 00:06:32,100 --> 00:06:33,100 procedural way 239 00:06:33,100 --> 00:06:34,400 of ensuring 240 00:06:34,400 --> 00:06:35,900 that it will 241 00:06:36,133 --> 00:06:37,999 match back to 242 00:06:38,000 --> 00:06:39,133 what were what 243 00:06:39,133 --> 00:06:39,933 we're working with 244 00:06:39,933 --> 00:06:41,066 in the rotor shape 245 00:06:41,133 --> 00:06:41,866 just it just 246 00:06:41,866 --> 00:06:42,899 ensures things uh 247 00:06:42,900 --> 00:06:43,566 line up just 248 00:06:43,566 --> 00:06:43,999 a little more 249 00:06:44,000 --> 00:06:45,600 properly okay 250 00:06:45,600 --> 00:06:49,866 so at this stage I think 251 00:06:50,066 --> 00:06:50,733 let's go back to 252 00:06:50,733 --> 00:06:53,099 viewing here 253 00:06:54,000 --> 00:06:55,966 we've gotten our fog in 254 00:06:55,966 --> 00:06:56,499 I'm going to 255 00:06:56,500 --> 00:06:57,000 go back to our 256 00:06:57,000 --> 00:06:58,100 reference here 257 00:06:58,200 --> 00:06:59,400 you and then 258 00:06:59,566 --> 00:07:00,866 you can see kind of 259 00:07:00,866 --> 00:07:01,466 what's going on 260 00:07:01,466 --> 00:07:02,399 there's a little more fog 261 00:07:02,400 --> 00:07:03,666 happening over here 262 00:07:04,000 --> 00:07:05,766 I don't hate it though 263 00:07:05,766 --> 00:07:06,599 because I think 264 00:07:06,600 --> 00:07:07,666 if if we're 265 00:07:07,666 --> 00:07:08,099 thinking about 266 00:07:08,100 --> 00:07:08,600 in terms of 267 00:07:08,600 --> 00:07:10,066 kind of a plane 268 00:07:10,133 --> 00:07:11,499 going across this half 269 00:07:11,500 --> 00:07:12,933 there's going to be some fog 270 00:07:12,933 --> 00:07:13,533 rolling down 271 00:07:13,533 --> 00:07:13,933 through there 272 00:07:13,933 --> 00:07:14,999 so that's okay 273 00:07:15,333 --> 00:07:16,366 and it and it definitely 274 00:07:16,366 --> 00:07:17,166 helps the seat 275 00:07:17,166 --> 00:07:18,066 things a little 276 00:07:18,066 --> 00:07:19,099 better in the 277 00:07:19,100 --> 00:07:19,866 in the scene 278 00:07:19,866 --> 00:07:20,799 so let's just uh 279 00:07:20,800 --> 00:07:22,500 full screen our viewer 280 00:07:22,500 --> 00:07:23,600 and I'm gonna jump to a 281 00:07:23,600 --> 00:07:24,300 couple frames 282 00:07:24,300 --> 00:07:25,000 just to kinda 283 00:07:25,000 --> 00:07:26,000 get an idea 284 00:07:26,366 --> 00:07:27,866 of what's happening 285 00:07:27,933 --> 00:07:29,733 the unfortunate side effect is 286 00:07:29,733 --> 00:07:30,399 now that we're using a 287 00:07:30,400 --> 00:07:30,966 dilator road 288 00:07:30,966 --> 00:07:32,399 it's gonna take forever 289 00:07:32,400 --> 00:07:33,733 to render so 290 00:07:33,733 --> 00:07:34,533 a quick and easy 291 00:07:34,533 --> 00:07:35,266 way around this 292 00:07:35,266 --> 00:07:36,499 actually just 293 00:07:36,500 --> 00:07:37,800 turn that dilate off 294 00:07:37,866 --> 00:07:38,466 now you can see 295 00:07:38,466 --> 00:07:39,699 obviously it's like 296 00:07:39,700 --> 00:07:40,733 crazy socked in 297 00:07:40,733 --> 00:07:41,799 amounts of fog 298 00:07:41,800 --> 00:07:43,066 if we're calling it that 299 00:07:43,133 --> 00:07:44,166 but what I'm wanting to do 300 00:07:44,166 --> 00:07:44,499 is I'm gonna 301 00:07:44,500 --> 00:07:46,033 actually instead of 302 00:07:46,166 --> 00:07:47,599 eroding it uh 303 00:07:47,600 --> 00:07:48,300 or dilating it 304 00:07:48,300 --> 00:07:48,733 in this case 305 00:07:48,733 --> 00:07:49,266 I'm actually gonna 306 00:07:49,266 --> 00:07:49,999 transform it 307 00:07:50,000 --> 00:07:52,966 so if we go back to our 308 00:07:52,966 --> 00:07:53,766 reference frames 309 00:07:53,766 --> 00:07:54,766 go back to hundred 310 00:07:54,766 --> 00:07:55,899 I'm going to view 311 00:07:55,900 --> 00:07:56,733 at the transform 312 00:07:56,733 --> 00:07:57,666 and at the dilate note 313 00:07:57,666 --> 00:07:59,166 I'm gonna turn that back on 314 00:07:59,566 --> 00:08:00,933 now it's basically just 315 00:08:00,933 --> 00:08:01,799 moving it up 316 00:08:01,800 --> 00:08:03,266 is really what's going on right 317 00:08:03,266 --> 00:08:04,733 so what we can do 318 00:08:04,733 --> 00:08:05,466 is we can do 319 00:08:05,466 --> 00:08:05,933 the same thing 320 00:08:05,933 --> 00:08:06,766 only with transform 321 00:08:06,766 --> 00:08:07,733 it'll be a lot 322 00:08:07,733 --> 00:08:08,733 more efficient 323 00:08:08,733 --> 00:08:10,266 so let's set that 324 00:08:10,266 --> 00:08:12,566 to 500 pixels 325 00:08:13,166 --> 00:08:13,933 now you can see 326 00:08:13,933 --> 00:08:14,999 it's very similar 327 00:08:15,000 --> 00:08:17,366 very close I think 328 00:08:17,666 --> 00:08:19,099 uh I think that 329 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 331 00:08:22,533 --> 00:08:23,299 reconnect through 332 00:08:23,300 --> 00:08:24,000 the transform 333 00:08:24,000 --> 00:08:24,566 and get rid of 334 00:08:24,566 --> 00:08:25,333 that dilate 335 00:08:25,333 --> 00:08:26,366 all together 336 00:08:26,933 --> 00:08:29,599 and let's review 337 00:08:30,700 --> 00:08:31,766 right there 338 00:08:32,333 --> 00:08:33,533 now what we have 339 00:08:33,533 --> 00:08:35,099 going on is 340 00:08:35,700 --> 00:08:36,600 we've shifted it up 341 00:08:36,600 --> 00:08:37,066 but you can see 342 00:08:37,066 --> 00:08:37,733 there's black there 343 00:08:37,733 --> 00:08:38,599 so we need to 344 00:08:38,600 --> 00:08:39,100 select that 345 00:08:39,100 --> 00:08:40,066 black outside 346 00:08:40,066 --> 00:08:40,933 and turn it off 347 00:08:40,933 --> 00:08:41,799 so that it actually 348 00:08:41,800 --> 00:08:42,766 pixel repeats 349 00:08:42,766 --> 00:08:43,799 all the way down 350 00:08:43,866 --> 00:08:45,299 and that should 351 00:08:45,400 --> 00:08:46,800 fix our problem 352 00:08:46,866 --> 00:08:49,099 so now we have blurred 353 00:08:49,100 --> 00:08:50,266 we've inverted 354 00:08:50,500 --> 00:08:51,666 and at that point 355 00:08:51,666 --> 00:08:52,099 you can see 356 00:08:52,100 --> 00:08:53,533 it's being laid on top 357 00:08:53,533 --> 00:08:54,566 which isn't so bad 358 00:08:54,566 --> 00:08:55,599 I'm actually 359 00:08:56,100 --> 00:08:56,700 enjoying that 360 00:08:56,700 --> 00:09:00,333 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 363 00:09:02,733 --> 00:09:03,533 but I think 364 00:09:03,600 --> 00:09:04,300 when I'm going back to 365 00:09:04,300 --> 00:09:04,700 the reference 366 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 369 00:09:07,266 --> 00:09:08,599 artistic license 370 00:09:08,766 --> 00:09:09,766 in terms of the fog 371 00:09:09,766 --> 00:09:10,099 you can see 372 00:09:10,100 --> 00:09:11,366 there's a significant change 373 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 376 00:09:15,766 --> 00:09:16,766 the next so 377 00:09:16,766 --> 00:09:18,366 we can see right here 378 00:09:18,766 --> 00:09:19,666 at this point 379 00:09:19,666 --> 00:09:21,399 now we're getting a little 380 00:09:21,500 --> 00:09:21,966 you know just 381 00:09:21,966 --> 00:09:22,799 at a almost 382 00:09:22,800 --> 00:09:23,866 halfway Mark 383 00:09:24,333 --> 00:09:24,933 you know it's 384 00:09:24,933 --> 00:09:25,999 a little closer 385 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 429 00:10:51,200 --> 00:10:54,166 at the base of the building into the mountain itself 26061

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