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so always just keep you lean
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for all you Latin fans out there
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welcome to the paint and roto section of this class
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I understand you guys went through some good
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rotoing tutorials with Jeremy
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that's good
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because we'll be using some of those techniques
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in today's class um
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we're gonna be working on a cool shot here
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and the reason I like it so much is
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because it's got an explosion
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and I'm sorry
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I'm just gonna set up a property spin in here
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so go full screen on this guy
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oh yeah look at that all right
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nothing quite like a good explosion
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so we're gonna paint these wires out there
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fortunately behind the explosion
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which makes our job a little bit easier
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and I will put the helicopter back on top
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and there'll be no more wires
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speed this guy up and make it look really awesome
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so look at the shot and kind of analyze it go through
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what we think we're gonna need to do and not do
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so the we got about one
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two three wires
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in the front and
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three in the back or something
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so we're gonna go through
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and figure out what the best way
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to do this is
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the wires are
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pretty still here
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so I think I'm gonna use
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the method of going to a degrained steel frame
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which I find works the majority of the time
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or I end up resorting to that one if I can't maintain
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the grain by just using transforms and things
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so I'm gonna show you that method today and
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perhaps we'll go back
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and address some other ways afterwards
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now today I'd like to also point out how to use
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a feature of nuke called the Precomp node
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so we're gonna start out by making a clean frame
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uh in one script
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and then we'll use it in another script
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via a precomp node so that you can
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see how you can work in parallel
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and have one person working on
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the clean plate while the other guys maybe doing
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uh roto or or some uh
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precomp work to to bring this helicopter back
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into the plate without the wires
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okay so now that we've picked a method we're gonna go
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with it and try it and see how it works
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if it doesn't work
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we'll we'll change it and figure something else out I'm
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sure it'll end up being a combination of methods here
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as it generally works out
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we're gonna degrade this plate
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cause we got some noise in the red channel
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the green channel
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and the blue channel
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so if we don't degrade it that will be very obvious
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when you're watching it in playback
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so a tip for degrading a plate
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what I like to do is I'll bring in a tracker here
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I don't have my menu up with
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with the scroll downs because I find it more
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efficient to use the tab key to bring up this window
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uh type a few letters of what I'm looking for
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and then pick the wrong one out of the
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out of the graph um
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and and use it that way
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so that's the way I personally like to work
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if you guys would prefer that I do it through menus
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please let me know
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and I will change my methods for you
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and since I know you're familiar with
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tracking from Jeremy
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I'll do that quickly
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okay so now that we've got a successful track
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for our plate
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it's time to get rid of some of this grain
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and see what detail we can keep in the clouds
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and in the rock face
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it's really important to degrain plates when you're
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painting because if you don't
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some of that static grain will show up
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when you have other moving grain around it
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it's not until you see that
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that you realize that the grain really needs to
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really needs to go
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and it's difficult to do
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without losing too much detail in the plate
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there are some
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built in tools
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for nuke such as d Grain Blue and d Grain Simple
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that work pretty well
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but my favorite way that I've had the most successful
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the most success with
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is using a frame blend method
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so we use the frame blend node
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and it averages the frames together and
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helps get rid of some of this noise just as grain
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since we stabilize the plate already
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so we take a look through there
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and then back at the plate
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you can really see
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that the details maintained and
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and the grain just pretty much disappears
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we can take a look at the
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red channel
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and you can see it really well in there
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so the way that this node works
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put some color back in there for you
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as we've got
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a channel section
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so you can choose which channels you want to
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blend together to remove noise in case
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there's something that you don't
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maybe just you want to do
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the blue or just the red or something like that
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will use RGB for this one
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number of frames will increase to 10
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because we want a 10 frame sample
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and that'll be from 10 frames behind your
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cursor point here
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so you can see the helicopter move closer
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which is pretty neat um
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you can also input a custom
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custom frame range if you need to
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if you just wanna do say maybe frames of 30 to 40
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uh we don't want to do that but you can input
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a custom frame range or if you click input range
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you will get whatever ranges
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on your readnote or what's piping into the frame blend
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so we're gonna go back here set this back to 10
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and carry on um
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and that gives us a pretty good distance we got
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a lot of information in there
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so we got rid of most of that grain
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and we're gonna throw a framehold underneath that
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to pick a frame that we like
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the one that we were on is most pretty good
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while it was degrain
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so we'll use frame 18 say
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so
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you'll notice when we added that this frame hold node
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when we add that it frame hold node
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it set default to 0 0
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so it's holding on frame 0
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with an increment of 0
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so it would stay that way the whole way
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so whatever you want your first frame to be
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uh you type in the frame
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uh first frame box
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and if you want an increment of 1 frame
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it would just play every frame uh
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2 frames whatever play every 2 frames etc etc
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so now we got our our
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frame nicely degrained
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we've got all our information in there that we want
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we it's time to start painting out the wires and
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and the helicopter and then this frame down here
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and then we'll get back to comping it all in
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before I start painting I like to compare
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where my degrain plate was with my original
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and check um I'm sorry
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my d grain with my original
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and check all the channels
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and you can see when you do that the tracker we added
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brought in a completely white alpha channel
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so rather than
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keep that white alpha channel in there
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for the time being
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I like to throw in a placeholder shuffle node
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uh just to to keep everything consistent
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and since a JPEG doesn't carry an alpha
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uh there wasn't one in the read node
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so I'd like to go to
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back to black for now uh
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before I start my paint work in case I wanna do some
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work with my alphas and things like that
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so the shuffle node looks a little
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bit confusing at first
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but when you get into it it's really pretty useful
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I'll go over it quickly now
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Jeremy will go over this node
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in detail during the multipass class
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but for these purposes we have a red input
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a green input a blue input and an alpha input
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and then over here we have a red output
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a green output a blue output and alpha output
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I want to take my alpha input
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which is currently
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whatever is piping into the shuffle node
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and I want to change it to black
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so when I do that if we look at my No. 2
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you'll see it changes the
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from black to white and
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then between my read
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and my shuffle we're back to square one
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we can carry on with the paint from there
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so now we have our plate how we want
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it's time to start painting these wires out
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a good it's a still frame so you could
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use a just a paintbrush
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but I want to show you some other techniques that are
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that come in very handy for
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motion shots and and things that maybe don't get
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too close to the subject that can
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can be a little more garbage mask esque
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so we're gonna use the Transform Mask Node
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and this is just a transform node
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with a mask input here
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and we'll attach an alpha channel
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to the input
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and then we can transform this image behind
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our top plate
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let me show you how that works
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so draw a roto node
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attach that to there
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grab our handy shape which I'm sure you guys are
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very familiar with after Jeremy's lecture
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thank you Jeremy
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grab these guys and these guys shift z
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give us a nice little rectangle there
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and we'll just sort of spend a little bit of time
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moving these into place
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so that we don't have to transform too much but
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we can also get enough out of there to
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make it look nice
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the o key hides your overlay to make sure
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you've got everything in there
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and you're not missing it so
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nice these guys up
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and close tighten these guys over here
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sorry about some of my zooming
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I'm getting used to
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using the Mac instead of the windows uh keys
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okay so now we've got that
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we can take a look at our transform masks
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if you grab this with
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control and then move it up here you can
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put it right on top of what you want to transform
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so that you can just look at that area
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and you'll see as we sneak down here
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the rotor shape does move
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but behind there
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you can see that it is just inching out of view
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and that's exactly what we want
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I would keep going down a little bit
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probably don't need to translate it too much
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to the left of the right
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so go down here
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26 all right
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so that's our first one
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go into the roto note
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and perhaps feather it out a little bit
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see what we can get out of there
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take a look at that and
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not so bad for a starting point
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so we'll keep that
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and then we'll go
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I've got another one here for you to
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save you a little bit of time and not have to
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oops
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now have to watch me draw so many roto shapes
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so we'll put those guys in there
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got a second roto node
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we got our second wire down here
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put our overlay back on
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so you can see that we just transformed it down
275
00:11:44,866 --> 00:11:45,966
the same way did the other one
276
00:11:45,966 --> 00:11:48,033
put a nice little feather of 6 on there
277
00:11:48,266 --> 00:11:50,333
and you can see we've got some
278
00:11:50,333 --> 00:11:52,433
big chunks taken care of right here
279
00:11:52,700 --> 00:11:54,066
and we'll just go through here
280
00:11:54,066 --> 00:11:54,866
and I'll show you
281
00:11:55,000 --> 00:11:56,900
a different technique to paint these guys out
282
00:11:56,900 --> 00:11:57,800
and we'll also use
283
00:11:57,800 --> 00:12:00,233
the Roto paint node to smooth out some of these clouds
284
00:12:00,666 --> 00:12:02,666
and get on with the clean plate
285
00:12:04,533 --> 00:12:07,033
and onto the headliner of this particular course
286
00:12:07,133 --> 00:12:08,266
the Roto Paint Node
287
00:12:09,000 --> 00:12:12,300
the Roto Paint nodes come a long way since Nuke 5
288
00:12:12,466 --> 00:12:15,066
and I'm very happy to say that it is gotten
289
00:12:15,066 --> 00:12:15,966
extremely useful
290
00:12:15,966 --> 00:12:18,066
it now has a recursive clone feature
291
00:12:18,066 --> 00:12:20,900
which I am very thrilled about
292
00:12:21,066 --> 00:12:22,966
also has a built in reveal tool
293
00:12:22,966 --> 00:12:24,733
as well as something like a blur
294
00:12:24,733 --> 00:12:26,333
which always comes in handy when
295
00:12:26,333 --> 00:12:28,266
you're in a tricky spot in a composite
296
00:12:29,200 --> 00:12:31,600
dodge and burn etc
297
00:12:31,700 --> 00:12:33,200
and you can find these
298
00:12:33,200 --> 00:12:35,366
menus by clicking and holding these brushes
299
00:12:35,366 --> 00:12:38,566
and scrolling up and down in the menu or using that
300
00:12:38,800 --> 00:12:40,533
hot key there to toggle between them
301
00:12:40,533 --> 00:12:41,633
so this one's n
302
00:12:41,933 --> 00:12:42,600
pressing the n
303
00:12:42,600 --> 00:12:45,300
key will give you the paintbrush or the eraser
304
00:12:47,000 --> 00:12:48,600
the first half of the Roto Paint node
305
00:12:48,600 --> 00:12:50,433
the Roto part is
306
00:12:50,566 --> 00:12:52,000
the same as the Roto node
307
00:12:52,000 --> 00:12:53,133
so I won't cover that
308
00:12:53,133 --> 00:12:55,066
since Jeremy just gave you an in depth
309
00:12:55,366 --> 00:12:57,466
lecture on the Roto node
310
00:12:57,466 --> 00:13:00,600
I will point out that if you're using roto shapes here
311
00:13:00,600 --> 00:13:01,733
and you're looking for a feather
312
00:13:01,733 --> 00:13:04,366
it's located under the shape tab down here
313
00:13:04,366 --> 00:13:06,100
as opposed to under that first
314
00:13:06,766 --> 00:13:09,600
section that you would be used to with the roto node
315
00:13:09,766 --> 00:13:12,566
anyway onto some of my favorite parts
316
00:13:12,900 --> 00:13:14,566
about the Roto Paint node
317
00:13:14,666 --> 00:13:15,633
the clone tool
318
00:13:15,766 --> 00:13:17,766
will be using the clone tool a little bit today to
319
00:13:17,766 --> 00:13:19,033
get rid of some of this
320
00:13:20,166 --> 00:13:21,866
messiness in the sky here
321
00:13:21,866 --> 00:13:24,366
and as well as some of this stuff in the rocks
322
00:13:24,366 --> 00:13:26,466
it's gonna be a little bit more tricky than just
323
00:13:27,500 --> 00:13:29,966
just throwing a bezier over
324
00:13:30,800 --> 00:13:34,200
so we'll start by getting acquainted with
325
00:13:34,266 --> 00:13:36,366
the viewer section of the Roto Paint Node
326
00:13:37,300 --> 00:13:39,966
the founder has been kind to put in all these
327
00:13:39,966 --> 00:13:42,200
head up display type things here around
328
00:13:42,200 --> 00:13:44,800
the viewer so that you can have quick access
329
00:13:45,133 --> 00:13:47,100
to the paint tool
330
00:13:47,133 --> 00:13:48,866
and still work full screen
331
00:13:49,400 --> 00:13:51,666
um and I'll highlight some of them for you now
332
00:13:51,666 --> 00:13:54,066
some quick shortcuts that you'll find very useful
333
00:13:54,333 --> 00:13:56,400
one is hold down the shift key
334
00:13:56,600 --> 00:13:59,566
move the cursor left and right and you'll find
335
00:13:59,900 --> 00:14:02,266
that the brush gets bigger or smaller
336
00:14:02,333 --> 00:14:04,800
and you can see that displayed here in the size
337
00:14:04,800 --> 00:14:06,433
so you can do it by
338
00:14:06,866 --> 00:14:08,766
uh by number
339
00:14:08,766 --> 00:14:09,900
if you would like to
340
00:14:10,333 --> 00:14:12,366
uh to place your clone source
341
00:14:12,766 --> 00:14:13,900
with the clone brush
342
00:14:13,900 --> 00:14:15,400
you hold down the option key
343
00:14:15,400 --> 00:14:18,166
on a Mac or the controlled key with Windows
344
00:14:18,366 --> 00:14:20,900
uh I'm sorry
345
00:14:20,933 --> 00:14:23,466
you hold down the command key on a Mac
346
00:14:23,700 --> 00:14:25,566
control t key on Windows
347
00:14:25,966 --> 00:14:27,666
drag your clone source and you'll notice that
348
00:14:27,666 --> 00:14:30,466
the clone source always comes from the gray circle
349
00:14:30,533 --> 00:14:31,666
not the white circle
350
00:14:31,933 --> 00:14:35,466
so use those two keys a lot while painting
351
00:14:35,466 --> 00:14:37,700
and your clone brush will look less cloney
352
00:14:39,066 --> 00:14:42,233
um you can also adjust the hardness here and set it to
353
00:14:42,300 --> 00:14:44,866
tablet sensitivity if you're using a tablet
354
00:14:45,066 --> 00:14:47,900
um you can specify the frame range here
355
00:14:47,900 --> 00:14:49,766
and the background input there
356
00:14:49,766 --> 00:14:51,600
which will go over in a few minutes
357
00:14:52,933 --> 00:14:54,666
we'll start by just doing
358
00:14:54,666 --> 00:14:56,266
a quick little bit of paint work here
359
00:14:56,266 --> 00:14:59,366
I like to try and keep my paint strokes consolidated
360
00:14:59,366 --> 00:15:04,366
so that uh when I'm looking to see what section
361
00:15:04,600 --> 00:15:05,400
they're affecting
362
00:15:05,400 --> 00:15:06,533
I can I can look quickly
363
00:15:06,533 --> 00:15:08,900
and so can someone else working with my script
364
00:15:08,966 --> 00:15:11,533
so first thing I'm gonna go into this
365
00:15:11,533 --> 00:15:14,400
node tab of the Roto Paint node and call it
366
00:15:15,700 --> 00:15:19,866
top wire so I know what I'm painting on
367
00:15:20,966 --> 00:15:22,666
and then I'm gonna come down here
368
00:15:22,666 --> 00:15:24,900
and I'm gonna set up an alternate background
369
00:15:25,000 --> 00:15:28,100
so I'm gonna use one of Jeremy's famous elbows
370
00:15:28,100 --> 00:15:29,566
which he likes a lot
371
00:15:30,066 --> 00:15:31,766
and I am going to
372
00:15:31,766 --> 00:15:34,800
attach another background input up here
373
00:15:36,000 --> 00:15:37,766
and I will show you why in a minute
374
00:15:37,766 --> 00:15:41,266
that's what we'll use this drop down menu for um
375
00:15:41,366 --> 00:15:43,900
if I want to use the reveal tool
376
00:15:43,933 --> 00:15:44,666
for example
377
00:15:44,666 --> 00:15:46,233
I'll tell you about it now
378
00:15:47,400 --> 00:15:50,866
similar hot keys in here with the size hardness etc
379
00:15:51,466 --> 00:15:54,433
I want to be pulling in from background one which I am
380
00:15:54,900 --> 00:15:57,066
and then I can use the reveal tool there
381
00:15:57,066 --> 00:15:59,666
and that'll help me maybe out of some some tough spots
382
00:16:00,000 --> 00:16:02,900
to blend some of my clones together and
383
00:16:03,466 --> 00:16:04,100
things like that
384
00:16:04,100 --> 00:16:05,400
so I'll typically set up
385
00:16:05,666 --> 00:16:06,766
a paint node with
386
00:16:06,766 --> 00:16:09,166
an arrow to whatever work I was doing beforehand
387
00:16:09,166 --> 00:16:11,966
in case I need to reveal something and
388
00:16:12,700 --> 00:16:13,966
something is different about
389
00:16:14,066 --> 00:16:16,333
the reveal node that wasn't in the clone brushes
390
00:16:16,333 --> 00:16:19,500
you have a delta t here which is time
391
00:16:19,566 --> 00:16:21,933
so if I put in minus 1 or something here
392
00:16:21,933 --> 00:16:23,866
it would be cloning from the previous
393
00:16:24,066 --> 00:16:26,200
frame or the frame after
394
00:16:26,300 --> 00:16:28,766
so that's something that's handy to use
395
00:16:30,533 --> 00:16:33,000
so we'll delete these two guys here
396
00:16:35,266 --> 00:16:37,500
so if you wanna delete a paint stroke uh
397
00:16:37,500 --> 00:16:38,633
make a paint stroke
398
00:16:39,200 --> 00:16:40,166
right click
399
00:16:40,166 --> 00:16:41,800
find delete um
400
00:16:41,800 --> 00:16:43,500
and you can keep them organized that way
401
00:16:43,500 --> 00:16:45,266
typically I don't name paint strokes
402
00:16:45,266 --> 00:16:48,266
just because you'll see how quickly they build uh
403
00:16:48,266 --> 00:16:49,533
but if you have the time
404
00:16:49,533 --> 00:16:50,866
and there's some important sections
405
00:16:50,866 --> 00:16:52,966
it's not a bad idea to throw them into a folder
406
00:16:52,966 --> 00:16:54,966
and name them as well
407
00:16:56,300 --> 00:17:00,333
okay so we're gonna get back over the clone tool
408
00:17:00,333 --> 00:17:01,400
which is see
409
00:17:01,566 --> 00:17:05,000
another good hot key to switch back and forth between
410
00:17:05,333 --> 00:17:07,700
and we'll just start painting away up here and
411
00:17:08,266 --> 00:17:09,866
it's not a bad idea to
412
00:17:10,200 --> 00:17:12,666
use that reveal tool to quickly paint in
413
00:17:12,666 --> 00:17:14,100
some of those areas
414
00:17:14,733 --> 00:17:19,133
get rid of any sort of stepiness around there
415
00:17:19,133 --> 00:17:21,400
make it nice and big and
416
00:17:22,300 --> 00:17:23,866
see what you can get away with
417
00:17:24,333 --> 00:17:25,566
hope that's a little too far
418
00:17:25,566 --> 00:17:28,866
we got a little bit of a dark line there so
419
00:17:30,466 --> 00:17:32,266
you can bring out your eraser tool
420
00:17:32,266 --> 00:17:35,100
uh I'll tell you why I didn't do that just there
421
00:17:35,100 --> 00:17:37,666
uh because if you erase
422
00:17:38,366 --> 00:17:40,100
I will do it so you can see
423
00:17:42,466 --> 00:17:45,266
you actually make an erase line
424
00:17:45,266 --> 00:17:47,533
and so now that is a new stroke that the paint
425
00:17:47,533 --> 00:17:48,766
note has to keep track of
426
00:17:48,766 --> 00:17:50,800
and if you're to open this up in a text editor
427
00:17:50,800 --> 00:17:52,566
you'll see um
428
00:17:52,666 --> 00:17:54,500
all the points that you've been making
429
00:17:54,800 --> 00:17:57,366
and just piling pain stroke upon pain stroke can
430
00:17:57,366 --> 00:17:58,900
slow down this node a little bit
431
00:17:59,133 --> 00:18:00,900
and also your script too
432
00:18:00,900 --> 00:18:02,833
so it's a good idea to
433
00:18:03,133 --> 00:18:04,533
be conservative with your
434
00:18:04,533 --> 00:18:06,066
your pain strokes when you can be
435
00:18:06,066 --> 00:18:09,200
and use things like the eraser sparingly
436
00:18:09,266 --> 00:18:11,600
as well as plan your pain strokes a little bit
437
00:18:11,600 --> 00:18:13,866
so I won't make you watch me paint this whole wire out
438
00:18:13,866 --> 00:18:14,766
but I will talk a little
439
00:18:14,766 --> 00:18:16,566
bit about some techniques that I use
440
00:18:16,766 --> 00:18:18,700
to help me get through paint work
441
00:18:19,166 --> 00:18:21,600
one of them is when I get to tricky areas
442
00:18:22,100 --> 00:18:24,033
that didn't really work in my transform
443
00:18:24,533 --> 00:18:26,166
don't be afraid to reveal
444
00:18:26,666 --> 00:18:28,533
the original part of the frame back
445
00:18:28,533 --> 00:18:30,566
and then just repainted out with
446
00:18:30,566 --> 00:18:31,866
with the clone brush
447
00:18:31,966 --> 00:18:34,433
that sometimes a little bit more efficient
448
00:18:34,566 --> 00:18:36,400
and I try to just
449
00:18:37,133 --> 00:18:38,966
even though I work pretty close
450
00:18:38,966 --> 00:18:40,100
where it about
451
00:18:40,200 --> 00:18:41,966
3 times zoom here and
452
00:18:42,300 --> 00:18:43,166
I work pretty close
453
00:18:43,166 --> 00:18:46,200
but you got to remember to keep the big picture in mind
454
00:18:46,400 --> 00:18:48,000
and sort of go between the two
455
00:18:48,166 --> 00:18:51,200
and just make it look as cloud like as possible
456
00:18:51,200 --> 00:18:53,200
without too many repetitive patterns
457
00:18:53,533 --> 00:18:55,533
you wanna be careful of areas like this
458
00:18:55,533 --> 00:18:57,466
that's what really stands out to the eye
459
00:18:57,466 --> 00:18:59,133
and the art director looks for
460
00:18:59,133 --> 00:19:01,466
and this is kind of uncomfortable to look at when
461
00:19:01,466 --> 00:19:02,300
you're far away
462
00:19:02,300 --> 00:19:03,333
so while you're in there
463
00:19:03,333 --> 00:19:06,300
don't forget to keep zooming in and out and and really
464
00:19:06,300 --> 00:19:08,200
really take a look at the big picture there
465
00:19:12,100 --> 00:19:13,266
so while you're doing paint
466
00:19:13,266 --> 00:19:16,300
you really wanna work quickly and efficiently so uh
467
00:19:16,300 --> 00:19:19,466
try not to spend too much time in one place so that uh
468
00:19:19,466 --> 00:19:20,600
people have something to work with
469
00:19:20,600 --> 00:19:21,366
that you're working with
470
00:19:21,366 --> 00:19:23,600
and keep the plate in mind and just uh
471
00:19:23,600 --> 00:19:25,566
make sure nothing's gonna be too obtrusive when
472
00:19:25,566 --> 00:19:27,000
you're revealing the plate through
473
00:19:27,100 --> 00:19:29,033
uh while the helicopter goes past
474
00:19:29,733 --> 00:19:31,000
so just remember to keep moving
475
00:19:31,000 --> 00:19:32,533
your clone sources around uh
476
00:19:32,533 --> 00:19:34,000
change the size of your brushes a lot
477
00:19:34,000 --> 00:19:37,766
bigger brushes will help for certain areas and um
478
00:19:37,800 --> 00:19:40,600
carry on painting this wire out um
479
00:19:40,933 --> 00:19:42,333
the clouds are a pretty fun section
480
00:19:42,333 --> 00:19:44,600
so you don't have to be too precise or anything
481
00:19:44,600 --> 00:19:45,733
you just have to make it look nice
482
00:19:45,733 --> 00:19:47,100
so carry on with that
483
00:19:47,333 --> 00:19:50,266
and I'll talk a little bit about the
484
00:19:50,466 --> 00:19:52,666
some more precise paint work over here on
485
00:19:52,966 --> 00:19:55,000
the rock side okay
486
00:19:55,000 --> 00:19:55,800
so as we get over here
487
00:19:55,800 --> 00:19:57,400
we're gonna keep doing
488
00:19:57,666 --> 00:19:59,266
similar techniques as we were in the crowd
489
00:19:59,266 --> 00:20:00,566
so we just have to pay a little bit more
490
00:20:00,566 --> 00:20:01,500
attention to them
491
00:20:01,800 --> 00:20:02,933
just because we'll have
492
00:20:02,933 --> 00:20:04,633
these lines there that we don't wanna
493
00:20:05,066 --> 00:20:06,666
don't wanna screw up too much
494
00:20:06,700 --> 00:20:09,400
uh the edge of the shadows there and things like that
495
00:20:09,700 --> 00:20:11,766
um and also one thing I wanna point out is
496
00:20:11,766 --> 00:20:13,400
when you get to the end of a paint stroke here
497
00:20:13,400 --> 00:20:16,366
it's it's not a bad idea to uh
498
00:20:16,366 --> 00:20:17,600
clone some other rocks
499
00:20:17,600 --> 00:20:19,033
just on the edge there
500
00:20:19,200 --> 00:20:20,966
so you get something that
501
00:20:21,066 --> 00:20:23,066
gives it a nice rounded out edge and doesn't
502
00:20:23,066 --> 00:20:25,066
doesn't look too much like a brushstroke
503
00:20:25,133 --> 00:20:27,233
so that's really the important things you wanna
504
00:20:27,700 --> 00:20:29,900
avoid anything looking like a brushstroke and
505
00:20:30,166 --> 00:20:32,600
anything that looks like it doesn't belong
506
00:20:33,166 --> 00:20:35,500
and have fun with it you know
507
00:20:35,500 --> 00:20:36,433
the rocks are
508
00:20:37,133 --> 00:20:38,400
a good place to sort of test
509
00:20:38,400 --> 00:20:40,033
test your skills and things
510
00:20:40,133 --> 00:20:41,466
and carry on painting out
511
00:20:41,466 --> 00:20:42,666
painting out this wire
512
00:20:42,733 --> 00:20:43,866
I'll do the same
513
00:20:44,000 --> 00:20:45,700
and we'll meet on the other side
514
00:20:48,466 --> 00:20:50,466
one thing that I wanna point out just before I carry on
515
00:20:50,466 --> 00:20:52,000
is that if I change frames
516
00:20:52,000 --> 00:20:53,800
all sudden my paint works gone
517
00:20:54,100 --> 00:20:57,166
now the reason for that is down here in the paint node
518
00:20:57,666 --> 00:20:59,500
you can see there's a life column
519
00:20:59,866 --> 00:21:00,933
and what that is
520
00:21:00,933 --> 00:21:03,833
is the frame that the paint strokes alive for
521
00:21:03,900 --> 00:21:05,766
so since this is a steel frame
522
00:21:05,766 --> 00:21:07,700
we're gonna wanna go into the lifetime tab
523
00:21:08,066 --> 00:21:09,966
scroll down to the bottom of our grass
524
00:21:11,400 --> 00:21:12,666
all the way to the top
525
00:21:12,700 --> 00:21:13,933
and then we'll change
526
00:21:13,933 --> 00:21:17,300
a lifetime type from single frame to all frames
527
00:21:17,800 --> 00:21:20,833
so that way our paint strokes will stay
528
00:21:21,666 --> 00:21:23,633
the whole way through as opposed to
529
00:21:24,000 --> 00:21:25,333
just on that single frame
530
00:21:25,333 --> 00:21:26,966
and it should update here in just a second
531
00:21:26,966 --> 00:21:27,833
there we are
532
00:21:28,266 --> 00:21:31,166
and they'll stay the whole way through the shot now
533
00:21:31,166 --> 00:21:33,266
instead of the frame that we just painted them on
534
00:21:33,533 --> 00:21:35,400
and you can adjust it for
535
00:21:35,700 --> 00:21:36,966
single frames
536
00:21:37,000 --> 00:21:38,033
frame range
537
00:21:38,300 --> 00:21:39,500
and things like that
538
00:21:39,800 --> 00:21:41,533
but I would recommend that if you're changing
539
00:21:41,533 --> 00:21:42,533
if you're using a paint stroke
540
00:21:42,533 --> 00:21:43,800
for a certain frame range
541
00:21:43,800 --> 00:21:45,766
add a new paint node and then
542
00:21:45,766 --> 00:21:48,766
use the frame range strokes in that new paint node
543
00:21:49,133 --> 00:21:49,933
rather than
544
00:21:50,366 --> 00:21:51,733
compiling them in this list
545
00:21:51,733 --> 00:21:52,700
because otherwise
546
00:21:52,700 --> 00:21:53,166
if you're looking
547
00:21:53,166 --> 00:21:54,600
if someone picks up your script
548
00:21:54,600 --> 00:21:56,000
and they're going back to look through
549
00:21:56,000 --> 00:21:56,800
let's just scroll through
550
00:21:56,800 --> 00:21:58,900
all the paint strokes that you've made so far
551
00:21:59,066 --> 00:22:00,733
and figure out which ones are which
552
00:22:00,733 --> 00:22:04,100
and it's just a lot more compartmentalized if you
553
00:22:04,166 --> 00:22:05,566
keep them in separate notes
554
00:22:06,133 --> 00:22:07,766
so that's helpful and
555
00:22:07,900 --> 00:22:09,266
people will appreciate it
556
00:22:10,733 --> 00:22:14,000
okay so now I've painted out all the wires
557
00:22:14,000 --> 00:22:15,700
and all we have left to finish
558
00:22:15,700 --> 00:22:18,200
this clean frame is to remove this helicopter from
559
00:22:18,400 --> 00:22:20,600
the top right area of the screen here
560
00:22:20,600 --> 00:22:22,266
so in order to do that
561
00:22:22,300 --> 00:22:24,100
rather than just paint around it and
562
00:22:24,333 --> 00:22:25,400
clone areas
563
00:22:25,800 --> 00:22:27,900
I'll find an area that has
564
00:22:28,000 --> 00:22:30,066
clean sky up here from a different frame
565
00:22:30,100 --> 00:22:32,300
and just paste it on top
566
00:22:32,300 --> 00:22:33,600
so in order to do that
567
00:22:33,600 --> 00:22:35,200
I'm gonna want to
568
00:22:35,266 --> 00:22:37,166
1 look for a different frame
569
00:22:38,166 --> 00:22:39,966
well well that has to be
570
00:22:39,966 --> 00:22:43,166
it happens to be a pretty good 1:54 uh
571
00:22:43,166 --> 00:22:45,533
I wanna take it from my frame blend so that I
572
00:22:45,533 --> 00:22:47,933
don't have any grain in the sky
573
00:22:47,933 --> 00:22:50,300
so look and see what's going on there
574
00:22:50,300 --> 00:22:51,900
I wanna be careful of these guys
575
00:22:51,900 --> 00:22:54,000
just during the frame blend uh
576
00:22:54,066 --> 00:22:55,066
make sure they don't cause
577
00:22:55,066 --> 00:22:56,700
any pollution in my area
578
00:22:57,100 --> 00:23:03,400
um and also I'm going to need to move my shuffle node
579
00:23:03,500 --> 00:23:05,000
from where I put it beforehand
580
00:23:05,000 --> 00:23:07,000
because this still has a white alpha
581
00:23:07,000 --> 00:23:08,700
and if I want to make a new alpha
582
00:23:08,700 --> 00:23:10,066
it'll carry it through
583
00:23:10,066 --> 00:23:12,466
so rather than add two shuffle nodes
584
00:23:12,466 --> 00:23:14,933
I'm going to teach you a pretty cool hot key
585
00:23:14,933 --> 00:23:16,833
which is command shift X
586
00:23:17,566 --> 00:23:20,066
or control shift X on
587
00:23:21,066 --> 00:23:22,166
Windows machine
588
00:23:22,200 --> 00:23:24,000
and that'll pop your node right out of the
589
00:23:24,166 --> 00:23:25,800
out of the graph just like that
590
00:23:26,066 --> 00:23:27,633
and then you can
591
00:23:28,700 --> 00:23:29,933
move it and replace it
592
00:23:29,933 --> 00:23:33,833
and that'll take my alpha channel to black
593
00:23:34,200 --> 00:23:36,633
and then I can add an additional frame hold
594
00:23:40,000 --> 00:23:43,200
in order to pull a different still frame
595
00:23:43,333 --> 00:23:45,100
and what did we say 54
596
00:23:45,100 --> 00:23:49,000
we're gonna try so grab 54 right there
597
00:23:52,066 --> 00:23:53,266
we'll look at that
598
00:23:54,733 --> 00:23:56,800
make sure it's stopped the whole way through
599
00:23:57,566 --> 00:23:59,800
okay now we're gonna wanna draw
600
00:24:00,000 --> 00:24:02,166
a rotor shape for the area that we need
601
00:24:03,800 --> 00:24:06,066
premult it and then we'll over it over our
602
00:24:06,066 --> 00:24:07,500
original plate here
603
00:24:08,466 --> 00:24:10,300
and we'll have a clean frame finished
604
00:24:10,566 --> 00:24:11,800
then we'll just have to add grain
605
00:24:11,800 --> 00:24:13,100
and I'll show you the precomp node
606
00:24:13,100 --> 00:24:16,400
so with that we want to add a roto node
607
00:24:19,266 --> 00:24:22,200
go over here and grab this ellipse tool
608
00:24:23,066 --> 00:24:25,533
saves a lot of time when you can use those
609
00:24:25,533 --> 00:24:27,200
pre made shapes and stuff
610
00:24:27,200 --> 00:24:28,566
so we've got
611
00:24:29,366 --> 00:24:31,566
circle here and white on the top
612
00:24:31,566 --> 00:24:33,533
we're only gonna want to use the alpha
613
00:24:33,533 --> 00:24:33,900
so I'm gonna
614
00:24:33,900 --> 00:24:36,966
change my output down here into the alpha
615
00:24:37,133 --> 00:24:38,933
so now if I look at that pipe
616
00:24:38,933 --> 00:24:40,833
it should have my color in my alpha
617
00:24:41,733 --> 00:24:44,066
and there is a pre multiply setting in here
618
00:24:44,066 --> 00:24:47,066
where you can change it to Primo by rgbna
619
00:24:47,400 --> 00:24:48,833
and that will give you
620
00:24:49,300 --> 00:24:50,466
what you're looking for
621
00:24:50,466 --> 00:24:53,900
I like to do it outside if I'm working in
622
00:24:54,333 --> 00:24:57,200
collaboration with a bunch of other artists because
623
00:24:57,500 --> 00:25:00,900
sometimes people might not know what's going on
624
00:25:00,900 --> 00:25:03,200
and this makes it just a little bit more
625
00:25:03,266 --> 00:25:05,233
graphical so that people can see
626
00:25:05,466 --> 00:25:06,900
exactly what's happening
627
00:25:07,500 --> 00:25:09,900
and then I'm just gonna wanna merge this area
628
00:25:09,900 --> 00:25:13,300
over my other friend that we had painted earlier
629
00:25:13,933 --> 00:25:16,600
and oh there we go
630
00:25:17,133 --> 00:25:19,200
so I'll highlight this
631
00:25:19,266 --> 00:25:20,900
then shift select this
632
00:25:21,300 --> 00:25:23,466
and press the m key
633
00:25:23,533 --> 00:25:26,366
that'll give me a merge with my a connected to my first
634
00:25:26,366 --> 00:25:28,400
one of my B connected to my second one
635
00:25:28,466 --> 00:25:31,500
and voila helicopter be gone
636
00:25:32,400 --> 00:25:36,266
so the last thing that I'm gonna wanna do is
637
00:25:36,266 --> 00:25:37,400
add a little bit of feather to that
638
00:25:37,400 --> 00:25:39,200
so that the edge isn't so sharp
639
00:25:40,100 --> 00:25:41,900
so we increase that feather
640
00:25:42,800 --> 00:25:44,366
see what we can get away with
641
00:25:44,366 --> 00:25:46,166
we negative feather maybe
642
00:25:47,200 --> 00:25:49,000
maybe negative feather won't be a bad idea
643
00:25:49,000 --> 00:25:51,400
just because of those rocks we had in there earlier
644
00:25:52,566 --> 00:25:55,366
press the O key to get rid of our overlay there
645
00:25:55,800 --> 00:25:57,300
and check out our
646
00:25:57,366 --> 00:25:58,900
check out our clean frame
647
00:25:59,466 --> 00:26:00,800
looks very clean
648
00:26:00,800 --> 00:26:02,866
that was the most important part
649
00:26:03,000 --> 00:26:03,966
okay and you can spend
650
00:26:03,966 --> 00:26:07,100
a little bit more time in the clouds if you want to
651
00:26:07,200 --> 00:26:08,800
um and on the rocks
652
00:26:08,800 --> 00:26:11,566
but I think they'll look good for our purposes today
653
00:26:12,066 --> 00:26:14,600
so now that our clean frames finished
654
00:26:14,600 --> 00:26:16,300
the only thing we need to do is
655
00:26:16,333 --> 00:26:17,966
add the grain that we removed
656
00:26:17,966 --> 00:26:20,200
and mass move it back to
657
00:26:20,333 --> 00:26:21,733
what we stabilized from
658
00:26:21,733 --> 00:26:23,100
so in order to do that
659
00:26:23,100 --> 00:26:25,233
we're gonna wanna add a grain node quickly
660
00:26:26,300 --> 00:26:27,866
now if we take a quick look
661
00:26:28,200 --> 00:26:30,633
uh there's just grain in this area
662
00:26:30,900 --> 00:26:32,866
and the reason for that is because
663
00:26:32,866 --> 00:26:34,500
at the bottom of this grain node here
664
00:26:34,500 --> 00:26:36,833
there's an apply through alpha checkbox
665
00:26:36,900 --> 00:26:38,266
you wanna make sure that that's
666
00:26:38,266 --> 00:26:41,033
off unless you're only applying through the alpha
667
00:26:41,400 --> 00:26:43,700
and if you're applying through the alpha uh
668
00:26:44,166 --> 00:26:45,266
be careful of gradients
669
00:26:45,266 --> 00:26:47,800
and things because your grade will also gradient out
670
00:26:47,800 --> 00:26:49,500
so if you've got some
671
00:26:49,700 --> 00:26:51,700
uh gradients in your beviays and
672
00:26:51,700 --> 00:26:53,000
and you're just graining certain areas
673
00:26:53,000 --> 00:26:55,100
sometimes it doesn't quite line up
674
00:26:55,100 --> 00:26:56,000
so you need to
675
00:26:56,000 --> 00:26:57,400
pay attention to that
676
00:26:57,500 --> 00:26:58,700
uh but we don't
677
00:26:58,766 --> 00:27:00,333
need an alpha in this one
678
00:27:00,333 --> 00:27:02,533
uh so we're gonna grain
679
00:27:02,533 --> 00:27:03,666
the entire plate
680
00:27:03,933 --> 00:27:05,900
so we'll go put our
681
00:27:06,800 --> 00:27:08,600
1 viewer on
682
00:27:08,733 --> 00:27:10,500
the plate will put our 2 viewer
683
00:27:10,600 --> 00:27:11,766
on the grain node
684
00:27:11,766 --> 00:27:12,966
then we'll press the W
685
00:27:12,966 --> 00:27:14,733
key in order to get up the wipe
686
00:27:14,733 --> 00:27:16,200
and our overlay still off
687
00:27:16,200 --> 00:27:17,733
so from when we
688
00:27:17,733 --> 00:27:18,600
turn off that bezier
689
00:27:18,600 --> 00:27:20,400
so we're gonna want to turn that back on
690
00:27:21,300 --> 00:27:22,766
get rid of our bezier there
691
00:27:23,666 --> 00:27:24,566
and there we go
692
00:27:24,566 --> 00:27:26,066
clean versus non clean
693
00:27:26,166 --> 00:27:27,433
not too shabby
694
00:27:28,266 --> 00:27:30,866
um okay so now
695
00:27:30,866 --> 00:27:32,800
to get our grain to where we want
696
00:27:32,800 --> 00:27:33,666
we're gonna
697
00:27:34,200 --> 00:27:35,900
zoom in here real close
698
00:27:36,666 --> 00:27:38,133
so we're gonna wanna start with it
699
00:27:38,133 --> 00:27:39,200
one channel at a time
700
00:27:39,200 --> 00:27:40,100
we're gonna go into
701
00:27:40,100 --> 00:27:41,200
whoops excuse me
702
00:27:41,200 --> 00:27:42,633
we're gonna go into
703
00:27:42,933 --> 00:27:44,500
the red channel uh
704
00:27:44,500 --> 00:27:46,133
hover over the viewer and press
705
00:27:46,133 --> 00:27:46,933
the R key otherwise
706
00:27:46,933 --> 00:27:49,466
you get that read window like we just had up there
707
00:27:49,666 --> 00:27:51,900
and we'll start messing around with the size and
708
00:27:51,900 --> 00:27:55,033
and see what we can come up with uh
709
00:27:58,600 --> 00:28:00,500
and just in case you're unfamiliar with
710
00:28:00,500 --> 00:28:01,400
highlighting a number
711
00:28:01,400 --> 00:28:04,266
and using the scroll wheel of the mouse I find uh
712
00:28:04,600 --> 00:28:05,633
pretty helpful
713
00:28:06,366 --> 00:28:09,200
so when I look for grain I just kind of
714
00:28:09,366 --> 00:28:11,000
it's sort of more of a big picture thing
715
00:28:11,000 --> 00:28:13,166
sometimes you can't really see it until you're looking
716
00:28:13,166 --> 00:28:14,266
at it in motion
717
00:28:14,266 --> 00:28:17,266
so I'll pick something that I think looks good and then
718
00:28:18,200 --> 00:28:20,333
I'll go back to it in motion
719
00:28:20,333 --> 00:28:23,033
and generally have to make a correction or two but
720
00:28:24,000 --> 00:28:25,400
we could start with
721
00:28:25,900 --> 00:28:27,233
a size that's
722
00:28:28,466 --> 00:28:29,600
around there
723
00:28:30,966 --> 00:28:32,733
just dial these guys in a little bit
724
00:28:32,733 --> 00:28:35,700
bring our intensity way way down since it's not
725
00:28:35,800 --> 00:28:37,166
that noticeable
726
00:28:37,733 --> 00:28:41,300
and we can bring our irregularity up a little bit
727
00:28:41,933 --> 00:28:43,100
just make it a little
728
00:28:49,966 --> 00:28:52,433
much smooth okay
729
00:28:58,733 --> 00:29:01,533
alright and then we'll go into the green channel
730
00:29:01,533 --> 00:29:02,866
try something similar
731
00:29:03,900 --> 00:29:06,700
oh that one's pretty different
732
00:29:16,000 --> 00:29:17,166
and you just go through and sort of
733
00:29:17,166 --> 00:29:20,900
make a rough estimation of of what you might think uh
734
00:29:20,900 --> 00:29:23,066
would be a good match in value of the two
735
00:29:23,066 --> 00:29:26,266
that's really intense so bring down our intensity
736
00:29:27,966 --> 00:29:31,433
oops what negative on that one an accident
737
00:29:39,100 --> 00:29:41,400
bring it down even more oops
738
00:29:46,666 --> 00:29:48,566
then we'll do the same for the blue channel
739
00:29:57,166 --> 00:29:58,566
bring down our intensity
740
00:30:04,966 --> 00:30:08,133
okay and we won't spend too much time on this
741
00:30:08,133 --> 00:30:08,666
one for now
742
00:30:08,666 --> 00:30:09,266
but you can see
743
00:30:09,266 --> 00:30:11,266
you get the idea by sort of moving those around
744
00:30:11,266 --> 00:30:13,033
and you also
745
00:30:13,600 --> 00:30:14,966
Wanna check your
746
00:30:14,966 --> 00:30:16,500
your dark values uh
747
00:30:16,500 --> 00:30:19,766
that's a hard area to match with grain um
748
00:30:19,766 --> 00:30:21,200
or it's an area that certainly makes
749
00:30:21,200 --> 00:30:23,666
your grain stand out when it's not matched up
750
00:30:23,733 --> 00:30:26,833
so in order to do to mess around with that a little bit
751
00:30:27,200 --> 00:30:28,166
you want to add
752
00:30:28,266 --> 00:30:30,300
you can see what it really makes a big difference
753
00:30:30,300 --> 00:30:31,366
just a small
754
00:30:31,900 --> 00:30:33,700
addition into this black right here
755
00:30:33,700 --> 00:30:35,133
so you want to be careful with it
756
00:30:35,133 --> 00:30:37,966
but maybe add a few
757
00:30:41,133 --> 00:30:43,966
few decimal places and just bump it up in the blacks
758
00:30:43,966 --> 00:30:45,000
if you can notice it
759
00:30:45,000 --> 00:30:46,066
in the blacks
760
00:30:46,866 --> 00:30:48,300
I don't really see a whole lot
761
00:30:48,300 --> 00:30:50,833
so perhaps we could leave it at point one
762
00:30:51,666 --> 00:30:53,200
just to know that it's there
763
00:30:53,733 --> 00:30:55,766
and whoops excuse me
764
00:30:55,766 --> 00:30:57,333
if you ever end up typing in the box
765
00:30:57,333 --> 00:30:59,000
a good way to get the number back is just press
766
00:30:59,000 --> 00:30:59,966
the escape key
767
00:31:00,400 --> 00:31:01,766
in case you forgot what number it was
768
00:31:01,766 --> 00:31:02,600
and you spend a little while
769
00:31:02,600 --> 00:31:03,400
getting there
770
00:31:04,366 --> 00:31:04,933
and there we go
771
00:31:04,933 --> 00:31:07,200
that grade will match us for now
772
00:31:07,566 --> 00:31:10,733
so another thing that people will do
773
00:31:10,733 --> 00:31:12,600
when you go back to the RGB channel
774
00:31:12,600 --> 00:31:14,766
um sometimes you you can
775
00:31:15,533 --> 00:31:17,566
see where areas uh
776
00:31:17,766 --> 00:31:18,866
maybe maybe the grains a little
777
00:31:18,866 --> 00:31:20,266
still a little bit too heavy
778
00:31:20,500 --> 00:31:22,966
so one technique that some people will use will
779
00:31:22,966 --> 00:31:25,666
be to use a dissolve node so
780
00:31:26,100 --> 00:31:27,466
uh whoops sorry
781
00:31:27,866 --> 00:31:30,600
damn dissolve
782
00:31:32,300 --> 00:31:34,833
okay and then
783
00:31:35,266 --> 00:31:37,333
they'll literally just mix back
784
00:31:37,333 --> 00:31:38,966
the amount of grain that they have on the plate
785
00:31:38,966 --> 00:31:41,500
so one would be the grain there
786
00:31:41,866 --> 00:31:44,966
and uh yeah
787
00:31:44,966 --> 00:31:46,833
zero would be no grain so
788
00:31:48,500 --> 00:31:50,633
pick somewhere in the middle and
789
00:31:50,900 --> 00:31:52,900
screen it back a little bit and there you go
790
00:31:55,200 --> 00:31:56,733
so that's pretty much gonna wrap up
791
00:31:56,733 --> 00:31:58,766
our clean frame there um
792
00:31:58,766 --> 00:32:01,766
now what I wanna show you is how to incorporate this in
793
00:32:01,766 --> 00:32:04,466
into a pipeline so that maybe one of 1
794
00:32:04,466 --> 00:32:06,400
1 person could be working on this while someone
795
00:32:06,400 --> 00:32:07,400
else is working
796
00:32:07,400 --> 00:32:09,466
on the next section that I'm gonna teach you
797
00:32:09,733 --> 00:32:11,533
and in order to separate these scripts
798
00:32:11,533 --> 00:32:13,966
but still merge them without just copy and pasting
799
00:32:13,966 --> 00:32:14,800
all the nodes
800
00:32:14,933 --> 00:32:18,633
uh you can add an output
801
00:32:19,333 --> 00:32:21,033
node at the bottom here
802
00:32:21,933 --> 00:32:23,400
now before I move on and say this
803
00:32:23,400 --> 00:32:24,666
I wanna add two more things
804
00:32:24,666 --> 00:32:26,966
I wanna add a right note just before output
805
00:32:26,966 --> 00:32:28,833
and I forgot to put in the tracker
806
00:32:28,866 --> 00:32:29,600
in order to match
807
00:32:29,600 --> 00:32:30,700
move our plate back
808
00:32:30,700 --> 00:32:32,366
so we're gonna start with the tracker
809
00:32:32,533 --> 00:32:34,900
and we're gonna make a copy of this
810
00:32:35,066 --> 00:32:36,700
so let's command C
811
00:32:36,700 --> 00:32:38,100
and command V that
812
00:32:38,533 --> 00:32:40,866
and attach it to
813
00:32:41,133 --> 00:32:42,333
before our grain
814
00:32:42,333 --> 00:32:44,200
because we don't want to really translate our grain
815
00:32:44,200 --> 00:32:44,933
if we don't have to
816
00:32:44,933 --> 00:32:47,266
if we can just move and then put the grain over the top
817
00:32:47,266 --> 00:32:48,100
that's better
818
00:32:48,100 --> 00:32:49,766
otherwise you'll get some resampling and
819
00:32:49,766 --> 00:32:51,700
and maybe soften the grain that you've
820
00:32:51,866 --> 00:32:53,833
spent so many hours hunting down
821
00:32:54,366 --> 00:32:56,400
and we're gonna wanna change this transform that we
822
00:32:56,400 --> 00:32:59,400
just copied from a stabilized to a match move
823
00:32:59,400 --> 00:33:01,133
so then everything should be
824
00:33:01,133 --> 00:33:03,500
exactly the same as the plate on the way through
825
00:33:03,800 --> 00:33:07,000
and it's almost as though we never even touched it
826
00:33:07,900 --> 00:33:09,366
so after that
827
00:33:09,366 --> 00:33:11,466
we'll come down here to the bottom of our dissolve
828
00:33:11,466 --> 00:33:12,833
and we'll add a right node
829
00:33:13,566 --> 00:33:17,433
and we'll specify just
830
00:33:18,400 --> 00:33:20,800
a place where we would want to write this to
831
00:33:20,800 --> 00:33:22,033
should we need to
832
00:33:22,300 --> 00:33:24,366
um heli clean plate
833
00:33:24,366 --> 00:33:26,500
I got a folder in there called heli clean plate already
834
00:33:26,500 --> 00:33:33,400
so we'll make it heli clean plate p 0 1 dot
835
00:33:35,500 --> 00:33:37,233
percent O4 d
836
00:33:39,000 --> 00:33:40,500
and we'll call it a JPEG
837
00:33:40,933 --> 00:33:43,033
because that's what we have in the readnot
838
00:33:43,200 --> 00:33:46,233
so save that slide our quality up to 100
839
00:33:47,200 --> 00:33:49,666
and we're ready to go okay
840
00:33:49,666 --> 00:33:52,300
so now our our clean plate script is complete
841
00:33:52,366 --> 00:33:54,000
we're gonna wanna save this
842
00:33:54,533 --> 00:33:56,900
and we'd saved his heli clean frame v 0 1
843
00:33:56,900 --> 00:33:58,166
so we'll just resave that
844
00:33:58,166 --> 00:33:59,900
since it's still our version one
845
00:34:00,966 --> 00:34:04,766
and we'll move on to putting the helicopter back on top
846
00:34:04,766 --> 00:34:06,700
and I'll introduce the precomp node
847
00:34:06,933 --> 00:34:09,566
so now in order to use this as a pre precomp node
848
00:34:09,566 --> 00:34:11,466
we've saved it so we're gonna wanna open
849
00:34:11,900 --> 00:34:13,600
a open a new project
850
00:34:13,900 --> 00:34:16,366
and uh actually have one open here already
851
00:34:16,933 --> 00:34:19,100
so we're gonna wanna add a precomp node
852
00:34:23,600 --> 00:34:25,933
now the precomp note is pretty straightforward
853
00:34:25,933 --> 00:34:29,800
it's just got a file pass here so we'll look for our
854
00:34:31,066 --> 00:34:33,566
path we saved out earlier for our clean frame
855
00:34:33,566 --> 00:34:35,800
and that was clean frame v 0 1
856
00:34:37,700 --> 00:34:39,566
and then load that guy in right there
857
00:34:39,566 --> 00:34:41,066
and if we wanna look at it
858
00:34:45,066 --> 00:34:45,866
voila
859
00:34:48,400 --> 00:34:49,166
we have all
860
00:34:49,166 --> 00:34:51,300
the frames that we've been working on over there
861
00:34:51,533 --> 00:34:53,066
there's a couple other options in here
862
00:34:53,066 --> 00:34:53,933
for missing frames
863
00:34:53,933 --> 00:34:55,900
so if someone's working on
864
00:34:56,066 --> 00:34:57,633
maybe putting a CG
865
00:34:58,533 --> 00:35:01,166
piece together and they're still waiting on some frames
866
00:35:01,166 --> 00:35:03,066
you can have it air out instead of
867
00:35:03,400 --> 00:35:05,400
instead of just go go black
868
00:35:05,700 --> 00:35:06,900
whatever you prefer
869
00:35:07,866 --> 00:35:10,666
also the reason we put that right node at the bottom
870
00:35:10,900 --> 00:35:13,533
here was because we can press this render button
871
00:35:13,533 --> 00:35:15,500
and it'll render our right node
872
00:35:15,766 --> 00:35:18,300
um and it says
873
00:35:18,300 --> 00:35:20,500
if we get a message from our friends and it's ready
874
00:35:20,500 --> 00:35:23,300
well we can reload the script and we could just use
875
00:35:23,300 --> 00:35:24,966
click this button to open it so
876
00:35:25,166 --> 00:35:27,500
pretty handy note to just have in there and not
877
00:35:27,500 --> 00:35:29,200
have all those other notes cluttering it up
878
00:35:29,200 --> 00:35:31,566
and you guys can work side by side
879
00:35:32,666 --> 00:35:34,066
alright so before I
880
00:35:34,066 --> 00:35:35,400
do any more paint work and
881
00:35:35,400 --> 00:35:36,900
start replacing this helicopter on
882
00:35:36,900 --> 00:35:38,066
top of our clean frame
883
00:35:38,066 --> 00:35:39,666
I wanna take one more look at the shot
884
00:35:39,666 --> 00:35:43,433
and see just exactly what we need to do here um
885
00:35:44,766 --> 00:35:45,400
at first look
886
00:35:45,400 --> 00:35:46,800
we have a pretty nice clean frame
887
00:35:46,800 --> 00:35:49,100
but it's gonna be a lot of work to just
888
00:35:49,100 --> 00:35:50,966
either roto the entire helicopter
889
00:35:50,966 --> 00:35:53,566
or try to come up with a combination of keys
890
00:35:53,700 --> 00:35:57,100
in order to put him fully on our new clean plate so
891
00:35:57,533 --> 00:36:00,000
what I think I'll do is roto these wires
892
00:36:00,000 --> 00:36:01,466
um follow their animation
893
00:36:01,466 --> 00:36:03,466
and just replace the sky on those areas
894
00:36:03,466 --> 00:36:05,066
and then we'll use a combination of key
895
00:36:05,066 --> 00:36:06,000
roto and paint
896
00:36:06,000 --> 00:36:08,700
to fill in the areas of the helicopter that
897
00:36:08,700 --> 00:36:11,500
are getting covered up by new sky okay
898
00:36:11,500 --> 00:36:12,866
so what I'm gonna do in that case
899
00:36:12,866 --> 00:36:14,966
is bring in a roto node here
900
00:36:15,700 --> 00:36:17,300
our favorite roto node
901
00:36:19,466 --> 00:36:23,066
and we'll start rutling out this top wire here
902
00:36:23,366 --> 00:36:26,800
so bring this guy here and fortunately
903
00:36:26,800 --> 00:36:29,633
we can go full screen with these new Rotto nodes
904
00:36:29,866 --> 00:36:32,300
something I still need to get a little bit used to
905
00:36:33,566 --> 00:36:35,433
and we'll start here
906
00:36:48,566 --> 00:36:49,500
now you could take
907
00:36:49,600 --> 00:36:52,766
the ones we drawn before and just start animating those
908
00:36:52,766 --> 00:36:54,166
and prevent you from drawing a shape
909
00:36:54,166 --> 00:36:55,766
but I thought I'd just draw a nice
910
00:36:56,400 --> 00:36:57,700
close one for now
911
00:36:57,700 --> 00:36:59,500
maybe add a few extra points
912
00:36:59,900 --> 00:37:01,466
just in case I need them
913
00:37:02,733 --> 00:37:04,200
and start doing it that way
914
00:37:05,533 --> 00:37:08,066
and I won't bore you guys with all this roto here
915
00:37:08,066 --> 00:37:11,266
but basically what I'm just give you a quick few frames
916
00:37:11,266 --> 00:37:12,700
and then I'll do the rest of them
917
00:37:13,066 --> 00:37:14,500
and we can get right back to it
918
00:37:14,500 --> 00:37:18,000
so we'll go through here few frames
919
00:37:18,000 --> 00:37:19,866
and then we see it's come up so
920
00:37:21,566 --> 00:37:24,666
grab our roto shape where we need to right here
921
00:37:27,000 --> 00:37:28,566
move it up into place
922
00:37:30,733 --> 00:37:32,700
and move this guy into place
923
00:37:36,566 --> 00:37:38,666
just follow it as closely as we can and
924
00:37:40,200 --> 00:37:41,066
get all these maps
925
00:37:41,066 --> 00:37:42,266
mats prepared
926
00:37:42,566 --> 00:37:45,666
so I'll finish these up and then I'll
927
00:37:46,266 --> 00:37:47,700
hand the roto to you guys
928
00:37:50,600 --> 00:37:52,133
so I finished up the wire roto
929
00:37:52,133 --> 00:37:54,333
and I also took a little bit of time to make a key
930
00:37:54,333 --> 00:37:55,333
for the helicopter
931
00:37:55,333 --> 00:37:57,800
and to save us a little bit of roto here
932
00:37:57,800 --> 00:37:59,533
and rotate it where I needed to
933
00:37:59,533 --> 00:38:01,166
and I won't go over that
934
00:38:01,700 --> 00:38:02,200
at the moment
935
00:38:02,200 --> 00:38:03,100
but I will go over
936
00:38:03,100 --> 00:38:05,433
some of these methods in the key in class
937
00:38:05,800 --> 00:38:07,200
but I'll leave this in here for you now
938
00:38:07,200 --> 00:38:09,433
so you can take a quick poke through and
939
00:38:09,500 --> 00:38:10,866
see how I did everything
940
00:38:11,200 --> 00:38:14,033
and instead I'm gonna spend the time today going over
941
00:38:14,200 --> 00:38:16,200
combining these two mats and
942
00:38:16,666 --> 00:38:18,833
using this color channel that we made to
943
00:38:19,000 --> 00:38:20,633
finish up our wire removal
944
00:38:22,366 --> 00:38:24,766
okay so let me just explain where we're going with this
945
00:38:24,766 --> 00:38:27,166
here we've come up with this key to get us
946
00:38:27,166 --> 00:38:28,533
a mat for the helicopter
947
00:38:28,533 --> 00:38:31,633
and we've got a roto mat for our wires here
948
00:38:32,133 --> 00:38:32,800
now we need to
949
00:38:32,800 --> 00:38:34,766
do is come up with a combination of mats
950
00:38:34,766 --> 00:38:37,533
that's gonna leave us with just the area we want
951
00:38:37,533 --> 00:38:38,833
we want to replace
952
00:38:39,266 --> 00:38:41,966
uh with our new sky in it
953
00:38:42,700 --> 00:38:43,700
in order to do that
954
00:38:43,700 --> 00:38:45,066
we're gonna have to combine
955
00:38:45,366 --> 00:38:47,800
the mat of the wire with the mat of the helicopter
956
00:38:47,800 --> 00:38:49,366
to get the result we want
957
00:38:49,566 --> 00:38:50,533
but to start out with
958
00:38:50,533 --> 00:38:51,666
let's just take our
959
00:38:51,666 --> 00:38:52,600
our wire roto
960
00:38:52,600 --> 00:38:54,566
we'll leave this guy alone
961
00:38:54,600 --> 00:38:56,700
this prep work we've done over here
962
00:38:57,066 --> 00:38:58,900
which someone could have been doing while we were
963
00:38:58,900 --> 00:39:02,700
making the clean frame using our comp node handy
964
00:39:03,100 --> 00:39:05,600
and we're gonna introduce the copy node
965
00:39:06,533 --> 00:39:07,566
and the copy node
966
00:39:07,566 --> 00:39:08,700
I believe is
967
00:39:08,966 --> 00:39:11,133
K is the hot key all it is
968
00:39:11,133 --> 00:39:13,233
let's use the one that came in with the hot key
969
00:39:13,566 --> 00:39:16,500
Jeremy will go over this node in much more detail
970
00:39:17,333 --> 00:39:18,566
towards the later
971
00:39:18,566 --> 00:39:19,933
section of the semester
972
00:39:19,933 --> 00:39:21,800
but I'll give you a brief intro
973
00:39:22,466 --> 00:39:25,000
as to what it's doing since I'll be using it in a few
974
00:39:25,000 --> 00:39:26,833
a few classes down the road
975
00:39:26,966 --> 00:39:29,466
so we have an a input and a B input
976
00:39:29,466 --> 00:39:31,800
and the way I like to think of this in
977
00:39:32,266 --> 00:39:33,866
sort of layman's terms
978
00:39:34,000 --> 00:39:36,400
is that my B is gonna be my color path
979
00:39:36,733 --> 00:39:38,466
so whatever I want my color from
980
00:39:38,466 --> 00:39:40,233
I want to attach my B2
981
00:39:40,733 --> 00:39:42,433
boom clean plate
982
00:39:42,600 --> 00:39:44,566
whatever I want my alpha coming from
983
00:39:44,566 --> 00:39:46,400
I want to attach my a from
984
00:39:46,600 --> 00:39:49,600
boom wire so now when we look at this
985
00:39:49,800 --> 00:39:50,900
we will have
986
00:39:51,466 --> 00:39:54,300
an alpha channel that we have coming from our a pipe
987
00:39:54,500 --> 00:39:56,300
and a color channel from our B pipe
988
00:39:57,700 --> 00:39:59,833
so now that we have what we want here
989
00:40:01,966 --> 00:40:04,133
we're gonna use just a straight over
990
00:40:04,133 --> 00:40:06,266
we're gonna pull our read note aside here
991
00:40:06,800 --> 00:40:08,833
from our work that we have over here
992
00:40:09,600 --> 00:40:10,466
it's all our mat work
993
00:40:10,466 --> 00:40:12,166
so we're gonna keep that off to the right
994
00:40:13,666 --> 00:40:16,400
and we've got our color here and
995
00:40:17,266 --> 00:40:19,566
our alpha behind it like we'd mentioned
996
00:40:20,266 --> 00:40:22,700
and now I want to over the two of these
997
00:40:22,700 --> 00:40:24,900
so I'll select this
998
00:40:25,100 --> 00:40:26,500
then select this
999
00:40:26,600 --> 00:40:30,100
press the m key to get my over and ah
1000
00:40:31,766 --> 00:40:33,366
that arrow got connected as well
1001
00:40:33,366 --> 00:40:34,800
so we're gonna wanna take him away
1002
00:40:34,800 --> 00:40:36,600
and put him right back to the read node
1003
00:40:37,066 --> 00:40:40,133
and what we run into here is a pre multiplication error
1004
00:40:40,133 --> 00:40:44,033
we have an alpha channel with a color channel
1005
00:40:44,666 --> 00:40:47,866
but in order to use it properly in the over
1006
00:40:47,866 --> 00:40:51,900
we need to add a node called the premult node
1007
00:40:53,900 --> 00:40:54,700
and when we add that
1008
00:40:54,700 --> 00:40:56,033
you'll see that the color
1009
00:40:57,266 --> 00:40:58,600
does not change
1010
00:40:59,800 --> 00:41:02,400
between the two columns with the exception of
1011
00:41:02,900 --> 00:41:07,266
the paint right here okay so
1012
00:41:09,666 --> 00:41:11,000
we look at that and we say huh
1013
00:41:11,000 --> 00:41:12,166
our clean frame looked a little
1014
00:41:12,166 --> 00:41:13,366
bit better than that didn't it
1015
00:41:13,366 --> 00:41:15,300
so we're gonna need to do a little bit of love and
1016
00:41:15,300 --> 00:41:18,433
care to our roto that we got for the wires
1017
00:41:18,700 --> 00:41:20,566
so in order to do that
1018
00:41:20,566 --> 00:41:22,766
I am going to just
1019
00:41:22,900 --> 00:41:25,066
use another one of those fancier roads
1020
00:41:26,933 --> 00:41:29,066
just use a fast one this time because I
1021
00:41:30,133 --> 00:41:33,633
just messing around with a pretty simple alpha
1022
00:41:34,466 --> 00:41:38,000
and I'll also put a blur under that using the B key
1023
00:41:39,400 --> 00:41:40,600
and let's see
1024
00:41:40,600 --> 00:41:43,766
we'll go through this and we'll dilate it a little bit
1025
00:41:43,766 --> 00:41:49,033
um and just find a spot that looks like it'll work
1026
00:41:50,566 --> 00:41:52,366
and combine everything well
1027
00:41:52,466 --> 00:41:54,600
and then we'll mess around with these numbers here
1028
00:41:54,600 --> 00:41:55,566
increase our blur
1029
00:41:55,566 --> 00:41:58,500
soften those edges a lot
1030
00:42:00,500 --> 00:42:02,600
and maybe we'll dilate a little bit more
1031
00:42:07,933 --> 00:42:08,400
there we have
1032
00:42:08,400 --> 00:42:10,433
it sort of blends in a little bit better there
1033
00:42:10,533 --> 00:42:13,266
and we could go back and adjust our painting as we need
1034
00:42:13,266 --> 00:42:16,000
um or have someone else do it for us
1035
00:42:16,000 --> 00:42:20,600
and then use our reload button to update it um
1036
00:42:21,266 --> 00:42:22,966
and this is a handy way to see
1037
00:42:23,166 --> 00:42:24,733
exactly what needs to be painted
1038
00:42:24,733 --> 00:42:25,966
and doesn't need to be painted
1039
00:42:25,966 --> 00:42:27,866
etcetera so
1040
00:42:28,800 --> 00:42:30,733
now we can see that our problems lie
1041
00:42:30,733 --> 00:42:32,033
with our helicopter
1042
00:42:32,166 --> 00:42:34,433
we got to put the helicopter back on top
1043
00:42:34,500 --> 00:42:38,233
and that's the whole purpose of what this key was for
1044
00:42:39,900 --> 00:42:42,900
so it did tie itself in there at last
1045
00:42:45,000 --> 00:42:46,033
so now we have
1046
00:42:47,300 --> 00:42:48,833
an option of what to do
1047
00:42:49,133 --> 00:42:53,566
we can use a similar technique that we did here
1048
00:42:53,566 --> 00:42:56,000
and we can take a color channel and an alpha channel
1049
00:42:56,600 --> 00:42:59,333
and put it together and then over that
1050
00:42:59,333 --> 00:43:01,066
over the top of our wires
1051
00:43:01,400 --> 00:43:02,566
for example
1052
00:43:04,600 --> 00:43:06,233
take our alpha from here
1053
00:43:07,266 --> 00:43:08,566
our color from here
1054
00:43:10,133 --> 00:43:14,966
and merge the two and what are we forgetting a premult
1055
00:43:19,600 --> 00:43:23,133
so now we have pretty much what we're looking for
1056
00:43:23,133 --> 00:43:25,266
we got a little bit of problems here in our edges
1057
00:43:25,266 --> 00:43:27,833
and we can either go go back
1058
00:43:28,000 --> 00:43:31,833
and and paint that or adjust our blurs and things
1059
00:43:31,933 --> 00:43:34,966
but not too bad the wires are looking pretty good there
1060
00:43:35,933 --> 00:43:38,266
we're kinda getting the results we needed there
1061
00:43:39,133 --> 00:43:41,233
and they're not causing us too much problem
1062
00:43:44,300 --> 00:43:47,166
so that would be one way to do this
1063
00:43:47,400 --> 00:43:48,466
but to prevent all this
1064
00:43:48,466 --> 00:43:50,466
getting into a spaghetti junction and
1065
00:43:50,466 --> 00:43:51,733
not knowing what's what
1066
00:43:51,733 --> 00:43:53,966
we can combine our mats beforehand
1067
00:43:54,500 --> 00:43:55,433
and then just
1068
00:43:55,700 --> 00:43:56,866
use one copy
1069
00:43:56,866 --> 00:43:59,400
one premult and one over over the plate
1070
00:43:59,500 --> 00:44:00,400
for our work
1071
00:44:00,400 --> 00:44:03,300
so let's let's go back and examine how we might do that
1072
00:44:03,966 --> 00:44:06,766
okay so now we want to take this mat
1073
00:44:06,766 --> 00:44:09,000
and get the same result we had before
1074
00:44:09,166 --> 00:44:10,966
except without so many nodes
1075
00:44:11,300 --> 00:44:12,866
unless you're getting paid by the node
1076
00:44:12,866 --> 00:44:13,566
and then of course
1077
00:44:13,566 --> 00:44:15,666
you'll want to add as many nodes as you can
1078
00:44:17,000 --> 00:44:19,566
but typically contracts don't work that way
1079
00:44:19,566 --> 00:44:21,600
so we're gonna take this
1080
00:44:22,166 --> 00:44:24,566
set of channels that we've made here
1081
00:44:27,266 --> 00:44:29,200
and we're gonna combine them oh
1082
00:44:29,200 --> 00:44:30,966
this is what will happen if you
1083
00:44:32,300 --> 00:44:34,200
connect a copy incorrectly
1084
00:44:34,200 --> 00:44:35,700
if you don't have an alpha piping in
1085
00:44:35,700 --> 00:44:36,966
it'll give you this error
1086
00:44:37,200 --> 00:44:38,366
say missing input channel
1087
00:44:38,366 --> 00:44:39,866
so you're gonna need something with an alpha
1088
00:44:39,866 --> 00:44:41,100
you can't just pipe
1089
00:44:41,900 --> 00:44:43,300
something without an alpha in there
1090
00:44:43,300 --> 00:44:45,100
because still won't work
1091
00:44:45,766 --> 00:44:47,300
that's what it's looking for
1092
00:44:49,200 --> 00:44:52,400
okay so back to where we were beforehand
1093
00:44:52,400 --> 00:44:54,766
I wanna combine this mat with this mat
1094
00:44:55,533 --> 00:45:00,666
so I'm gonna use a merge node and when I combine these
1095
00:45:00,866 --> 00:45:03,866
I'm gonna want to multiply the two together
1096
00:45:06,900 --> 00:45:08,433
and when we look at that result
1097
00:45:08,966 --> 00:45:11,433
we get something that's all over the place
1098
00:45:12,066 --> 00:45:15,366
and the reason for that is because we have white here
1099
00:45:15,800 --> 00:45:16,733
and white here
1100
00:45:16,733 --> 00:45:18,700
but what we want to say is
1101
00:45:19,733 --> 00:45:21,166
where we have white
1102
00:45:21,700 --> 00:45:24,900
we want this alpha
1103
00:45:25,333 --> 00:45:27,733
so that's why we get this result
1104
00:45:27,733 --> 00:45:30,133
we only had white inside the helicopter
1105
00:45:30,133 --> 00:45:32,000
that we got from our B input
1106
00:45:33,100 --> 00:45:35,666
and we have black everywhere else
1107
00:45:35,666 --> 00:45:38,833
so it takes the black and gets rid of the white outside
1108
00:45:38,966 --> 00:45:42,833
except for where there was white in our B pipe alpha
1109
00:45:43,133 --> 00:45:46,200
so in order to get the white where we want it to be
1110
00:45:46,200 --> 00:45:48,566
we're gonna add an invert node here
1111
00:45:52,733 --> 00:45:54,066
and that invert node
1112
00:45:54,266 --> 00:45:56,366
gives us the result we were hoping for
1113
00:45:58,933 --> 00:45:59,866
okay
1114
00:46:01,400 --> 00:46:04,500
so now that we have our alpha that we had hoped for
1115
00:46:04,500 --> 00:46:09,133
we can simply drag our arrow from our copy node
1116
00:46:09,133 --> 00:46:10,200
we'll look at that again
1117
00:46:10,200 --> 00:46:12,133
and now it's got an alpha channel coming in there
1118
00:46:12,133 --> 00:46:13,100
so it's happy
1119
00:46:14,500 --> 00:46:15,800
put it through the premult
1120
00:46:16,300 --> 00:46:20,500
go to the merge and time for the big reveal hey
1121
00:46:20,500 --> 00:46:23,333
that's what we were looking for alright
1122
00:46:23,333 --> 00:46:25,066
so now we have our same result
1123
00:46:25,733 --> 00:46:27,400
and we can go through here and
1124
00:46:28,366 --> 00:46:30,166
keep our network over here
1125
00:46:36,733 --> 00:46:38,366
clean this guy up a little bit
1126
00:46:43,766 --> 00:46:47,100
keep our B pipe alright
1127
00:46:47,800 --> 00:46:51,066
so now all that's left to do is run through here and
1128
00:46:51,266 --> 00:46:52,500
see what's missing
1129
00:46:54,600 --> 00:46:56,966
and what's not gonna work so we'll press play
1130
00:46:56,966 --> 00:46:58,800
RAM that up and check back in
1131
00:47:00,533 --> 00:47:02,666
okay so now as we play this through
1132
00:47:03,066 --> 00:47:04,433
oh no it's looking
1133
00:47:04,600 --> 00:47:06,033
looking pretty decent
1134
00:47:06,400 --> 00:47:08,966
and we're getting pretty close um
1135
00:47:09,400 --> 00:47:11,466
we'll probably have a few frames of
1136
00:47:11,466 --> 00:47:14,033
frame by frame paint like I mentioned at the beginning
1137
00:47:14,466 --> 00:47:16,033
that would be unavoidable
1138
00:47:16,733 --> 00:47:18,833
but for the most part it looks like
1139
00:47:19,066 --> 00:47:24,000
the leg works done and step through here frame by frame
1140
00:47:24,000 --> 00:47:26,433
even though it wasn't playing much faster than that
1141
00:47:28,066 --> 00:47:29,966
okay and we'll look for problems ah
1142
00:47:29,966 --> 00:47:31,600
there's one okay
1143
00:47:31,666 --> 00:47:34,066
so here's a problem we're running into is a lot of
1144
00:47:34,066 --> 00:47:36,300
the debris is being cut out by some of those
1145
00:47:36,366 --> 00:47:39,066
rotto shapes we put in um
1146
00:47:39,900 --> 00:47:42,133
so we want to go through and look for things like that
1147
00:47:42,133 --> 00:47:45,100
and perhaps maybe some
1148
00:47:46,100 --> 00:47:47,733
imperfections in the motion blur
1149
00:47:47,733 --> 00:47:49,166
maybe whenever there would be
1150
00:47:49,166 --> 00:47:51,300
a right angle or something like that
1151
00:47:51,766 --> 00:47:53,133
there's bound to be one around here
1152
00:47:53,133 --> 00:47:54,266
something like this
1153
00:47:54,766 --> 00:47:56,933
you can go back in and just sort of smooth those over
1154
00:47:56,933 --> 00:47:58,466
so they're not so noticeable
1155
00:47:59,566 --> 00:48:02,033
another thing that happens is as the shadow
1156
00:48:02,466 --> 00:48:03,666
comes in towards the rock
1157
00:48:03,666 --> 00:48:04,600
you can notice
1158
00:48:05,266 --> 00:48:07,400
we have a line here that's uh
1159
00:48:08,066 --> 00:48:09,533
slightly lighter than the shadow
1160
00:48:09,533 --> 00:48:11,500
so we can go in and and use
1161
00:48:11,533 --> 00:48:13,666
the Roto paint note to clean up some of these
1162
00:48:13,866 --> 00:48:15,300
last fixes and then
1163
00:48:15,900 --> 00:48:18,300
we'll be on our way okay
1164
00:48:18,300 --> 00:48:20,366
so we're just gonna add a paint note here
1165
00:48:20,866 --> 00:48:23,866
and I know that I'm gonna want to
1166
00:48:23,866 --> 00:48:26,933
put some of the plate back on top of these areas here
1167
00:48:26,933 --> 00:48:30,100
so we're gonna connect this to the plate
1168
00:48:30,700 --> 00:48:31,900
and actually while we're at it
1169
00:48:31,900 --> 00:48:34,900
we'll keep our down into the right workflow
1170
00:48:35,533 --> 00:48:38,500
that I was talking about beforehand so
1171
00:48:39,366 --> 00:48:40,466
we'll put this
1172
00:48:41,066 --> 00:48:42,066
note over here
1173
00:48:42,133 --> 00:48:43,266
hold down the command key
1174
00:48:43,266 --> 00:48:45,900
get these fancy yellow dots and bring it in
1175
00:48:46,266 --> 00:48:47,900
one of Jeremy's elbows
1176
00:48:50,566 --> 00:48:52,633
and put our paint node below that
1177
00:48:53,200 --> 00:48:54,900
and since I know that I'm gonna be
1178
00:48:54,900 --> 00:48:56,066
needing to reveal the
1179
00:48:56,066 --> 00:48:57,566
the plate on top of this
1180
00:48:57,566 --> 00:48:59,700
I want to set up another background
1181
00:48:59,733 --> 00:49:01,366
uh into my Roto paint node
1182
00:49:01,366 --> 00:49:03,166
so we'll go over here and
1183
00:49:03,166 --> 00:49:05,433
and grab one of these background arrows
1184
00:49:05,500 --> 00:49:06,400
and hook it back up to
1185
00:49:06,400 --> 00:49:10,300
the plate that's coming down from the left here so
1186
00:49:11,566 --> 00:49:12,933
now we'll be all set up to paint
1187
00:49:12,933 --> 00:49:14,733
and we can go into full screen mode
1188
00:49:14,733 --> 00:49:16,833
and look for some of those problem frames
1189
00:49:18,133 --> 00:49:20,166
there's a pretty good one to start with
1190
00:49:20,800 --> 00:49:22,300
switch the reveal mode
1191
00:49:22,700 --> 00:49:24,900
or you can press the C key if you like
1192
00:49:25,666 --> 00:49:27,900
bring that brush up and just sort of
1193
00:49:27,900 --> 00:49:31,366
reveal the plate in places that I think I need it
1194
00:49:31,600 --> 00:49:33,866
and being careful to observe where
1195
00:49:33,866 --> 00:49:35,433
the wire might be visible
1196
00:49:35,666 --> 00:49:37,400
and if the wire is visible
1197
00:49:37,400 --> 00:49:39,666
just go ahead and paint it out on those frames
1198
00:49:39,700 --> 00:49:42,633
using the clone brush and clone some other areas
1199
00:49:44,333 --> 00:49:46,366
and this time you'll notice
1200
00:49:46,366 --> 00:49:48,200
we don't wanna go back and change the frame
1201
00:49:48,200 --> 00:49:50,733
because we want it on a frame by frame basis
1202
00:49:50,733 --> 00:49:52,566
so we're gonna go through here and
1203
00:49:52,566 --> 00:49:54,266
just clean some of these up
1204
00:49:54,300 --> 00:49:55,100
see what's under there
1205
00:49:55,100 --> 00:49:55,800
if we don't like it
1206
00:49:55,800 --> 00:49:57,300
we can always delete it
1207
00:49:57,700 --> 00:49:59,900
that's the best thing about computers
1208
00:50:01,066 --> 00:50:03,633
too bad there's not an edit undo in real life
1209
00:50:05,466 --> 00:50:07,933
that would save me from a lot of headaches okay
1210
00:50:07,933 --> 00:50:09,033
so here's one
1211
00:50:10,333 --> 00:50:12,666
where we notice we've got a lot of motion blur
1212
00:50:13,000 --> 00:50:15,800
and the wire still present so
1213
00:50:16,133 --> 00:50:17,700
switch over to the clone node
1214
00:50:21,466 --> 00:50:22,766
drag this guy
1215
00:50:23,533 --> 00:50:25,466
and I'll try to I'll try to offset
1216
00:50:25,466 --> 00:50:27,700
my clone brush to an angle that I'm gonna end on
1217
00:50:27,700 --> 00:50:31,400
so that it gets a similar fade out to other areas
1218
00:50:31,533 --> 00:50:33,666
of the comp um
1219
00:50:34,066 --> 00:50:36,533
maybe bring some from up here just to
1220
00:50:36,533 --> 00:50:38,100
get rid of that wire there
1221
00:50:41,133 --> 00:50:42,666
especially when you're working with gradients
1222
00:50:42,666 --> 00:50:44,800
you wanna try and angle them
1223
00:50:45,366 --> 00:50:47,400
so that they're similar to the gradient
1224
00:50:47,400 --> 00:50:49,666
of the surrounding piece that you're using to paint
1225
00:50:52,966 --> 00:50:55,633
we'll go in and just blur that guy together
1226
00:50:56,566 --> 00:50:57,566
and there you go
1227
00:51:00,900 --> 00:51:03,300
so you can carry on painting out
1228
00:51:03,400 --> 00:51:05,100
that one there or we can
1229
00:51:05,966 --> 00:51:07,866
find out what paint strokes doing that
1230
00:51:07,866 --> 00:51:10,233
maybe we paint it in too much
1231
00:51:11,666 --> 00:51:13,966
and we could get away with leaving some out
1232
00:51:14,466 --> 00:51:15,800
and it looks like we can
1233
00:51:18,300 --> 00:51:20,466
so this would be one of those times that might not be a
1234
00:51:20,466 --> 00:51:26,233
bad idea to use the eraser tool as opposed to um
1235
00:51:27,166 --> 00:51:29,133
going back and finding the stroke and deleting it
1236
00:51:29,133 --> 00:51:31,100
because that's just the one frame
1237
00:51:31,100 --> 00:51:32,500
so it'll be okay
1238
00:51:32,766 --> 00:51:34,433
uh for the frame
1239
00:51:34,466 --> 00:51:35,966
and while you're painting this stuff
1240
00:51:35,966 --> 00:51:37,200
uh like I said before
1241
00:51:37,200 --> 00:51:39,533
you're gonna wanna have your two arrow there
1242
00:51:39,533 --> 00:51:40,700
your one arrow there
1243
00:51:40,933 --> 00:51:42,900
so you can go back through and compare what
1244
00:51:42,900 --> 00:51:47,033
you're missing and what you still need to paint in
1245
00:51:47,466 --> 00:51:48,266
so for this one
1246
00:51:48,266 --> 00:51:50,366
we could probably reveal a little bit more
1247
00:51:51,900 --> 00:51:54,566
we won't have to go nuts with it because like I said
1248
00:51:54,566 --> 00:51:55,966
it is one frame and
1249
00:51:57,500 --> 00:51:59,866
hopefully that edge won't be missed too much
1250
00:52:05,333 --> 00:52:05,933
and if it is
1251
00:52:05,933 --> 00:52:08,200
you can always go back in and put it back later
1252
00:52:13,200 --> 00:52:14,800
step through here and see
1253
00:52:15,133 --> 00:52:17,833
we're getting pretty good results going through there
1254
00:52:26,766 --> 00:52:27,700
okay
1255
00:52:29,333 --> 00:52:31,166
so now we wanna scrub through and just sort of
1256
00:52:31,166 --> 00:52:32,700
see where we've gotten to
1257
00:52:32,966 --> 00:52:37,366
um and think of where any frames might be
1258
00:52:37,900 --> 00:52:40,300
needing a little extra love and care
1259
00:52:44,066 --> 00:52:45,433
we'll go through
1260
00:52:46,133 --> 00:52:48,400
and see probably around the explosion area
1261
00:52:48,400 --> 00:52:50,766
we wanna make sure there's no wires popping back into
1262
00:52:50,766 --> 00:52:52,466
the frame and there are
1263
00:52:53,000 --> 00:52:54,766
so we wanna stop that
1264
00:52:59,866 --> 00:53:02,033
and take a look about what we can do there
1265
00:53:05,400 --> 00:53:08,133
so there you can see there's a hint of a wire in there
1266
00:53:08,133 --> 00:53:09,133
so that's one that you're
1267
00:53:09,133 --> 00:53:12,300
gonna wanna go in and uh and paint out frame by frame
1268
00:53:12,300 --> 00:53:14,800
and the reason that wires there is because uh
1269
00:53:14,800 --> 00:53:16,233
if we left the other one
1270
00:53:16,533 --> 00:53:18,900
in there just be a lighter blue and it gets very
1271
00:53:18,900 --> 00:53:20,000
very orange here
1272
00:53:20,000 --> 00:53:22,633
so you have a choice of either animating a grade
1273
00:53:23,200 --> 00:53:25,133
or going through and painting it frame by frame
1274
00:53:25,133 --> 00:53:25,666
in this case
1275
00:53:25,666 --> 00:53:27,366
I would recommend going
1276
00:53:28,400 --> 00:53:30,366
for the frame by frame approach because
1277
00:53:30,366 --> 00:53:33,833
sometimes those matching grades animating grades can be
1278
00:53:34,133 --> 00:53:35,566
rather time consuming
1279
00:53:35,566 --> 00:53:39,500
whereas this one won't be too time consuming
1280
00:53:39,766 --> 00:53:41,666
and especially since it's just the one frame
1281
00:53:41,666 --> 00:53:43,200
you just want to make sure that your
1282
00:53:46,566 --> 00:53:48,200
quick with it and
1283
00:53:49,700 --> 00:53:50,933
clone from different sources
1284
00:53:50,933 --> 00:53:53,366
so that it doesn't look like there's a huge line there
1285
00:54:03,133 --> 00:54:05,066
you probably do a better job with that
1286
00:54:19,966 --> 00:54:22,166
and so you wanna keep going with that and just
1287
00:54:22,166 --> 00:54:24,000
paint out whatever frames you can see
1288
00:54:24,500 --> 00:54:28,266
and this last one here is is pretty pretty obvious
1289
00:54:28,266 --> 00:54:30,866
so that's when you wanna
1290
00:54:31,666 --> 00:54:34,000
get rid of before the art director sees
1291
00:54:38,500 --> 00:54:39,400
and then
1292
00:54:47,733 --> 00:54:49,366
blur this guy a little bit
1293
00:54:52,466 --> 00:54:53,266
okay
1294
00:54:56,900 --> 00:54:59,466
okay so just before we leave
1295
00:54:59,466 --> 00:55:00,066
I wanna mention
1296
00:55:00,066 --> 00:55:02,700
there's that one frame in the shadows that we saw
1297
00:55:02,766 --> 00:55:07,433
um so we'll go in and investigate the dodging burn tool
1298
00:55:07,600 --> 00:55:10,533
um if you take a look at the Dodge tool
1299
00:55:10,533 --> 00:55:11,366
you'll notice that
1300
00:55:11,366 --> 00:55:14,433
our overlay mode up here has changed to color Dodge
1301
00:55:14,666 --> 00:55:19,500
um so if you switch to burn it'll change to color burn
1302
00:55:19,766 --> 00:55:21,600
so we can see what's gonna happen there
1303
00:55:21,600 --> 00:55:22,933
by holding over here
1304
00:55:22,933 --> 00:55:24,400
gives us some of our mat
1305
00:55:24,500 --> 00:55:25,800
and we can see that
1306
00:55:26,166 --> 00:55:29,033
our color burn is gonna darken B towards a
1307
00:55:29,300 --> 00:55:32,300
and the color dodge is gonna brighten B towards a
1308
00:55:32,466 --> 00:55:37,400
so we're gonna probably wanna take our burn tool and
1309
00:55:38,866 --> 00:55:42,166
uh the opacity I believe standard is set to 1
1310
00:55:42,366 --> 00:55:45,133
so let's see what happens when we mess around with that
1311
00:55:45,133 --> 00:55:46,666
whoa way too dark
1312
00:55:47,166 --> 00:55:51,233
so what we wanna do is really come down on that opacity
1313
00:55:51,366 --> 00:55:54,366
bring it down to uh probably
1314
00:55:55,866 --> 00:55:59,166
0.1 let's try
1315
00:55:59,733 --> 00:56:01,066
let's try that one
1316
00:56:01,333 --> 00:56:03,466
and that's still pretty dark
1317
00:56:03,466 --> 00:56:05,533
so maybe you don't want to come down
1318
00:56:05,533 --> 00:56:06,600
a little bit more than that
1319
00:56:06,600 --> 00:56:07,866
bring that to zero
1320
00:56:08,800 --> 00:56:09,933
and oops sorry
1321
00:56:09,933 --> 00:56:10,766
bring that to zero
1322
00:56:10,766 --> 00:56:12,100
bring that one to one
1323
00:56:14,000 --> 00:56:19,466
and go in there and delete that stroke and try it again
1324
00:56:19,533 --> 00:56:22,166
and there you go that gives us a nice little
1325
00:56:25,333 --> 00:56:27,266
area we can work with so
1326
00:56:28,500 --> 00:56:32,266
there's a little bit of a before and after
1327
00:56:33,166 --> 00:56:36,633
so it helps just not stand up quite so much
1328
00:56:36,700 --> 00:56:40,900
so hope you guys have enjoyed the paint tutorial today
1329
00:56:41,900 --> 00:56:45,000
we got a pretty exciting keen one coming up
1330
00:56:45,000 --> 00:56:48,066
and then we got some great classes lined up here
1331
00:56:48,066 --> 00:56:50,700
so I look forward to seeing you guys in the forums and
1332
00:56:52,266 --> 00:56:53,466
talking to you online
97394
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