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These are the user uploaded subtitles that are being translated: 1 00:00:05,900 --> 00:00:07,466 so always just keep you lean 2 00:00:07,600 --> 00:00:09,366 for all you Latin fans out there 3 00:00:09,766 --> 00:00:13,400 welcome to the paint and roto section of this class 4 00:00:13,400 --> 00:00:15,000 I understand you guys went through some good 5 00:00:15,000 --> 00:00:16,666 rotoing tutorials with Jeremy 6 00:00:16,666 --> 00:00:17,133 that's good 7 00:00:17,133 --> 00:00:18,666 because we'll be using some of those techniques 8 00:00:18,666 --> 00:00:20,733 in today's class um 9 00:00:20,733 --> 00:00:23,933 we're gonna be working on a cool shot here 10 00:00:23,933 --> 00:00:27,033 and the reason I like it so much is 11 00:00:27,366 --> 00:00:29,466 because it's got an explosion 12 00:00:30,200 --> 00:00:30,966 and I'm sorry 13 00:00:30,966 --> 00:00:33,233 I'm just gonna set up a property spin in here 14 00:00:36,700 --> 00:00:39,800 so go full screen on this guy 15 00:00:41,566 --> 00:00:44,366 oh yeah look at that all right 16 00:00:44,366 --> 00:00:46,266 nothing quite like a good explosion 17 00:00:46,600 --> 00:00:49,766 so we're gonna paint these wires out there 18 00:00:49,766 --> 00:00:51,066 fortunately behind the explosion 19 00:00:51,066 --> 00:00:53,000 which makes our job a little bit easier 20 00:00:53,500 --> 00:00:55,933 and I will put the helicopter back on top 21 00:00:55,933 --> 00:00:57,466 and there'll be no more wires 22 00:00:57,466 --> 00:00:59,666 speed this guy up and make it look really awesome 23 00:01:00,533 --> 00:01:03,266 so look at the shot and kind of analyze it go through 24 00:01:03,666 --> 00:01:06,466 what we think we're gonna need to do and not do 25 00:01:07,166 --> 00:01:08,600 so the we got about one 26 00:01:08,600 --> 00:01:10,366 two three wires 27 00:01:12,300 --> 00:01:14,566 in the front and 28 00:01:15,066 --> 00:01:16,866 three in the back or something 29 00:01:17,066 --> 00:01:18,500 so we're gonna go through 30 00:01:19,600 --> 00:01:21,300 and figure out what the best way 31 00:01:22,100 --> 00:01:23,400 to do this is 32 00:01:23,733 --> 00:01:24,700 the wires are 33 00:01:25,300 --> 00:01:26,900 pretty still here 34 00:01:26,900 --> 00:01:29,333 so I think I'm gonna use 35 00:01:29,333 --> 00:01:32,700 the method of going to a degrained steel frame 36 00:01:32,700 --> 00:01:35,900 which I find works the majority of the time 37 00:01:36,700 --> 00:01:39,900 or I end up resorting to that one if I can't maintain 38 00:01:39,900 --> 00:01:43,000 the grain by just using transforms and things 39 00:01:43,100 --> 00:01:46,100 so I'm gonna show you that method today and 40 00:01:46,533 --> 00:01:47,333 perhaps we'll go back 41 00:01:47,333 --> 00:01:50,166 and address some other ways afterwards 42 00:01:51,533 --> 00:01:54,866 now today I'd like to also point out how to use 43 00:01:55,733 --> 00:01:58,066 a feature of nuke called the Precomp node 44 00:01:58,066 --> 00:02:00,600 so we're gonna start out by making a clean frame 45 00:02:01,000 --> 00:02:02,866 uh in one script 46 00:02:02,966 --> 00:02:05,266 and then we'll use it in another script 47 00:02:05,266 --> 00:02:07,166 via a precomp node so that you can 48 00:02:07,166 --> 00:02:08,666 see how you can work in parallel 49 00:02:08,733 --> 00:02:09,800 and have one person working on 50 00:02:09,800 --> 00:02:12,000 the clean plate while the other guys maybe doing 51 00:02:12,100 --> 00:02:14,200 uh roto or or some uh 52 00:02:14,200 --> 00:02:17,166 precomp work to to bring this helicopter back 53 00:02:17,333 --> 00:02:19,100 into the plate without the wires 54 00:02:21,400 --> 00:02:24,300 okay so now that we've picked a method we're gonna go 55 00:02:25,566 --> 00:02:27,366 with it and try it and see how it works 56 00:02:27,366 --> 00:02:28,000 if it doesn't work 57 00:02:28,000 --> 00:02:31,366 we'll we'll change it and figure something else out I'm 58 00:02:31,366 --> 00:02:34,300 sure it'll end up being a combination of methods here 59 00:02:34,366 --> 00:02:36,766 as it generally works out 60 00:02:37,500 --> 00:02:38,933 we're gonna degrade this plate 61 00:02:38,933 --> 00:02:41,700 cause we got some noise in the red channel 62 00:02:42,666 --> 00:02:43,666 the green channel 63 00:02:44,500 --> 00:02:45,633 and the blue channel 64 00:02:46,100 --> 00:02:49,800 so if we don't degrade it that will be very obvious 65 00:02:49,800 --> 00:02:51,633 when you're watching it in playback 66 00:02:52,333 --> 00:02:54,866 so a tip for degrading a plate 67 00:02:54,866 --> 00:02:57,400 what I like to do is I'll bring in a tracker here 68 00:02:58,000 --> 00:03:00,666 I don't have my menu up with 69 00:03:01,100 --> 00:03:03,200 with the scroll downs because I find it more 70 00:03:03,200 --> 00:03:05,700 efficient to use the tab key to bring up this window 71 00:03:06,200 --> 00:03:08,766 uh type a few letters of what I'm looking for 72 00:03:08,766 --> 00:03:10,500 and then pick the wrong one out of the 73 00:03:10,733 --> 00:03:13,033 out of the graph um 74 00:03:13,800 --> 00:03:15,266 and and use it that way 75 00:03:15,266 --> 00:03:17,966 so that's the way I personally like to work 76 00:03:17,966 --> 00:03:20,433 if you guys would prefer that I do it through menus 77 00:03:20,566 --> 00:03:21,633 please let me know 78 00:03:21,766 --> 00:03:25,266 and I will change my methods for you 79 00:03:25,866 --> 00:03:28,100 and since I know you're familiar with 80 00:03:28,533 --> 00:03:30,433 tracking from Jeremy 81 00:03:30,466 --> 00:03:31,866 I'll do that quickly 82 00:03:35,600 --> 00:03:38,566 okay so now that we've got a successful track 83 00:03:38,566 --> 00:03:39,266 for our plate 84 00:03:39,266 --> 00:03:40,933 it's time to get rid of some of this grain 85 00:03:40,933 --> 00:03:42,966 and see what detail we can keep in the clouds 86 00:03:42,966 --> 00:03:44,200 and in the rock face 87 00:03:44,566 --> 00:03:47,200 it's really important to degrain plates when you're 88 00:03:47,933 --> 00:03:49,700 painting because if you don't 89 00:03:49,700 --> 00:03:51,666 some of that static grain will show up 90 00:03:51,933 --> 00:03:53,566 when you have other moving grain around it 91 00:03:53,566 --> 00:03:55,266 it's not until you see that 92 00:03:55,333 --> 00:03:58,200 that you realize that the grain really needs to 93 00:03:58,266 --> 00:03:59,166 really needs to go 94 00:03:59,166 --> 00:04:00,466 and it's difficult to do 95 00:04:00,466 --> 00:04:02,800 without losing too much detail in the plate 96 00:04:02,866 --> 00:04:03,866 there are some 97 00:04:04,133 --> 00:04:05,300 built in tools 98 00:04:05,366 --> 00:04:08,200 for nuke such as d Grain Blue and d Grain Simple 99 00:04:08,200 --> 00:04:09,500 that work pretty well 100 00:04:09,500 --> 00:04:12,166 but my favorite way that I've had the most successful 101 00:04:12,300 --> 00:04:13,633 the most success with 102 00:04:14,366 --> 00:04:17,500 is using a frame blend method 103 00:04:17,500 --> 00:04:20,433 so we use the frame blend node 104 00:04:20,700 --> 00:04:23,100 and it averages the frames together and 105 00:04:23,200 --> 00:04:25,533 helps get rid of some of this noise just as grain 106 00:04:25,533 --> 00:04:27,466 since we stabilize the plate already 107 00:04:27,666 --> 00:04:30,266 so we take a look through there 108 00:04:31,266 --> 00:04:33,000 and then back at the plate 109 00:04:34,066 --> 00:04:35,200 you can really see 110 00:04:35,600 --> 00:04:37,600 that the details maintained and 111 00:04:37,600 --> 00:04:39,566 and the grain just pretty much disappears 112 00:04:39,566 --> 00:04:40,866 we can take a look at the 113 00:04:41,333 --> 00:04:42,266 red channel 114 00:04:43,400 --> 00:04:45,266 and you can see it really well in there 115 00:04:45,366 --> 00:04:47,833 so the way that this node works 116 00:04:50,266 --> 00:04:52,000 put some color back in there for you 117 00:04:52,333 --> 00:04:53,300 as we've got 118 00:04:53,400 --> 00:04:54,500 a channel section 119 00:04:54,500 --> 00:04:57,033 so you can choose which channels you want to 120 00:04:57,100 --> 00:04:59,166 blend together to remove noise in case 121 00:04:59,166 --> 00:05:00,500 there's something that you don't 122 00:05:00,600 --> 00:05:01,733 maybe just you want to do 123 00:05:01,733 --> 00:05:04,100 the blue or just the red or something like that 124 00:05:04,533 --> 00:05:06,900 will use RGB for this one 125 00:05:07,466 --> 00:05:09,833 number of frames will increase to 10 126 00:05:10,000 --> 00:05:12,033 because we want a 10 frame sample 127 00:05:12,100 --> 00:05:15,366 and that'll be from 10 frames behind your 128 00:05:15,500 --> 00:05:16,800 cursor point here 129 00:05:18,366 --> 00:05:21,200 so you can see the helicopter move closer 130 00:05:21,966 --> 00:05:23,833 which is pretty neat um 131 00:05:23,900 --> 00:05:25,400 you can also input a custom 132 00:05:25,400 --> 00:05:27,200 custom frame range if you need to 133 00:05:27,200 --> 00:05:30,366 if you just wanna do say maybe frames of 30 to 40 134 00:05:30,366 --> 00:05:33,266 uh we don't want to do that but you can input 135 00:05:33,266 --> 00:05:35,966 a custom frame range or if you click input range 136 00:05:36,300 --> 00:05:38,466 you will get whatever ranges 137 00:05:38,466 --> 00:05:41,800 on your readnote or what's piping into the frame blend 138 00:05:42,300 --> 00:05:46,000 so we're gonna go back here set this back to 10 139 00:05:46,533 --> 00:05:49,066 and carry on um 140 00:05:49,900 --> 00:05:52,700 and that gives us a pretty good distance we got 141 00:05:53,766 --> 00:05:55,133 a lot of information in there 142 00:05:55,133 --> 00:05:56,866 so we got rid of most of that grain 143 00:05:57,333 --> 00:06:00,100 and we're gonna throw a framehold underneath that 144 00:06:00,866 --> 00:06:03,300 to pick a frame that we like 145 00:06:03,333 --> 00:06:05,766 the one that we were on is most pretty good 146 00:06:05,966 --> 00:06:07,000 while it was degrain 147 00:06:07,000 --> 00:06:09,600 so we'll use frame 18 say 148 00:06:11,566 --> 00:06:12,400 so 149 00:06:13,866 --> 00:06:17,200 you'll notice when we added that this frame hold node 150 00:06:17,200 --> 00:06:19,100 when we add that it frame hold node 151 00:06:19,533 --> 00:06:21,900 it set default to 0 0 152 00:06:21,900 --> 00:06:24,833 so it's holding on frame 0 153 00:06:25,266 --> 00:06:26,333 with an increment of 0 154 00:06:26,333 --> 00:06:28,200 so it would stay that way the whole way 155 00:06:28,500 --> 00:06:30,500 so whatever you want your first frame to be 156 00:06:30,500 --> 00:06:32,300 uh you type in the frame 157 00:06:32,300 --> 00:06:33,466 uh first frame box 158 00:06:33,466 --> 00:06:35,566 and if you want an increment of 1 frame 159 00:06:35,566 --> 00:06:38,066 it would just play every frame uh 160 00:06:38,066 --> 00:06:41,200 2 frames whatever play every 2 frames etc etc 161 00:06:42,166 --> 00:06:43,633 so now we got our our 162 00:06:44,333 --> 00:06:45,700 frame nicely degrained 163 00:06:45,700 --> 00:06:47,966 we've got all our information in there that we want 164 00:06:48,400 --> 00:06:50,866 we it's time to start painting out the wires and 165 00:06:50,866 --> 00:06:53,433 and the helicopter and then this frame down here 166 00:06:53,600 --> 00:06:56,266 and then we'll get back to comping it all in 167 00:06:57,400 --> 00:07:00,466 before I start painting I like to compare 168 00:07:01,166 --> 00:07:04,366 where my degrain plate was with my original 169 00:07:04,733 --> 00:07:06,800 and check um I'm sorry 170 00:07:07,366 --> 00:07:09,600 my d grain with my original 171 00:07:09,900 --> 00:07:11,266 and check all the channels 172 00:07:11,800 --> 00:07:14,633 and you can see when you do that the tracker we added 173 00:07:14,800 --> 00:07:17,566 brought in a completely white alpha channel 174 00:07:17,666 --> 00:07:20,000 so rather than 175 00:07:20,000 --> 00:07:21,566 keep that white alpha channel in there 176 00:07:21,566 --> 00:07:22,800 for the time being 177 00:07:22,866 --> 00:07:25,700 I like to throw in a placeholder shuffle node 178 00:07:26,100 --> 00:07:29,300 uh just to to keep everything consistent 179 00:07:29,300 --> 00:07:31,700 and since a JPEG doesn't carry an alpha 180 00:07:31,866 --> 00:07:33,800 uh there wasn't one in the read node 181 00:07:33,800 --> 00:07:35,800 so I'd like to go to 182 00:07:35,800 --> 00:07:37,866 back to black for now uh 183 00:07:38,366 --> 00:07:40,800 before I start my paint work in case I wanna do some 184 00:07:40,800 --> 00:07:42,833 work with my alphas and things like that 185 00:07:43,733 --> 00:07:45,066 so the shuffle node looks a little 186 00:07:45,066 --> 00:07:46,733 bit confusing at first 187 00:07:46,733 --> 00:07:49,200 but when you get into it it's really pretty useful 188 00:07:49,200 --> 00:07:50,600 I'll go over it quickly now 189 00:07:50,600 --> 00:07:52,266 Jeremy will go over this node 190 00:07:52,366 --> 00:07:54,666 in detail during the multipass class 191 00:07:55,900 --> 00:07:58,500 but for these purposes we have a red input 192 00:07:58,500 --> 00:08:01,366 a green input a blue input and an alpha input 193 00:08:01,566 --> 00:08:04,333 and then over here we have a red output 194 00:08:04,333 --> 00:08:07,300 a green output a blue output and alpha output 195 00:08:07,866 --> 00:08:10,400 I want to take my alpha input 196 00:08:10,533 --> 00:08:12,000 which is currently 197 00:08:12,000 --> 00:08:14,166 whatever is piping into the shuffle node 198 00:08:14,166 --> 00:08:16,000 and I want to change it to black 199 00:08:16,333 --> 00:08:19,466 so when I do that if we look at my No. 2 200 00:08:19,666 --> 00:08:21,233 you'll see it changes the 201 00:08:22,300 --> 00:08:24,700 from black to white and 202 00:08:26,166 --> 00:08:28,000 then between my read 203 00:08:28,666 --> 00:08:31,400 and my shuffle we're back to square one 204 00:08:31,666 --> 00:08:33,633 we can carry on with the paint from there 205 00:08:35,100 --> 00:08:36,666 so now we have our plate how we want 206 00:08:36,666 --> 00:08:38,600 it's time to start painting these wires out 207 00:08:39,166 --> 00:08:41,300 a good it's a still frame so you could 208 00:08:41,566 --> 00:08:42,866 use a just a paintbrush 209 00:08:42,866 --> 00:08:44,600 but I want to show you some other techniques that are 210 00:08:44,600 --> 00:08:46,300 that come in very handy for 211 00:08:47,733 --> 00:08:50,066 motion shots and and things that maybe don't get 212 00:08:50,066 --> 00:08:51,666 too close to the subject that can 213 00:08:51,866 --> 00:08:54,400 can be a little more garbage mask esque 214 00:08:54,566 --> 00:08:57,433 so we're gonna use the Transform Mask Node 215 00:08:58,333 --> 00:08:59,766 and this is just a transform node 216 00:08:59,766 --> 00:09:01,300 with a mask input here 217 00:09:01,300 --> 00:09:03,266 and we'll attach an alpha channel 218 00:09:03,400 --> 00:09:04,400 to the input 219 00:09:04,400 --> 00:09:07,300 and then we can transform this image behind 220 00:09:07,800 --> 00:09:08,966 our top plate 221 00:09:09,333 --> 00:09:10,800 let me show you how that works 222 00:09:10,800 --> 00:09:13,300 so draw a roto node 223 00:09:16,100 --> 00:09:17,466 attach that to there 224 00:09:22,533 --> 00:09:24,766 grab our handy shape which I'm sure you guys are 225 00:09:24,766 --> 00:09:27,266 very familiar with after Jeremy's lecture 226 00:09:27,700 --> 00:09:28,833 thank you Jeremy 227 00:09:34,966 --> 00:09:37,333 grab these guys and these guys shift z 228 00:09:37,333 --> 00:09:39,766 give us a nice little rectangle there 229 00:09:40,266 --> 00:09:42,666 and we'll just sort of spend a little bit of time 230 00:09:43,133 --> 00:09:44,133 moving these into place 231 00:09:44,133 --> 00:09:46,400 so that we don't have to transform too much but 232 00:09:46,600 --> 00:09:49,666 we can also get enough out of there to 233 00:09:50,766 --> 00:09:52,033 make it look nice 234 00:09:54,733 --> 00:09:56,600 the o key hides your overlay to make sure 235 00:09:56,600 --> 00:09:58,000 you've got everything in there 236 00:09:58,066 --> 00:09:59,800 and you're not missing it so 237 00:10:00,100 --> 00:10:01,500 nice these guys up 238 00:10:04,566 --> 00:10:07,200 and close tighten these guys over here 239 00:10:08,966 --> 00:10:10,300 sorry about some of my zooming 240 00:10:10,300 --> 00:10:11,266 I'm getting used to 241 00:10:11,266 --> 00:10:15,600 using the Mac instead of the windows uh keys 242 00:10:18,400 --> 00:10:21,800 okay so now we've got that 243 00:10:21,800 --> 00:10:24,266 we can take a look at our transform masks 244 00:10:24,700 --> 00:10:26,033 if you grab this with 245 00:10:26,200 --> 00:10:28,833 control and then move it up here you can 246 00:10:29,400 --> 00:10:31,200 put it right on top of what you want to transform 247 00:10:31,200 --> 00:10:33,233 so that you can just look at that area 248 00:10:34,766 --> 00:10:37,066 and you'll see as we sneak down here 249 00:10:37,200 --> 00:10:38,733 the rotor shape does move 250 00:10:38,733 --> 00:10:40,333 but behind there 251 00:10:40,333 --> 00:10:44,300 you can see that it is just inching out of view 252 00:10:45,100 --> 00:10:46,766 and that's exactly what we want 253 00:10:46,766 --> 00:10:48,866 I would keep going down a little bit 254 00:10:50,200 --> 00:10:52,533 probably don't need to translate it too much 255 00:10:52,533 --> 00:10:53,566 to the left of the right 256 00:10:53,566 --> 00:10:56,466 so go down here 257 00:10:57,333 --> 00:10:58,966 26 all right 258 00:10:59,133 --> 00:11:00,666 so that's our first one 259 00:11:00,800 --> 00:11:02,200 go into the roto note 260 00:11:02,200 --> 00:11:04,566 and perhaps feather it out a little bit 261 00:11:05,866 --> 00:11:07,433 see what we can get out of there 262 00:11:08,200 --> 00:11:10,366 take a look at that and 263 00:11:12,133 --> 00:11:15,033 not so bad for a starting point 264 00:11:17,566 --> 00:11:18,733 so we'll keep that 265 00:11:18,733 --> 00:11:20,133 and then we'll go 266 00:11:20,133 --> 00:11:22,500 I've got another one here for you to 267 00:11:22,566 --> 00:11:25,866 save you a little bit of time and not have to 268 00:11:27,200 --> 00:11:28,000 oops 269 00:11:29,600 --> 00:11:32,066 now have to watch me draw so many roto shapes 270 00:11:33,066 --> 00:11:35,866 so we'll put those guys in there 271 00:11:36,366 --> 00:11:38,966 got a second roto node 272 00:11:38,966 --> 00:11:41,133 we got our second wire down here 273 00:11:41,133 --> 00:11:42,166 put our overlay back on 274 00:11:42,166 --> 00:11:44,866 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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