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welcome to this overview of PXF Merge Wrap
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so here I have
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an image an RGBA image that's from a key and I have a
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background random background here
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and I'm combining the two with an over
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I would like to have a little bit of cross talk
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between the two layers
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I want the bright areas from the background
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to spill on my character
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have a bit of light pollution and vice versa
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because I have
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some very bright and saturated colors here
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I want to bloom a little bit of her color
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on the background
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as if the light is bouncing on her and lighting the
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you know moisture in the air or the pollution
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or the dust in the air
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just a little bit of pollution on the background
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so you can kind of do that by
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double comping and using the new Collide Wrap node
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but I found this always to be clunky
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so I've created a tool called PXF Merch Wrap
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so let's have a look
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we've got PXF Merge Rap here
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and Merge Rap is meant to replace
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your final over when you combine your best key
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with your best background here
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so if we combine our layers with Merge Rap
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by default we have a pretty heavy merge wrap
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let's disable both
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so I've got disabled switches here
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if both wraps are disabled
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I end up essentially with an over
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so there's no difference between merge wrap and over
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if we disable both wraps
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if I enable the back wrap
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then you can see that her color
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bleeds onto the background
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so we've got two
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adjustments here
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how big do we want it so that's the backs blur
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so the more we blur the farther we go out
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and vice versa
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and the back mix which is the opacity of the
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backwrap
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so if I lower the mix I can make this more subtle
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so to see the effect I can
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toggle it on and off
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and you can see the skin tone and her
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the red from her shirt is
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bleeding a little bit on the background
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I can choose to blend the
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back wrap either as an over
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or as a plus
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so plus will behave more like a light wrap
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so if you set it to plus
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then the bright areas will spill on the background
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but the dark areas won't affect your background
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if you set it to over
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then the bright areas will affect your background
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but also your dark areas will affect your background
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so in this case I want to simulate light bounce
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so I'm going to use a
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you also have the front wrap
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which is a more typical edge wrap
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so if you enable that
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then you have the colors from the background
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bleeding onto her
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you can choose how far in you want to go
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so you can go really far if you want to
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create more of a halation effect or a bit
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less further in by using the front blur
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and you can use the front mix
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to adjust how intense you want the effect to be
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you can choose whether you want to over so again over
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if you have some dark areas on the background
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the dark areas will darken your foreground
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if you set it plus then it's more
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like a light bounce type of effect
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where the dark areas will not affect your character
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only the bright stuff will affect your character
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and then you can adjust the size and the opacity
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like so so this is a pretty heavy wrap I'm
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going pretty ham for the demo here
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you want this to be subtle
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usually if you can tell right away there's a wrap
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it means it's too strong
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new for this version of Merge Wrap very exciting
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we have a new secondary
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tab here where we could add an extra
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front merge and an extra
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back merge so if you want to have a big one
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to just
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have a bit of a light bounce and then a smaller one
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for example an extra
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back wrap here we can enable it
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make it small
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like so and less intense here
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so we could use the smaller one just to have a really
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tight bounce really close to the edge
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and then you can have your
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front one or your primary one
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and to have a big
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big ol light bounce here so we can have two layers of
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back wrap and front wrap
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so if I enable a front wrap
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I could have a very tiny front wrap here
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like so and just
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step on the edge here to blend the edge with my
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background so now we have two
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back wraps and two front wraps in the same node
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and also a big upgrade now we have a mask input
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and the mask input can behave in two different ways
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so let's create some alpha with the roto whoops
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with a roto here
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like so so now we can
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choose whether or not the mask will only limit the
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effect of the wrap
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so now I only have wrap inside my alpha here tell
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so I can
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choose to limit the effect of the wraps with the mask
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or I can behave like your merge node
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and limit the effect of my entire merge operation
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so this would be the same
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as using the mask input on your over
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so most likely you want to limit the effect of the wrap
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only so that's the default setting
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so there you go
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that was an overview of PXF Merge Wrap
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I hope you've enjoyed it and I'll see you in the next
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video goodbye
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