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everyone
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this is just a quick tutorial on how to create a
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3d reflection inside of nuke
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so this is not the 2d trick method that we can use to
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create some fake reflections
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these are actually ray
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traced reflections inside of nuke
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so if you could just take a moment and
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hit the like button and subscribe
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as it really helps with the YouTube algorithm
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and
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supporting the channel and trying to get started here
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the channel is pretty new
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I don't have that many followers or anything like that
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yet but I hope to produce a lot more content like this
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so if you guys
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could just take a second and just do that
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that would be really big help for me
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so this is the effect we're going to be creating
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we have a sphere here that's chrome
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and this is completely fake and it's inside of nuke
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we're not going in Maya
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or blender or anything like that
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and this effect is achieved entirely
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in the re render node inside of nuke
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so how do we do this
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actually the setup is not that complicated
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and I can actually provide you guys the
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project file if you want to have some assets to play
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with so I'm providing you guys with this footage here
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just a little
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astroturf area with a bench and then we have
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a sky picture
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and then we also have a 360 picture
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and just a picture of the opposite angle
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so
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I'm gonna teach you guys
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two ways to actually create this reflection
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there's a cheap way
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and there's kind of the right way
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and the reason I like teaching both ways is because
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you know sometimes you're in a pinch
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and sometimes you don't have all the the
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rendered assets that you need
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or you might not have you know like a 360
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picture like this
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so what I'm teaching you how to do is
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even if you don't have a
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360 camera
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or you are receiving this footage from somebody
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else you'll still be
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able to create reflection
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for those shots using these techniques
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using the kind of hacking
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composing way
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and as a composer you want to always be thinking
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how to get the result no matter
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what you have and being resourceful
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so that's really important
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so without dragging that on too long
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let's get to actually how to create this effect
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so
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what we're going to do
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first you need a 3d camera track
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so I provided you guys
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with that in the script file
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so you guys don't need a 3d camera
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track this this tutorial is not about
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3d camera tracking if you need to find that
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I have other information on that so
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if we just start with our shot here
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I'll just go over here so the track is here
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I've basically
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tracked this scene
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and I've placed a card
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on the ground plane of this scene
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so again if you don't know 3
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tracking I do have other tutorials out there for that
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but if we just look through our camera let's just
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merge this over
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so we can see
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and this put as a wireframe
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so I'm gonna put a wireframe shader
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just to show you guys
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that there is in fact a 3
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track scene here
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so this is just a
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the wireframe texture it just creates this kind of
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you can see the polygons of your geometry
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and I'm just putting that onto the card that I've
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placed on the
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ground plane so that's what we're going to start with
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we have a ground
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and a 3D tracked scene with a camera
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so what we actually need to do
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to make a convincing reflection is
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we actually need to project
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this footage onto the ground
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around the object that we're reflecting
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so if we look at our footage here
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we see that this sphere is actually
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reflecting the graphs that's sitting on and everything
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around so all we need to do is
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we put that ground plane into
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3d space and we're going to reproject this
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plate that we're filming with so this
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video that we're looking through
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we're going to project that onto the geometry
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so that's the first step
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so we're going to create that card
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and that's been given so you guys start with the card
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next thing we need to do is we create a sphere
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so I put a sphere here
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and just put it into 3d space in the right spot
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so just a basic sphere and if I hit play here see
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once we get once it caches
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that this this video is kind of playing through
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and it's kind of
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the caching is not that great in nuke when you're
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playing it for the first time but you can see the
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video is rotating around
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and projecting
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that image onto the card so we're just using the video
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a normal Project 3d node
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we've hooked in our camera
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then we plug that texture into a card
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so now it's shooting that video out
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from our camera
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onto the card
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next thing we're going to do is we want to put
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a reflection node
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on the sphere
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and the other thing we need to do is
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a normal scanline render
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won't work for this
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we're going to delete the scanline render
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and I'm gonna create a node called re render
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you guys might be familiar with this node already
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but this tutorial still gonna be useful for you
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because it's gonna teach you how to mix
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projections and still get a reflection
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so if you guys already know how to use this
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still useful tutorial I think
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so we're gonna plug in a ray render node
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and we're gonna look through that result
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and what we can see already is if we actually see
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that this is already
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kind of working this effect is sort of already working
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we have a
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sphere that is reflecting the ground around it
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so we can see that
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if we just disable the reflection and enable
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it's actually ray tracing this reflection this is
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so the difference between the scan line and the ray
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trace
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Scanlan render is
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good for like elements and smoke effects and
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some lights and stuff like that but if you're going to
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create a reflection or
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some actually
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physically accurate shadows you need to use the
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re render node
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so okay so we're already most of the way there
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but we want to make this a lot better and and
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something that's important about
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reflections is that they need to be spatially
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accurate so if we
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if you were looking at this ball
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you would think that well
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maybe we would be
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reflecting more of this bench
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and this bench is right next to the ball so
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you know we should be seeing some of that
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actually in this reflection
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but the problem is we're projecting this entire
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image onto a flat plane
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so it can't accurately this ball
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it can't accurately reflect
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what's sitting next to it which is this bench
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so what we can do is we need to start building
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a simple model build of the geometry that sits around
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this sphere
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and we can do that just inside of nuke
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so we're going to
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just expand this a little bit
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and I'm gonna create a cube node
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and just plug that in
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and I'm gonna scale it down because it's huge
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our scene is kind of tiny
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so I'm gonna scale it down
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and I'm going to
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set the divisions to 1 and 1 because I don't need
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the cube to have a bunch of subdivisions
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it just makes it harder to grab inside of nuke
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sometimes
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and what I'm gonna do is I'm gonna plug the same
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Project 3D node
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that's giving
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our car detection
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I'm gonna plug that straight into the cube as well
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so now that image is being projected onto the card
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and onto the cube
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so if I move the cube around
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you see that the texture is changing
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that's because
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we're not applying the texture as a texture
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to the cube we're applying as a projection
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so that just imagine that that video
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is starting in the camera and being projected out
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and it's wrapping around our geometry
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so our goal with this is we need to kind
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of line it up with
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where it is in the real world
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so the
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easiest way to do that is to look at the projection
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and line it up to the ground plane
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so if you look at where this thing
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starts on this flat plane
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it's right here on this
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card so all we need to do is take the cube and put it
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put the front of the cube on the front of the real
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box here so I'm going to line it up
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and just slide it over until you start to see
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that the box lines up so something like this
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and
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just gonna keep moving it
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and you see
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there's still you know a little bit of an edge here
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on the ground
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you see how the edge doesn't line up with the cube
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so we know we just need to like
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rotate our cube just a little bit
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so I'm gonna take the cube
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just rotate it in the y
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so I'm just slightly rotating it
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if you look at this edge as well you see this is the
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if we look at the footage
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this kind of curved wire is the edge of that cube
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so in our 3D we're just gonna
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take it and rotate it so that that
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edge lines up with our fake edge
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so I'm gonna rotate it like that
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and just
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line it up here
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and one thing we can do
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to also make this a little bit better is
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I have a
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lens distortion node provided to you guys as well
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and we're going to undistore
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our footage that's coming in
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so that's just going to help a little bit
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with and there's very little distortion on this so
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it's not going to make a big impact but
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that is something that is kind of necessary
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depending on the camera you're filming with
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so this was filmed on iPhones very little distortion
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so next thing we're going to do is
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that's sorry my Wacom mess up there a little bit
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okay so we got that
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cube lined up and we're just gonna shrink it
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in the Z a little bit so I'm holding
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command and shift on a Mac
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to make sure that we have these scale
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selectors there
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I think it's that would be control shift on Windows
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but I'm just scaling that into place
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and making sure
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at the bottom of our projection that is lined up
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it doesn't matter if the
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cube is sticking through the ground a little bit
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you're not going to see that anyways
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and then just scale it up
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until it starts to hit the edge of the wood
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so now if we rotate around you see it
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00:10:34,900 --> 00:10:37,600
actually lines up with the real world
276
00:10:37,600 --> 00:10:38,400
so now if we
277
00:10:39,066 --> 00:10:39,900
scrub through
278
00:10:41,100 --> 00:10:42,800
we see that that kind of sticking
279
00:10:43,266 --> 00:10:44,866
that image is sort of sticking
280
00:10:44,966 --> 00:10:48,966
it's not 110 percent you know it's not a perfect lineup
281
00:10:49,500 --> 00:10:51,100
but for the sake of this tutorial
282
00:10:51,300 --> 00:10:51,700
it's gonna
283
00:10:51,700 --> 00:10:53,900
it's gonna do good enough for our reflection
284
00:10:56,000 --> 00:10:58,566
so I'm gonna copy the cube and I'm gonna do the same
285
00:10:58,566 --> 00:10:59,666
exact thing for the other side
286
00:10:59,666 --> 00:11:00,866
so I'm just gonna copy it
287
00:11:01,100 --> 00:11:03,733
plug it into our scene and plug it into our project3d
288
00:11:04,133 --> 00:11:05,700
and just slide this over
289
00:11:06,133 --> 00:11:07,400
until we hit our other
290
00:11:09,200 --> 00:11:10,933
little side of our bench here
291
00:11:14,133 --> 00:11:14,933
and that's what we're gonna get
292
00:11:14,933 --> 00:11:16,133
we've got something like this
293
00:11:17,266 --> 00:11:20,300
and lastly we're gonna duplicate that cube
294
00:11:21,500 --> 00:11:23,100
plug into our projection again
295
00:11:25,500 --> 00:11:27,866
and we're gonna move it up this time and scale it
296
00:11:28,066 --> 00:11:29,100
down in the y
297
00:11:29,300 --> 00:11:30,266
and then scale it
298
00:11:30,900 --> 00:11:31,800
in our X
299
00:11:34,200 --> 00:11:35,300
and and just shift it over
300
00:11:35,300 --> 00:11:37,133
so what we're doing is we're creating the
301
00:11:37,466 --> 00:11:38,733
top part of the bench
302
00:11:40,966 --> 00:11:43,000
and yeah nukes nukes um
303
00:11:43,900 --> 00:11:46,066
transform tools still not the best
304
00:11:46,066 --> 00:11:48,600
they really need to fix it but you know
305
00:11:50,600 --> 00:11:52,933
they do not think it's priority
306
00:11:54,066 --> 00:11:55,500
but yeah so this is
307
00:11:56,466 --> 00:11:57,900
sort of close here
308
00:11:59,066 --> 00:12:01,766
so you can see we're starting to basically rebuild our
309
00:12:02,366 --> 00:12:04,100
real world in the CG
310
00:12:06,333 --> 00:12:07,566
all right this is pretty good
311
00:12:08,400 --> 00:12:09,700
so this is going to give something
312
00:12:10,133 --> 00:12:11,700
to our sphere to reflect
313
00:12:11,700 --> 00:12:13,700
so we're basically building the CG world out
314
00:12:13,700 --> 00:12:16,066
just so that we can get it a reflection
315
00:12:16,700 --> 00:12:18,866
of those objects in the proper way
316
00:12:19,333 --> 00:12:20,400
and since this is closer
317
00:12:20,400 --> 00:12:21,866
it's going to reflect differently than
318
00:12:21,866 --> 00:12:22,933
something that's very far
319
00:12:23,066 --> 00:12:24,933
so if we just take a look at a ray render again
320
00:12:24,933 --> 00:12:26,700
and we go back out into the 2D
321
00:12:27,666 --> 00:12:28,766
I'm going to close all this
322
00:12:30,966 --> 00:12:32,766
now we can see we start to see
323
00:12:33,066 --> 00:12:35,366
some of our pieces actually wrapping
324
00:12:36,166 --> 00:12:36,866
and being close
325
00:12:36,866 --> 00:12:40,066
so if for example I take the sphere and I move it
326
00:12:41,200 --> 00:12:43,400
we're going to see as it gets closer to that
327
00:12:43,566 --> 00:12:45,333
object it's actually reflecting it
328
00:12:46,566 --> 00:12:48,666
so if I put it really really close you see
329
00:12:48,900 --> 00:12:49,700
it's actually
330
00:12:50,600 --> 00:12:52,600
you can even put it inside of it like that
331
00:12:53,000 --> 00:12:54,800
and it's reflecting the edges
332
00:12:55,333 --> 00:12:56,566
which is a pretty cool effect
333
00:12:56,600 --> 00:12:56,900
so you
334
00:12:56,900 --> 00:12:58,600
can do all kinds of stuff with this you could create
335
00:12:59,300 --> 00:13:00,700
even a basic window
336
00:13:00,900 --> 00:13:02,933
you can use the same technique and I'll show you guys
337
00:13:02,933 --> 00:13:03,733
that
338
00:13:04,733 --> 00:13:06,466
briefly after actually I'll just show you right now
339
00:13:06,466 --> 00:13:07,366
it's very simple
340
00:13:08,266 --> 00:13:09,933
so the same technique you could take
341
00:13:11,800 --> 00:13:12,733
a plane
342
00:13:13,933 --> 00:13:15,166
or sorry a card
343
00:13:15,766 --> 00:13:17,733
and plug it in
344
00:13:20,600 --> 00:13:22,966
let's close everything just to see we're good
345
00:13:23,800 --> 00:13:24,933
so this is the same
346
00:13:24,933 --> 00:13:26,666
principle of what we're doing
347
00:13:26,666 --> 00:13:28,133
but a very very simplified
348
00:13:28,133 --> 00:13:29,766
version is just a reflection
349
00:13:29,900 --> 00:13:30,733
a card
350
00:13:31,466 --> 00:13:33,400
and then just taking another card
351
00:13:36,400 --> 00:13:37,533
I'm going to take the
352
00:13:38,500 --> 00:13:40,700
actually sorry I'm going to take this 360 picture
353
00:13:41,733 --> 00:13:44,000
they're not sphere instead so let's take a sphere
354
00:13:44,000 --> 00:13:45,533
and we plug this picture into it
355
00:13:47,200 --> 00:13:49,366
and we'll plug that into a re render
356
00:13:49,766 --> 00:13:50,666
just quickly
357
00:13:50,733 --> 00:13:52,100
you guys don't have to follow along with this one
358
00:13:52,100 --> 00:13:54,500
it's just to demonstrate the principle
359
00:13:56,533 --> 00:13:59,466
and let's pretty C node
360
00:14:03,300 --> 00:14:05,400
scale up that sphere so it's big
361
00:14:07,866 --> 00:14:10,100
and if we reduce the size of our card
362
00:14:11,000 --> 00:14:12,366
we're gonna see what's happening
363
00:14:12,366 --> 00:14:14,266
here so this is kind of hard to see
364
00:14:14,733 --> 00:14:16,366
so I'm just gonna reduce size
365
00:14:17,400 --> 00:14:19,533
so here's our little reflective card
366
00:14:20,933 --> 00:14:22,200
and here's our camera
367
00:14:22,933 --> 00:14:27,133
so that is automatically going to reflect whatever is
368
00:14:27,133 --> 00:14:27,966
opposite of it
369
00:14:28,533 --> 00:14:29,933
so if we're looking at this
370
00:14:29,966 --> 00:14:31,733
it's hard to see a little bit but this
371
00:14:32,133 --> 00:14:35,933
this card here is reflecting the sphere around it
372
00:14:36,166 --> 00:14:36,900
so you understand
373
00:14:36,900 --> 00:14:39,400
if you have a 3D camera track and you have a window
374
00:14:39,466 --> 00:14:42,366
you can just stick a reflective card on that window
375
00:14:42,533 --> 00:14:44,566
and then put another image
376
00:14:45,200 --> 00:14:46,133
opposite of it
377
00:14:46,133 --> 00:14:47,966
so it doesn't matter what image you use
378
00:14:47,966 --> 00:14:49,000
so if you don't have
379
00:14:49,566 --> 00:14:52,466
for example this 360 photo of the place that you filmed
380
00:14:52,533 --> 00:14:53,200
it doesn't matter
381
00:14:53,200 --> 00:14:54,466
you can still do this
382
00:14:54,466 --> 00:14:55,366
and just take a different
383
00:14:55,366 --> 00:14:56,866
photo that looks like it would
384
00:14:57,500 --> 00:14:58,933
be something that would be behind the
385
00:14:58,933 --> 00:15:00,100
glass at your filming
386
00:15:01,133 --> 00:15:02,766
so that's essentially the principle
387
00:15:03,600 --> 00:15:05,666
but we're doing a more advanced version
388
00:15:05,666 --> 00:15:07,766
which is actually building it out into
389
00:15:07,866 --> 00:15:11,200
the actual spatial scene that it is
390
00:15:12,166 --> 00:15:13,666
so we can continue to build this
391
00:15:13,666 --> 00:15:14,866
I'm not going to build out the whole thing
392
00:15:14,866 --> 00:15:15,966
I'm going to switch over here to
393
00:15:15,966 --> 00:15:16,900
what I've already done
394
00:15:17,200 --> 00:15:18,566
so this is what I built out
395
00:15:18,966 --> 00:15:21,800
and I just put this little barrier here the wall
396
00:15:22,300 --> 00:15:24,966
you can even put the plant you see the plant is not
397
00:15:25,333 --> 00:15:29,566
built out here this little pot for the plant
398
00:15:29,666 --> 00:15:32,200
you could put a cylinder and build it out if you want
399
00:15:34,766 --> 00:15:36,266
so that works for the foreground stuff
400
00:15:36,266 --> 00:15:37,766
it works for all the stuff around
401
00:15:38,166 --> 00:15:38,733
directly around
402
00:15:38,733 --> 00:15:40,266
and that's going to give you a pretty good reflection
403
00:15:40,266 --> 00:15:41,066
as it is
404
00:15:41,700 --> 00:15:43,400
but next thing we need to do is
405
00:15:44,166 --> 00:15:46,500
we need to give it something to reflect in the sky
406
00:15:46,500 --> 00:15:47,800
so if we look at this
407
00:15:48,100 --> 00:15:50,366
what we have just done and we just look at the result
408
00:15:51,733 --> 00:15:53,300
we see that we have like a black sky
409
00:15:53,300 --> 00:15:54,400
there's nothing to reflect
410
00:15:55,366 --> 00:15:58,266
and so what we need to do is just any
411
00:15:58,333 --> 00:16:00,500
picture of a sky I just took a 2d picture
412
00:16:01,000 --> 00:16:03,300
and kind of grated it up and
413
00:16:03,900 --> 00:16:06,933
put it on a sphere so if I zoom out look at that sphere
414
00:16:07,333 --> 00:16:08,466
this is all it is just
415
00:16:08,466 --> 00:16:10,466
straight on the sphere and I transformed it
416
00:16:10,466 --> 00:16:11,700
to kind of scale it
417
00:16:13,166 --> 00:16:14,300
so that's all we got
418
00:16:15,600 --> 00:16:17,200
and now if you look at the ray render
419
00:16:19,133 --> 00:16:21,100
we can see that we filled in that black
420
00:16:21,700 --> 00:16:25,366
with the sky so this is the kind of like quote unquote
421
00:16:25,366 --> 00:16:26,400
cheap version
422
00:16:27,966 --> 00:16:29,133
and this will get you
423
00:16:29,133 --> 00:16:30,733
if you don't have the
424
00:16:30,733 --> 00:16:32,533
360 picture or anything like that
425
00:16:32,600 --> 00:16:33,766
this is still gonna work for you
426
00:16:33,766 --> 00:16:35,133
and you can still get a reflection
427
00:16:37,700 --> 00:16:39,000
but I also did take this
428
00:16:39,000 --> 00:16:40,766
360 picture so this is just better
429
00:16:40,766 --> 00:16:42,366
because this is actually going to give us
430
00:16:43,566 --> 00:16:45,900
everything else that was actually beyond
431
00:16:46,166 --> 00:16:48,400
so we have our close objects that we modeled
432
00:16:48,400 --> 00:16:50,666
so we have this bench and we have this little
433
00:16:50,700 --> 00:16:52,666
wall here and everything but we have these really
434
00:16:52,700 --> 00:16:53,866
objects that are further away
435
00:16:53,866 --> 00:16:55,600
like the sky and the house
436
00:16:55,700 --> 00:16:56,733
and the chairs
437
00:16:56,866 --> 00:16:58,133
I don't want to model all those things
438
00:16:58,133 --> 00:16:59,133
because they're so far away
439
00:16:59,133 --> 00:17:00,000
from the camera
440
00:17:01,300 --> 00:17:03,300
but if you do have a 360 picture
441
00:17:03,566 --> 00:17:04,566
you can use that instead
442
00:17:04,566 --> 00:17:05,900
so I'm gonna switch it over to that
443
00:17:05,900 --> 00:17:07,400
because that's gonna give us a better result
444
00:17:07,400 --> 00:17:08,866
so if I just take a look at that result
445
00:17:09,666 --> 00:17:11,966
you can see that's a much much better result
446
00:17:12,766 --> 00:17:15,000
and if you want to learn how to take 360 pictures
447
00:17:15,000 --> 00:17:16,333
you can do it with any camera
448
00:17:16,733 --> 00:17:18,133
you know you can take an iPhone
449
00:17:18,133 --> 00:17:19,533
you can take an Android phone
450
00:17:19,533 --> 00:17:22,933
and there's a lot of apps even to take 360 pictures
451
00:17:23,000 --> 00:17:23,966
and any of those are going to
452
00:17:23,966 --> 00:17:26,133
work for getting a reflection map
453
00:17:27,266 --> 00:17:30,100
and you can plug that straight into your sphere
454
00:17:31,866 --> 00:17:33,533
okay so this is working pretty well
455
00:17:33,866 --> 00:17:34,333
you notice that
456
00:17:34,333 --> 00:17:36,366
all these weird things are happening in the background
457
00:17:36,366 --> 00:17:37,666
and that's just because
458
00:17:39,866 --> 00:17:41,866
we're kind of looking at the picture that we place
459
00:17:41,866 --> 00:17:42,666
behind
460
00:17:43,400 --> 00:17:45,366
so what we want to do is we don't want to be
461
00:17:46,200 --> 00:17:48,366
our final image we don't want to kind of
462
00:17:48,766 --> 00:17:50,733
output through this ray render
463
00:17:50,733 --> 00:17:51,966
we just want to get the ball
464
00:17:51,966 --> 00:17:53,866
we just want to get the ball out of the ray render
465
00:17:53,866 --> 00:17:56,100
so what we need to do is just off the side
466
00:17:56,600 --> 00:17:59,500
create a scanline render I'll just do it separately
467
00:18:00,733 --> 00:18:03,300
to create a scanline render plug it in the same camera
468
00:18:03,800 --> 00:18:05,400
and then I'm going to plug the object
469
00:18:05,400 --> 00:18:07,500
into the same sphere that we're
470
00:18:07,966 --> 00:18:08,933
wanting to keep
471
00:18:10,500 --> 00:18:11,766
and this scanline
472
00:18:11,766 --> 00:18:13,533
render is just going to give us an alpha
473
00:18:14,133 --> 00:18:15,100
of that ball
474
00:18:16,300 --> 00:18:18,666
and we can use that to mask it
475
00:18:18,800 --> 00:18:19,866
out from this re
476
00:18:19,866 --> 00:18:20,800
render result
477
00:18:20,800 --> 00:18:22,466
because we don't want all this weird stuff
478
00:18:22,600 --> 00:18:24,600
and we don't want to reproject our whole environment
479
00:18:24,600 --> 00:18:26,466
we just want to because that's going to actually
480
00:18:26,500 --> 00:18:29,133
distort and blur our image a little bit
481
00:18:29,333 --> 00:18:30,533
we want to have control
482
00:18:31,333 --> 00:18:33,333
so what we do is we just mask that out
483
00:18:33,800 --> 00:18:35,866
and then we have just our reflective wall
484
00:18:37,400 --> 00:18:38,600
and this allows us to just
485
00:18:39,000 --> 00:18:41,966
a over B merge it over our image so here's our
486
00:18:42,133 --> 00:18:44,766
background and here's our re render result
487
00:18:44,766 --> 00:18:46,366
that was we stenciled out
488
00:18:47,133 --> 00:18:49,133
add our max to out and that's what we got
489
00:18:49,133 --> 00:18:51,133
we have a reflective sphere
490
00:18:52,300 --> 00:18:54,566
and lastly what we can also do is
491
00:18:55,133 --> 00:18:55,866
another technique
492
00:18:55,866 --> 00:18:57,100
so what we want to do also
493
00:18:57,100 --> 00:18:58,133
makes it a little bit more convincing
494
00:18:58,133 --> 00:19:00,266
we want to add what's called ambient inclusion
495
00:19:00,600 --> 00:19:02,200
and we can do this inside of nuke as well
496
00:19:02,200 --> 00:19:02,800
with the ray render
497
00:19:02,800 --> 00:19:04,666
so if we just take a look at what that is
498
00:19:07,866 --> 00:19:09,566
it takes a second to process there
499
00:19:09,566 --> 00:19:12,333
so what this is doing is is creating a contact shadow
500
00:19:12,333 --> 00:19:14,133
between the two pieces of geometry
501
00:19:15,700 --> 00:19:17,100
inside of nuke so
502
00:19:19,133 --> 00:19:21,166
that makes it a lot more convincing you see it
503
00:19:21,200 --> 00:19:22,466
before and then after
504
00:19:22,500 --> 00:19:24,766
it really feels like more of an object is there
505
00:19:24,866 --> 00:19:25,766
so how do we create
506
00:19:26,366 --> 00:19:28,300
an ambient inclusion this is very simple
507
00:19:28,300 --> 00:19:30,533
so we can just take the same setup we did
508
00:19:31,400 --> 00:19:33,200
we take our reflective
509
00:19:33,200 --> 00:19:36,266
sphere the same geometry be used and just copy it
510
00:19:36,933 --> 00:19:40,500
and we copy our ground plane so we just take those two
511
00:19:41,166 --> 00:19:42,333
pieces of geometry
512
00:19:42,533 --> 00:19:45,400
and we plug it into an ambient occlusion node
513
00:19:45,400 --> 00:19:47,533
so you can just type it in ambient occlusion
514
00:19:48,200 --> 00:19:50,700
and make sure you have it plugged into you know
515
00:19:50,700 --> 00:19:52,366
like a constant or something like that
516
00:19:52,933 --> 00:19:55,100
and we can just take a look at the result
517
00:19:57,800 --> 00:19:58,500
if we look at the render
518
00:19:58,500 --> 00:20:00,866
it takes a little bit of time to process that
519
00:20:01,133 --> 00:20:02,366
and again so
520
00:20:02,366 --> 00:20:04,933
you need to use the ray render node for this as well
521
00:20:04,933 --> 00:20:06,133
not the scanline render
522
00:20:06,133 --> 00:20:07,400
if you plug in the scanline render
523
00:20:07,400 --> 00:20:08,500
this is not going to work
524
00:20:09,000 --> 00:20:11,066
so the ray render is good for reflections and good
525
00:20:11,066 --> 00:20:12,900
for this ambient inclusion pass
526
00:20:14,266 --> 00:20:15,566
so this is a pretty good result
527
00:20:15,566 --> 00:20:17,200
and the last thing we need to do is
528
00:20:17,533 --> 00:20:18,766
if I just go back to frame
529
00:20:18,766 --> 00:20:21,166
I'm going to go back to the starframe here frame 55
530
00:20:21,166 --> 00:20:23,600
just to show you guys a problem that you might see
531
00:20:28,466 --> 00:20:30,333
so we see that our geometry
532
00:20:30,466 --> 00:20:32,166
if I so at the start frame here
533
00:20:32,166 --> 00:20:34,200
we see that our geometry is kind of ending here
534
00:20:34,200 --> 00:20:36,066
like the card is not long enough
535
00:20:36,066 --> 00:20:37,733
so we're seeing the edge of the card
536
00:20:38,733 --> 00:20:40,766
so either you can scale this card to be really
537
00:20:40,766 --> 00:20:41,866
really huge
538
00:20:42,100 --> 00:20:45,700
or you can just merge a white constant underneath
539
00:20:45,866 --> 00:20:47,566
to just fill in that black hole
540
00:20:47,733 --> 00:20:48,800
that's in the back there
541
00:20:50,100 --> 00:20:52,966
and that's going to allow us to do a multiply
542
00:20:52,966 --> 00:20:54,400
so if we do multiply
543
00:20:54,400 --> 00:20:56,066
it's going to get rid of all the white
544
00:20:56,133 --> 00:20:58,100
and keep the dark areas
545
00:20:58,466 --> 00:21:01,100
and we see that that gives us our nice shadow effect
546
00:21:04,166 --> 00:21:04,933
and lastly
547
00:21:04,933 --> 00:21:06,733
what you can do to make it a little bit more realistic
548
00:21:06,733 --> 00:21:10,700
if you want is I did a luminance key of the highlights
549
00:21:11,266 --> 00:21:12,066
of the
550
00:21:13,000 --> 00:21:13,966
ball we have
551
00:21:14,700 --> 00:21:15,766
did a luminance key
552
00:21:16,000 --> 00:21:17,733
and I pre multiplied that result
553
00:21:17,733 --> 00:21:20,133
so we just keep the brighter areas of the sky
554
00:21:20,400 --> 00:21:22,066
and I did an exponential below
555
00:21:22,166 --> 00:21:23,566
and just screen that over
556
00:21:24,300 --> 00:21:26,600
just to get a slight glow on the surface of this
557
00:21:26,600 --> 00:21:27,400
chrome ball
558
00:21:27,466 --> 00:21:29,133
to make it look a little bit more convincing
559
00:21:31,100 --> 00:21:32,166
again if you were
560
00:21:32,300 --> 00:21:34,200
doing this for real and you wanted to do the full
561
00:21:34,400 --> 00:21:35,666
proper way of doing this
562
00:21:36,266 --> 00:21:37,566
you would of course need
563
00:21:38,366 --> 00:21:41,466
to make sure you have your lens undistort
564
00:21:41,966 --> 00:21:43,933
and lens distort at the end
565
00:21:44,133 --> 00:21:46,100
of your re render so redistort
566
00:21:49,200 --> 00:21:50,466
so that would be something
567
00:21:50,500 --> 00:21:51,666
that you want to make sure you do
568
00:21:51,666 --> 00:21:54,066
and also you would put grain here as well
569
00:21:54,066 --> 00:21:55,700
so you match your film grain
570
00:21:55,700 --> 00:21:57,000
to make this more convincing
571
00:21:57,000 --> 00:21:58,766
but this is just a quick tutorial on how to
572
00:21:59,500 --> 00:22:00,700
make your reflections work
573
00:22:00,800 --> 00:22:01,800
so that's basically it
574
00:22:02,200 --> 00:22:03,166
hope you guys enjoyed
575
00:22:03,166 --> 00:22:05,000
I'm gonna put the link in the description below
576
00:22:05,166 --> 00:22:07,166
if you want to download the project files
577
00:22:08,866 --> 00:22:10,666
and it's a pretty straightforward tutorial
578
00:22:10,666 --> 00:22:11,300
and
579
00:22:11,300 --> 00:22:13,500
the other thing I want to introduce you guys too is
580
00:22:13,500 --> 00:22:16,900
I have a website here it's called Gumroad
581
00:22:17,466 --> 00:22:19,566
Com Composing Academy
582
00:22:20,066 --> 00:22:21,966
so if you type in this address gumro
583
00:22:22,000 --> 00:22:24,000
com slash composite Academy
584
00:22:24,566 --> 00:22:27,366
I have like a little email list I'm building up that
585
00:22:27,933 --> 00:22:30,566
I'm gonna be releasing like much larger classes
586
00:22:30,666 --> 00:22:33,300
on my own website and kind of off the side
587
00:22:33,933 --> 00:22:34,866
so if you guys want to
588
00:22:35,066 --> 00:22:36,566
keep up to date with that kind of stuff
589
00:22:37,700 --> 00:22:38,566
that would be great
590
00:22:39,266 --> 00:22:40,200
if you're interested
591
00:22:40,500 --> 00:22:42,366
so yeah that's basically it thanks
42953
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