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These are the user uploaded subtitles that are being translated: 1 00:00:00,866 --> 00:00:01,300 everyone 2 00:00:01,300 --> 00:00:03,466 this is just a quick tutorial on how to create a 3 00:00:03,466 --> 00:00:05,733 3d reflection inside of nuke 4 00:00:06,100 --> 00:00:08,933 so this is not the 2d trick method that we can use to 5 00:00:08,966 --> 00:00:10,500 create some fake reflections 6 00:00:10,866 --> 00:00:11,666 these are actually ray 7 00:00:11,666 --> 00:00:13,500 traced reflections inside of nuke 8 00:00:14,100 --> 00:00:15,533 so if you could just take a moment and 9 00:00:15,533 --> 00:00:17,200 hit the like button and subscribe 10 00:00:17,466 --> 00:00:20,000 as it really helps with the YouTube algorithm 11 00:00:20,566 --> 00:00:21,133 and 12 00:00:21,133 --> 00:00:23,566 supporting the channel and trying to get started here 13 00:00:24,066 --> 00:00:24,966 the channel is pretty new 14 00:00:24,966 --> 00:00:26,600 I don't have that many followers or anything like that 15 00:00:26,600 --> 00:00:29,300 yet but I hope to produce a lot more content like this 16 00:00:29,300 --> 00:00:30,100 so if you guys 17 00:00:30,266 --> 00:00:31,600 could just take a second and just do that 18 00:00:31,600 --> 00:00:33,333 that would be really big help for me 19 00:00:34,266 --> 00:00:35,500 so this is the effect we're going to be creating 20 00:00:35,500 --> 00:00:38,300 we have a sphere here that's chrome 21 00:00:38,400 --> 00:00:40,900 and this is completely fake and it's inside of nuke 22 00:00:40,900 --> 00:00:42,000 we're not going in Maya 23 00:00:42,000 --> 00:00:43,533 or blender or anything like that 24 00:00:44,366 --> 00:00:46,800 and this effect is achieved entirely 25 00:00:47,800 --> 00:00:50,133 in the re render node inside of nuke 26 00:00:51,066 --> 00:00:52,933 so how do we do this 27 00:00:53,266 --> 00:00:55,366 actually the setup is not that complicated 28 00:00:55,766 --> 00:00:58,100 and I can actually provide you guys the 29 00:00:58,133 --> 00:01:00,700 project file if you want to have some assets to play 30 00:01:00,700 --> 00:01:04,066 with so I'm providing you guys with this footage here 31 00:01:04,600 --> 00:01:05,400 just a little 32 00:01:06,600 --> 00:01:09,500 astroturf area with a bench and then we have 33 00:01:10,100 --> 00:01:11,266 a sky picture 34 00:01:11,900 --> 00:01:14,200 and then we also have a 360 picture 35 00:01:14,266 --> 00:01:17,000 and just a picture of the opposite angle 36 00:01:18,000 --> 00:01:18,800 so 37 00:01:19,300 --> 00:01:20,100 I'm gonna teach you guys 38 00:01:20,100 --> 00:01:21,800 two ways to actually create this reflection 39 00:01:21,800 --> 00:01:22,800 there's a cheap way 40 00:01:22,800 --> 00:01:25,066 and there's kind of the right way 41 00:01:25,800 --> 00:01:28,266 and the reason I like teaching both ways is because 42 00:01:29,266 --> 00:01:30,600 you know sometimes you're in a pinch 43 00:01:30,600 --> 00:01:32,466 and sometimes you don't have all the the 44 00:01:33,066 --> 00:01:34,733 rendered assets that you need 45 00:01:35,466 --> 00:01:37,466 or you might not have you know like a 360 46 00:01:37,466 --> 00:01:38,566 picture like this 47 00:01:39,666 --> 00:01:41,066 so what I'm teaching you how to do is 48 00:01:41,066 --> 00:01:41,700 even if you don't have a 49 00:01:41,700 --> 00:01:43,000 360 camera 50 00:01:44,266 --> 00:01:46,566 or you are receiving this footage from somebody 51 00:01:46,566 --> 00:01:47,333 else you'll still be 52 00:01:47,333 --> 00:01:48,600 able to create reflection 53 00:01:49,066 --> 00:01:51,133 for those shots using these techniques 54 00:01:51,466 --> 00:01:53,133 using the kind of hacking 55 00:01:53,366 --> 00:01:54,266 composing way 56 00:01:54,266 --> 00:01:56,700 and as a composer you want to always be thinking 57 00:01:58,466 --> 00:02:00,100 how to get the result no matter 58 00:02:00,100 --> 00:02:01,900 what you have and being resourceful 59 00:02:02,300 --> 00:02:03,366 so that's really important 60 00:02:03,900 --> 00:02:06,466 so without dragging that on too long 61 00:02:06,466 --> 00:02:09,066 let's get to actually how to create this effect 62 00:02:10,266 --> 00:02:11,066 so 63 00:02:11,866 --> 00:02:12,700 what we're going to do 64 00:02:12,733 --> 00:02:14,733 first you need a 3d camera track 65 00:02:14,733 --> 00:02:16,166 so I provided you guys 66 00:02:16,333 --> 00:02:17,500 with that in the script file 67 00:02:17,500 --> 00:02:18,866 so you guys don't need a 3d camera 68 00:02:18,866 --> 00:02:20,466 track this this tutorial is not about 69 00:02:20,466 --> 00:02:22,400 3d camera tracking if you need to find that 70 00:02:22,466 --> 00:02:24,566 I have other information on that so 71 00:02:25,700 --> 00:02:27,600 if we just start with our shot here 72 00:02:29,133 --> 00:02:31,500 I'll just go over here so the track is here 73 00:02:32,600 --> 00:02:34,100 I've basically 74 00:02:34,500 --> 00:02:35,533 tracked this scene 75 00:02:37,966 --> 00:02:39,666 and I've placed a card 76 00:02:39,666 --> 00:02:42,366 on the ground plane of this scene 77 00:02:43,133 --> 00:02:44,266 so again if you don't know 3 78 00:02:44,266 --> 00:02:47,066 tracking I do have other tutorials out there for that 79 00:02:48,366 --> 00:02:50,533 but if we just look through our camera let's just 80 00:02:51,000 --> 00:02:52,100 merge this over 81 00:02:52,866 --> 00:02:53,700 so we can see 82 00:02:57,333 --> 00:02:59,000 and this put as a wireframe 83 00:02:59,466 --> 00:03:00,733 so I'm gonna put a wireframe shader 84 00:03:00,733 --> 00:03:01,733 just to show you guys 85 00:03:01,933 --> 00:03:03,766 that there is in fact a 3 86 00:03:04,166 --> 00:03:05,066 track scene here 87 00:03:06,000 --> 00:03:06,966 so this is just a 88 00:03:07,133 --> 00:03:10,000 the wireframe texture it just creates this kind of 89 00:03:10,000 --> 00:03:12,666 you can see the polygons of your geometry 90 00:03:13,000 --> 00:03:15,500 and I'm just putting that onto the card that I've 91 00:03:15,500 --> 00:03:15,966 placed on the 92 00:03:15,966 --> 00:03:18,266 ground plane so that's what we're going to start with 93 00:03:18,300 --> 00:03:19,566 we have a ground 94 00:03:19,900 --> 00:03:22,533 and a 3D tracked scene with a camera 95 00:03:24,966 --> 00:03:26,300 so what we actually need to do 96 00:03:26,300 --> 00:03:28,666 to make a convincing reflection is 97 00:03:28,800 --> 00:03:31,366 we actually need to project 98 00:03:32,133 --> 00:03:34,566 this footage onto the ground 99 00:03:34,566 --> 00:03:36,500 around the object that we're reflecting 100 00:03:36,900 --> 00:03:38,533 so if we look at our footage here 101 00:03:39,466 --> 00:03:41,366 we see that this sphere is actually 102 00:03:41,566 --> 00:03:44,166 reflecting the graphs that's sitting on and everything 103 00:03:44,166 --> 00:03:46,666 around so all we need to do is 104 00:03:47,100 --> 00:03:48,366 we put that ground plane into 105 00:03:48,366 --> 00:03:50,800 3d space and we're going to reproject this 106 00:03:51,066 --> 00:03:54,466 plate that we're filming with so this 107 00:03:54,500 --> 00:03:56,000 video that we're looking through 108 00:03:56,266 --> 00:03:59,200 we're going to project that onto the geometry 109 00:04:00,133 --> 00:04:01,166 so that's the first step 110 00:04:01,166 --> 00:04:02,600 so we're going to create that card 111 00:04:02,800 --> 00:04:05,266 and that's been given so you guys start with the card 112 00:04:05,900 --> 00:04:08,500 next thing we need to do is we create a sphere 113 00:04:08,500 --> 00:04:09,933 so I put a sphere here 114 00:04:11,000 --> 00:04:14,166 and just put it into 3d space in the right spot 115 00:04:15,366 --> 00:04:19,566 so just a basic sphere and if I hit play here see 116 00:04:20,866 --> 00:04:22,733 once we get once it caches 117 00:04:24,733 --> 00:04:27,366 that this this video is kind of playing through 118 00:04:29,500 --> 00:04:30,400 and it's kind of 119 00:04:30,933 --> 00:04:32,933 the caching is not that great in nuke when you're 120 00:04:33,566 --> 00:04:35,533 playing it for the first time but you can see the 121 00:04:35,533 --> 00:04:36,766 video is rotating around 122 00:04:36,866 --> 00:04:38,133 and projecting 123 00:04:38,600 --> 00:04:43,366 that image onto the card so we're just using the video 124 00:04:43,733 --> 00:04:45,600 a normal Project 3d node 125 00:04:46,400 --> 00:04:47,866 we've hooked in our camera 126 00:04:49,066 --> 00:04:50,866 then we plug that texture into a card 127 00:04:50,866 --> 00:04:52,600 so now it's shooting that video out 128 00:04:52,600 --> 00:04:53,800 from our camera 129 00:04:54,000 --> 00:04:55,366 onto the card 130 00:04:58,533 --> 00:05:00,200 next thing we're going to do is we want to put 131 00:05:00,200 --> 00:05:01,700 a reflection node 132 00:05:01,700 --> 00:05:02,700 on the sphere 133 00:05:04,266 --> 00:05:06,266 and the other thing we need to do is 134 00:05:06,700 --> 00:05:08,166 a normal scanline render 135 00:05:08,366 --> 00:05:09,366 won't work for this 136 00:05:09,366 --> 00:05:10,800 we're going to delete the scanline render 137 00:05:11,533 --> 00:05:13,900 and I'm gonna create a node called re render 138 00:05:15,133 --> 00:05:16,966 you guys might be familiar with this node already 139 00:05:18,300 --> 00:05:20,066 but this tutorial still gonna be useful for you 140 00:05:20,066 --> 00:05:22,100 because it's gonna teach you how to mix 141 00:05:22,333 --> 00:05:25,133 projections and still get a reflection 142 00:05:25,366 --> 00:05:26,800 so if you guys already know how to use this 143 00:05:27,566 --> 00:05:29,000 still useful tutorial I think 144 00:05:29,800 --> 00:05:31,766 so we're gonna plug in a ray render node 145 00:05:31,766 --> 00:05:33,466 and we're gonna look through that result 146 00:05:34,533 --> 00:05:37,400 and what we can see already is if we actually see 147 00:05:37,666 --> 00:05:38,766 that this is already 148 00:05:38,766 --> 00:05:40,866 kind of working this effect is sort of already working 149 00:05:40,866 --> 00:05:41,733 we have a 150 00:05:42,366 --> 00:05:45,966 sphere that is reflecting the ground around it 151 00:05:46,266 --> 00:05:47,300 so we can see that 152 00:05:48,100 --> 00:05:50,600 if we just disable the reflection and enable 153 00:05:51,000 --> 00:05:53,300 it's actually ray tracing this reflection this is 154 00:05:53,300 --> 00:05:55,166 so the difference between the scan line and the ray 155 00:05:55,166 --> 00:05:55,966 trace 156 00:05:56,766 --> 00:05:57,766 Scanlan render is 157 00:05:57,766 --> 00:06:00,733 good for like elements and smoke effects and 158 00:06:01,500 --> 00:06:04,000 some lights and stuff like that but if you're going to 159 00:06:04,166 --> 00:06:05,666 create a reflection or 160 00:06:06,333 --> 00:06:06,966 some actually 161 00:06:06,966 --> 00:06:09,333 physically accurate shadows you need to use the 162 00:06:09,333 --> 00:06:10,600 re render node 163 00:06:11,466 --> 00:06:14,666 so okay so we're already most of the way there 164 00:06:14,900 --> 00:06:16,866 but we want to make this a lot better and and 165 00:06:16,966 --> 00:06:18,266 something that's important about 166 00:06:18,366 --> 00:06:20,900 reflections is that they need to be spatially 167 00:06:21,800 --> 00:06:23,800 accurate so if we 168 00:06:23,933 --> 00:06:25,300 if you were looking at this ball 169 00:06:25,300 --> 00:06:26,166 you would think that well 170 00:06:26,166 --> 00:06:27,000 maybe we would be 171 00:06:27,000 --> 00:06:28,933 reflecting more of this bench 172 00:06:29,466 --> 00:06:31,533 and this bench is right next to the ball so 173 00:06:31,533 --> 00:06:33,300 you know we should be seeing some of that 174 00:06:33,300 --> 00:06:34,866 actually in this reflection 175 00:06:35,400 --> 00:06:37,933 but the problem is we're projecting this entire 176 00:06:38,066 --> 00:06:39,933 image onto a flat plane 177 00:06:40,866 --> 00:06:43,300 so it can't accurately this ball 178 00:06:43,866 --> 00:06:45,733 it can't accurately reflect 179 00:06:45,966 --> 00:06:49,100 what's sitting next to it which is this bench 180 00:06:49,866 --> 00:06:52,533 so what we can do is we need to start building 181 00:06:52,766 --> 00:06:55,733 a simple model build of the geometry that sits around 182 00:06:55,733 --> 00:06:57,133 this sphere 183 00:06:57,666 --> 00:06:59,700 and we can do that just inside of nuke 184 00:06:59,700 --> 00:07:00,533 so we're going to 185 00:07:00,533 --> 00:07:02,400 just expand this a little bit 186 00:07:05,333 --> 00:07:07,666 and I'm gonna create a cube node 187 00:07:08,666 --> 00:07:09,933 and just plug that in 188 00:07:10,666 --> 00:07:13,333 and I'm gonna scale it down because it's huge 189 00:07:13,333 --> 00:07:14,766 our scene is kind of tiny 190 00:07:14,766 --> 00:07:16,133 so I'm gonna scale it down 191 00:07:17,000 --> 00:07:18,300 and I'm going to 192 00:07:18,566 --> 00:07:21,366 set the divisions to 1 and 1 because I don't need 193 00:07:21,600 --> 00:07:23,733 the cube to have a bunch of subdivisions 194 00:07:23,766 --> 00:07:25,933 it just makes it harder to grab inside of nuke 195 00:07:25,933 --> 00:07:26,766 sometimes 196 00:07:27,300 --> 00:07:30,133 and what I'm gonna do is I'm gonna plug the same 197 00:07:30,300 --> 00:07:31,900 Project 3D node 198 00:07:32,133 --> 00:07:33,366 that's giving 199 00:07:33,500 --> 00:07:34,533 our car detection 200 00:07:34,533 --> 00:07:36,733 I'm gonna plug that straight into the cube as well 201 00:07:37,366 --> 00:07:39,966 so now that image is being projected onto the card 202 00:07:39,966 --> 00:07:41,166 and onto the cube 203 00:07:41,166 --> 00:07:42,733 so if I move the cube around 204 00:07:42,733 --> 00:07:44,400 you see that the texture is changing 205 00:07:44,600 --> 00:07:45,466 that's because 206 00:07:45,733 --> 00:07:48,700 we're not applying the texture as a texture 207 00:07:49,200 --> 00:07:51,133 to the cube we're applying as a projection 208 00:07:51,133 --> 00:07:53,166 so that just imagine that that video 209 00:07:53,200 --> 00:07:56,733 is starting in the camera and being projected out 210 00:07:56,866 --> 00:08:00,766 and it's wrapping around our geometry 211 00:08:02,866 --> 00:08:04,666 so our goal with this is we need to kind 212 00:08:04,666 --> 00:08:05,666 of line it up with 213 00:08:05,666 --> 00:08:06,800 where it is in the real world 214 00:08:06,800 --> 00:08:07,100 so the 215 00:08:07,100 --> 00:08:09,400 easiest way to do that is to look at the projection 216 00:08:09,400 --> 00:08:11,400 and line it up to the ground plane 217 00:08:11,566 --> 00:08:13,166 so if you look at where this thing 218 00:08:13,300 --> 00:08:15,000 starts on this flat plane 219 00:08:16,066 --> 00:08:17,566 it's right here on this 220 00:08:17,600 --> 00:08:19,966 card so all we need to do is take the cube and put it 221 00:08:20,000 --> 00:08:22,733 put the front of the cube on the front of the real 222 00:08:23,366 --> 00:08:25,400 box here so I'm going to line it up 223 00:08:26,333 --> 00:08:29,333 and just slide it over until you start to see 224 00:08:30,600 --> 00:08:33,500 that the box lines up so something like this 225 00:08:35,000 --> 00:08:35,800 and 226 00:08:37,466 --> 00:08:38,566 just gonna keep moving it 227 00:08:38,566 --> 00:08:39,266 and you see 228 00:08:39,266 --> 00:08:41,400 there's still you know a little bit of an edge here 229 00:08:41,466 --> 00:08:42,066 on the ground 230 00:08:42,066 --> 00:08:43,966 you see how the edge doesn't line up with the cube 231 00:08:43,966 --> 00:08:45,666 so we know we just need to like 232 00:08:45,733 --> 00:08:47,466 rotate our cube just a little bit 233 00:08:47,566 --> 00:08:49,500 so I'm gonna take the cube 234 00:08:50,200 --> 00:08:51,666 just rotate it in the y 235 00:08:51,900 --> 00:08:54,133 so I'm just slightly rotating it 236 00:08:54,166 --> 00:08:56,366 if you look at this edge as well you see this is the 237 00:08:57,600 --> 00:08:58,766 if we look at the footage 238 00:08:59,000 --> 00:09:02,100 this kind of curved wire is the edge of that cube 239 00:09:03,333 --> 00:09:05,866 so in our 3D we're just gonna 240 00:09:06,466 --> 00:09:08,566 take it and rotate it so that that 241 00:09:08,566 --> 00:09:10,566 edge lines up with our fake edge 242 00:09:11,000 --> 00:09:12,500 so I'm gonna rotate it like that 243 00:09:13,333 --> 00:09:14,400 and just 244 00:09:15,966 --> 00:09:17,066 line it up here 245 00:09:19,066 --> 00:09:20,166 and one thing we can do 246 00:09:20,166 --> 00:09:22,266 to also make this a little bit better is 247 00:09:22,366 --> 00:09:22,800 I have a 248 00:09:22,800 --> 00:09:25,266 lens distortion node provided to you guys as well 249 00:09:25,400 --> 00:09:26,800 and we're going to undistore 250 00:09:27,533 --> 00:09:28,966 our footage that's coming in 251 00:09:29,066 --> 00:09:30,666 so that's just going to help a little bit 252 00:09:32,300 --> 00:09:35,366 with and there's very little distortion on this so 253 00:09:35,733 --> 00:09:37,500 it's not going to make a big impact but 254 00:09:37,966 --> 00:09:40,533 that is something that is kind of necessary 255 00:09:42,400 --> 00:09:44,166 depending on the camera you're filming with 256 00:09:44,166 --> 00:09:46,966 so this was filmed on iPhones very little distortion 257 00:09:48,533 --> 00:09:50,600 so next thing we're going to do is 258 00:09:54,133 --> 00:09:56,600 that's sorry my Wacom mess up there a little bit 259 00:09:57,400 --> 00:09:58,666 okay so we got that 260 00:09:58,666 --> 00:10:01,133 cube lined up and we're just gonna shrink it 261 00:10:02,400 --> 00:10:05,133 in the Z a little bit so I'm holding 262 00:10:06,800 --> 00:10:08,333 command and shift on a Mac 263 00:10:08,333 --> 00:10:10,100 to make sure that we have these scale 264 00:10:10,466 --> 00:10:11,400 selectors there 265 00:10:11,866 --> 00:10:15,533 I think it's that would be control shift on Windows 266 00:10:16,200 --> 00:10:17,766 but I'm just scaling that into place 267 00:10:17,766 --> 00:10:18,666 and making sure 268 00:10:18,666 --> 00:10:20,900 at the bottom of our projection that is lined up 269 00:10:22,766 --> 00:10:23,533 it doesn't matter if the 270 00:10:23,533 --> 00:10:25,066 cube is sticking through the ground a little bit 271 00:10:25,066 --> 00:10:26,933 you're not going to see that anyways 272 00:10:27,666 --> 00:10:29,000 and then just scale it up 273 00:10:29,166 --> 00:10:31,400 until it starts to hit the edge of the wood 274 00:10:33,333 --> 00:10:34,900 so now if we rotate around you see it 275 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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