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in this lesson
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we will discuss what we plan on doing
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to the nuclear mushroom cloud
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and various techniques that might be
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used to accomplish our goals
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so the first thing we need to do is bring in the actual
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rendered nuclear mushroom cloud
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so we have two elements to work with for this
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we have the RGB color pass
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and we also have a separate alpha pass
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so what we're going to do is bring both of those in
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let's go into the no graph view
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and hit the R key on the keyboard as a shortcut
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or again hit that tab key
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and you can type in read
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so hit that R key
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and you're going to see that we have our city footage
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which we've already bought in
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we have Nuke Alpha
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and we have nuke sequence
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let's bring in the nuke sequence first
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so select that
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hit next and then go back up one directory
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hit the Nuke Alpha folder
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select Nuke Alpha
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and hit open
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we've now brought in
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as two separate read nodes
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our color pass
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so let's view the color pass here
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you can see right there
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is our actual color of the nuclear explosion
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and we also have
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as a secondary element
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our nuke alpha
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that corresponds with that nuke sequence
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so what we first would do
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obviously if we're setting this up to compass
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we need to combine the alpha channel
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with the color pass
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so we can hit tab
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and start to type in shuffle copy
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and what we're going to do with the shuffle copy
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is basically
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we're going to pass through the RGB
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color information from the nuke sequence
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and we're going to then copy the nuke alpha
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into the shuffle copy
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and basically read that out
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so basically
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we're just literally shuffling various color inputs
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or various channel inputs
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and outputting a restructured
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uh RGBA pass
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so the first step would be
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connect the No. 2 input to your color pass
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you can see over here
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in the properties
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RGB right there
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is on the No. 2
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so that's where
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red green blue
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then we're gonna connect the one input
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to the nuke alpha
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and we're going to switch that over
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because if you look here
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what we have going on
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if you color sample it
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you're going to see that red
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green and blue
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were all corresponding
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solid white for alpha
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but there is no actual alpha channel
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so that's fine
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so what we're going to do is
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we just switch that one input to say
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the red channel
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or the green
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or the blue
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doesn't really matter
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and now if you view at that shuffle copy
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you're going to see
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if we full screen this
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you're going to see there's color information
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so you can see right here
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you know your RGBA
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so you see there's color information
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and a solid alpha
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so when I hit that a key
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there's an alpha channel right there
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red green blue
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and alpha now
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at this point
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we're just gonna leave that as is
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for the moment
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and what we want to do is
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I'd like to now study this explosion
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because there are a
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couple things that we might want to consider
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so for for the sake of studying this
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I'm literally just gonna pick a frame of our cityscape
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so let's let's just pick something reasonably
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uh horizontal
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so let's go to frame 1 426
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just for kicks
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and I'm going to drop a transform note after this
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shuffle copy
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so hit the t key on your keyboard
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that's the shortcut for transform
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and what I want to do then
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is put an emerge node
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so the m key on the keyboard
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you're going to do a over B
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and first off though
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with that city footage
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we do need to add a shuffle
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and make it a solid alpha
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and then just put a or B
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so if we view right here
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at the moment
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we just are dropping
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our nuclear mushroom cloud on top of it
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now this is just
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really rough
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we're not doing anything special at the moment
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I just want to
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visibly see what's happening with this
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so what we're going to do in this transform node is
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if we just view it full screen here
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what I want to do is
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the idea is this
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this mushroom cloud needs to go
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somewhere back behind these buildings
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so eventually
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we're gonna
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need to rotoscope
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out the buildings
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or somehow extract them
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to layer the nuclear mushroom cloud behind
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so it's sort of
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kind of downtown
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but behind those buildings
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so at the moment
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what I'm going to do
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is just scale this down
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and again this is just a rough comp
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we're not dealing with anything special
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uh and there's a lot of things that we're missing uh
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in terms of how we're going to set this up
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but at the moment
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we're just gonna layer this out
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and now that we've skilled it down
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I think we need to go further
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so I'm just gonna zoom out here a little bit
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just so we can kinda see
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while we work with our properties
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uh let's scale it down to point four
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yeah that sounds about right for the moment
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and we'll just drop it right there
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okay so now
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obviously there is one thing that is missing
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and that's fine
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but but as we're roughing this in
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we do need to keep in mind that
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when you do swap out your alpha channels like this
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don't forget that you do want to pre multiply
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uh after you shuffle copy
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we'll deal with that in a moment
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but the reason that you see this little white uh
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Halo is because obviously
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the color pass is not pre multiplied
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against the alpha pass so that's
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that's something we'll deal with the moment I'm
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I'm not too
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uh concerned with it at the moment now uh
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just now that we've kind of layered it there
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I I do want to see the nuclear mushroom cloud uh
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further long in the timeline
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so what we're going to do is
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uh actually slip it in time
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so the idea behind that is let's just
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uh get that
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get rid of that and I'm
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I'm looking at this
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and there's a few challenges
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obviously but one
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the first thing
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like I said
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we're gonna slip in time
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uh is is you look at your frame range
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we have frames 1 through 1 UH1020
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our frame range for our plate is actually
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frame 1 to 7 85
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so it's actually
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the plate is a little bit shorter
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than what the actual visual effect is
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and that's fine
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the idea behind that is in
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when we were studying that plate
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let's just go back to the plate here
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uh you know
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the cameras over here
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and then it kinda whips over
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my thinking is
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maybe it's already just exploded
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and they whip over
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right as someone's noticing this big old
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huge mushroom cloud
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um so we'll
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we'll basically
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we're going to offset these reed nodes uh
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the nuclear mushroom cloud
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and push it back in time just a little bit
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to line it up uh
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a little better
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now the way you could go about that
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are a couple ways
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you can either
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in the read node
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let's say these were already combined
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as a single read node
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I'd say one of the easiest ways
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is just to go up to where frame
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and the drop down is
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you have expressions
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start at or offset
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and you can actually then just offset the
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or set it to start at a certain frame range
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or offset it by so many frames
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in this case
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since we have two file inputs
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I think what I'm going to do is
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I'm actually going to offset it
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using a node called time offset right here
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so it's very similar but uh
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we just take that
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and after the shuffle copy
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just gonna take these
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move them up a little bit
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and actually
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you know what
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now is probably a good time
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let's just add that pre multiply node
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so drop that in
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right there
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and actually
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before we do the time off set
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I just want you to see
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visibly what happens
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so again we're in the wrong
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actually let's go back to
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that was a framed 4:26
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or in that range
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that's probably a good spot
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now if I turn off that pre molt mode
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you see where that
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that white Halo is
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but as soon as I turn that on
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we got rid of that white Halo
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so that that fixes our
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our issue with that
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now uh let's get back to that time offset
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so we take that time offset node
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and drop it right in there
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after that premult
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and what it's going to do is
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we're going
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to slip it in time
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so if I just
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just for kicks
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say negative 100
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you can see that now
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now at frame 4:26
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it's actually technically
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referencing frame 5:26 of that nuclear explosion
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because it's slipping it back in time
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so what we wanna do is I wanna
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I wanna go a little further
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I just I just like to visibly see uh
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how far so we
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we actually
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let's back that up
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we we do have frames
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1 through 1,020
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so at 7:85 if I want to get a
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a larger uh
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scaling of the mushroom cloud
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I think what we'll do is
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we'll slip it
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let's say about
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200 frames for now
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I'm just roughing that estimate
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there's no specific number
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that I am shooting for
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at the moment
296
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but it's a good spot to
297
00:08:46,133 --> 00:08:46,899
kind of work from
298
00:08:46,900 --> 00:08:48,166
now obviously
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00:08:48,166 --> 00:08:49,066
it's just sitting there
300
00:08:49,066 --> 00:08:49,999
because it's not tracked in
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00:08:50,000 --> 00:08:50,900
but that's fine
302
00:08:50,933 --> 00:08:51,333
the idea is
303
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I just want to kind of
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get a rough idea
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00:08:53,933 --> 00:08:54,699
of what's going on
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I think our nuclear mushroom cloud
307
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approximately
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might match up at about
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a scaling of
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about 40% of the original size
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00:09:03,200 --> 00:09:05,200
now a few of the challenges
312
00:09:05,200 --> 00:09:06,666
I think will deal with
313
00:09:06,966 --> 00:09:07,999
I look at this and I say
314
00:09:08,000 --> 00:09:08,300
you know what
315
00:09:08,300 --> 00:09:09,566
I think I kind of like the idea
316
00:09:09,566 --> 00:09:11,599
of the mushroom cloud being just a little bit wider
317
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but I want that
318
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funnel like
319
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sort of like
320
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the neck at the bottom
321
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to be a little thinner
322
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so what we're going to do
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later on is
324
00:09:18,733 --> 00:09:20,899
we're going to actually do some
325
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grid warping
326
00:09:21,800 --> 00:09:23,000
the Grid Warp tool
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00:09:23,000 --> 00:09:23,966
you can either again
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00:09:23,966 --> 00:09:24,866
hit the tab key
329
00:09:24,866 --> 00:09:27,299
and start typing in Grid Warp
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00:09:27,533 --> 00:09:28,699
which is right there
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00:09:28,700 --> 00:09:30,266
you can also go over here to the
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00:09:30,266 --> 00:09:32,199
no drop downs
333
00:09:32,200 --> 00:09:33,933
it's under transform
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and unfortunately
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it goes off screen right here
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but just take my word for it
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there uh so
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we can just
339
00:09:39,300 --> 00:09:40,366
hit Grid Warp
340
00:09:40,366 --> 00:09:40,999
we can add that
341
00:09:41,000 --> 00:09:41,533
grid warp and
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00:09:41,533 --> 00:09:42,366
the Grid Warp tool
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00:09:42,366 --> 00:09:43,499
is basically
344
00:09:43,566 --> 00:09:45,333
an opportunity to take a
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00:09:45,333 --> 00:09:46,966
uh an input
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00:09:46,966 --> 00:09:48,466
and warp it to a shape
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00:09:48,466 --> 00:09:49,666
that you want it to
348
00:09:49,666 --> 00:09:51,566
uh end up uh
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00:09:51,566 --> 00:09:52,066
appearing at
350
00:09:52,066 --> 00:09:52,766
so for instance
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00:09:52,766 --> 00:09:53,999
you can actually use this
352
00:09:54,200 --> 00:09:55,166
for face morphs
353
00:09:55,166 --> 00:09:55,766
that's that's a
354
00:09:55,766 --> 00:09:56,999
commonly used tool
355
00:09:57,000 --> 00:09:57,933
for face morphing
356
00:09:57,933 --> 00:09:58,933
like let's say
357
00:09:58,933 --> 00:10:00,666
someone transforms into a werewolf
358
00:10:00,666 --> 00:10:01,466
and something like that
359
00:10:01,466 --> 00:10:02,333
so that's that's kind of
360
00:10:02,333 --> 00:10:02,999
what you would use
361
00:10:03,000 --> 00:10:03,866
sometimes to
362
00:10:03,866 --> 00:10:04,833
transform a
363
00:10:04,933 --> 00:10:06,266
the actor into
364
00:10:06,266 --> 00:10:07,099
uh to match
365
00:10:07,100 --> 00:10:07,500
the movement
366
00:10:07,500 --> 00:10:09,800
of the actual uh
367
00:10:10,266 --> 00:10:10,799
say werewolf
368
00:10:10,800 --> 00:10:11,300
or whatever
369
00:10:11,300 --> 00:10:12,266
but in this case
370
00:10:12,266 --> 00:10:12,866
what we're going to
371
00:10:12,866 --> 00:10:13,499
use it for is
372
00:10:13,500 --> 00:10:14,700
we're going to be actually
373
00:10:14,700 --> 00:10:15,666
stretching out
374
00:10:15,666 --> 00:10:16,466
the overall
375
00:10:16,466 --> 00:10:17,399
mushroom part
376
00:10:17,400 --> 00:10:19,166
of the explosion
377
00:10:19,166 --> 00:10:21,399
and maybe thinning out the
378
00:10:21,600 --> 00:10:22,900
uh the neck
379
00:10:22,900 --> 00:10:24,066
of the explosion
380
00:10:24,066 --> 00:10:24,933
just a little bit
381
00:10:24,933 --> 00:10:25,766
but that will come in
382
00:10:25,766 --> 00:10:26,333
the next lesson
383
00:10:26,333 --> 00:10:28,266
so to do a quick recap
384
00:10:28,333 --> 00:10:29,599
we're just roughing in
385
00:10:29,600 --> 00:10:30,700
and discussing
386
00:10:30,700 --> 00:10:31,566
what we plan on doing
387
00:10:31,566 --> 00:10:32,199
to the nuclear
388
00:10:32,200 --> 00:10:33,200
mushroom cloud
389
00:10:33,400 --> 00:10:34,266
and just a few of
390
00:10:34,266 --> 00:10:34,899
the various techniques
391
00:10:34,900 --> 00:10:36,200
that we're going to be using
392
00:10:36,200 --> 00:10:37,566
to accomplish that
393
00:10:37,700 --> 00:10:38,300
at this point
394
00:10:38,300 --> 00:10:39,166
we'll take a quick break
395
00:10:39,166 --> 00:10:40,199
and we're gonna come back
396
00:10:40,200 --> 00:10:40,766
and we're just gonna
397
00:10:40,766 --> 00:10:41,366
get right in
398
00:10:41,366 --> 00:10:43,866
and begin compositing this shot
25522
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