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in this lesson
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we will add edge integration via light wrap techniques
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now there's two areas that I foresee we need to work on
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first is the light wrap
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around the edge of the actual fireball
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and smoke that's happening
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as well as we need to add light wrap
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around the edges of the buildings
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that are in front of the actual fireball
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and the explosion in general
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now obviously
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you're seeing
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you're going to be seeing some edges here
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because obviously
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our roto isn't perfectly aligned
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that is something that I am going to not worry about
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for myself because that has been discussed
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but you as the compositor
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have the challenge to be able to take that
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and clean it up for your final shot
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that you potentially could use for demo real piece
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but for this example
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we're gonna continue working through and not uh
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focus on some of the more tedious ex
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parts of this compositing exercise
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which would just really bog things down
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since you get the general gist
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of what we have already done with that roto
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but for the moment
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what we're going to work on
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is light wrap around the fireball
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and light wrap around the edges of the buildings
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that are in front of the fireball
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so the first step I'm going to do is
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I'm going to focus on light wrap
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around the actual fireball itself
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the fireball
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and the smoke cloud that's developing
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so there is a node in nuke
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that is called light wrap
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so if you hit that tab key in the no graph view
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and type in light wrap
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you're gonna get it right there
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you have two inputs
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one input is the input that needs that is
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that is pulling alpha channel
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and the other input is basically the background
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that it's going to hold the light wrap inside
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so let me let me demonstrate
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and it'll make more sense
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what we wanna do is
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I'm going to connect the a input to the
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the that premult right there
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the B input to the previous background node
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prior to merging the two together
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and the reason I'm doing this before the Outnote
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is because I don't want to do light wrap based upon
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cutting out the edge dot section of the fireball
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I wanna actually base it upon its original shape
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so now we have light wrap
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now there's a couple settings we want to adjust here
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the first one is
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I want it to generate wrap only
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the reason for this is
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I want to separate the wrap out
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so otherwise
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it's gonna composite the light wrap on top
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and this is gonna have to feed through
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the reason for this is because I
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personally like to have a little more control reason
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what I'm meaning by that is
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then what you do is
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you do a merge
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and you're adjusting
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and adding that light wrap on top
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of your pre existing element that way
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you just have a little more control
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and you can visibly turn things off
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and you know exactly when you're troubleshooting issues
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what's happening
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alright so let's pull that
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let light wrap up
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and what I'm going to do is
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I'm gonna just crank up the diffuse a bit
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and we're going to also bring up
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the intensity a bit as well
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uh so let's
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let's try somewhere in that realm
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now what you're gonna see
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you see it suddenly just lit up the edges
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so if I turn off this merge note
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now you can see
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adding light wrap
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is basically helping to blend some of that those
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the edge detail
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into the color that's already in the background
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that's just helping to seed it just a little bit more
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add a little more realism
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we jump to a different frame
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let's look further down in the
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in the shot
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you can see here
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it's a bit much
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it's a bit heavy
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in fact in fact
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it's quite a bit too heavy
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so what we're gonna do is run a
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back off but I'm
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for the example
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you're able to get an idea of what's happening
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I think that's the important part
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so you can see
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right there that's
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that's your
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your mouth too much
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obviously so
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let's just back
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begin to back off
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the diffuse is gonna
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you can see where
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it's basically gonna increase
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the amount of softness inside there
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and how thick
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you could almost say
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the light wrap
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is how far in
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it's gonna happen
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the intensity is just how much
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you're applying
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if you set it to zero
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and nothing's gonna happen
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a value of 3 or 4
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in my opinion
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would be somewhere in a realm of
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appropriate
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uh you don't wanna go too much
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sometimes it's better to be a little more
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uh tasteful
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than super obvious
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you can see
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right there
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it starts to integrate
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a little nicer
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it seats it
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let's just pick another frame here
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and just see how it looks
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yeah that's
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that's not looking too shabby
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now let's go back to that
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more intense
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bright area
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that's going on right here
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and move it up just a little bit
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take a look
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turn that on and off
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and there you go
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so you can see it's a lot more subtle in this area
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you could if you wanted to
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you could animate that and uh
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towards the beginning
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you could really wrap it and make it a lot more
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a lot more brighter
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as far as its edges integrating with the background
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personally I don't think that's necessary
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but if you wanted to go that route
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you are the composite of the artist
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in terms of this
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you are the art director
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so you get to have a bit of a say
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which is pretty cool
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alright so we worked on those
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that integration
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now we need to work on the integration of the edges
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around in front of the buildings
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so let's take what we're going to do
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and what we're gonna do is
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we want to take the fireball
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and we're going to hold it inside of
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the rotor that we've created
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that's cutting out that edge
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which is right here
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this rotor right there
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and if I just view
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just for kicks
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for the moment
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let's view right here
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and turn on the alpha channel
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you can see the buildings right there
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so that's what we're gonna work off of
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so I'm going to actually move the viewer down here
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and we're going to add a merge node
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and I'm going to actually drop this
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in front of everything
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so we have that right there
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I'm gonna turn
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oops apologies
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I'm gonna turn it off right now
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and the on off shortcut by the way
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to turn on and off a node
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is the d key on the keyboard
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when you have it selected
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in the no graph view
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and we're going to bring in another merge node
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and I'm gonna set that node to in
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and I'm going to spring in
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just route this rotor around
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bring it down and again
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like I said earlier
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you're going to want to clean up that rotor yourself
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because right now
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you can see where you have edges that are not matching
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uh accurately
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and that's okay
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that's just a matter of
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then going in and adjusting the rotor shape uh on
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on frame uh
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you could go posed pose
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or frame forward
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or frame backward
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I would suggest posed pose in this case
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based upon the fact
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cameras moving about back and forth
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just hit those extreme poses
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and make sure all the rotor lines up
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and you'll probably be in pretty good shape
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okay so uh we're going to set this to
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work as in this way
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so let's move this up a little bit
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I'm gonna say
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I want that held inside this
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and we just delete that
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we don't really need it
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and if you look at that
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you can see now
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the fireball is held inside those buildings
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that's perfect
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and what we're going to do now
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is we basically want to integrate
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light wrap onto the building
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so we can try a few ways
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you could do either an edge detect or
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or you could use
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in this case
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a light wrap
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so I think what we're gonna do
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is stick with the light wrap
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so now that we have that
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we can just hit light wrap again
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bring that in
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and connect from here to there
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and we'll clean this up
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after we get things looking proper
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and connect that
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and view at the light wrap
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you can view right there
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and we're gonna increase the intensity
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oh and don't forget to hit generate wrap only
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cause we wanna do
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we wanna wanna add that
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on top of what we're already creating
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so now we're going to bring that over
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just like that
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and connect that
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a input there
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turn that back on
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and view at the end
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and what you can see happening here is
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it's adding
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a little bit of light wrap
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now the only problem we have going on here is
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now it's adding light wrap on the bottom
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we do not want to add light wrap on the bottom
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we wanna just add light wrap on the inside
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so what you're gonna have to do is
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you're gonna have to hold that inside itself
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so you could take a
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for instance first off
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before we do that
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actually let's just kiss this in
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because I think we're going
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we're going a little too much
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and we wanna
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diffuse it out a little bit
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add there we go
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uh and then start to see what's going on now
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now obviously
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disregard this area down here
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that's obviously all error area
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and you don't wanna use that
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but you can see where you're getting some light wrap
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on top of the buildings
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which is nice
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and will definitely help to integrate further
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let's just jump ahead here and see what it looks like
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at that point
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if it's even worth it
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now you might be looking at the saying well
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is it even worth it
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it might even be a question of
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is it even worth it
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um the big area is obviously based on these areas
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you need to remove
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but the reality is
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it might not be worth using
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but I'm showing you
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so that you have that in your bag of tricks
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and if you want to
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you can integrate
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for now I'm looking at this
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I really don't think it's gonna do much for me
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so I think I'm just gonna leave that off
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but I'm gonna leave this in the comps
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so that you can further mess around with it
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if you want
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and see if you want to try to get some more proper
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integration going on with that but again
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edge integration is an extremely important thing
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just to kind of recap over this
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because edge integration does show
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not only does it seat CG objects into real world areas
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a lot better
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but it also helps to just
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provide for a little more realistic approach
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because obviously
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light does bounce off objects
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and you do get certain levels of light wrap
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that is happening
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based upon your cameras that you utilize
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that are shooting the footage
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as well as just real world
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actual surface related uh
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interaction with what you are seeing in this
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in the shot
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so to do a quick recap
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we've discussed some edge integration
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via utilizing light wrap um
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and we will now continue on to doing some of our final
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modifications of our fireball
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and our next lesson
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and some final element integration
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and continue through this lessons that way thank you
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