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These are the user uploaded subtitles that are being translated: 1 00:00:05,533 --> 00:00:06,100 good morning 2 00:00:06,100 --> 00:00:07,166 how's everyone doing 3 00:00:07,166 --> 00:00:08,666 uh this is Charles Le Page here 4 00:00:08,666 --> 00:00:10,933 and I'm gonna be picking up where Jeremy left off 5 00:00:10,933 --> 00:00:12,600 uh from the Class 5 script 6 00:00:12,600 --> 00:00:15,000 so uh we'll go ahead and open that 7 00:00:16,133 --> 00:00:18,400 okay so we'll poke around here and uh 8 00:00:18,400 --> 00:00:21,100 and see what we have and and what we gotta work with 9 00:00:21,366 --> 00:00:22,466 uh by the looks of things 10 00:00:22,466 --> 00:00:24,233 he set up a projection for us 11 00:00:24,466 --> 00:00:26,700 he's left us a nice handy little note in here 12 00:00:26,700 --> 00:00:27,566 it's always helpful 13 00:00:27,566 --> 00:00:28,800 um especially when 14 00:00:28,800 --> 00:00:31,066 we get to setting up our camera and everything later 15 00:00:31,133 --> 00:00:32,333 uh our resolution 16 00:00:32,333 --> 00:00:35,466 so we'll check our project settings alright 17 00:00:36,400 --> 00:00:38,166 looks like you did a pretty good job setting 18 00:00:38,166 --> 00:00:39,266 all this stuff up 19 00:00:39,400 --> 00:00:43,100 um now when I get a script from someone 20 00:00:43,100 --> 00:00:45,766 uh first of all we wanna look at what we have to do 21 00:00:45,766 --> 00:00:48,000 we've got our read note and uh 22 00:00:48,066 --> 00:00:49,533 it's a still to life class 23 00:00:49,533 --> 00:00:51,866 so we're gonna be putting some life into this 24 00:00:51,866 --> 00:00:53,700 still here um 25 00:00:53,700 --> 00:00:56,466 so I'm gonna take a look at the uh 26 00:00:56,466 --> 00:01:00,500 the scene in 3D that he's given us and see what we have 27 00:01:00,766 --> 00:01:02,166 and don't have here 28 00:01:02,266 --> 00:01:04,633 increase my number from two here to 29 00:01:05,000 --> 00:01:06,066 probably 10 30 00:01:06,166 --> 00:01:07,500 uh just so we can 31 00:01:07,966 --> 00:01:09,400 fit everything in there 32 00:01:10,400 --> 00:01:12,266 um I like to do this just to make sure I have 33 00:01:12,266 --> 00:01:14,500 all the right pieces and um 34 00:01:14,966 --> 00:01:17,500 corresponding geometry 35 00:01:17,500 --> 00:01:19,166 so click on that 36 00:01:19,166 --> 00:01:21,266 that looks like see 37 00:01:21,666 --> 00:01:22,400 zoom in here 38 00:01:22,400 --> 00:01:24,866 and here we got leaf too 39 00:01:24,866 --> 00:01:25,966 looks like a leaf 40 00:01:26,866 --> 00:01:28,033 looks like a leaf 41 00:01:29,866 --> 00:01:32,900 uh snow hmm 42 00:01:34,266 --> 00:01:36,533 looks like we got something but it's under this ball 43 00:01:36,533 --> 00:01:40,866 so let's carry along and see what else we got stem 44 00:01:41,933 --> 00:01:44,566 ice chunk ice chunk 45 00:01:47,133 --> 00:01:50,166 flower okay 46 00:01:50,666 --> 00:01:53,466 so our snow is under our flower here 47 00:01:53,466 --> 00:01:56,900 and card I presume is the background okay 48 00:01:57,966 --> 00:01:59,600 so let's take a look 49 00:01:59,600 --> 00:02:01,966 and see what happens if we disconnect this flower 50 00:02:06,100 --> 00:02:07,500 open up our scene again 51 00:02:08,766 --> 00:02:13,500 and snow so just from looking at this 52 00:02:13,500 --> 00:02:14,600 I'm gonna guess that 53 00:02:14,600 --> 00:02:17,266 the snow is meant to go on top of the flower 54 00:02:17,800 --> 00:02:19,866 plug that flower in again and see 55 00:02:20,266 --> 00:02:24,266 and here we have our flower over the top um 56 00:02:24,566 --> 00:02:25,900 we could either shrink this a nuke or 57 00:02:25,900 --> 00:02:28,933 or send it back to Jeremy and and see 58 00:02:28,933 --> 00:02:31,800 see what what he was thinking with this one 59 00:02:31,800 --> 00:02:34,433 or we can simply just replace it with a uh 60 00:02:34,466 --> 00:02:36,900 with a nuke sphere so 61 00:02:37,566 --> 00:02:40,400 uh we'll just go ahead and do that since he's probably 62 00:02:40,400 --> 00:02:42,066 busy with something at this point 63 00:02:42,066 --> 00:02:45,100 and it's not the end of the world whoops 64 00:02:47,200 --> 00:02:51,066 so take a look and see where that guy came in 65 00:02:55,566 --> 00:02:56,366 okay 66 00:03:03,366 --> 00:03:04,900 open up the rest of our scene 67 00:03:04,900 --> 00:03:06,766 disconnect that flower there 68 00:03:09,333 --> 00:03:12,233 and we're gonna probably wanna scale this guy up to 69 00:03:13,600 --> 00:03:14,400 maybe 70 00:03:16,600 --> 00:03:18,166 3.5 71 00:03:22,300 --> 00:03:25,566 um bring it down and 72 00:03:25,733 --> 00:03:27,666 just to make sure this is gonna be in the right place 73 00:03:27,666 --> 00:03:29,500 we'll take a look at our scanline renderer 74 00:03:33,733 --> 00:03:34,700 oh yish 75 00:03:37,100 --> 00:03:39,766 okay I guess I didn't finish looking at my scene 76 00:03:40,300 --> 00:03:42,200 we got the projection cam here 77 00:03:43,166 --> 00:03:44,800 which is from a file 78 00:03:45,733 --> 00:03:50,600 and our camera down here which is not from a file 79 00:03:50,600 --> 00:03:53,433 so this must be a standard nuke camera 80 00:03:53,666 --> 00:03:55,433 with a z of 11 so 81 00:03:55,566 --> 00:03:57,833 let's take a quick look through our projection camera 82 00:03:58,366 --> 00:04:02,966 and see how our flower Sierra is doing 83 00:04:03,533 --> 00:04:04,633 plug it in there 84 00:04:05,000 --> 00:04:06,500 connected to our scene 85 00:04:08,966 --> 00:04:11,300 and now okay 86 00:04:11,300 --> 00:04:15,833 so not quite big enough so we wanna lower him 87 00:04:27,500 --> 00:04:29,066 maybe make him a little bit bigger 88 00:04:33,500 --> 00:04:34,466 it's a little hard to tell 89 00:04:34,466 --> 00:04:36,400 because we got the projection of the card behind 90 00:04:36,400 --> 00:04:38,766 so we always disconnect that 91 00:04:39,066 --> 00:04:40,000 and then we can 92 00:04:41,533 --> 00:04:43,900 see a little bit more of what's going on 93 00:04:49,533 --> 00:04:53,266 okay great that should do it 94 00:04:56,100 --> 00:04:59,333 so before we had one that 95 00:04:59,333 --> 00:05:01,566 was just a little bit too big with the snow on top 96 00:05:01,566 --> 00:05:02,966 and now we've 97 00:05:03,300 --> 00:05:06,233 replaced it with a local nuke sphere 98 00:05:07,100 --> 00:05:08,433 plug our card back in 99 00:05:09,500 --> 00:05:10,633 and look at that 100 00:05:11,266 --> 00:05:13,300 now we can see what we need to work with 101 00:05:13,733 --> 00:05:15,066 so if we take a look at this scene 102 00:05:15,066 --> 00:05:17,100 we gotta decide what we wanna do to it 103 00:05:17,266 --> 00:05:19,333 we don't wanna add a camera move of some sort 104 00:05:19,333 --> 00:05:22,000 and then uh maybe little bits of flare here and there 105 00:05:22,000 --> 00:05:25,500 and perhaps a Z blur of some sort um 106 00:05:25,533 --> 00:05:28,366 so we're gonna go back into the 3D environment 107 00:05:28,366 --> 00:05:30,400 and take a look at uh 108 00:05:30,533 --> 00:05:32,033 how we're gonna accomplish that 109 00:05:32,933 --> 00:05:35,633 uh we got some nice projections set up here 110 00:05:36,066 --> 00:05:37,800 uh if we wanna just move the camera 111 00:05:37,800 --> 00:05:40,100 around the projections um 112 00:05:40,400 --> 00:05:42,966 wanna go back to our normal camera here now 113 00:05:43,533 --> 00:05:46,366 if we wanna just move our camera around the projections 114 00:05:46,700 --> 00:05:51,466 we can do that freely without causing any damage uh 115 00:05:51,466 --> 00:05:54,233 however if we wanna move the geometry 116 00:05:55,133 --> 00:05:56,500 and just put a 117 00:05:57,333 --> 00:05:59,566 transform Geo node down here 118 00:06:02,000 --> 00:06:03,266 and move everything 119 00:06:03,266 --> 00:06:04,466 say left or right 120 00:06:04,800 --> 00:06:05,466 you can see that 121 00:06:05,466 --> 00:06:08,066 our textures just slide around on the geometry there 122 00:06:08,066 --> 00:06:09,866 so we really 123 00:06:09,866 --> 00:06:11,566 before we get too deep into this 124 00:06:11,566 --> 00:06:13,733 we wanna figure out exactly what we wanna do 125 00:06:13,733 --> 00:06:15,800 so that we can put it together properly 126 00:06:15,800 --> 00:06:17,400 if we're just gonna move the camera uh 127 00:06:17,400 --> 00:06:18,266 we'll save some time 128 00:06:18,266 --> 00:06:19,466 the projections are already done 129 00:06:19,466 --> 00:06:21,366 and we can just move right along from here 130 00:06:21,366 --> 00:06:22,866 if we feel like we might need to 131 00:06:22,866 --> 00:06:25,200 move or adjust the geometry in any way 132 00:06:25,266 --> 00:06:27,666 uh we'll have to look at an alternate way of doing it 133 00:06:28,200 --> 00:06:30,066 but for now we're gonna stick with the uh 134 00:06:30,066 --> 00:06:31,866 move the camera around the object method 135 00:06:31,866 --> 00:06:33,900 and we can always go back and adjust from there 136 00:06:35,000 --> 00:06:36,733 alright so we checked all our work 137 00:06:36,733 --> 00:06:39,633 all our 3D objects make sense in 3D space here 138 00:06:39,800 --> 00:06:42,800 um so now we 139 00:06:42,800 --> 00:06:44,166 we should move on to 140 00:06:44,166 --> 00:06:44,666 seeing how we 141 00:06:44,666 --> 00:06:47,166 should split up this image into what pieces we need 142 00:06:47,400 --> 00:06:48,966 we've got the geometry that Jeremy's 143 00:06:48,966 --> 00:06:50,533 labelled pretty well uh 144 00:06:50,533 --> 00:06:51,600 which helps us 145 00:06:51,700 --> 00:06:52,800 decide what to break 146 00:06:53,000 --> 00:06:55,733 break pieces of the image down into um 147 00:06:55,733 --> 00:06:57,766 and in order to see what we need to paint 148 00:06:57,766 --> 00:06:59,000 we're we're gonna come up with a little 149 00:06:59,000 --> 00:07:00,866 bit of a camera move here uh 150 00:07:00,966 --> 00:07:03,733 and then start generating some clean plates and pieces 151 00:07:03,733 --> 00:07:05,233 and finish the shut up 152 00:07:06,200 --> 00:07:08,133 so we've got 153 00:07:08,133 --> 00:07:09,533 the standard nuke camera here 154 00:07:09,533 --> 00:07:10,400 uh that we brought in 155 00:07:10,400 --> 00:07:12,100 which is obviously too 156 00:07:12,100 --> 00:07:13,100 too close and 157 00:07:13,100 --> 00:07:14,866 we can spend some time setting this up 158 00:07:14,866 --> 00:07:16,966 uh with the specs that Jeremy gave us 159 00:07:17,100 --> 00:07:19,500 or uh we could simply take 160 00:07:20,100 --> 00:07:21,433 the projection camera 161 00:07:22,466 --> 00:07:23,900 copy and paste that 162 00:07:25,100 --> 00:07:26,833 and we've got a camera that 163 00:07:26,900 --> 00:07:29,466 uh 9 lines up nicely with all the specs 164 00:07:29,733 --> 00:07:32,500 and uh we can start our animation from there 165 00:07:32,800 --> 00:07:34,400 uh we'll animate uh 166 00:07:34,400 --> 00:07:35,833 an access node 167 00:07:37,266 --> 00:07:39,100 and attach our camera to that 168 00:07:40,666 --> 00:07:43,766 uh so that way when we make any adjustments here 169 00:07:44,300 --> 00:07:47,166 uh if we don't like them 170 00:07:47,166 --> 00:07:48,400 we haven't ruined the camera 171 00:07:48,400 --> 00:07:50,933 uh that's a good method to use if you've gotten 172 00:07:50,933 --> 00:07:52,700 an animated camera or something like that 173 00:07:52,700 --> 00:07:55,166 you need to reposition it um 174 00:07:55,900 --> 00:07:57,800 and it's easy to go back without 175 00:07:57,800 --> 00:07:59,600 having to start all over again 176 00:08:00,666 --> 00:08:05,166 so we can go into 3D space and look at what what camera 177 00:08:05,166 --> 00:08:07,000 we want to change the name of that camera from 178 00:08:07,000 --> 00:08:09,300 proj cam to scene cam first 179 00:08:10,933 --> 00:08:14,466 before we forget keep everything nice and organized 180 00:08:17,500 --> 00:08:19,500 and take a look at our axis 181 00:08:20,000 --> 00:08:24,500 and we got to remember that we're rotating from 182 00:08:24,933 --> 00:08:25,733 the axis point 183 00:08:25,733 --> 00:08:28,766 so 0 0 here instead of actually the camera 184 00:08:28,766 --> 00:08:30,033 which is also nice 185 00:08:30,733 --> 00:08:34,566 in this case cause the camera is looking at 0 0 there 186 00:08:35,500 --> 00:08:38,266 if you wanna look through this camera in 3D space 187 00:08:38,366 --> 00:08:41,766 uh you can come up here to this camera button there 188 00:08:42,066 --> 00:08:43,600 uh click it 189 00:08:43,600 --> 00:08:44,633 make sure it's red 190 00:08:44,666 --> 00:08:47,633 then from your drop down menu turn 191 00:08:48,600 --> 00:08:49,766 turn it to scenecam 192 00:08:49,766 --> 00:08:52,233 or projcam or whatever camera you wanna look through 193 00:08:53,500 --> 00:08:55,300 and then you can have an idea of what you're doing in 194 00:08:55,300 --> 00:08:57,400 in 3D space we'll go to frame one 195 00:08:58,000 --> 00:09:01,100 and set a keyframe at 0 0 196 00:09:12,133 --> 00:09:14,000 and then we'll come down to 197 00:09:16,200 --> 00:09:17,400 frame 100 198 00:09:19,966 --> 00:09:21,333 hold down the command key 199 00:09:21,333 --> 00:09:24,866 or the control key to bring up this rotate in 3D 200 00:09:25,466 --> 00:09:27,500 and maybe we can 201 00:09:29,500 --> 00:09:31,600 come up with a nice little 202 00:09:32,466 --> 00:09:36,700 rotation here and maybe round out these numbers 203 00:09:37,866 --> 00:09:41,700 so just whoops 50 204 00:09:41,700 --> 00:09:43,500 that'll be a tough one to pull off 205 00:09:44,900 --> 00:09:48,766 negative 5 and let's say five 206 00:09:51,933 --> 00:09:52,833 okay 207 00:09:54,166 --> 00:09:56,500 there we go we got a nice little camera move there 208 00:09:57,200 --> 00:09:59,766 and maybe we can get a little bit more out of it 209 00:10:02,700 --> 00:10:03,833 on this end 210 00:10:08,700 --> 00:10:12,166 yeah look at that beautiful okay 211 00:10:12,400 --> 00:10:14,366 check that through our scan line renderer 212 00:10:19,400 --> 00:10:22,000 and see what problems we've created for ourself 213 00:10:28,166 --> 00:10:30,866 well the good news is that the projection will work 214 00:10:33,200 --> 00:10:36,300 and the bad news is we gotta do 215 00:10:36,300 --> 00:10:38,600 a lot of paint work now okay 216 00:10:38,600 --> 00:10:41,100 since Jeremy's kindly labelled all this geometry for us 217 00:10:41,100 --> 00:10:43,100 and we've got a good idea of where to start 218 00:10:43,166 --> 00:10:46,200 um we're gonna go through here and make sure 219 00:10:46,200 --> 00:10:49,400 we line all the right pieces up uh 220 00:10:50,133 --> 00:10:52,466 and start separating them accordingly 221 00:10:52,700 --> 00:10:55,966 so leaf 2 it looks like could be this guy here 222 00:10:56,366 --> 00:10:59,566 so we'll start by retowing that out and 223 00:10:59,566 --> 00:11:01,233 doing any paint we need to 224 00:11:01,533 --> 00:11:04,166 so a retow node 225 00:11:11,700 --> 00:11:13,100 take a look down here 226 00:11:15,500 --> 00:11:19,300 and grab our friend the Bezier or Beastline 227 00:11:19,300 --> 00:11:20,633 whichever you prefer 228 00:11:24,500 --> 00:11:25,300 yeah 229 00:11:35,600 --> 00:11:37,466 start rattling the night away 230 00:11:45,133 --> 00:11:47,000 and once we have our shape finished 231 00:11:47,700 --> 00:11:49,766 wanna check back down here 232 00:11:53,333 --> 00:11:55,100 and make sure we're getting something out of that 233 00:11:55,100 --> 00:11:56,366 we are great 234 00:11:57,300 --> 00:11:59,033 looking through the space and 235 00:11:59,300 --> 00:12:01,100 see what it looks like on the geometry 236 00:12:04,700 --> 00:12:06,333 we haven't quite covered everything up 237 00:12:06,333 --> 00:12:09,600 but press the F key to focus on 238 00:12:10,100 --> 00:12:12,100 that particular piece of geometry 239 00:12:13,300 --> 00:12:14,666 and we're getting somewhere 240 00:12:16,200 --> 00:12:17,800 so back to Roto 241 00:12:26,100 --> 00:12:30,900 and that'll that'll do for now so to premult 242 00:12:32,533 --> 00:12:34,400 so that we don't get the rest of that 243 00:12:34,500 --> 00:12:38,166 through our projection oops 244 00:12:41,300 --> 00:12:44,700 enable that guy and 245 00:12:45,933 --> 00:12:47,066 output alpha 246 00:12:48,533 --> 00:12:49,500 there we are 247 00:12:50,100 --> 00:12:52,766 and we can paint this top leaf away if we feel like it 248 00:12:54,933 --> 00:12:56,233 with a paint node 249 00:13:11,700 --> 00:13:14,566 and this is one thing I really like about projections 250 00:13:14,933 --> 00:13:20,166 uh you just left with the 2D image there oops 251 00:13:20,166 --> 00:13:21,400 bad place to start 252 00:13:22,466 --> 00:13:24,800 and you can pretty much use nuke all the way up until 253 00:13:24,800 --> 00:13:27,200 you plug it into the Projection Node um 254 00:13:27,200 --> 00:13:28,900 and that works also if you're 255 00:13:28,900 --> 00:13:32,866 if you've been setting up UVs and things like that uh 256 00:13:34,100 --> 00:13:36,766 you can use all the 2D functionality of nuke 257 00:13:38,933 --> 00:13:43,500 right before your image goes on to the geometry 258 00:13:44,300 --> 00:13:46,566 oops went a little far with that 259 00:13:54,800 --> 00:13:57,966 there we go that'll do maybe 260 00:13:59,566 --> 00:14:02,066 oops blurred together a little here 261 00:14:09,100 --> 00:14:10,766 perfect okay 262 00:14:11,333 --> 00:14:14,100 and leaf one is out of the way we can maybe feather 263 00:14:14,166 --> 00:14:16,200 feather this one on the inside a little bit 264 00:14:17,600 --> 00:14:19,000 give us a nice soft 265 00:14:19,000 --> 00:14:20,600 edge when we look through a projection 266 00:14:22,300 --> 00:14:24,000 and carry on with the next one 267 00:14:25,866 --> 00:14:27,900 alright so just to spare you some boredom 268 00:14:27,900 --> 00:14:29,800 I went through and uh 269 00:14:30,300 --> 00:14:33,566 and wrote it a few more shapes out uh 270 00:14:34,400 --> 00:14:37,566 I oop turn that overlay back on 271 00:14:38,266 --> 00:14:40,366 I did this did the second leaf 272 00:14:40,400 --> 00:14:43,066 uh with the the same method as the first one uh 273 00:14:43,066 --> 00:14:44,633 I didn't need to do any paint though 274 00:14:44,733 --> 00:14:46,000 uh premulted it 275 00:14:46,000 --> 00:14:47,000 then I went over 276 00:14:47,000 --> 00:14:50,866 and I did the other simple shapes as well like the stem 277 00:14:51,366 --> 00:14:52,500 premult that 278 00:14:53,600 --> 00:14:56,300 and the ice chunk premult that 279 00:14:57,700 --> 00:14:59,800 uh and I just wanted to talk a little 280 00:14:59,800 --> 00:15:01,200 bit before we move on 281 00:15:01,533 --> 00:15:05,000 uh about how to split up this snow and flower 282 00:15:05,066 --> 00:15:06,666 cause as we get into the snow 283 00:15:06,666 --> 00:15:08,433 it's not quite as easy as 284 00:15:08,700 --> 00:15:09,733 uh those simple shapes 285 00:15:09,733 --> 00:15:11,900 like the stem and a couple of those leaves 286 00:15:11,900 --> 00:15:13,800 so we'll take a look at Jeremy's Geo 287 00:15:13,800 --> 00:15:15,500 and see what he did for the snow 288 00:15:19,566 --> 00:15:20,433 okay 289 00:15:26,333 --> 00:15:28,100 so we've got room to work here 290 00:15:28,100 --> 00:15:31,000 uh you can see that um 291 00:15:31,766 --> 00:15:33,866 that we've got enough to 292 00:15:33,866 --> 00:15:36,900 to sort of cut out a nice shape of all the solid snow 293 00:15:36,900 --> 00:15:39,300 and we'll leave some of it on on the flower 294 00:15:39,366 --> 00:15:41,833 so I'll try follow this line here 295 00:15:42,200 --> 00:15:47,166 um through there up on the flower and uh 296 00:15:47,500 --> 00:15:49,533 put that over the top and see how that works 297 00:15:49,533 --> 00:15:55,366 so we'll start by just a nice basic shape to test it 298 00:15:58,166 --> 00:16:00,900 go down here to the ellipse tool 299 00:16:14,333 --> 00:16:16,466 get that nice fat bit of snow on there 300 00:16:31,733 --> 00:16:35,866 and we'll throw a premode under there and just see 301 00:16:37,166 --> 00:16:41,366 what that looks like through our skin line render 302 00:16:43,500 --> 00:16:45,600 and I forgot turn off the alpha again 303 00:16:45,866 --> 00:16:48,700 oh and I put the pre modes in the wrong place 304 00:16:50,000 --> 00:16:51,366 control shift X 305 00:16:51,666 --> 00:16:54,266 pops that node right out of the node graph 306 00:17:03,766 --> 00:17:07,100 and it's good to see to check that out in in the RGBA 307 00:17:07,366 --> 00:17:08,166 stage as well 308 00:17:08,166 --> 00:17:10,366 make sure you're getting everything on that projection 309 00:17:10,366 --> 00:17:14,033 uh from your shape we are uh such good news 310 00:17:14,466 --> 00:17:17,266 uh turn that back to alpha 311 00:17:22,766 --> 00:17:25,100 and go through and start adding more points 312 00:17:27,300 --> 00:17:29,666 so you wanna be pretty articulate with this 313 00:17:32,966 --> 00:17:35,400 uh remember you can always go back 314 00:17:35,400 --> 00:17:39,166 so no need to go overboard but uh 315 00:17:39,600 --> 00:17:40,666 since we're making 316 00:17:40,766 --> 00:17:44,033 a pretty decent sized camera move on a still image 317 00:17:44,333 --> 00:17:47,300 you're gonna wanna be careful with the points you add 318 00:17:49,700 --> 00:17:51,900 uh just so you don't pick up any of that 319 00:17:53,100 --> 00:17:55,366 excess background that you would know 320 00:17:55,400 --> 00:17:58,733 would be noticeable once the camera was in motion um 321 00:17:58,733 --> 00:18:01,333 the white areas obviously are are not as noticeable as 322 00:18:01,333 --> 00:18:04,000 as say the green areas or something like that 323 00:18:04,133 --> 00:18:07,000 so keep that in mind while you're redoing the shape out 324 00:18:07,400 --> 00:18:12,100 and I will carry on with this one and see you 325 00:18:12,900 --> 00:18:13,966 on the other side 326 00:18:16,666 --> 00:18:17,833 and there we have it 327 00:18:18,166 --> 00:18:21,400 the snow roto um 328 00:18:21,933 --> 00:18:24,366 we're gonna need to go back and do some paint on this 329 00:18:24,366 --> 00:18:26,000 but before we do um 330 00:18:26,000 --> 00:18:28,933 I'm gonna move on to rotoing the flower uh 331 00:18:28,933 --> 00:18:30,933 before I start rotting the flower 332 00:18:30,933 --> 00:18:33,666 I wanna take a couple things into consideration uh 333 00:18:33,666 --> 00:18:37,100 one is maybe what do I need to paint uh 334 00:18:37,866 --> 00:18:39,800 because we have some leaves on top of our flower here 335 00:18:39,800 --> 00:18:42,700 I don't want to end up retowing those in on accident 336 00:18:42,700 --> 00:18:43,733 so in this case 337 00:18:43,733 --> 00:18:45,400 I'll paint beforehand 338 00:18:45,700 --> 00:18:49,600 I didn't on this one because the stems sticks out 339 00:18:49,733 --> 00:18:52,266 so we can see if we're even gonna need to paint it 340 00:18:52,266 --> 00:18:56,566 and it it's not a very confusing part um 341 00:18:56,566 --> 00:18:59,033 it doesn't blend in too well with the rest of the snow 342 00:18:59,566 --> 00:19:01,166 um but down here we 343 00:19:01,166 --> 00:19:02,733 we did the roto earlier 344 00:19:02,733 --> 00:19:05,266 uh from these two leaves 345 00:19:05,266 --> 00:19:07,766 so I'm gonna wanna paint those out and uh 346 00:19:07,766 --> 00:19:08,666 come up with 347 00:19:09,300 --> 00:19:11,500 uh a back frame so that when this rotates 348 00:19:11,500 --> 00:19:14,500 you don't see these leaves appear twice also uh 349 00:19:14,500 --> 00:19:16,433 I wanna see where I need to roto 350 00:19:16,666 --> 00:19:18,966 I'll need to include all the 351 00:19:19,100 --> 00:19:20,666 the obvious brown parts 352 00:19:20,666 --> 00:19:21,566 and then I'm gonna wanna 353 00:19:21,566 --> 00:19:23,500 extend my roto up a little bit more 354 00:19:23,600 --> 00:19:24,533 uh into the 355 00:19:24,533 --> 00:19:25,866 in and behind the snow 356 00:19:25,866 --> 00:19:27,966 just to make sure we have enough coverage uh 357 00:19:28,366 --> 00:19:31,133 when we when we do our camera move uh 358 00:19:31,133 --> 00:19:32,700 and don't run into any 359 00:19:32,700 --> 00:19:35,000 any other funky areas 360 00:19:35,733 --> 00:19:39,600 okay so now we can go ahead and start painting um 361 00:19:39,766 --> 00:19:41,633 bringing a roto paint note here 362 00:19:44,266 --> 00:19:49,833 and paint out the things that we don't want uh 363 00:19:50,066 --> 00:19:52,600 first of all I'm gonna cover up this guy with this leaf 364 00:19:52,600 --> 00:19:55,066 uh so I don't paint it out first 365 00:19:56,533 --> 00:19:57,400 let's see 366 00:20:01,766 --> 00:20:03,566 grab our friend the clone tool 367 00:20:07,366 --> 00:20:12,733 and just start climbing in some of these areas oh 368 00:20:12,733 --> 00:20:15,566 look at my paint node see what I'm doing 369 00:20:17,733 --> 00:20:20,433 and this one's gonna be covered up mostly oops 370 00:20:21,300 --> 00:20:22,733 mostly by that other leaf 371 00:20:22,733 --> 00:20:27,400 so we don't need to be too precise with it 372 00:20:29,533 --> 00:20:31,100 but it just helps to 373 00:20:33,200 --> 00:20:35,666 change that form behind 374 00:20:35,700 --> 00:20:36,500 behind the roto 375 00:20:36,500 --> 00:20:39,900 and geometry that we've added in there um 376 00:20:45,866 --> 00:20:48,233 oh yeah what 377 00:20:55,400 --> 00:20:58,100 and we'll just clean this guy up around the edges 378 00:21:06,200 --> 00:21:08,166 perhaps blur it together a little bit 379 00:21:22,366 --> 00:21:23,900 just get something nice and fancy 380 00:21:23,900 --> 00:21:26,000 we could probably leave this middle bit here and uh 381 00:21:26,000 --> 00:21:28,733 we won't notice it too much or uh 382 00:21:28,733 --> 00:21:33,033 we can go ahead and clone this guy down to help us 383 00:21:33,866 --> 00:21:35,200 break up this area 384 00:21:53,900 --> 00:21:57,766 and give us our new shape to our leaf there 385 00:22:00,800 --> 00:22:01,600 oops 386 00:22:24,933 --> 00:22:26,233 I don't know why 387 00:22:31,066 --> 00:22:32,466 just have some fun with the paint 388 00:22:32,466 --> 00:22:34,566 like I said before in the paint tutorial 389 00:22:38,566 --> 00:22:41,100 flex your muscle and make it look good 390 00:22:45,733 --> 00:22:48,266 alright and keep in mind you're rotoing this too 391 00:22:48,266 --> 00:22:50,000 so you have a little bit of room to make 392 00:22:50,000 --> 00:22:51,366 the shape up there as well 393 00:22:51,366 --> 00:22:54,000 uh we'll paint out this bad boy here 394 00:22:54,000 --> 00:22:55,966 so we don't include him in our roto 395 00:23:04,266 --> 00:23:04,966 it looks like we're 396 00:23:04,966 --> 00:23:06,400 getting something we could work with 397 00:23:10,466 --> 00:23:11,966 smooth over that edge 398 00:23:14,166 --> 00:23:15,100 a little bit 399 00:23:15,100 --> 00:23:17,700 and we'll paint this guy out just for the heck of it 400 00:23:23,966 --> 00:23:27,866 okay so that'll do for now and uh 401 00:23:27,866 --> 00:23:29,066 in terms of paint uh 402 00:23:29,066 --> 00:23:33,400 we can do additional paint work when we're done as well 403 00:23:34,000 --> 00:23:34,966 after we wrote oh 404 00:23:34,966 --> 00:23:35,733 so I'm gonna 405 00:23:35,733 --> 00:23:37,866 like I said before 406 00:23:37,933 --> 00:23:39,366 read all the flower that I can 407 00:23:39,366 --> 00:23:40,700 and then get a little bit of overlap 408 00:23:40,700 --> 00:23:43,233 just to help us with our camera move just in case 409 00:23:44,733 --> 00:23:45,566 so I'm just gonna start 410 00:23:45,566 --> 00:23:47,466 red on this flower at the bottom here 411 00:23:48,566 --> 00:23:51,433 I won't make your eyes bleed by watching me do this 412 00:23:52,333 --> 00:23:54,733 so I'll let you guys do this on your own time 413 00:23:54,733 --> 00:23:56,466 put on some good music 414 00:24:00,000 --> 00:24:02,166 and just rotted the flowers away 415 00:24:02,166 --> 00:24:03,900 and then we'll check back in 416 00:24:03,900 --> 00:24:05,100 see what other paint we need to do 417 00:24:05,100 --> 00:24:08,000 and then start fantifying this this comp 418 00:24:12,400 --> 00:24:13,833 all right we're back 419 00:24:14,000 --> 00:24:16,766 and the road is finished magic 420 00:24:17,133 --> 00:24:19,066 I changed my shape color to black 421 00:24:19,066 --> 00:24:20,966 just because I was having a little bit of trouble 422 00:24:21,166 --> 00:24:23,166 seeing it on that white surface 423 00:24:23,966 --> 00:24:25,800 I also wanted to point out that 424 00:24:26,066 --> 00:24:28,833 when I work with big image sizes like this 425 00:24:29,500 --> 00:24:31,033 typically use proxy mode 426 00:24:31,266 --> 00:24:32,900 um which I have up here 427 00:24:33,100 --> 00:24:35,500 that is set in your project settings 428 00:24:35,500 --> 00:24:36,400 down here at the bottom 429 00:24:36,400 --> 00:24:37,700 you have a proxy mode that you 430 00:24:37,700 --> 00:24:39,800 can turn to scale format 431 00:24:39,800 --> 00:24:41,600 whatever you choose uh 432 00:24:41,600 --> 00:24:43,733 point five scale usually works uh 433 00:24:43,733 --> 00:24:44,766 just to give me that 434 00:24:44,766 --> 00:24:47,100 little bit of extra performance that I need 435 00:24:47,333 --> 00:24:49,200 so whenever I'm working 436 00:24:49,966 --> 00:24:51,900 with 4K plates or something like that 437 00:24:51,900 --> 00:24:53,300 I'll I'll use that for working 438 00:24:53,300 --> 00:24:55,366 and then when I need to see it in full detail 439 00:24:55,366 --> 00:24:57,800 turn it off or before render 440 00:24:57,933 --> 00:24:59,166 turn it off as well 441 00:25:00,466 --> 00:25:01,200 and we'll look out 442 00:25:01,200 --> 00:25:03,466 for anything else that could be of concern 443 00:25:04,533 --> 00:25:08,300 uh believe I have probably animation on this 444 00:25:08,300 --> 00:25:09,700 nope I don't good 445 00:25:10,900 --> 00:25:12,566 so we're picking up something 446 00:25:13,866 --> 00:25:14,900 from somewhere else 447 00:25:14,900 --> 00:25:16,933 so we'll have to figure out where this double edging is 448 00:25:16,933 --> 00:25:17,866 coming from 449 00:25:20,000 --> 00:25:21,233 uh 450 00:25:23,133 --> 00:25:24,333 we'll start with the snow 451 00:25:24,333 --> 00:25:25,466 that makes sense 452 00:25:26,666 --> 00:25:29,300 okay so we're gonna go into 3D space and take a look 453 00:25:29,300 --> 00:25:31,300 at where that edging might be coming from 454 00:25:32,100 --> 00:25:34,066 and just as I suspected 455 00:25:34,733 --> 00:25:37,233 in our Project 3D node 456 00:25:38,566 --> 00:25:43,600 uh you have both front or back if we turn that to front 457 00:25:43,966 --> 00:25:46,266 and then take another look at our scanline render 458 00:25:48,766 --> 00:25:50,600 uh nicely nicely done 459 00:25:50,600 --> 00:25:51,800 gets rid of that edge 460 00:25:51,866 --> 00:25:53,400 uh it'll project on both sides 461 00:25:53,400 --> 00:25:54,900 and since that jam true is angled 462 00:25:54,900 --> 00:25:56,933 that gives us an edge that we weren't 463 00:25:56,933 --> 00:25:58,166 weren't hoping for 464 00:25:58,266 --> 00:26:01,666 so and I think that's actually happening down here with 465 00:26:01,666 --> 00:26:02,600 the flower as well 466 00:26:02,600 --> 00:26:04,766 so project 3D4 467 00:26:05,800 --> 00:26:07,700 front and I 468 00:26:07,700 --> 00:26:08,766 that's perfect 469 00:26:08,766 --> 00:26:10,233 that's what we're looking for 470 00:26:11,466 --> 00:26:13,400 so it's looking pretty good through all the frames 471 00:26:13,400 --> 00:26:14,966 we're just gonna wanna clean up the background 472 00:26:14,966 --> 00:26:17,866 and uh see what we have left 473 00:26:20,566 --> 00:26:22,033 so I'm gonna go into 474 00:26:23,366 --> 00:26:24,366 my background there 475 00:26:24,366 --> 00:26:28,000 which has the whole image and add a roto paint node 476 00:26:29,100 --> 00:26:30,066 and like I said before 477 00:26:30,066 --> 00:26:31,800 you can do this in Photoshop if you prefer 478 00:26:31,800 --> 00:26:35,200 uh whatever method gets it done quickly for you 479 00:26:36,333 --> 00:26:37,666 I've been liking the 480 00:26:38,800 --> 00:26:41,833 nuke paint tool so I'm gonna do this all in nuke 481 00:26:42,400 --> 00:26:44,133 and just quickly paint everything out 482 00:26:44,133 --> 00:26:47,233 you can use a series of transform masks if you want to 483 00:26:48,700 --> 00:26:52,633 and any other methods that we discuss from class 2 484 00:26:54,000 --> 00:26:56,266 alright and with more of that movie magic 485 00:26:56,266 --> 00:26:57,800 we're back with a clean frame 486 00:26:58,066 --> 00:26:59,266 uh so like I said 487 00:26:59,266 --> 00:27:01,166 it just cloned and painted different areas 488 00:27:01,166 --> 00:27:02,866 and then since the background was blurry 489 00:27:02,866 --> 00:27:05,033 we could get away with blurring a lot of it together 490 00:27:05,466 --> 00:27:06,766 take a look at our result 491 00:27:10,933 --> 00:27:12,600 and we're getting pretty close there 492 00:27:12,766 --> 00:27:13,600 maybe do a little 493 00:27:13,600 --> 00:27:15,400 edge work to soften up some of those flower 494 00:27:15,400 --> 00:27:16,466 and snow edges 495 00:27:16,766 --> 00:27:19,933 uh and towards the end here 496 00:27:19,933 --> 00:27:21,400 it looks like our our back 497 00:27:21,400 --> 00:27:23,300 our backplates not quite big enough 498 00:27:23,600 --> 00:27:25,733 so we'll go over a couple of alternate methods to 499 00:27:25,733 --> 00:27:28,100 fix that background plate and carry on from here 500 00:27:30,733 --> 00:27:32,900 so we have a couple options to address this 501 00:27:33,100 --> 00:27:34,866 gap in the background we have here 502 00:27:35,166 --> 00:27:37,833 one will be to project this on the inside of a sphere 503 00:27:38,400 --> 00:27:40,766 and scale it up until we had the right size and shape 504 00:27:40,766 --> 00:27:44,000 until it filled up the background for the entire shot 505 00:27:44,066 --> 00:27:46,466 but the card has a neat feature that I'd like to 506 00:27:46,666 --> 00:27:49,033 demonstrate and that's the bicubic 507 00:27:49,333 --> 00:27:52,233 and you can if you go into the deform tab on the card 508 00:27:52,333 --> 00:27:54,866 and select by cubic from the drop down menu 509 00:27:55,100 --> 00:27:56,300 you'll see that you get these 510 00:27:56,566 --> 00:28:00,433 bezier handles on your card and if you move those 511 00:28:01,766 --> 00:28:03,466 you can see that it'll deform 512 00:28:03,466 --> 00:28:05,700 your background image as you like um 513 00:28:05,700 --> 00:28:07,700 if we take a look at that in 3D space 514 00:28:07,700 --> 00:28:08,500 you can get a 515 00:28:09,100 --> 00:28:10,600 a better sense of what's going on 516 00:28:10,600 --> 00:28:13,400 you're actually deforming this card in 3D space 517 00:28:13,600 --> 00:28:15,700 um by the use of these handles 518 00:28:16,533 --> 00:28:18,066 you gotta be careful which ones you select 519 00:28:18,066 --> 00:28:19,000 as you can see here 520 00:28:19,000 --> 00:28:21,200 otherwise it'll give you some funky results 521 00:28:21,500 --> 00:28:22,600 but it's a great little tool to 522 00:28:22,600 --> 00:28:24,266 get things like this done quickly 523 00:28:24,966 --> 00:28:25,800 and efficiently 524 00:28:25,800 --> 00:28:27,866 especially since you can select these handles 525 00:28:27,900 --> 00:28:29,466 through the viewport uh 526 00:28:29,466 --> 00:28:31,100 not just in 3D space 527 00:28:31,500 --> 00:28:33,366 uh that really makes them 528 00:28:33,566 --> 00:28:35,300 uh extremely useful 529 00:28:35,366 --> 00:28:39,166 for all sorts of aspects in 2D and 3D compositing 530 00:28:39,300 --> 00:28:41,266 so if we take a look uh 531 00:28:41,866 --> 00:28:42,566 through the view port 532 00:28:42,566 --> 00:28:44,566 we can see that we're probably gonna need to do a 533 00:28:44,566 --> 00:28:47,066 a two d transform as well just to 534 00:28:48,066 --> 00:28:50,733 get the card in better position um 535 00:28:50,733 --> 00:28:52,566 we'll drop it down in y here 536 00:28:53,533 --> 00:28:55,866 before we start messing around too much with our 537 00:28:56,666 --> 00:28:58,466 with our bicubic handles there 538 00:28:58,466 --> 00:28:59,866 and maybe we'll just 539 00:29:00,300 --> 00:29:01,766 scale it up a tad 540 00:29:03,700 --> 00:29:05,400 just till we have something workable 541 00:29:05,666 --> 00:29:08,966 and we go back into our deform tab up here 542 00:29:09,666 --> 00:29:11,033 grab these handles 543 00:29:11,666 --> 00:29:14,833 and just pull them out there and forward 544 00:29:15,266 --> 00:29:16,900 and also we'll try to give 545 00:29:16,900 --> 00:29:18,600 give the card a little bit of a bend to it 546 00:29:18,600 --> 00:29:20,266 just to get rid of that that 547 00:29:20,266 --> 00:29:23,866 plainer look that it had beforehand um 548 00:29:23,866 --> 00:29:26,133 so perhaps if we can give this a nice little bend to it 549 00:29:26,133 --> 00:29:29,266 it'll rotate nicely behind 550 00:29:29,766 --> 00:29:31,000 behind the acorn 551 00:29:31,566 --> 00:29:33,400 or flower rather 552 00:29:50,866 --> 00:29:52,300 so we're looking 2D 553 00:29:52,800 --> 00:29:54,900 and just level those handles out a little bit 554 00:29:55,600 --> 00:29:57,900 scrub back to the beginning of the frame range 555 00:29:58,466 --> 00:30:01,000 make sure we're not causing any other 556 00:30:01,266 --> 00:30:02,700 troubles on the other end 557 00:30:04,766 --> 00:30:06,300 and you can see we've got a nice little fix 558 00:30:06,300 --> 00:30:07,366 going on there 559 00:30:09,100 --> 00:30:10,066 so now we've 560 00:30:10,066 --> 00:30:12,366 taken care of all the main elements that uh 561 00:30:12,700 --> 00:30:14,633 are required for our projection here 562 00:30:14,666 --> 00:30:16,166 so and it's looking pretty good 563 00:30:16,166 --> 00:30:17,300 it's coming a long way 564 00:30:17,366 --> 00:30:18,933 so now we can have a little bit of fun with it 565 00:30:18,933 --> 00:30:20,933 maybe do a little bit of of edge work 566 00:30:20,933 --> 00:30:22,766 uh back on some of our roto 567 00:30:22,966 --> 00:30:24,766 uh perhaps on the flower and ice 568 00:30:24,766 --> 00:30:27,000 we can maybe soften those edges a little bit 569 00:30:27,200 --> 00:30:30,066 um go up to that snow there and maybe add a 570 00:30:30,066 --> 00:30:31,800 new road or something like that 571 00:30:32,400 --> 00:30:36,100 uh my friend the erode blur oh 572 00:30:37,866 --> 00:30:39,800 wanna do that before the premult 573 00:30:40,800 --> 00:30:43,100 otherwise we're not gonna have too much success with it 574 00:30:50,066 --> 00:30:53,100 so you just pull away some of those edges there 575 00:30:53,366 --> 00:30:55,366 maybe we only need two 576 00:30:57,666 --> 00:30:59,233 and then a blur of one 577 00:31:01,200 --> 00:31:02,500 play around with those values until 578 00:31:02,500 --> 00:31:05,266 you find something that you're satisfied with and 579 00:31:06,266 --> 00:31:07,600 maybe soften up the 580 00:31:08,900 --> 00:31:11,266 edge of the flower with the similar technique 581 00:31:13,700 --> 00:31:15,300 again in before the pre mold 582 00:31:19,266 --> 00:31:20,433 take a look there 583 00:31:22,066 --> 00:31:23,166 it just kind of helps 584 00:31:23,166 --> 00:31:25,333 bleed it into the environment there without get 585 00:31:25,333 --> 00:31:26,733 getting rid of some of those green edges 586 00:31:26,733 --> 00:31:27,600 and some of those 587 00:31:27,766 --> 00:31:29,700 highlights that are a little bit too bright 588 00:31:31,466 --> 00:31:33,400 and just helps solve the shot a little bit 589 00:31:35,300 --> 00:31:37,200 so now I'm starting to feel pretty good about my comp 590 00:31:37,200 --> 00:31:39,400 it's time to have a little bit of fun with it and uh 591 00:31:39,400 --> 00:31:40,800 really hit this one home 592 00:31:40,800 --> 00:31:45,066 so with that I'm gonna introduce to you Z blur node 593 00:31:45,600 --> 00:31:49,300 which is a blur node used by Germans and or 594 00:31:49,800 --> 00:31:52,400 a blur node used by someone that wants to blur 595 00:31:52,400 --> 00:31:53,966 by the depth channel 596 00:31:54,166 --> 00:31:55,166 so if we take a look at the 597 00:31:55,166 --> 00:31:56,733 output of the scan line renderer 598 00:31:56,733 --> 00:31:58,300 we have our RGBA 599 00:31:58,800 --> 00:32:03,033 and if we drop down here in the viewer menu 600 00:32:03,266 --> 00:32:05,166 we can take a look at our depth channel 601 00:32:05,200 --> 00:32:08,633 and see that we're outputting depth information uh 602 00:32:10,166 --> 00:32:12,200 through the scanline render as well 603 00:32:13,266 --> 00:32:15,433 we can use this depth information 604 00:32:15,466 --> 00:32:18,333 uh to help us blur image based on distance 605 00:32:18,333 --> 00:32:20,766 or even do something like a rack focus 606 00:32:21,066 --> 00:32:22,933 uh anything fancy with blurs 607 00:32:22,933 --> 00:32:23,966 this is a great way to do it 608 00:32:23,966 --> 00:32:25,700 if you've got the depth information 609 00:32:26,133 --> 00:32:27,733 um and you can either have it come through 610 00:32:27,733 --> 00:32:30,666 the scanline render or perhaps it's a pass out of Maya 611 00:32:30,666 --> 00:32:32,466 or Vere or something like that 612 00:32:32,500 --> 00:32:35,766 to use a pass that came out of Vere or Maya 613 00:32:35,766 --> 00:32:36,866 you could uh 614 00:32:37,766 --> 00:32:39,466 pipe your channels together and maybe 615 00:32:39,466 --> 00:32:41,566 maybe call it depth dot Z or whatever you 616 00:32:41,566 --> 00:32:42,600 whatever you wanna call it 617 00:32:42,600 --> 00:32:44,366 and uh blur by that channel 618 00:32:44,800 --> 00:32:48,033 uh the math you would use would depend on what program 619 00:32:48,266 --> 00:32:50,300 you're receiving your death map from 620 00:32:50,400 --> 00:32:52,300 so uh in this case 621 00:32:52,300 --> 00:32:53,266 we're getting it from nuke 622 00:32:53,266 --> 00:32:54,566 so we'll mouse over 623 00:32:54,700 --> 00:32:58,833 uh the math menu here and see that far equals zero 624 00:32:59,533 --> 00:33:01,900 says that's used mostly by nuke and Render Man 625 00:33:01,900 --> 00:33:03,733 so that's what we'll set it to today 626 00:33:03,733 --> 00:33:05,766 if you're using something maybe out of Maya 627 00:33:05,766 --> 00:33:09,400 you could do far equals minus 0 and you'll 628 00:33:09,866 --> 00:33:11,666 play around with the results and and 629 00:33:11,900 --> 00:33:13,833 and you'll see what each one does 630 00:33:14,666 --> 00:33:16,533 we will check the inclusion box 631 00:33:16,533 --> 00:33:18,033 this box uh 632 00:33:18,300 --> 00:33:19,600 just says that things that 633 00:33:19,600 --> 00:33:22,066 are closer to the camera won't be uh 634 00:33:22,266 --> 00:33:23,733 blurred twice basically 635 00:33:23,733 --> 00:33:26,600 so you get the correct blurring going on by things that 636 00:33:26,600 --> 00:33:28,566 are included by using this check box 637 00:33:29,400 --> 00:33:31,300 and now for the focal plane setup 638 00:33:31,566 --> 00:33:32,833 we check this box 639 00:33:33,266 --> 00:33:36,933 the screen goes red and it pretty much becomes useless 640 00:33:36,933 --> 00:33:38,233 but that's because 641 00:33:38,366 --> 00:33:40,100 we have to go down to the next box 642 00:33:40,466 --> 00:33:41,500 focus plane 643 00:33:41,733 --> 00:33:42,900 and if we play around with that 644 00:33:42,900 --> 00:33:43,600 you can see what 645 00:33:43,600 --> 00:33:44,766 what happens 646 00:33:44,766 --> 00:33:48,300 uh the focus plane basically has a red plane 647 00:33:48,300 --> 00:33:49,533 closest to the camera 648 00:33:49,533 --> 00:33:50,766 a blue plane 649 00:33:50,800 --> 00:33:52,200 farther from the camera 650 00:33:52,800 --> 00:33:54,733 and uh anything that's in between 651 00:33:54,733 --> 00:33:57,866 so uh black in this case would be 652 00:33:58,066 --> 00:33:59,633 uh what's in focus 653 00:34:00,533 --> 00:34:02,466 uh there's a depth of field box below that 654 00:34:02,466 --> 00:34:03,366 if you need to 655 00:34:03,366 --> 00:34:05,333 uh fake the depth of field to get a 656 00:34:05,333 --> 00:34:06,800 a bigger range in there 657 00:34:07,000 --> 00:34:10,533 um but if you mouse over there it says true 658 00:34:10,533 --> 00:34:12,800 true theoretical depth of field uh 659 00:34:12,800 --> 00:34:13,666 is set to 0 660 00:34:13,666 --> 00:34:15,266 so we're gonna leave that as 0 661 00:34:15,266 --> 00:34:16,866 and see what we can accomplish 662 00:34:17,133 --> 00:34:18,866 uh size is the amount of blur 663 00:34:19,400 --> 00:34:20,366 got your maximum 664 00:34:20,366 --> 00:34:22,266 the amount of blur that it can go to and 665 00:34:22,266 --> 00:34:23,600 filter shape etc 666 00:34:23,666 --> 00:34:26,000 so we're gonna start by messing around with 667 00:34:26,366 --> 00:34:27,800 the focus plane a little bit will 668 00:34:27,800 --> 00:34:29,966 bump up our size to maybe say 669 00:34:30,066 --> 00:34:32,133 20 just so we get some really 670 00:34:32,133 --> 00:34:33,500 visual results 671 00:34:34,500 --> 00:34:36,600 and we'll just mess around with our focus 672 00:34:36,600 --> 00:34:37,166 playing a little bit 673 00:34:37,166 --> 00:34:37,966 like I said before 674 00:34:37,966 --> 00:34:39,200 we're gonna want something 675 00:34:39,200 --> 00:34:42,433 that has red in the front and blue in the back 676 00:34:42,866 --> 00:34:44,633 oop that's a little too far 677 00:34:48,933 --> 00:34:50,400 and then we can take a look at 678 00:34:51,066 --> 00:34:52,466 our RGB channel 679 00:34:53,300 --> 00:34:56,166 and see that uh our flowers nicely blurring there 680 00:34:56,166 --> 00:34:57,900 we can play around with our maximum 681 00:34:57,900 --> 00:34:59,833 see if we can get anything more out of that 682 00:35:03,566 --> 00:35:06,500 and we do so we'll leave that up around 15 or so 683 00:35:09,200 --> 00:35:13,800 and looks like a good way to start our rack focus 684 00:35:14,000 --> 00:35:16,866 so we'll set a keyframe on our focus plane 685 00:35:19,533 --> 00:35:22,966 and then we'll scroll through say maybe 50 frames 686 00:35:29,133 --> 00:35:31,166 turn our focus plane back on 687 00:35:32,800 --> 00:35:35,666 and see if we can 688 00:35:37,366 --> 00:35:38,566 get that into 689 00:35:40,066 --> 00:35:41,766 a nice gradient there 690 00:35:41,766 --> 00:35:46,200 where we get our black coming through on the flower 691 00:35:46,733 --> 00:35:48,366 just really fine tune it 692 00:35:49,200 --> 00:35:50,800 till we get exactly what we want 693 00:35:50,800 --> 00:35:52,433 take our focal plane off 694 00:35:59,333 --> 00:36:00,133 there you have it 695 00:36:00,133 --> 00:36:02,733 we got our nice focus flower again 696 00:36:02,733 --> 00:36:05,066 so if we scroll back in time we can see 697 00:36:05,200 --> 00:36:07,366 make sure our animation's happening 698 00:36:09,266 --> 00:36:12,033 and ram that up and see what it looks like 699 00:36:13,900 --> 00:36:15,500 so you're sitting at your desk 700 00:36:15,566 --> 00:36:17,366 it's about 5 o'clock in the afternoon 701 00:36:17,366 --> 00:36:18,466 you're feeling smug 702 00:36:18,766 --> 00:36:20,466 liking the way your comp's looking 703 00:36:21,466 --> 00:36:23,000 supervisor comes over 704 00:36:23,566 --> 00:36:26,200 2 minutes before the end of the day says I love it 705 00:36:26,200 --> 00:36:26,800 looks great 706 00:36:26,800 --> 00:36:28,133 let's make it 10% bigger 707 00:36:28,133 --> 00:36:29,500 render go home 708 00:36:30,000 --> 00:36:34,433 so what you try to do is you grab a transform geonode 709 00:36:36,300 --> 00:36:39,866 and you say okay I'll drop this guy in here 710 00:36:41,733 --> 00:36:43,100 I'll scale it up 711 00:36:46,166 --> 00:36:47,366 and move it up 712 00:36:51,333 --> 00:36:52,600 and what's happening 713 00:36:52,966 --> 00:36:56,066 nothing nothing good anyway 714 00:36:56,333 --> 00:36:58,533 all of a sudden your comes falling apart 715 00:36:58,533 --> 00:36:59,533 you're stressing out 716 00:36:59,533 --> 00:37:00,833 you got dinner plans 717 00:37:01,000 --> 00:37:03,000 let's look at how to solve this problem 718 00:37:03,933 --> 00:37:05,666 so there's two ways you can do this 719 00:37:05,666 --> 00:37:08,566 um this is due to the problem I was showing guys before 720 00:37:08,566 --> 00:37:10,700 uh their projections on geometry 721 00:37:10,900 --> 00:37:13,566 uh so if you move the geometry 722 00:37:13,566 --> 00:37:15,900 the projection misses the geometry 723 00:37:16,366 --> 00:37:20,400 so one way to do this is to turn the projection into 724 00:37:21,166 --> 00:37:24,600 UVs so uh in order for that to happen though 725 00:37:24,600 --> 00:37:27,800 you have to have UVs that are uh correctly laid out 726 00:37:27,933 --> 00:37:30,833 or at least so that everything's not on top of itself 727 00:37:30,933 --> 00:37:33,766 so in order to turn your projection into UVs 728 00:37:33,766 --> 00:37:35,833 you're gonna wanna bring in a scanline renderer 729 00:37:37,266 --> 00:37:42,400 and bring it up underneath your geometry oops 730 00:37:42,600 --> 00:37:43,833 grab the right one 731 00:37:45,200 --> 00:37:48,500 and plug your object unseen arrow 732 00:37:48,600 --> 00:37:50,700 into your geometry read node 733 00:37:51,966 --> 00:37:55,900 then in your scan line render under projection mode 734 00:37:56,500 --> 00:38:00,500 select UV from the drop down list and take a look 735 00:38:01,866 --> 00:38:04,733 now Jeremy's been kind enough to lay these UVs out 736 00:38:04,733 --> 00:38:06,766 so uh they look 737 00:38:06,800 --> 00:38:07,800 uh pretty good 738 00:38:07,800 --> 00:38:09,866 that's the image that's being projected onto 739 00:38:09,866 --> 00:38:11,766 the geometry stretched around 740 00:38:12,900 --> 00:38:15,433 so now we can take this image 741 00:38:15,533 --> 00:38:18,266 and using the apply material node 742 00:38:21,100 --> 00:38:22,900 we can grab the matte arrow 743 00:38:22,900 --> 00:38:26,100 which is now our material from our UVs 744 00:38:26,733 --> 00:38:27,966 and then the other arrow 745 00:38:27,966 --> 00:38:30,233 will plug back into our geometry 746 00:38:31,500 --> 00:38:33,900 and then plug that into our scene 747 00:38:34,700 --> 00:38:38,200 and if you look at our scan line render output 748 00:38:40,933 --> 00:38:44,433 you can see that nothing's changed it's still the same 749 00:38:46,500 --> 00:38:47,433 so 750 00:38:49,966 --> 00:38:52,500 this is another way to get the same result however 751 00:38:53,000 --> 00:38:56,633 this one you can add a transform oops sorry 752 00:38:56,933 --> 00:39:01,066 a transform Geo underneath 753 00:39:02,733 --> 00:39:06,166 and then when you move your geometry around in 3D space 754 00:39:06,766 --> 00:39:08,400 the texture goes with it 755 00:39:08,800 --> 00:39:12,666 so um that's a great way to do um 756 00:39:12,700 --> 00:39:13,666 textures and things 757 00:39:13,666 --> 00:39:14,966 especially if you're 758 00:39:15,100 --> 00:39:16,700 if you're needing to paint on top of it 759 00:39:16,700 --> 00:39:19,033 well once you've got your UVs laid out here 760 00:39:19,100 --> 00:39:21,366 uh you can use the paint tool 761 00:39:21,366 --> 00:39:22,500 whatever you need 762 00:39:22,533 --> 00:39:24,500 uh underneath that and then plug 763 00:39:24,500 --> 00:39:27,300 your material arrow into the bottom of that 2D chain 764 00:39:27,800 --> 00:39:30,033 and put it back on your geometry 765 00:39:30,200 --> 00:39:32,200 and uh carry on from there 766 00:39:32,200 --> 00:39:34,600 so anytime you have a balcony or something that 767 00:39:34,600 --> 00:39:37,033 has stretched projections 768 00:39:37,100 --> 00:39:38,066 you can lay that 769 00:39:38,066 --> 00:39:38,800 lay out the UVs 770 00:39:38,800 --> 00:39:40,466 paint on top of the stretching 771 00:39:40,733 --> 00:39:42,866 and uh carry on from there 772 00:39:43,266 --> 00:39:44,466 uh but as you can see 773 00:39:44,466 --> 00:39:47,266 this would be a big setup for uh what we have here 774 00:39:47,266 --> 00:39:48,466 we've got uh 775 00:39:48,466 --> 00:39:49,366 three or four of these 776 00:39:49,366 --> 00:39:51,300 and sometimes you can have even more of those 777 00:39:51,500 --> 00:39:54,500 um so let's look at another way to do 778 00:39:55,300 --> 00:39:56,666 another transform like that 779 00:39:56,666 --> 00:39:59,633 we'll get rid of that and go back to normal 780 00:40:01,600 --> 00:40:05,000 and this time we're also gonna use a transform mast 781 00:40:05,000 --> 00:40:06,300 or transform Geo 782 00:40:06,933 --> 00:40:09,600 and we're gonna plug it in after our C node 783 00:40:09,966 --> 00:40:13,366 so we can move everything all at once however 784 00:40:13,666 --> 00:40:14,933 like I demonstrated before 785 00:40:14,933 --> 00:40:16,566 if I was just to move this around 786 00:40:16,566 --> 00:40:18,466 uh we would just break our projection 787 00:40:18,600 --> 00:40:20,466 so what I'm gonna do is I'm gonna 788 00:40:20,466 --> 00:40:22,166 grab another access node 789 00:40:24,933 --> 00:40:27,366 and I'm gonna attach it to our projection camera 790 00:40:29,333 --> 00:40:33,500 and bring this guy out here 791 00:40:34,166 --> 00:40:35,733 and we're gonna create an expression 792 00:40:35,733 --> 00:40:38,433 from our Transform Geo to our axis 793 00:40:38,500 --> 00:40:41,633 so that we can adjust our values in our Transform Geo 794 00:40:42,000 --> 00:40:44,600 and we will move the camera at the same time 795 00:40:44,600 --> 00:40:46,900 that's projecting on our geometry that we're moving 796 00:40:46,900 --> 00:40:48,866 so they'll all move in unison 797 00:40:48,866 --> 00:40:51,566 and you can accomplish the same result that we got 798 00:40:51,600 --> 00:40:54,200 by applying the UVs to the geometry 799 00:40:56,000 --> 00:40:58,266 so in case you don't have properly laid out UVs 800 00:40:58,266 --> 00:41:01,400 this is a a great plan B 801 00:41:02,000 --> 00:41:04,500 so in order to create that expression 802 00:41:04,500 --> 00:41:07,566 you're gonna want to control drag on a PC 803 00:41:07,933 --> 00:41:09,966 uh command drag on a Mac 804 00:41:10,266 --> 00:41:11,600 the values from 805 00:41:12,700 --> 00:41:15,166 each category that you may want to transform 806 00:41:15,500 --> 00:41:18,566 from the transform Geo to the axis note 807 00:41:18,766 --> 00:41:21,800 and let's do the scale as well 808 00:41:23,100 --> 00:41:25,200 and then you can see 809 00:41:25,200 --> 00:41:27,900 uh our our expression link arrow there 810 00:41:28,266 --> 00:41:31,333 and if we test it by doing a quick scale 811 00:41:31,333 --> 00:41:33,366 if you try to do it in in your axis node 812 00:41:33,366 --> 00:41:34,933 you'll notice that nothing happens 813 00:41:34,933 --> 00:41:38,266 because it is expression linked to our transform Geo 814 00:41:38,266 --> 00:41:40,466 but if you do it in the transform Geo 815 00:41:42,066 --> 00:41:44,066 boom there you are 816 00:41:44,500 --> 00:41:45,666 you're 10% bigger 817 00:41:45,666 --> 00:41:47,633 you ready to render and go home 818 00:41:47,700 --> 00:41:49,200 the only drawback to this is 819 00:41:49,200 --> 00:41:50,966 you notice now that we're doing that 820 00:41:51,866 --> 00:41:53,900 it's also scaling up our background 821 00:41:53,900 --> 00:41:56,533 but they didn't want anything done to the background 822 00:41:56,533 --> 00:41:58,433 they just wanted it done to the flower 823 00:41:58,500 --> 00:42:01,766 so the only way we can separate that out 824 00:42:01,766 --> 00:42:06,400 uh using this technique is to add a scan line renderer 825 00:42:07,533 --> 00:42:10,366 a second one and attach it to our card 826 00:42:10,600 --> 00:42:13,900 unplug our card from that scene and 827 00:42:15,533 --> 00:42:20,466 use our friend the over to merge a over B 828 00:42:21,933 --> 00:42:23,166 for our final pipe 829 00:42:24,500 --> 00:42:27,266 and you know it's not not a bad idea to 830 00:42:27,400 --> 00:42:29,833 separate out your background like that because 831 00:42:30,166 --> 00:42:32,200 once you've got that separated you can 832 00:42:32,200 --> 00:42:34,733 if you take a look at your old scanline render output 833 00:42:34,733 --> 00:42:37,433 you've got just the alpha from your foreground 834 00:42:37,600 --> 00:42:40,700 and it's not contaminated by your background there 835 00:42:41,000 --> 00:42:43,133 so that's a great way to uh 836 00:42:43,133 --> 00:42:45,500 manipulate the edges of your foreground as well 837 00:42:45,500 --> 00:42:47,233 so not a bad technique 838 00:42:47,266 --> 00:42:50,466 we'll stick with that one for this case and uh 839 00:42:51,266 --> 00:42:54,066 raise this by point of 5 840 00:42:54,066 --> 00:42:56,066 so it all fits in the shot there 841 00:42:57,533 --> 00:43:00,266 maybe give it a get out of our alpha channel 842 00:43:00,800 --> 00:43:03,466 go to our last frame we had that issue with the stem 843 00:43:04,600 --> 00:43:05,966 where it looked like 844 00:43:05,966 --> 00:43:08,066 it wasn't quite connecting at the end there 845 00:43:10,200 --> 00:43:12,333 so now it is and if it wasn't 846 00:43:12,333 --> 00:43:14,266 we could just translate up a little bit 847 00:43:15,266 --> 00:43:17,333 for the overall shot 848 00:43:17,333 --> 00:43:19,500 maybe that's a little bit too much 849 00:43:19,533 --> 00:43:20,566 there you have it 850 00:43:21,333 --> 00:43:23,000 and also when you come set up this way 851 00:43:23,000 --> 00:43:24,366 with a separate background 852 00:43:24,466 --> 00:43:26,000 coming through your scan line render 853 00:43:26,100 --> 00:43:28,366 you can add 854 00:43:28,366 --> 00:43:31,100 a lot of God rays and things like that just to really 855 00:43:31,100 --> 00:43:32,466 really ham up your shots 856 00:43:33,600 --> 00:43:35,866 so that's gonna wrap up our lesson for today 857 00:43:36,100 --> 00:43:37,600 feel free to carry on with this 858 00:43:37,600 --> 00:43:38,166 like I said 859 00:43:38,166 --> 00:43:40,166 you got a separate foreground and background now 860 00:43:40,166 --> 00:43:42,866 so you can add little bits of flare here and there 861 00:43:43,366 --> 00:43:44,966 like maybe some volume raise 862 00:43:44,966 --> 00:43:47,433 that's always a big crowd pleaser 863 00:43:47,866 --> 00:43:49,733 I hope you learn how to set up some 864 00:43:49,733 --> 00:43:51,333 some projections here and uh 865 00:43:51,333 --> 00:43:52,266 remember the two 866 00:43:52,266 --> 00:43:54,533 two various ways to move projections about in 867 00:43:54,533 --> 00:43:57,300 in space and sort of do some 868 00:43:57,300 --> 00:43:59,100 do some planning ahead before you start doing 869 00:43:59,100 --> 00:43:59,666 projections 870 00:43:59,666 --> 00:44:01,066 and really know what you're gonna have to do 871 00:44:01,066 --> 00:44:04,400 and and this is a great technique for a steel frame 872 00:44:04,400 --> 00:44:05,400 but it also works really 873 00:44:05,400 --> 00:44:07,200 really well with motion frames 874 00:44:07,200 --> 00:44:08,000 I'd like to thanks 875 00:44:08,000 --> 00:44:10,800 thank Jeremy for providing us with this 876 00:44:11,066 --> 00:44:12,533 fantastic picture to work with 877 00:44:12,533 --> 00:44:14,833 and also setting up that pre comp 878 00:44:15,133 --> 00:44:17,266 and keeping everything labelled and organised 879 00:44:17,266 --> 00:44:19,400 so I could pick up right where he left off 880 00:44:19,400 --> 00:44:20,333 so thanks for joining me 881 00:44:20,333 --> 00:44:21,133 I'm Charles Lupage 882 00:44:21,133 --> 00:44:23,600 I look forward to hearing from you guys in the forums 883 00:44:23,800 --> 00:44:25,700 and we'll see you in a couple weeks 64329

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