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hello ladies and gentlemen
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Charles Lapage here
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um welcome to class 9 um
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this is gonna begin
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the summation of our semester so far
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hope you guys have been enjoying it
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uh and we are gonna apply the wealth of knowledge that
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you have Learned thus far to this shot
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from beginning to end uh
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this is some local footage that I took here in Boston
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uh this is the long fella bridge and uh
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I'd like to make this a tribute to
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uh Bob Hoover
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so we are gonna turn the scene into
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sort of a World War 2 esque scene
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um we'll put some CG elements in there uh
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talk a little bit about uh
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the color correction process
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setting everything up and uh
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delegating out work for the visual effects pipeline
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and then in Class 10
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we'll composite it all together and uh
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hopefully have a pretty good looking shot
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at the end of it all here
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the cool thing about this shot
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is that we have free range
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we can do pretty much whatever we want
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um and when I'm in charge of a shot like this it's uh
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it's easy to let imagination get the best of you uh
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imagination is a very important part
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you wanna you wanna use it to your advantage
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but the thing to keep in mind when you're doing
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all that imagining is
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uh a timeline
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you wanna make sure that
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you're gonna be able to accomplish the amount of work
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uh in the amount of time that you're allotted
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you wanna make sure that if you cannot do it yourself
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that you have the ability to delegate
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it out to people that can help you accomplish
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the goal in the time that you need it and uh
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make sure that you have the resources to get it done uh
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in the time
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time frame uh
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that being said
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and with that lurking in the back of our minds uh
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the next thing I like to do is
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sort of set up a mood for the shot
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we got the plate here
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which is pretty nice plate to begin with
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so we don't have too much work to do with it
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but I like to give it an initial color grade and
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maybe perhaps a crop
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and just kind of help my imagination
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see where we're gonna go with this shot
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and so to develop a little bit of a style
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which may change as we add elements
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um we'll see
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so with that
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we're gonna
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get into color grading this plate a little bit
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I'd like to
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it's pretty
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pretty cool at the moment and the
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the blacks are really dark
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so I wouldn't mind bringing up
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the blacks on this bridge and
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uh maybe the game down in the sky
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and perhaps on the water a little bit and uh
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maybe desaturate it
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and we'll see where we can go with it
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okay so now that we have a goal in mind
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we're gonna uh do a quick
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quick and dirty color correction on this guy and uh
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get us in the mood
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so we're uh
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giving the lights and lighting the candles
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so we're gonna start by uh
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creating some mats
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um because it's gonna be pretty tough to get this on in
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uh one color correction
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so we'll start by um
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making a map for our sky
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so with a quick lumic here
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we'll grab that
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take a quick look at our alpha
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and we'll hammer away on this until
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with a quick and dirty key for our sky
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check it at the end there
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make sure it's still gonna work
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just crank down on that one
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maybe let off on that end okay
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and Matt out the bottom here with a roto node
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get a little bit of our edge in there okay
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and we'll turn our shape color to black
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so there's our sky mat
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uh now we're gonna go on and make a bridge mat
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we'll bring this over to the side
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and in order to do the bridge mat
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we are just going to add an invert to this guy
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here that'll give us our bridge mount
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and now we can start color correcting
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I'm gonna leave these external
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you could embed the channels
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uh like Jeremy taught you last week
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um but just so that when I come back to this
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I I prefer graphical approach
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so I'm gonna leave
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uh my grades with just some uh mask inputs
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so I'm gonna input my mat to the sky there
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and when I grade something like a a sky like this
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if I just uh quickly grade it
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uh it's gonna be hard to make
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everything uh line up here
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so we're gonna grade the sky first
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and we're gonna put the
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uh grade four
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before the tower is back on top
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so we're gonna take a quick look at that
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and we're probably gonna blur this mat
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it's a little uh harsh from the inside
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so we'll just really give it a
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give it a good blur by adding a blur node
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cranking that up
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and then we can bring our
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white point up a little bit
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and our gain down
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add a little bit of depth in there with our multiply
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alright and
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now I wanna bring some of the blacks up in the bridge
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like I've mentioned before
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so we're gonna add another grade note here
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pipe in my channel for the bridge
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and mess around with my black point
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just see if I can see what I can get out of there
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that'll bring my shadowy areas up
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and perhaps we can
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add a little bit of color into that
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ever so slightly what this is a really sensitive one so
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you want to be careful with that
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and we just wanna get a little bit more detail
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out of there
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which we have uh will mess around with our multiply bit
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here as well
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and maybe we can
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desaturate the whole thing towards the end here
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um and adjust our gamma here
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add a little bit of green in our gamma
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and
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lift it a bit ever so slightly we don't wanna break it
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we wanna keep the sky in the bridge consistent um so
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bring that up a little bit
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and we'll take a look at our 1 and two
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and that's getting there then we'll also
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add a grade and another roto node
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feather it on the negative
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take a look at our grade and gain down our water
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break it bring it back
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and we'll go back to our sky and
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mess around with our gamma a little bit
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maybe we can add some orange to it
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see what's happening here
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what happens if we take off this
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so there you can see what I was talking about with
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the harshness between the mats
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so we'll leave the blur on for the time being
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since this is just a quick and dirty one
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add a little bit of orange
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a little bit of green
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and we're gonna wanna fix this mat here
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so we're gonna know that this bridge needs to go to
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the roto department as soon as possible
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and hopefully you're already getting the
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shot tracked by this point
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so we'll bring that
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around here
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just for the steel frame
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cause what we're gonna do
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the idea for
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for this whole process is to get out a steel frame
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um that we can make a style frame from
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and then uh
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that way it'll help us delegate our work
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and figure out what we need to do
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uh to get the shot completed on time so
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now we're getting closer to something that
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that's a little bit more uh intimate
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and uh World War World War 2 esque
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will add a saturation note at the end here
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and just desaturated ever so slightly
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cool so I'm getting pretty happy with that
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look at the difference between the one and the two
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just a little bit more friendly on the eyes um
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maybe we took that saturation a little too far
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still want a little bit of color in there
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so maybe a point eight five will do it
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alright kinda get some of that uh
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brightness out of the sky that I
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wasn't feeling so much beforehand
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so we'll go back through here and label our grades if
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uh if we get if we think we're gonna come back to this
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but we'll stick uh
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stick to a frame like this and and make a
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a concept frame and then send it out to CG mat
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painting and roto
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so
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also just to help uh on the composition front um
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we'll add a little bit of a crop node
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no just help us design our our shot a little bit better
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turn our overlay on
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oh and our project settings aren't correct so
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and that probably means that
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our Mets are all over the place nope okay
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so we're just gonna crop the sky in a little bit
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and a lot of this foreground water
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lower that bridge on the
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horizon to us so
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maybe we can even leave a little bit more sky in there
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and get rid of our bin here
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take a look
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and we got a pretty good
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looking shot coming along there
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so I'm gonna take this into Photoshop and I'm gonna uh
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do a little bit of painting uh
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just for the one still frame
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so that then we can discuss some uh
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some delegation techniques and uh
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in the meantime
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uh with we sent this
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plate off to tracking to get a 3D camera
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since we're gonna be adding so many CG elements
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and smoke elements and etcetera
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and also that way if
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if we decided we wanna do a sky replacement
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we could easily set it up for that
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so I'll be back in a few minutes with a painted frame
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and uh we'll discuss from there okay
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so just come back from Photoshop
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and this is a before and after of uh what we
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what we're going for um
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I just put some uh
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tanks on the bridge
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just quickly
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didn't wanna waste too much time
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um uh added a couple of aeroplanes and um
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did a quick map painting for the bridge
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and painted out some of these light posts
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so now be a good time to uh
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to call together the people you think you'd need um
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once you've got a timeline laid out for
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how much time you need
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you can have your camera be tracked
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your roto done
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your mat paintings done
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and your CG
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elements sent to CG
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all with a frame like this one so that everyone
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can kind of understand where they're going
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so uh we'll send the tanks on and uh
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an airplanes to uh
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the CG department
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we'll take care of retto and matte paintings and uh
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we'll also get someone on
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element creation so that when we're ready to comp
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the shot together
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we have all our elements and uh
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we can just spend all our time
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concentrating on the composite and not uh
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wrangling our images together
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so now that we have this frame
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we're gonna send our roto off and uh
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we'll check in with the roto department
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for a pretty cool technique on roto paint for this
274
00:12:21,666 --> 00:12:22,400
kind of shot
275
00:12:22,400 --> 00:12:23,600
that'll really speed it up
276
00:12:23,600 --> 00:12:26,666
and in case you're doing it yourself all right
277
00:12:26,666 --> 00:12:27,800
so we've put our
278
00:12:27,866 --> 00:12:29,500
color correction aside for the time being
279
00:12:29,500 --> 00:12:32,100
and we're over in the Roto paint department
280
00:12:32,300 --> 00:12:33,166
hello it's me
281
00:12:33,166 --> 00:12:35,033
Charles in the Roto paint department
282
00:12:35,400 --> 00:12:38,533
so I came across a pretty neat technique that's
283
00:12:38,533 --> 00:12:39,900
super time saving
284
00:12:40,300 --> 00:12:41,300
for a shot like this
285
00:12:41,300 --> 00:12:42,800
we got a move and
286
00:12:42,800 --> 00:12:43,700
show you go
287
00:12:43,700 --> 00:12:44,900
frame by frame and
288
00:12:45,300 --> 00:12:46,866
sort of work out the jitter and stuff
289
00:12:46,866 --> 00:12:47,566
but fortunately
290
00:12:47,566 --> 00:12:50,433
we sent this over to tracking um
291
00:12:50,500 --> 00:12:51,566
and Charles
292
00:12:51,566 --> 00:12:53,166
tracked us in the tracking department for us
293
00:12:53,166 --> 00:12:55,300
so we're gonna bring that
294
00:12:56,000 --> 00:12:58,166
track in and uh
295
00:12:58,200 --> 00:12:59,400
use it to help us
296
00:12:59,400 --> 00:13:02,300
roto paint with only a few frames of work
297
00:13:02,400 --> 00:13:05,866
and um I'll show you how to set that up and
298
00:13:06,166 --> 00:13:07,800
get you guys moving on your way to
299
00:13:07,800 --> 00:13:09,200
uh Speedy Roto
300
00:13:09,400 --> 00:13:11,433
and paint when you have a 3D track
301
00:13:12,533 --> 00:13:13,500
we're gonna follow
302
00:13:13,500 --> 00:13:15,733
a similar setup that we uh
303
00:13:15,733 --> 00:13:17,666
use for the projection section
304
00:13:17,666 --> 00:13:19,766
so this should look familiar to you guys from the
305
00:13:19,766 --> 00:13:21,200
2D projection class
306
00:13:21,366 --> 00:13:23,433
and what we've got here is
307
00:13:23,566 --> 00:13:24,633
Projection Node
308
00:13:25,266 --> 00:13:27,833
except instead of being attached to
309
00:13:28,000 --> 00:13:29,666
an unanimated camera
310
00:13:29,966 --> 00:13:31,400
we have our
311
00:13:32,333 --> 00:13:34,000
animated camera that we got from
312
00:13:34,000 --> 00:13:35,300
track and department
313
00:13:35,733 --> 00:13:38,600
thank you Charles and
314
00:13:41,566 --> 00:13:43,566
we got our animated camera here
315
00:13:44,366 --> 00:13:48,100
uh we're going through a we're projecting our plate
316
00:13:48,100 --> 00:13:50,300
through the camera onto our card
317
00:13:50,966 --> 00:13:54,000
and then we're gonna look at our scan line render here
318
00:13:55,566 --> 00:13:59,333
and our card if we open it up in 3D space
319
00:13:59,333 --> 00:14:02,966
you can see just floating in space there and
320
00:14:05,300 --> 00:14:06,700
if we show our camera
321
00:14:10,266 --> 00:14:11,500
you can see what's going on there
322
00:14:11,500 --> 00:14:12,533
we'll highlight our card so
323
00:14:12,533 --> 00:14:14,066
you can actually see what's going on
324
00:14:14,366 --> 00:14:15,633
we're projecting our
325
00:14:16,366 --> 00:14:18,200
plate through a moving camera
326
00:14:18,266 --> 00:14:21,000
our moving plate through a moving camera on
327
00:14:21,766 --> 00:14:23,500
to a card in space
328
00:14:23,700 --> 00:14:25,633
and if you look through the camera
329
00:14:26,866 --> 00:14:29,500
um we're gonna attach our scanline render
330
00:14:29,500 --> 00:14:31,800
I'll explain this reform at note in a minute
331
00:14:32,166 --> 00:14:34,466
uh we're gonna look through a scanline render
332
00:14:35,133 --> 00:14:37,766
and if we set
333
00:14:37,966 --> 00:14:40,633
the scanline render to perspective
334
00:14:41,066 --> 00:14:42,900
uh we're not getting the results we need here
335
00:14:42,900 --> 00:14:45,000
so we need to change this projection mode to UV
336
00:14:45,000 --> 00:14:46,266
like we explained
337
00:14:46,266 --> 00:14:49,700
uh in the 2D2 motion class
338
00:14:50,866 --> 00:14:53,133
um and once we set it to UV
339
00:14:53,133 --> 00:14:55,966
you can see that our card UVs that we're looking
340
00:14:55,966 --> 00:14:58,800
at have created a stabilized plate for us
341
00:14:58,800 --> 00:15:01,100
so just to demonstrate that
342
00:15:01,100 --> 00:15:02,666
we'll put that red dot there
343
00:15:03,733 --> 00:15:05,700
and as you scrub through
344
00:15:06,566 --> 00:15:07,733
uh we're not moving
345
00:15:07,733 --> 00:15:10,566
so now we can paint enroto on this plate
346
00:15:10,566 --> 00:15:13,033
and we are producing a UV texture
347
00:15:13,300 --> 00:15:14,933
and uh when we're finished with our texture
348
00:15:14,933 --> 00:15:18,000
we can project that back onto our card using the apply
349
00:15:18,000 --> 00:15:21,833
material node that we discussed in Class 6
350
00:15:22,133 --> 00:15:25,966
and uh you'll see our results pretty shortly here
351
00:15:25,966 --> 00:15:27,566
so if I uh bring in
352
00:15:28,000 --> 00:15:30,400
demonstrate the rhodo first oh
353
00:15:31,133 --> 00:15:31,933
let me explain this
354
00:15:31,933 --> 00:15:33,533
reform that before I forget
355
00:15:33,533 --> 00:15:36,700
so since our project settings are 6 44
356
00:15:36,700 --> 00:15:39,866
80 um we've got
357
00:15:40,300 --> 00:15:41,933
a pretty small texture
358
00:15:41,933 --> 00:15:44,366
so if we were to reproject that onto a card that's
359
00:15:44,366 --> 00:15:46,300
larger we'd be blowing up the image
360
00:15:46,300 --> 00:15:48,666
so I've attached just a reform that note here
361
00:15:48,800 --> 00:15:50,500
and scaled it up to 3
362
00:15:50,566 --> 00:15:53,200
so then when we look through our scan line render
363
00:15:54,200 --> 00:15:56,866
uh oh we gotta enable that
364
00:15:57,600 --> 00:15:59,100
we've got uh
365
00:15:59,333 --> 00:16:01,066
a format that's uh
366
00:16:01,066 --> 00:16:03,066
three times the size of
367
00:16:03,266 --> 00:16:04,700
uh the one we were piping in there
368
00:16:04,700 --> 00:16:05,266
and so when we
369
00:16:05,266 --> 00:16:06,600
reproject that we won't lose
370
00:16:06,600 --> 00:16:08,733
uh quite as much detail or any
371
00:16:08,733 --> 00:16:10,800
hopefully if everything goes according to plan
372
00:16:11,300 --> 00:16:12,866
so bring in our
373
00:16:13,466 --> 00:16:15,100
trusty Roto paint note again
374
00:16:15,100 --> 00:16:17,533
or I guess you could do this all in one note
375
00:16:17,533 --> 00:16:20,200
we'll split it up for Roto and then one for paint
376
00:16:20,200 --> 00:16:23,266
since we'll probably have to project them separately
377
00:16:23,966 --> 00:16:26,000
um just whoops
378
00:16:26,000 --> 00:16:27,833
just to keep everything clean
379
00:16:28,466 --> 00:16:31,266
so we'll go in here and just to demonstrate
380
00:16:31,666 --> 00:16:32,566
how this is gonna work
381
00:16:32,566 --> 00:16:33,833
we'll draw a quick shape
382
00:16:34,166 --> 00:16:35,466
around our bridge
383
00:16:36,933 --> 00:16:39,100
quick and dirty and then I'll go back and make it neat
384
00:16:39,100 --> 00:16:41,100
so you guys don't have to be
385
00:16:41,733 --> 00:16:44,766
bored by yet another Rotta paint
386
00:16:45,266 --> 00:16:46,666
technique however
387
00:16:46,666 --> 00:16:47,766
this one's super useful
388
00:16:47,766 --> 00:16:49,200
especially when you're freelancing
389
00:16:49,200 --> 00:16:50,633
saving time is key
390
00:16:50,733 --> 00:16:52,100
when you go into someone's office
391
00:16:52,100 --> 00:16:54,433
they've usually called in a freelancer because
392
00:16:54,800 --> 00:16:56,933
it is too busy for the staff to just get it done
393
00:16:56,933 --> 00:16:59,166
so they appreciate it when you can do a lot of stuff
394
00:16:59,166 --> 00:16:59,966
all at once
395
00:16:59,966 --> 00:17:02,066
so here is a fantastic technique
396
00:17:02,500 --> 00:17:04,166
that will allow you to do so
397
00:17:04,266 --> 00:17:05,766
so take a look at our shape
398
00:17:05,966 --> 00:17:07,766
and as we scrub through the timeline
399
00:17:10,766 --> 00:17:13,066
you can see we've got we didn't uh
400
00:17:13,800 --> 00:17:16,000
do a too good of a job on the lens assortion
401
00:17:16,000 --> 00:17:20,066
so uh we may have to animate maybe one or two keys so
402
00:17:20,533 --> 00:17:22,166
we'll set one at the end there
403
00:17:23,533 --> 00:17:25,033
go back to the beginning
404
00:17:25,466 --> 00:17:27,300
and you can see that literally with about
405
00:17:27,300 --> 00:17:28,566
two key frames
406
00:17:29,400 --> 00:17:32,600
we have taken care of our rotor for the bridge
407
00:17:32,600 --> 00:17:35,200
so I'll go ahead and finish up uh
408
00:17:35,366 --> 00:17:37,333
the intricacies to this and
409
00:17:37,333 --> 00:17:40,600
and spend a little bit more time rendering the towers
410
00:17:40,600 --> 00:17:42,166
but while I've got you here
411
00:17:42,166 --> 00:17:44,833
I will also demonstrate a paint technique
412
00:17:45,166 --> 00:17:47,200
that works along the same lines
413
00:17:47,866 --> 00:17:51,400
so bring our Peaky
414
00:17:51,400 --> 00:17:52,966
bringing our Roto paint note
415
00:17:54,133 --> 00:17:55,366
and we'll just take a quick look through
416
00:17:55,366 --> 00:17:57,100
our Roto paint note and I'll uh
417
00:17:59,700 --> 00:18:02,566
show you that all we have to do for this type of shot
418
00:18:02,566 --> 00:18:04,266
we'll get a big brush
419
00:18:06,166 --> 00:18:09,566
and we'll paint these out on this frame
420
00:18:11,200 --> 00:18:13,000
being careful not to
421
00:18:15,666 --> 00:18:17,233
paint anything we don't want
422
00:18:19,166 --> 00:18:20,700
and just a word of warning
423
00:18:20,700 --> 00:18:22,766
before you get too into your paint
424
00:18:23,000 --> 00:18:24,966
make sure you keep checking before the beginning and
425
00:18:24,966 --> 00:18:26,066
end however
426
00:18:26,066 --> 00:18:28,033
if we keep an eye on that lamp post
427
00:18:29,300 --> 00:18:31,500
and we're at the end frame there
428
00:18:33,200 --> 00:18:36,466
let's not forget to set our paint strokes to all
429
00:18:40,100 --> 00:18:43,066
um then when you go back to the beginning
430
00:18:45,766 --> 00:18:48,066
got a tiny little bit more to add
431
00:18:51,700 --> 00:18:52,700
and there we go
432
00:18:53,100 --> 00:18:55,166
you can see our paint uh
433
00:18:55,533 --> 00:18:57,566
translates just as well as our roto
434
00:18:58,100 --> 00:18:59,266
and that's a pretty cool technique
435
00:18:59,266 --> 00:19:01,366
to be able to paint stuff out really quickly
436
00:19:01,466 --> 00:19:03,866
and uh even get into a matte painting
437
00:19:03,866 --> 00:19:05,100
uh that match moves
438
00:19:05,100 --> 00:19:07,900
uh well this way and
439
00:19:08,800 --> 00:19:10,133
uh just a word of warning though
440
00:19:10,133 --> 00:19:11,000
like I was saying
441
00:19:11,000 --> 00:19:12,533
you wanna be careful where you're cloning from
442
00:19:12,533 --> 00:19:13,666
if you take a quick
443
00:19:13,666 --> 00:19:16,400
look at where the black space is coming in from
444
00:19:16,400 --> 00:19:17,266
in our viewer
445
00:19:17,666 --> 00:19:21,000
if I clone on this side of the lamp here
446
00:19:21,100 --> 00:19:25,833
since the black space is gonna move to the right um
447
00:19:26,566 --> 00:19:29,100
my paint stroke will eventually translate to black
448
00:19:29,100 --> 00:19:30,133
so you'll end up with black holes
449
00:19:30,133 --> 00:19:31,900
so make sure you you uh
450
00:19:32,400 --> 00:19:35,200
get your clone source from the left side if uh
451
00:19:35,200 --> 00:19:39,166
if your piece of paint is gonna disappear off a frame
452
00:19:40,966 --> 00:19:43,766
or if you wanna paint in Photoshop and uh reproject
453
00:19:44,066 --> 00:19:45,966
and add that still frame over this
454
00:19:45,966 --> 00:19:47,866
that's fine too um
455
00:19:48,400 --> 00:19:49,900
so then we'll just quickly go over
456
00:19:49,900 --> 00:19:51,500
how to reconnect this
457
00:19:52,200 --> 00:19:54,433
with the apply material
458
00:19:57,300 --> 00:19:59,433
we'll take our material that we painted there
459
00:19:59,966 --> 00:20:01,500
apply it back to our card
460
00:20:04,133 --> 00:20:07,866
got it the same camera here I just cloned that and uh
461
00:20:10,666 --> 00:20:12,433
bring in a new scanline render
462
00:20:12,500 --> 00:20:16,033
attach it to our camera object and scene
463
00:20:16,766 --> 00:20:18,266
and we look through that
464
00:20:19,600 --> 00:20:22,466
we disable and enable our paint node
465
00:20:26,100 --> 00:20:28,200
we've got our paint through the whole scene
466
00:20:28,200 --> 00:20:29,966
back to our original format
467
00:20:30,600 --> 00:20:34,566
and Bob's your uncle or mine anyway
468
00:20:37,800 --> 00:20:40,633
okay so now that we've seen that our Roto paint
469
00:20:40,800 --> 00:20:44,066
uh team is on schedule and gonna be able to
470
00:20:44,400 --> 00:20:46,033
produce some quick maths for us
471
00:20:46,300 --> 00:20:49,000
uh we'll go ahead and uh
472
00:20:49,200 --> 00:20:50,533
start setting up our comp
473
00:20:50,533 --> 00:20:52,366
using a similar method to this
474
00:20:52,366 --> 00:20:53,366
we'll take this
475
00:20:53,700 --> 00:20:56,500
script from our rotor paint department and
476
00:20:56,533 --> 00:20:58,333
we'll get everything in here working so that we
477
00:20:58,333 --> 00:21:00,200
can drop in some steel frames
478
00:21:00,200 --> 00:21:02,966
and while we're waiting for our CG to
479
00:21:03,000 --> 00:21:04,800
come out of the other end of the pipe
480
00:21:05,066 --> 00:21:06,166
we can make sure our
481
00:21:06,166 --> 00:21:08,333
comp's working so that by the time we get the other one
482
00:21:08,333 --> 00:21:10,400
all we have to do is uh drop in our
483
00:21:11,000 --> 00:21:13,066
our footage and
484
00:21:13,300 --> 00:21:16,500
uh work on edges and uh colour
485
00:21:18,600 --> 00:21:20,466
okay I'm back with my rotor paint setup
486
00:21:20,466 --> 00:21:22,433
so you can see we've painted out the uh
487
00:21:22,966 --> 00:21:26,100
the uh traffic lights and um
488
00:21:26,300 --> 00:21:27,266
also all the signs
489
00:21:27,266 --> 00:21:28,866
and stuff that were on the bridge before
490
00:21:28,966 --> 00:21:31,366
um we got a nice looking rotto for
491
00:21:31,466 --> 00:21:33,433
uh anything that we're gonna add to the bridge
492
00:21:33,466 --> 00:21:36,000
so I also painted out this turret because we're gonna
493
00:21:36,000 --> 00:21:37,666
add a piece of that matte painting that uh
494
00:21:37,666 --> 00:21:38,500
I did earlier
495
00:21:38,500 --> 00:21:40,066
so bring that in
496
00:21:40,566 --> 00:21:41,600
and I just attached a little
497
00:21:41,600 --> 00:21:44,166
bit of an animated grid to help it match the plate
498
00:21:44,166 --> 00:21:47,566
so um we're gonna bring in a corner pin here
499
00:21:47,566 --> 00:21:49,233
we'll put a merge node
500
00:21:49,266 --> 00:21:51,266
first so we can see what we're doing
501
00:21:53,166 --> 00:21:54,966
and take a look alright
502
00:21:54,966 --> 00:21:58,500
so disable that from it for the time being
503
00:21:58,500 --> 00:22:00,633
and we'll bring in a corner pin node
504
00:22:02,133 --> 00:22:05,566
and a transform node
505
00:22:06,533 --> 00:22:07,333
and typically
506
00:22:07,333 --> 00:22:09,200
I always put the corner pin before the transform
507
00:22:09,200 --> 00:22:11,600
so that my corner pin stays in the same spot
508
00:22:11,600 --> 00:22:13,666
and then everything's transformed all at once
509
00:22:13,700 --> 00:22:16,900
so in order to get my corner pin into the right place
510
00:22:16,900 --> 00:22:18,200
we're gonna go up here
511
00:22:18,366 --> 00:22:19,700
disable it first
512
00:22:21,066 --> 00:22:24,666
and then we'll go into the from tab and
513
00:22:25,966 --> 00:22:28,233
put our from here
514
00:22:29,933 --> 00:22:30,900
here
515
00:22:32,333 --> 00:22:35,600
and here and that's more or less where we want it to be
516
00:22:36,166 --> 00:22:39,066
and then we'll go to the 2 tab and
517
00:22:40,666 --> 00:22:41,800
do the same
518
00:22:47,766 --> 00:22:50,800
good and then we're gonna bring our
519
00:22:50,800 --> 00:22:51,966
check our corner pin
520
00:22:51,966 --> 00:22:52,866
not too much movement
521
00:22:52,866 --> 00:22:54,000
we're gonna reposition it anyway
522
00:22:54,000 --> 00:22:56,466
so it doesn't matter um
523
00:22:57,533 --> 00:22:59,933
and we'll bring our transform to
524
00:22:59,933 --> 00:23:01,166
the middle of our piece here
525
00:23:01,166 --> 00:23:02,833
whoops with our
526
00:23:03,466 --> 00:23:04,433
command key
527
00:23:05,766 --> 00:23:07,900
and drag it over into the right spot
528
00:23:08,400 --> 00:23:10,033
scale it down a bit
529
00:23:16,366 --> 00:23:18,033
get it into the right position
530
00:23:19,766 --> 00:23:20,866
scale it up
531
00:23:21,400 --> 00:23:22,566
finesse this
532
00:23:23,166 --> 00:23:26,400
actually I'm gonna pull it down so that lines up
533
00:23:27,166 --> 00:23:29,900
right with that other ring the way I painted it
534
00:23:31,966 --> 00:23:34,933
and we'll just adjust the corner pin ever so slightly
535
00:23:34,933 --> 00:23:36,600
till we get what we're looking for
536
00:23:37,000 --> 00:23:38,400
bring this one into
537
00:23:42,166 --> 00:23:45,166
and you can nudge with the number pad if you want to
538
00:23:45,933 --> 00:23:49,766
once everything selected so clear our overlay
539
00:23:51,366 --> 00:23:52,566
and we'll just
540
00:23:55,766 --> 00:23:58,266
alright so now we have our destroyed turret
541
00:23:58,266 --> 00:24:02,000
and that is on our projection frame so
542
00:24:03,866 --> 00:24:08,200
uh now we have to add our usual grain node
543
00:24:08,200 --> 00:24:09,466
and actually I
544
00:24:09,466 --> 00:24:12,900
I checked this beforehand and I I just did a quick
545
00:24:12,900 --> 00:24:16,600
tracker just because it bubbled a tiny bit um
546
00:24:16,933 --> 00:24:18,900
so I think it just cause it's a tower
547
00:24:18,900 --> 00:24:19,666
you really noticed it
548
00:24:19,666 --> 00:24:21,466
so we'll put these in
549
00:24:23,866 --> 00:24:26,533
and there's a tracker and a grain node
550
00:24:26,533 --> 00:24:29,233
save you guys watching me do the grain again
551
00:24:30,000 --> 00:24:36,433
and then if we bring our material here
552
00:24:37,066 --> 00:24:38,266
take a look there
553
00:24:39,166 --> 00:24:43,766
alright that should be there throughout
554
00:24:45,700 --> 00:24:47,566
let the road to paint process a little bit
555
00:24:47,566 --> 00:24:49,066
so this is a good example of
556
00:24:49,066 --> 00:24:49,766
since we were
557
00:24:49,766 --> 00:24:51,100
had such a big uh
558
00:24:51,100 --> 00:24:52,533
plate that was three times the size of
559
00:24:52,533 --> 00:24:54,333
of what we're looking at now
560
00:24:54,333 --> 00:24:56,100
uh this is a good idea to uh
561
00:24:56,100 --> 00:24:58,333
render this stuff out so that uh
562
00:24:58,333 --> 00:24:59,600
you don't have to do this all the time
563
00:24:59,600 --> 00:25:01,600
so by the time we're done with this we'll
564
00:25:01,600 --> 00:25:03,766
we'll render out a clean plate and uh
565
00:25:04,166 --> 00:25:05,400
and use that for our comping
566
00:25:05,400 --> 00:25:06,700
especially since we're gonna have so many
567
00:25:06,700 --> 00:25:07,733
elements in there
568
00:25:07,733 --> 00:25:10,300
uh on top of this one okay
569
00:25:10,300 --> 00:25:13,000
but for the time being that looks good and uh
570
00:25:13,000 --> 00:25:15,000
we're also gonna bring in
571
00:25:16,466 --> 00:25:20,400
a steel frame that I painted of the tanks earlier
572
00:25:23,100 --> 00:25:24,100
and we'll put
573
00:25:26,200 --> 00:25:27,666
may you ever be here
574
00:25:30,200 --> 00:25:31,333
ah and actually
575
00:25:31,333 --> 00:25:32,866
we're gonna have to do this one differently
576
00:25:32,866 --> 00:25:34,933
we're gonna have to put this before our tower because
577
00:25:34,933 --> 00:25:36,900
uh we want the wall to go over
578
00:25:36,900 --> 00:25:38,866
our tanks to make sure it's working properly
579
00:25:39,000 --> 00:25:41,366
so we'll put that over that
580
00:25:41,366 --> 00:25:45,400
and then we're going to remerge a over B
581
00:25:48,366 --> 00:25:50,266
and we forgot our Premont so
582
00:25:52,266 --> 00:25:56,366
just put this section of the bridge back over
583
00:25:59,266 --> 00:26:03,300
our tanks to make sure our rotors working properly
584
00:26:03,300 --> 00:26:08,166
look at that it is beautiful um and
585
00:26:14,766 --> 00:26:18,666
now we have all of our 2D elements um
586
00:26:19,533 --> 00:26:21,100
and just for uh
587
00:26:21,766 --> 00:26:23,500
to match to match our plate a little bit better
588
00:26:23,500 --> 00:26:25,933
we're also gonna wanna add a little bit of motion blur
589
00:26:25,933 --> 00:26:28,533
um to our elements because of the camera pans
590
00:26:28,533 --> 00:26:30,666
we still get a little bit of motion blur
591
00:26:30,666 --> 00:26:31,166
and fortunately
592
00:26:31,166 --> 00:26:33,166
we have the camera that we use to track the shot
593
00:26:33,166 --> 00:26:35,666
and that we're using to project so we can
594
00:26:35,666 --> 00:26:38,400
uh be pretty accurate with our motion blur by using the
595
00:26:38,600 --> 00:26:40,366
Motion Blur 3D mode
596
00:26:41,700 --> 00:26:44,866
and this node requires a camera input
597
00:26:44,933 --> 00:26:48,666
and a source input so we're gonna put our source input
598
00:26:49,300 --> 00:26:50,766
as this turret here
599
00:26:51,466 --> 00:26:55,600
and our camera input is gonna be the real camera
600
00:26:55,600 --> 00:26:57,066
and then underneath this
601
00:26:57,366 --> 00:26:59,633
we're gonna attach a vector blur node
602
00:27:01,600 --> 00:27:04,466
and the motion Blur node outputs
603
00:27:04,466 --> 00:27:07,866
uh UV information into the uh
604
00:27:07,866 --> 00:27:08,733
motion channel
605
00:27:08,733 --> 00:27:10,866
so that's what we're gonna wanna select
606
00:27:10,866 --> 00:27:12,466
on our vector blur node
607
00:27:12,700 --> 00:27:14,500
we're gonna select motion because that's
608
00:27:14,500 --> 00:27:17,966
what we have in the output for our 3D Motion blur node
609
00:27:18,400 --> 00:27:20,766
and then we're just gonna attach that uh
610
00:27:20,800 --> 00:27:22,066
right before
611
00:27:22,566 --> 00:27:24,866
our grain here
612
00:27:24,866 --> 00:27:26,566
so put it after our tracker
613
00:27:29,566 --> 00:27:31,200
and that's just gonna ensure that we have nice
614
00:27:31,200 --> 00:27:32,800
matching motion blur throughout the shot
615
00:27:32,800 --> 00:27:34,566
um if we're picking up any
616
00:27:34,566 --> 00:27:36,800
so that our matte painting doesn't say sharp
617
00:27:36,933 --> 00:27:38,333
and we could also do that to the tanks
618
00:27:38,333 --> 00:27:40,333
but since we're gonna use the tanks as a 3D element
619
00:27:40,333 --> 00:27:41,866
I just have them in there for
620
00:27:42,133 --> 00:27:43,266
demonstrations purposes
621
00:27:43,266 --> 00:27:46,500
to make sure that our comps working properly
622
00:27:46,533 --> 00:27:48,566
so if we look at our output here
623
00:27:48,966 --> 00:27:51,366
apply materials attached to the right thing
624
00:27:52,666 --> 00:27:55,033
so our shots nice and matching the whole way through
625
00:27:55,200 --> 00:27:56,733
our tanks move in there and uh
626
00:27:56,733 --> 00:27:58,333
looks like our comp's gonna be working
627
00:27:58,333 --> 00:27:59,066
for the most part
628
00:27:59,066 --> 00:28:00,166
we've got uh
629
00:28:00,166 --> 00:28:01,600
alpha channel for what we need
630
00:28:01,600 --> 00:28:03,000
uh coming out of our
631
00:28:03,533 --> 00:28:05,300
scan line render um
632
00:28:05,300 --> 00:28:07,866
we've got a little bit of matte painting going on here
633
00:28:07,866 --> 00:28:08,733
and we've got
634
00:28:08,733 --> 00:28:10,000
we're ready to render this out
635
00:28:10,000 --> 00:28:11,266
and pipe it into our color
636
00:28:11,266 --> 00:28:12,166
color plate
637
00:28:12,166 --> 00:28:14,266
gonna render it out just so that our paint uh
638
00:28:14,266 --> 00:28:15,300
doesn't slow us down
639
00:28:15,300 --> 00:28:16,333
we're gonna be adding a lot of
640
00:28:16,333 --> 00:28:18,766
elements and probably some more paint here and there
641
00:28:18,766 --> 00:28:22,666
so uh this is where splitting it up becomes
642
00:28:23,266 --> 00:28:23,933
really important
643
00:28:23,933 --> 00:28:25,700
you can add everything together as sort of a pre
644
00:28:25,700 --> 00:28:26,600
count background
645
00:28:26,600 --> 00:28:29,100
um and then we're gonna start adding uh
646
00:28:29,400 --> 00:28:30,766
elements on top of this
647
00:28:30,766 --> 00:28:33,833
and we'll maintain the alpha and uh
648
00:28:33,933 --> 00:28:35,266
keep our color channel as it is
649
00:28:35,266 --> 00:28:36,566
once it's gone through the color correction
650
00:28:36,566 --> 00:28:41,300
so um that's gonna be it for today's class
651
00:28:41,300 --> 00:28:43,300
uh we've got our background working
652
00:28:43,300 --> 00:28:44,700
and now we're gonna wait for
653
00:28:44,700 --> 00:28:46,400
the elements from the 3D department
654
00:28:46,400 --> 00:28:49,100
uh we've talked to them about planes and tanks and uh
655
00:28:49,100 --> 00:28:51,066
smoke and gun
656
00:28:51,066 --> 00:28:52,300
gun flares and things like that
657
00:28:52,300 --> 00:28:55,000
so we'll have plenty to do for class 10
658
00:28:55,000 --> 00:28:56,466
I hope you guys enjoyed this one
659
00:28:56,466 --> 00:28:57,800
and just before I leave
660
00:28:57,800 --> 00:28:59,400
I managed to get out a quick CG
661
00:28:59,400 --> 00:29:02,100
render so I slapped that on here and
662
00:29:02,166 --> 00:29:03,666
added our color grade that we did earlier
663
00:29:03,666 --> 00:29:04,766
so you can kind of
664
00:29:04,966 --> 00:29:06,266
see where we are at the moment
665
00:29:06,266 --> 00:29:08,566
and we can get our imaginations going
666
00:29:08,866 --> 00:29:09,900
and see where we
667
00:29:09,900 --> 00:29:12,266
what we need to accomplish for next week
668
00:29:12,333 --> 00:29:13,800
so I've rendered this out
669
00:29:13,800 --> 00:29:15,100
we'll give it a quick flip book
670
00:29:15,100 --> 00:29:16,900
and see what we're working with
671
00:29:26,600 --> 00:29:28,466
alright so we have it
672
00:29:28,600 --> 00:29:29,300
uh we got a
673
00:29:29,300 --> 00:29:31,333
couple things to fix when we get into the next one
674
00:29:31,333 --> 00:29:33,800
uh nothing that's too big of a concern
675
00:29:33,933 --> 00:29:34,966
and we're just gonna
676
00:29:34,966 --> 00:29:37,266
pile a bunch more elements on top of here
677
00:29:37,466 --> 00:29:39,300
and really have fun with it on class 10
678
00:29:39,300 --> 00:29:41,100
so I hope you've enjoyed
679
00:29:41,133 --> 00:29:43,466
uh this lecture today and if you feel like
680
00:29:43,466 --> 00:29:47,400
uh going a step further and doing some matte painting
681
00:29:48,600 --> 00:29:50,700
feel free to uh
682
00:29:50,700 --> 00:29:53,666
use the techniques that we use for this piece here and
683
00:29:53,666 --> 00:29:56,466
uh paint a collapse bridge or whatever you feel like
684
00:29:56,666 --> 00:29:59,300
and uh I look forward to seeing some of your ideas
685
00:29:59,333 --> 00:30:01,533
so have fun with it
686
00:30:01,533 --> 00:30:04,233
and I'll see you next week for class 10
49640
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