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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:01,066 in this lesson 2 00:00:01,066 --> 00:00:03,366 we're gonna learn about everyone's favorite topic 3 00:00:03,366 --> 00:00:04,700 lens flares 4 00:00:05,200 --> 00:00:06,900 so even though I'm sure everyone 5 00:00:06,900 --> 00:00:08,333 understands what a lens flare is 6 00:00:08,333 --> 00:00:10,000 I just wanna take a look at a few examples 7 00:00:10,000 --> 00:00:11,933 so whenever there's a very bright 8 00:00:11,933 --> 00:00:13,800 element inside of our shot 9 00:00:14,000 --> 00:00:16,600 there's a high chance that that element will begin 10 00:00:16,600 --> 00:00:18,900 reflecting through our various lens 11 00:00:18,900 --> 00:00:20,833 elements and lead to flaring 12 00:00:21,066 --> 00:00:21,766 so we can see here 13 00:00:21,766 --> 00:00:23,300 we've got some spike flares 14 00:00:23,300 --> 00:00:26,133 we've also got these aperture shapes 15 00:00:26,133 --> 00:00:28,366 uh that are very subtle in this case 16 00:00:28,600 --> 00:00:30,333 now if we take a look at this video here 17 00:00:30,333 --> 00:00:31,666 we can see uh 18 00:00:31,666 --> 00:00:33,666 a much more uh 19 00:00:33,800 --> 00:00:35,200 explicit lens flare 20 00:00:35,200 --> 00:00:35,466 and you just 21 00:00:35,466 --> 00:00:37,400 you can see it looks like there's a 1 22 00:00:37,400 --> 00:00:42,166 2 3 4 5 6 7 bladed aperture on this lens 23 00:00:42,333 --> 00:00:43,133 and as you can see 24 00:00:43,133 --> 00:00:45,800 some of these flares have some very complex 25 00:00:45,800 --> 00:00:47,100 characteristics 26 00:00:47,100 --> 00:00:48,566 as the camera is moving 27 00:00:48,566 --> 00:00:50,400 we're not gonna be able to get into 28 00:00:50,466 --> 00:00:52,300 uh all of these characteristics 29 00:00:52,300 --> 00:00:53,133 as you can see 30 00:00:53,133 --> 00:00:54,466 it's incredibly 31 00:00:54,533 --> 00:00:56,900 uh complex interactions 32 00:00:57,333 --> 00:00:59,600 so how do lens flares come about 33 00:01:01,066 --> 00:01:02,866 well if we take a look at our lens 34 00:01:02,866 --> 00:01:03,800 we can see again 35 00:01:03,800 --> 00:01:05,700 we have our glass elements 36 00:01:05,866 --> 00:01:07,500 and glass and 37 00:01:07,500 --> 00:01:10,900 somethings by nature are reflective and so 38 00:01:11,000 --> 00:01:14,333 what happens is these glass elements are highly treated 39 00:01:14,333 --> 00:01:15,133 highly coated 40 00:01:15,133 --> 00:01:18,133 highly processed to not be reflective at all 41 00:01:18,133 --> 00:01:20,800 because if they are changing the image 42 00:01:20,800 --> 00:01:24,266 then it is not a true picture of what is happening 43 00:01:24,766 --> 00:01:26,733 but for very bright elements 44 00:01:26,733 --> 00:01:28,600 when there's an incredible amount of energy 45 00:01:28,600 --> 00:01:32,766 like with sun or spotlights pointing into our camera 46 00:01:32,966 --> 00:01:34,300 even the best 47 00:01:34,533 --> 00:01:38,800 elements have a small percentage of light reflected 48 00:01:39,200 --> 00:01:45,066 so lens flares are light reflecting inside of our lens 49 00:01:46,133 --> 00:01:48,366 so the number of flares you can technically have is 50 00:01:48,366 --> 00:01:52,800 I believe the number of elements times itself minus 1 51 00:01:52,800 --> 00:01:55,866 or some sort of mathematical equation like that 52 00:01:55,866 --> 00:01:59,400 because for every ray of light that enters 53 00:01:59,400 --> 00:02:01,566 it can reflect off the first element 54 00:02:01,566 --> 00:02:03,366 and then reflect off the filter 55 00:02:03,500 --> 00:02:05,466 or can go through the first element 56 00:02:05,466 --> 00:02:07,433 reflect off the second element 57 00:02:07,500 --> 00:02:08,366 bounce back 58 00:02:08,366 --> 00:02:10,100 reflect off that element 59 00:02:10,100 --> 00:02:11,366 and then go through 60 00:02:11,600 --> 00:02:13,566 or it can bounce again 61 00:02:14,100 --> 00:02:16,066 and again and again 62 00:02:16,266 --> 00:02:19,066 and again and again and again and again and again 63 00:02:19,066 --> 00:02:20,200 so what's happening 64 00:02:20,200 --> 00:02:22,666 is that a certain percentage of this light 65 00:02:22,666 --> 00:02:25,500 is bouncing all over inside of our lens 66 00:02:25,500 --> 00:02:26,966 and it might go through one lens 67 00:02:26,966 --> 00:02:30,200 and bounce off the next lens and go through yet another 68 00:02:30,266 --> 00:02:31,266 another element 69 00:02:31,266 --> 00:02:32,300 bounce off that element 70 00:02:32,300 --> 00:02:33,966 and then finally hit the sensor 71 00:02:33,966 --> 00:02:35,066 so as you can see here 72 00:02:35,066 --> 00:02:38,466 an incredible amount of reflections going on 73 00:02:38,466 --> 00:02:40,766 and the refractive element and the 74 00:02:40,766 --> 00:02:44,100 bending of the light is also affecting these flares 75 00:02:44,100 --> 00:02:48,166 so a pretty complex interaction with a lot of physics 76 00:02:48,166 --> 00:02:49,133 and a lot of re 77 00:02:49,133 --> 00:02:53,933 casting necessary to get photorealistic flares so again 78 00:02:53,933 --> 00:02:57,066 we're not gonna be able to do all of that just yet 79 00:02:57,066 --> 00:02:59,300 what we're gonna focus on are the more 80 00:02:59,300 --> 00:03:01,400 salient elements of the flare 81 00:03:01,466 --> 00:03:02,066 in our case 82 00:03:02,066 --> 00:03:04,533 we do not have such a direct light source 83 00:03:04,533 --> 00:03:07,500 so we're gonna be focusing on these angular flares 84 00:03:07,500 --> 00:03:10,200 that we get when there's a light source 85 00:03:10,566 --> 00:03:12,333 outside of our frame or 86 00:03:12,333 --> 00:03:14,466 uh perpendicular to our frame 87 00:03:15,400 --> 00:03:16,866 so in the cinema world 88 00:03:16,866 --> 00:03:19,400 most of our lenses are quite complex 89 00:03:19,566 --> 00:03:21,166 and the more elements we have 90 00:03:21,166 --> 00:03:23,366 the more flares we can have 91 00:03:23,366 --> 00:03:25,100 so some of our lenses are 92 00:03:25,100 --> 00:03:27,566 a simple four element lenses 93 00:03:27,566 --> 00:03:31,000 and those will exhibit much less lens flaring 94 00:03:31,000 --> 00:03:33,666 then say this kind of a zoom lens 95 00:03:33,666 --> 00:03:36,300 which probably has around 15 elements 96 00:03:37,266 --> 00:03:38,733 now better or high quality 97 00:03:38,733 --> 00:03:41,766 lenses will have less flaring and less light leaking 98 00:03:41,766 --> 00:03:44,533 and lens hoods will also help with flaring 99 00:03:44,533 --> 00:03:45,666 so if you're trying to match 100 00:03:45,666 --> 00:03:46,766 either of those two environments 101 00:03:46,766 --> 00:03:50,366 you can have less light flares or lens flares 102 00:03:51,000 --> 00:03:52,100 one last thing that again 103 00:03:52,100 --> 00:03:53,466 we're not gonna be able to touch too much 104 00:03:53,466 --> 00:03:54,066 because again 105 00:03:54,066 --> 00:03:55,966 this is a more complex interaction 106 00:03:55,966 --> 00:03:59,333 but lens flares do decrease the contrast and decrease 107 00:03:59,333 --> 00:04:00,500 the saturation 108 00:04:00,600 --> 00:04:01,900 you'll notice that 109 00:04:01,900 --> 00:04:05,700 uh our color or our picture here is desaturated 110 00:04:05,700 --> 00:04:07,700 and de contrast or we're 111 00:04:07,700 --> 00:04:09,733 uh moving towards a middle gray 112 00:04:09,733 --> 00:04:11,300 because lens flares 113 00:04:11,300 --> 00:04:14,533 add light without any discrimination of the 114 00:04:14,533 --> 00:04:15,966 objects in our scene 115 00:04:16,066 --> 00:04:17,900 and so we lose contrast 116 00:04:17,900 --> 00:04:19,566 we can get flares 117 00:04:19,566 --> 00:04:22,566 and we lose saturation whenever we have heavy 118 00:04:22,566 --> 00:04:23,800 lens flaring 119 00:04:23,800 --> 00:04:26,900 so that's always something to keep in mind okay 120 00:04:26,900 --> 00:04:27,400 enough talk 121 00:04:27,400 --> 00:04:28,466 let's go into nuke 122 00:04:29,000 --> 00:04:29,900 so to begin with 123 00:04:29,900 --> 00:04:30,933 I like to identify what 124 00:04:30,933 --> 00:04:32,400 the brightest parts of my image are 125 00:04:32,400 --> 00:04:34,366 since those are going to cause flares 126 00:04:34,366 --> 00:04:35,866 so if you have an obvious 127 00:04:35,933 --> 00:04:37,266 object like the sun 128 00:04:37,333 --> 00:04:38,133 uh in this case 129 00:04:38,133 --> 00:04:39,200 we have our reflections 130 00:04:39,200 --> 00:04:40,466 we can turn on zebras 131 00:04:40,466 --> 00:04:41,566 and see we have 132 00:04:41,566 --> 00:04:44,166 a few different areas of intense flaring 133 00:04:44,466 --> 00:04:46,800 if you're not sure what the brightest pixel is 134 00:04:46,900 --> 00:04:48,000 you can use the curve tool 135 00:04:48,000 --> 00:04:49,700 which is a great tool 136 00:04:49,966 --> 00:04:52,633 and we can change the type to Max Luma 137 00:04:54,000 --> 00:04:56,866 and let's just calculate the max Luma for this frame 138 00:04:56,866 --> 00:04:59,766 frame 82 and if you go to the 139 00:04:59,800 --> 00:05:01,766 um max Luma data 140 00:05:01,866 --> 00:05:04,200 you can see that this pixel right here 141 00:05:04,200 --> 00:05:06,500 has the highest color value 142 00:05:06,500 --> 00:05:08,366 so this is likely where uh 143 00:05:08,366 --> 00:05:11,833 one if not all of our flaring is going to appear from 144 00:05:12,166 --> 00:05:13,733 so again that's just an optional 145 00:05:13,733 --> 00:05:17,033 way of actually measuring the color information inside 146 00:05:17,533 --> 00:05:19,533 okay so now that we have that data 147 00:05:19,533 --> 00:05:20,600 let's now track this 148 00:05:20,600 --> 00:05:22,366 so I'm gonna drop in a tracker note 149 00:05:22,800 --> 00:05:23,800 uh because obviously 150 00:05:23,800 --> 00:05:26,766 the flare moves with the brightest element 151 00:05:27,366 --> 00:05:30,100 we could actually do this with the maximum pixel 152 00:05:30,366 --> 00:05:32,666 so let's run this out through our entire scene 153 00:05:32,666 --> 00:05:33,533 I have a feeling that 154 00:05:33,533 --> 00:05:36,000 what's going to jump between this area here 155 00:05:36,000 --> 00:05:37,966 and the front of our ship 156 00:05:38,066 --> 00:05:39,500 uh but I'm not 100% sure 157 00:05:39,500 --> 00:05:41,966 so let's just try and run this for 158 00:05:41,966 --> 00:05:43,333 let's say 50 frames 159 00:05:43,333 --> 00:05:45,233 so let's go 50 to 100 160 00:05:45,333 --> 00:05:47,466 and nuke is gonna run through that 161 00:05:47,466 --> 00:05:48,366 and while it does that 162 00:05:48,366 --> 00:05:50,100 I'm just gonna pause the video 163 00:05:50,900 --> 00:05:51,533 as you can see 164 00:05:51,533 --> 00:05:52,733 this does take a few minutes 165 00:05:52,733 --> 00:05:54,133 so you can uh 166 00:05:54,133 --> 00:05:56,100 save time by tracking what you want 167 00:05:56,100 --> 00:05:57,800 or if you're relatively sure 168 00:05:57,800 --> 00:06:00,000 the maximum pixel is gonna stay consistent 169 00:06:00,000 --> 00:06:02,366 you can use this automated process 170 00:06:03,733 --> 00:06:05,200 okay so as we can see here 171 00:06:05,200 --> 00:06:07,800 our maximum pixel is jumping around 172 00:06:07,800 --> 00:06:10,066 uh to various parts of our image 173 00:06:10,066 --> 00:06:11,733 so we're not gonna use that 174 00:06:11,733 --> 00:06:13,866 so it's now take a look at our tracker 175 00:06:14,200 --> 00:06:14,766 and of course 176 00:06:14,766 --> 00:06:16,733 we have a course completely 177 00:06:16,733 --> 00:06:18,533 dedicated to the tracker node 178 00:06:18,533 --> 00:06:20,766 but it's a relatively easy node to use 179 00:06:20,766 --> 00:06:23,466 especially when tracking these kind of highlights 180 00:06:23,533 --> 00:06:26,500 so I'm gonna decrease the size of the pattern area 181 00:06:26,500 --> 00:06:29,300 increase the size of the search area a little bit 182 00:06:29,533 --> 00:06:31,000 and let us track 183 00:06:31,000 --> 00:06:33,833 so I'm gonna track backwards and then track forwards 184 00:06:34,000 --> 00:06:35,800 so once this tracks through 185 00:06:35,800 --> 00:06:39,433 uh I'll unpause the video and we can continue on 186 00:06:40,166 --> 00:06:40,600 now actually 187 00:06:40,600 --> 00:06:42,100 my track kept failing 188 00:06:42,100 --> 00:06:43,566 so uh the tracker doesn't 189 00:06:43,566 --> 00:06:46,100 really like high dynamic range values or 190 00:06:46,100 --> 00:06:49,100 values outside of the normal 0 to 1 spectrum 191 00:06:49,100 --> 00:06:51,333 so I'm just gonna clamp this before we track it 192 00:06:51,333 --> 00:06:53,700 and then we can remove the clamp later 193 00:06:53,800 --> 00:06:56,300 um and that's just so the tracker has a little bit 194 00:06:56,300 --> 00:06:57,900 easier time with the data 195 00:06:57,900 --> 00:07:00,200 so if you're having trouble tracking uh 196 00:07:00,200 --> 00:07:03,300 a highlight that has high dynamic range information 197 00:07:03,300 --> 00:07:05,100 you might wanna go in and 198 00:07:05,100 --> 00:07:06,366 uh clamp that data 199 00:07:06,366 --> 00:07:07,600 so the track has 200 00:07:07,700 --> 00:07:08,533 uh sort of a 201 00:07:08,533 --> 00:07:10,700 better number space to work in 202 00:07:11,966 --> 00:07:12,866 now at certain points 203 00:07:12,866 --> 00:07:15,400 the ship is gonna begin moving rather quickly 204 00:07:15,400 --> 00:07:17,500 so you might need to increase the size of your search 205 00:07:17,500 --> 00:07:19,500 area or update your 206 00:07:19,500 --> 00:07:22,266 uh pattern location as we had to do here 207 00:07:22,533 --> 00:07:24,500 now I'm just gonna let this track finish out 208 00:07:24,500 --> 00:07:25,700 and once it's done 209 00:07:25,700 --> 00:07:28,100 I'm probably gonna track one more area 210 00:07:28,100 --> 00:07:31,000 I'm gonna track the gun portion of this 211 00:07:31,000 --> 00:07:32,366 so right here 212 00:07:32,800 --> 00:07:36,300 I think I'd like a lens flare coming off this as well 213 00:07:36,333 --> 00:07:38,100 let's cancel this for a second 214 00:07:38,666 --> 00:07:39,533 right this area 215 00:07:39,533 --> 00:07:40,666 so I'm gonna track that 216 00:07:40,666 --> 00:07:42,566 and then let's actually jump in the next lesson 217 00:07:42,566 --> 00:07:44,066 and begin adding in our flare 218 00:07:44,066 --> 00:07:46,400 so once you have both of your tracks or 219 00:07:46,400 --> 00:07:48,800 whatever you want to track tracked 220 00:07:48,800 --> 00:07:51,166 let's now jump into the next lesson and take a look at 221 00:07:51,166 --> 00:07:54,500 how we can add these lens flares with our tracker 15759

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