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in this lesson
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we will discuss the steps needed to work with
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our pre existing matte painting in Photoshop
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to prepare it for image projection within nuke
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so what you're looking at here is a
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is composed of a few different elements
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what I'm going to do is
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I'm gonna turn off a few of the layers
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and we'll discuss the elements individually
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so the first layer I want to discuss
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is our background image of this
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just this mountain scene that you see here
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this is coming from an actual video file
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that was rendered out as an image sequence
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now this image sequence
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is what we will be utilizing within nuke
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to be able to do our camera tracking from so
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so what you're seeing here
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is just a still frame from that
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other than that
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it is just being utilized to then build
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the required elements that was needed for the shot
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on top of it in the matte painting
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so the next elements that we're going to look at
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would be the building and the antenna
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so there are two layers
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the building
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in the antenna
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have been brought in and
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and digitally assembled from Biomat painter
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in this scenario that we're
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we're building here
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and what the point of this was was
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then what we're going to do
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is take these elements that are in the matte painting
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and we're going to project them in nuke
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utilizing the 3D side of nukes backbone
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so the exciting part about this is
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we're taking live action video footage
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which is the mountain scene
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and then we're going to combine that
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with these 2D elements
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that were created by our mat painter
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using various photographic elements
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so what you're looking at right here
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is your building element
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and your antenna element
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very simple
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but the important thing to note is
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on this is in the building
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if we're kind of zooming in here
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we have various geometric shapes
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a lot of times
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when you're building these scenes in nuke
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this is a fairly common practice
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that compositors deal with
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where you're having to think of it in
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in terms of simple geometric shapes
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so in this case
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if I'm building the geometric shapes in nuke
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I only have very limited amount of 3D
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objects to build from
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so I have things such as cubes
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or planes etc
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now what we're going to be utilizing
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and we'll discuss this further
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once we get into nuke
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is we're going to be creating this
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utilizing a few different planes
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now the reason for this is
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if you were getting into a really advanced
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very extremely advanced nuke setup
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where you would have a modeler
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go into Maya
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and actually model
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this entire building in 3D space
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then they would take that
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and it would be exported
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and brought into nuke
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where we would then project
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all of the various elements
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onto all the complex geometry
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that was created in Maya
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but for this course
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getting your feet wet
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and helping you understand the basics
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in the back bone
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of how 3D setup works in nuke
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will then allow you to continue into the more uh
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further advanced steps
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of utilizing actual
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full on modeled 3 geometry
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so in case this case
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we're going to be taking a few planes
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and we wanna think of this in
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in terms of
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a few different planes
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so so what I'm going to do
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just so you can kinda get an idea
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I'm just gonna select
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and you're gonna see right here
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this could be a plane
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that side of the building
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and then I'm going to deselect that
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just so that you having
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and this is just for illustration purposes
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then you're gonna see
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this side of the building
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so this side of the building
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obviously would be another plane
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the reason is
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you're seeing
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you know if you're thinking this
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in terms of a
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rectangular
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cube like shape
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there would be four sides to the box
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so to speak
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and this is one side
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and then the other side
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is the other side
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you can see here
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and then obviously
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you'd have two more sides
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on the back
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that are not visible
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from this viewpoint
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then what we would be doing
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doing is then
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also projecting our tower
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antenna array
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onto another piece of geometry as well
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so in terms of this
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we're going to keep it
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reasonably simple
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now once we have
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done those we
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once we have created those three pieces
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what we will do is
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we'll take a look
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and we'll see
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if we need to go further
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in depth so
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so what I mean by this is
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then we could come back to Photoshop
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and if you wanted
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what you can do
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is you could
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extract various pieces so
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so for instance
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like these pieces
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sticking off of the wall
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right here that part
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and that part
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right there
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you could extract those
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and create separate layers
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in Photoshop
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and then you could paint behind them
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to fill in the blanks
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so to speak
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and then you could
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project those pieces
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as separate pieces
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onto separate geometry in nuke
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and so then
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you can continue
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to start to
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break things out
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you could break this piece out
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you could start to break that piece out
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this piece out
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and of course
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then this tall piece
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that's jutting out from the side as well
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so basically
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what we're going to do is
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we're going to
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extract these elements
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as they currently are
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from our matte
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painted image
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and we're going to take them into nuke
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set that up
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take a look
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and then once we have everything set up
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we're going to decide
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is there enough
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parallax uh
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based upon our live
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action shot
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that would require us
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to have to create
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those elements
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as separate
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individual projected
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elements now
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my gut is to say
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that we probably wouldn't
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because this is a wide angle shot
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but the reason I'm pointing this
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out is because
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stuff like that
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is what is very
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important as
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as the compositor
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is needing to be able to
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assemble his
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his shot to know that
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that might be
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something that
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they might need to work with
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so it's just all about
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being aware
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of what you're working with
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within this shot
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and what you're working with
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with what you've been
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provided in
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in addition to
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what you might need to create
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on top of already
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provided elements
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within your
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matte painting
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so okay so we've discussed
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these three layers
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now there's a
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few more layers
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very simple ones
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you can see that
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there's been
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sort of a warm
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a warming layer that just
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is creating
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a warm tone
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in the foreground
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here now that
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that's just an
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artistic decision
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made by the map painter
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so we will respect that
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because the
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Assumption is
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if you're building a shot
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from scratch
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and you're working within a
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production pipeline
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the map painter
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has provided these
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elements to you
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because the
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art director
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or the director
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has already stated
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this is the look
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that I want
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I like it I approve it
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let us turn this
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into the shot
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so you have
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that foreground
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warming layer
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we also have
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a fog layer
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so you can see
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if I turn that on and off
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that it is now
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starting to
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create sort of
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a fog atmosphere
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over the screen
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left side of
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that mountain
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and also on the
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top half of
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the building
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as well as the entire uh
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antenna array
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kinda just just
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milks it up
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apologies wrong
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wrong layer
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there we go
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so you can see
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you can see
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the difference
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that kind of
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starts to further
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integrate your
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elements into
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the shot so
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that's stuff
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that we will need
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to be aware of as well
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when we get to
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the final steps
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of integrating
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our live our
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our 3D projected
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elements onto
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our live action
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background plate
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now let's see here
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so we have a further
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just a slight
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brightness contrast
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adjustment layer
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that's going on here
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all of this
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is stuff that we
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are going to
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worry about
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once we are in nuke
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so the good thing is
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these are our guides
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to be able to know
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this is what
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we're going to
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be utilizing
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within nuke
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so if I turn these
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three layers off
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that is actually
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what you are
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going to want to
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set up for nuke
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and we'll take
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a quick break
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and then we'll come back
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and we will
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begin discussing
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how to extract
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these elements
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and we will then
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continue working
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in nuke to be able
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to build this
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into a 3D scene
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so just to recap
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in this lesson
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we've discussed
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augmenting our
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pre existing
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map painting
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in Photoshop
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to prepare it
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for image projection
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within nuke
21237
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