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in this lesson
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we will finish integrating
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our live action and 3D elements together
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to create the final rendered scene
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first off I look at this
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and I feel like there is just a touch more
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that we need to do
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for the contact shadow of the base of the building
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in relation to the hill
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the main area that I'm focusing on
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is mainly on the screen
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left area right here
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along the areas that we already brought down
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some of the highlighted areas
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so what I'm going to do is
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I'm actually going to just create
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in a very similar setup of what we already did
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so if we highlight the transform
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blur and the merge
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in control C
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Copy control V paste
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connect that transform over the shuffle
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connect the merge B input back into the roto
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and then I'm going to add a second color
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correct right here
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first connect your mask
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and then connect that into the pipe
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and what I'm going to do is
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I'm going to try setting that transform
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instead of going so far down
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I'm actually try setting it around 30 pixels
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I'm also going to set the blur a little back
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so it's not quite as soft of a fall off
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now in the color correct
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just to see something
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let's just crank it
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okay so you can now see the areas that it will affect
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that's good to know
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let's put that back to one
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and let's just try that
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at about half that that
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that's something like that
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now you know
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the issue that we're having here is
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it might be better to do it in the midtones
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let's just try that
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there we go
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so basically
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what I'm looking for is
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I want to flatten out the color in that area
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so it seems to blend just a little bit better with
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the building
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I think that
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that actually looks a little better
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you can see
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with the difference right there
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where there's just a little less highlights
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it starts to feel like it's actually
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seating a little more properly
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um we could also try just in the master
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touchdown I might
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might something like that just
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just to give it an overall darkening
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I think that doesn't actually
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I heard it in fact
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I think it helps it
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so now let's move on
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now that we have that taken care of
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the next step that we need to focus on is
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we actually need to add lens distortion to our
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our 2D 3D created uh
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image because obviously
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there is a certain level of lens distortion
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that's coming from our live action element
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so if we go back to our camera tracker
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we actually can select that
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and under the
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the dropdown menu for exporting
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you can actually set it to distortion
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so you select distortion
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and you hit create
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it now creates a lens distortion node
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and we break that
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connections
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we aren't using the that as the source
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and we're gonna bring that over here
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and we're gonna actually connect that right in
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after we've merged our two elements together
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so let's just select this
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move it out
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and then let's drop that in
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now if I turn this on and off
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at frame 100
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you really aren't gonna see much
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but if we go to something like frame 0
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where the camera
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or where the building
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is closer to the edge of frame
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if we turn this on and off
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you can actually see the difference
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you can see that distortion right there happening
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so when I turn it on
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it actually makes more sense
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so let's just leave that for now
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the expectation is
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it would start to stretch a little further
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towards the
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edge of frame
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based upon the fact that
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it is a wide angle lens
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so if we pull it over here
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just kind of picking some random frames to see
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you can start to see
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it starts to pull towards the edge of frame
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on screen left
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as it gets closer to that side side
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so now that we have that set
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that's correct
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you typically
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are always gonna add some sort of
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either a lens distortion to your cg
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computer generated elements
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such as this
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or you're going to add an un distortion
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set to your background
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play anything
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live action
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so that then
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you can apply
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some sort of
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lens distortion
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to match it
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to whatever
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your computer generated elements are so
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so one or the other
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needs to have some
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either distortion
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or undistortion
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so okay so now
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let's move on
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now the next step that I want to hit is
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I want to remove the noise
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in the background
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the live action background plate
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so that we can then add
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an overall grain
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effect to the plate
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so if I hit the tab key
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and I type in d noise
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we bring up a node
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that is called Denois
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I'm gonna drag that
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and drop it
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right there
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and what it's going to do
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if I full screen here
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you're going to
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see a little
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target region
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so what we wanna do is
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bring that over here
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into the center somewhere
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for it basically
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to analyze the grain
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and the noise
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I apologies
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and it will
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to begin to remove it
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now what we're going to be using is
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our source is not film
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it is digital
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because it was shot digitally
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so we're gonna remove
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digital cause that
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that will have a different operation
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you can pick
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either constant
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or modulated
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noise model
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I'm sticking with modulated
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the profiles constant
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that's fine
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the output result
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that's correct
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and all this
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if you feel like
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it's denizing too much
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you can you can
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back off on
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the amount of denizing
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roll off smoothness
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all these are
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I'm gonna leave them as
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default right now
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because that
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seems to work
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I think well
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for what we're
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trying to do
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for this now
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if we zoom in closely
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and I'm actually gonna
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view right here
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if we turn off
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you can kind of see
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it does start to soften up
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and you can actually
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see some of that noise pattern
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actually disappear
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so if we go to
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the blue channel
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you can actually
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then really
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see some of that noise
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kind of drop right off
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now keep in mind
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whenever you
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denoise something
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you are going to lose some
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level of detail
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in your plate
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so you have to keep in mind
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that end result
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is sort of you know
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take one to give to another
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kind of thing
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so you you you can
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back off on the
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melody noising
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if you feel
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that it's too much
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if your image is
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getting too soft
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then I would recommend
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considering
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backing off on it
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but for what we're doing here
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I think this
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should just be
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be just fine
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so now now that we have that our
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our next to
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final step here
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is to basically add a
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um grain node
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at the base here
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and what we're going to do is that
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that's going to
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basically grain up
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the overall image
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so I apologies
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not a grade node
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haha we'll hit
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the tab key
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and start typing in grain
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we bring in grain
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drop that in
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right there
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and at that point
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now you can see
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that there is a definite
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amount of grain
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I would say this is
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this is too much grain
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in my opinion
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um the other thing
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that we have to keep in mind
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is actually
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you can see
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that our alpha channel
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is not solid
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because of our
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up order of
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operations doing
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so what we need to do
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cause the grain note
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is based upon
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it will grain
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based upon whatever
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alpha channel is there
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so prior to that
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I'm gonna add a
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shuffle node
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and put a solid white
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and now you
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can see that
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we have a nice
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heavy grain
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applied across
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the board now
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that's obviously
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way too much grain
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so what we're going to do
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is just basically
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come in here
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and you can either
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use some presets
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just to kind of
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set certain
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grains that
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grain patterns
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00:07:37,800 --> 00:07:39,033
that you might want
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there's not many
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to pick from
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but you can pick
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00:07:41,500 --> 00:07:42,066
you know pick one
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as a basis to start
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00:07:43,600 --> 00:07:44,733
possibly so
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00:07:44,733 --> 00:07:44,933
you know what
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00:07:44,933 --> 00:07:46,166
I'm just gonna say hey
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00:07:46,166 --> 00:07:46,466
you know what
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00:07:46,466 --> 00:07:48,199
I'm gonna pick that one
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00:07:48,966 --> 00:07:49,333
you know what
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I actually don't
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like that one
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00:07:52,100 --> 00:07:52,900
it's kind of
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making the sky
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a little too
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00:07:56,066 --> 00:07:56,899
green there
320
00:07:56,900 --> 00:07:57,300
there we go
321
00:07:57,300 --> 00:07:57,733
that's better
322
00:07:57,733 --> 00:07:58,899
so what I'm gonna do is
323
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I'm just gonna
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leave it at that
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default one
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00:08:00,400 --> 00:08:01,100
and then but then
327
00:08:01,100 --> 00:08:01,800
I am going to
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00:08:01,800 --> 00:08:03,333
back off on
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00:08:03,333 --> 00:08:04,133
the intensitys
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00:08:04,133 --> 00:08:04,666
of everything
331
00:08:04,666 --> 00:08:05,066
so I'm just
332
00:08:05,066 --> 00:08:06,499
gonna bring down
333
00:08:06,600 --> 00:08:07,400
and typically
334
00:08:07,400 --> 00:08:08,400
your blue channel
335
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is going to have
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greater amounts of green
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00:08:11,066 --> 00:08:11,799
than your red
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00:08:11,800 --> 00:08:12,966
and your greens just
339
00:08:12,966 --> 00:08:14,266
just typically
340
00:08:14,400 --> 00:08:15,900
so we'll do that
341
00:08:15,900 --> 00:08:16,766
and then I'm
342
00:08:16,766 --> 00:08:18,066
I'm just arbitrarily
343
00:08:18,066 --> 00:08:20,266
picking a green uh
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00:08:20,266 --> 00:08:21,366
level at the moment
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00:08:21,366 --> 00:08:22,666
but normally
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00:08:22,666 --> 00:08:22,999
you're gonna
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00:08:23,000 --> 00:08:23,733
match it to
348
00:08:23,733 --> 00:08:24,299
something but
349
00:08:24,300 --> 00:08:24,900
in this case
350
00:08:24,900 --> 00:08:26,366
what I'm matching to is just
351
00:08:26,366 --> 00:08:27,166
is is nothing
352
00:08:27,166 --> 00:08:27,599
because we're
353
00:08:27,600 --> 00:08:29,533
denoised our live
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00:08:29,533 --> 00:08:30,633
action plate
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00:08:30,766 --> 00:08:31,999
to introduce
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00:08:32,000 --> 00:08:33,166
additional grain
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so at this point
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I think we're
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00:08:35,400 --> 00:08:36,166
in a good spot
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00:08:36,166 --> 00:08:37,299
the one very
361
00:08:37,300 --> 00:08:38,466
last touch that
362
00:08:38,466 --> 00:08:39,666
I would like to do
363
00:08:39,800 --> 00:08:42,666
is add a quick
364
00:08:42,666 --> 00:08:45,099
little transform
365
00:08:45,100 --> 00:08:46,066
so basically
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00:08:46,066 --> 00:08:48,033
from the first frame
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00:08:48,566 --> 00:08:49,866
to the final frame
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00:08:49,866 --> 00:08:50,466
I'm actually
369
00:08:50,466 --> 00:08:51,099
wanting to do
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00:08:51,100 --> 00:08:51,933
just a slight
371
00:08:51,933 --> 00:08:53,266
little pushing
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00:08:53,266 --> 00:08:54,099
in addition to
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00:08:54,100 --> 00:08:54,533
the current
374
00:08:54,533 --> 00:08:55,566
camera move
375
00:08:55,566 --> 00:08:56,399
so at this point
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00:08:56,400 --> 00:08:57,000
I'm gonna set
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00:08:57,000 --> 00:08:58,766
the scale to
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00:08:58,766 --> 00:08:59,499
you know key
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00:08:59,500 --> 00:09:00,500
the first frame
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00:09:00,500 --> 00:09:01,133
I'm gonna go to
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00:09:01,133 --> 00:09:02,633
the final frame
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00:09:02,766 --> 00:09:04,366
and I'm going to
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00:09:04,366 --> 00:09:05,533
set that scale
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00:09:05,533 --> 00:09:07,366
to one point
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00:09:08,766 --> 00:09:10,566
to that should work
386
00:09:10,700 --> 00:09:12,166
and what I'm also gonna do
387
00:09:12,166 --> 00:09:14,199
is go back to the first frame
388
00:09:14,333 --> 00:09:17,199
and I'm going to set the
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00:09:17,366 --> 00:09:19,866
translates X and y zero
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00:09:19,866 --> 00:09:22,033
then I'm gonna jump back to that final frame
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00:09:22,100 --> 00:09:25,000
and I'm going to shift it over just a bit
392
00:09:25,133 --> 00:09:27,633
so that we don't lose the building
393
00:09:28,300 --> 00:09:30,500
as that push in occurs
394
00:09:30,966 --> 00:09:32,466
I'm gonna bring it down just a little bit
395
00:09:32,466 --> 00:09:33,266
there we go
396
00:09:33,466 --> 00:09:36,566
and so the idea being that you can also
397
00:09:36,566 --> 00:09:38,966
in addition to your live action camera moves
398
00:09:38,966 --> 00:09:40,766
that we have match move to
399
00:09:40,766 --> 00:09:44,466
we can also then augment it with a little bit of
400
00:09:44,500 --> 00:09:47,200
additional camera move that
401
00:09:47,200 --> 00:09:50,566
that might be what the directors required
402
00:09:50,566 --> 00:09:51,699
or something
403
00:09:51,700 --> 00:09:52,700
that in this case
404
00:09:52,700 --> 00:09:54,666
is just up to personal taste
405
00:09:54,933 --> 00:09:57,199
I kinda just like the idea of it panning
406
00:09:57,200 --> 00:10:00,200
but also pushing in closer to the building
407
00:10:00,200 --> 00:10:02,566
like it's getting a little closer now the
408
00:10:02,566 --> 00:10:03,766
the thing to keep in mind
409
00:10:03,766 --> 00:10:04,799
at the end of the day is
410
00:10:04,800 --> 00:10:05,733
we're working at 4K
411
00:10:05,733 --> 00:10:06,999
so when you downrez that
412
00:10:07,000 --> 00:10:08,333
you don't need to worry
413
00:10:08,333 --> 00:10:09,199
because you're not
414
00:10:09,200 --> 00:10:11,433
even though you're scaling it up
415
00:10:11,666 --> 00:10:13,166
past that hundred percent Mark
416
00:10:13,166 --> 00:10:14,099
you're at the end of the day
417
00:10:14,100 --> 00:10:16,966
going to still maintain a level of quality
418
00:10:16,966 --> 00:10:18,399
cause you are downrezing it
419
00:10:18,400 --> 00:10:20,500
to half of what it currently is
420
00:10:20,933 --> 00:10:22,299
and that should complete
421
00:10:22,333 --> 00:10:25,533
our lesson on how to set up the shot
422
00:10:25,533 --> 00:10:28,266
but the final step that is
423
00:10:28,666 --> 00:10:30,799
you required when you're working in compositing
424
00:10:30,800 --> 00:10:33,700
is you typically do a final sweetening pass
425
00:10:33,733 --> 00:10:34,899
now the Sweetening Pass
426
00:10:34,900 --> 00:10:38,000
is basically a quick sanity check
427
00:10:38,000 --> 00:10:42,000
to ensure that the shot you're working on looks correct
428
00:10:42,000 --> 00:10:42,900
if there's any final
429
00:10:42,900 --> 00:10:43,900
tiny little tweaks
430
00:10:43,900 --> 00:10:44,966
that are required
431
00:10:44,966 --> 00:10:45,999
to adjust the shot
432
00:10:46,000 --> 00:10:49,066
to make it best possible that it can be
433
00:10:49,133 --> 00:10:50,566
when I'm looking at this shot
434
00:10:50,566 --> 00:10:51,866
I feel like that
435
00:10:51,866 --> 00:10:54,066
the fog is just still a little bit too much
436
00:10:54,066 --> 00:10:56,266
especially after we've added the grain pass
437
00:10:56,266 --> 00:11:00,766
so I'm just gonna go in and back off on that fog
438
00:11:00,766 --> 00:11:02,666
and just see where it sets
439
00:11:02,900 --> 00:11:04,866
so if we just take that slider and
440
00:11:04,866 --> 00:11:06,633
and move it over a little bit
441
00:11:06,900 --> 00:11:09,966
I think something closer to that level
442
00:11:10,200 --> 00:11:11,766
actually feels a little better
443
00:11:11,766 --> 00:11:13,966
I think that the fog was just a little too drastic
444
00:11:13,966 --> 00:11:16,799
it started starts to wash out some of the darks
445
00:11:16,933 --> 00:11:18,066
in the building
446
00:11:18,100 --> 00:11:20,200
and it just kind of loses some of that nice detail
447
00:11:20,200 --> 00:11:21,100
that we had
448
00:11:21,333 --> 00:11:22,233
established
449
00:11:22,666 --> 00:11:23,499
and utilized
450
00:11:23,500 --> 00:11:25,466
from the matte painting that was provided
451
00:11:25,866 --> 00:11:28,166
so I think at that point
452
00:11:28,166 --> 00:11:30,466
if we just do a quick check
453
00:11:30,466 --> 00:11:31,766
that with or without
454
00:11:31,766 --> 00:11:32,666
you can see how it just kind of
455
00:11:32,666 --> 00:11:33,766
milks it up a little bit
456
00:11:33,766 --> 00:11:35,266
I think that actually
457
00:11:35,733 --> 00:11:37,599
sits a little bit better
458
00:11:37,666 --> 00:11:38,799
so at this point
459
00:11:38,800 --> 00:11:42,000
I think we're going to call it a finished shot
460
00:11:42,000 --> 00:11:43,933
and it'll be set up for rendering
461
00:11:43,933 --> 00:11:44,899
at this stage
462
00:11:45,400 --> 00:11:46,366
what you'd wanna do
463
00:11:46,366 --> 00:11:48,033
is you just add a quick
464
00:11:48,300 --> 00:11:49,700
right note down at the bottom
465
00:11:49,700 --> 00:11:51,000
and render out your sequence
466
00:11:51,000 --> 00:11:52,166
and you're good to go
467
00:11:52,200 --> 00:11:53,700
you can also do a reformat
468
00:11:53,700 --> 00:11:55,500
to reformat it down to HD
469
00:11:55,500 --> 00:11:56,566
if you would like
470
00:11:56,733 --> 00:11:57,699
and at this point
471
00:11:57,700 --> 00:11:58,600
I'd like to thank you
472
00:11:58,600 --> 00:12:00,466
for listening to the class
473
00:12:00,466 --> 00:12:01,266
and going through with me
474
00:12:01,266 --> 00:12:02,399
it was a lot of fun
475
00:12:02,600 --> 00:12:06,700
and to do a quick recap on what we actually Learned
476
00:12:06,800 --> 00:12:08,166
was basically
477
00:12:08,166 --> 00:12:09,733
taking 2D elements
478
00:12:09,733 --> 00:12:11,599
m 3D and 3D image
479
00:12:11,600 --> 00:12:13,866
projecting that with
480
00:12:13,866 --> 00:12:15,899
using a 3D camera
481
00:12:16,166 --> 00:12:17,566
to be able to establish
482
00:12:17,566 --> 00:12:19,966
from a live action scene
483
00:12:20,366 --> 00:12:22,099
and that should complete our course
484
00:12:22,100 --> 00:12:23,400
thank you so much for listening
485
00:12:23,400 --> 00:12:24,566
and I look forward to the next
486
00:12:24,566 --> 00:12:25,666
project with you
30049
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