All language subtitles for 14. Adding lens distortion, removing and adding grain

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These are the user uploaded subtitles that are being translated: 1 00:00:11,466 --> 00:00:12,466 in this lesson 2 00:00:12,466 --> 00:00:13,933 we will finish integrating 3 00:00:13,933 --> 00:00:16,933 our live action and 3D elements together 4 00:00:16,933 --> 00:00:18,899 to create the final rendered scene 5 00:00:19,600 --> 00:00:21,366 first off I look at this 6 00:00:21,366 --> 00:00:23,133 and I feel like there is just a touch more 7 00:00:23,133 --> 00:00:24,066 that we need to do 8 00:00:24,066 --> 00:00:27,133 for the contact shadow of the base of the building 9 00:00:27,133 --> 00:00:28,633 in relation to the hill 10 00:00:28,933 --> 00:00:30,666 the main area that I'm focusing on 11 00:00:30,666 --> 00:00:32,499 is mainly on the screen 12 00:00:32,500 --> 00:00:34,033 left area right here 13 00:00:34,166 --> 00:00:35,933 along the areas that we already brought down 14 00:00:35,933 --> 00:00:37,399 some of the highlighted areas 15 00:00:37,400 --> 00:00:38,500 so what I'm going to do is 16 00:00:38,500 --> 00:00:40,366 I'm actually going to just create 17 00:00:40,366 --> 00:00:43,299 in a very similar setup of what we already did 18 00:00:43,300 --> 00:00:45,166 so if we highlight the transform 19 00:00:45,166 --> 00:00:46,333 blur and the merge 20 00:00:46,333 --> 00:00:47,966 in control C 21 00:00:47,966 --> 00:00:50,299 Copy control V paste 22 00:00:50,400 --> 00:00:52,766 connect that transform over the shuffle 23 00:00:52,766 --> 00:00:55,833 connect the merge B input back into the roto 24 00:00:55,966 --> 00:00:57,999 and then I'm going to add a second color 25 00:00:58,000 --> 00:00:59,233 correct right here 26 00:00:59,600 --> 00:01:00,900 first connect your mask 27 00:01:00,900 --> 00:01:02,600 and then connect that into the pipe 28 00:01:02,933 --> 00:01:04,066 and what I'm going to do is 29 00:01:04,066 --> 00:01:06,933 I'm going to try setting that transform 30 00:01:06,933 --> 00:01:08,399 instead of going so far down 31 00:01:08,400 --> 00:01:11,033 I'm actually try setting it around 30 pixels 32 00:01:11,333 --> 00:01:13,766 I'm also going to set the blur a little back 33 00:01:13,766 --> 00:01:17,099 so it's not quite as soft of a fall off 34 00:01:17,733 --> 00:01:19,033 now in the color correct 35 00:01:19,066 --> 00:01:20,266 just to see something 36 00:01:20,266 --> 00:01:21,166 let's just crank it 37 00:01:21,166 --> 00:01:24,599 okay so you can now see the areas that it will affect 38 00:01:24,766 --> 00:01:25,866 that's good to know 39 00:01:25,866 --> 00:01:27,399 let's put that back to one 40 00:01:27,500 --> 00:01:29,266 and let's just try that 41 00:01:29,266 --> 00:01:30,966 at about half that that 42 00:01:30,966 --> 00:01:32,299 that's something like that 43 00:01:32,300 --> 00:01:32,800 now you know 44 00:01:32,800 --> 00:01:35,000 the issue that we're having here is 45 00:01:35,000 --> 00:01:37,333 it might be better to do it in the midtones 46 00:01:37,333 --> 00:01:38,633 let's just try that 47 00:01:38,900 --> 00:01:39,533 there we go 48 00:01:39,533 --> 00:01:40,166 so basically 49 00:01:40,166 --> 00:01:41,666 what I'm looking for is 50 00:01:41,666 --> 00:01:45,366 I want to flatten out the color in that area 51 00:01:45,366 --> 00:01:48,899 so it seems to blend just a little bit better with 52 00:01:48,900 --> 00:01:49,833 the building 53 00:01:49,866 --> 00:01:50,399 I think that 54 00:01:50,400 --> 00:01:52,000 that actually looks a little better 55 00:01:52,000 --> 00:01:52,500 you can see 56 00:01:52,500 --> 00:01:53,500 with the difference right there 57 00:01:53,500 --> 00:01:55,600 where there's just a little less highlights 58 00:01:55,600 --> 00:01:57,266 it starts to feel like it's actually 59 00:01:57,266 --> 00:01:59,599 seating a little more properly 60 00:01:59,933 --> 00:02:02,833 um we could also try just in the master 61 00:02:03,133 --> 00:02:04,799 touchdown I might 62 00:02:04,866 --> 00:02:06,133 might something like that just 63 00:02:06,133 --> 00:02:07,866 just to give it an overall darkening 64 00:02:07,866 --> 00:02:09,266 I think that doesn't actually 65 00:02:09,566 --> 00:02:10,499 I heard it in fact 66 00:02:10,500 --> 00:02:11,666 I think it helps it 67 00:02:11,700 --> 00:02:13,000 so now let's move on 68 00:02:13,000 --> 00:02:14,966 now that we have that taken care of 69 00:02:14,966 --> 00:02:17,133 the next step that we need to focus on is 70 00:02:17,133 --> 00:02:20,433 we actually need to add lens distortion to our 71 00:02:20,866 --> 00:02:24,499 our 2D 3D created uh 72 00:02:24,500 --> 00:02:26,133 image because obviously 73 00:02:26,133 --> 00:02:27,899 there is a certain level of lens distortion 74 00:02:27,900 --> 00:02:30,733 that's coming from our live action element 75 00:02:30,733 --> 00:02:32,833 so if we go back to our camera tracker 76 00:02:32,933 --> 00:02:34,299 we actually can select that 77 00:02:34,300 --> 00:02:35,466 and under the 78 00:02:35,466 --> 00:02:37,599 the dropdown menu for exporting 79 00:02:37,600 --> 00:02:39,933 you can actually set it to distortion 80 00:02:39,933 --> 00:02:41,533 so you select distortion 81 00:02:41,533 --> 00:02:43,066 and you hit create 82 00:02:43,366 --> 00:02:45,766 it now creates a lens distortion node 83 00:02:46,000 --> 00:02:47,000 and we break that 84 00:02:47,000 --> 00:02:47,600 connections 85 00:02:47,600 --> 00:02:50,066 we aren't using the that as the source 86 00:02:50,200 --> 00:02:52,266 and we're gonna bring that over here 87 00:02:52,333 --> 00:02:55,466 and we're gonna actually connect that right in 88 00:02:55,466 --> 00:02:59,166 after we've merged our two elements together 89 00:02:59,300 --> 00:03:01,866 so let's just select this 90 00:03:01,866 --> 00:03:02,499 move it out 91 00:03:02,500 --> 00:03:04,300 and then let's drop that in 92 00:03:04,500 --> 00:03:06,900 now if I turn this on and off 93 00:03:06,900 --> 00:03:07,800 at frame 100 94 00:03:07,800 --> 00:03:09,100 you really aren't gonna see much 95 00:03:09,100 --> 00:03:11,900 but if we go to something like frame 0 96 00:03:11,900 --> 00:03:14,000 where the camera 97 00:03:14,000 --> 00:03:14,933 or where the building 98 00:03:14,933 --> 00:03:17,899 is closer to the edge of frame 99 00:03:18,066 --> 00:03:19,533 if we turn this on and off 100 00:03:19,533 --> 00:03:21,266 you can actually see the difference 101 00:03:21,266 --> 00:03:23,799 you can see that distortion right there happening 102 00:03:23,800 --> 00:03:24,800 so when I turn it on 103 00:03:24,800 --> 00:03:26,866 it actually makes more sense 104 00:03:27,066 --> 00:03:30,466 so let's just leave that for now 105 00:03:30,533 --> 00:03:31,566 the expectation is 106 00:03:31,566 --> 00:03:34,199 it would start to stretch a little further 107 00:03:34,200 --> 00:03:35,433 towards the 108 00:03:35,700 --> 00:03:36,466 edge of frame 109 00:03:36,466 --> 00:03:38,799 based upon the fact that 110 00:03:39,333 --> 00:03:41,133 it is a wide angle lens 111 00:03:41,133 --> 00:03:44,433 so if we pull it over here 112 00:03:44,533 --> 00:03:47,366 just kind of picking some random frames to see 113 00:03:47,600 --> 00:03:48,500 you can start to see 114 00:03:48,500 --> 00:03:50,466 it starts to pull towards the edge of frame 115 00:03:50,466 --> 00:03:51,533 on screen left 116 00:03:51,533 --> 00:03:53,866 as it gets closer to that side side 117 00:03:53,866 --> 00:03:54,966 so now that we have that set 118 00:03:54,966 --> 00:03:55,999 that's correct 119 00:03:56,100 --> 00:03:56,866 you typically 120 00:03:56,866 --> 00:03:58,566 are always gonna add some sort of 121 00:03:58,566 --> 00:04:01,499 either a lens distortion to your cg 122 00:04:01,500 --> 00:04:02,900 computer generated elements 123 00:04:02,900 --> 00:04:03,866 such as this 124 00:04:03,866 --> 00:04:06,599 or you're going to add an un distortion 125 00:04:06,766 --> 00:04:08,699 set to your background 126 00:04:08,700 --> 00:04:09,333 play anything 127 00:04:09,333 --> 00:04:10,299 live action 128 00:04:10,300 --> 00:04:11,400 so that then 129 00:04:11,400 --> 00:04:12,700 you can apply 130 00:04:12,700 --> 00:04:13,533 some sort of 131 00:04:13,533 --> 00:04:14,533 lens distortion 132 00:04:14,533 --> 00:04:15,066 to match it 133 00:04:15,066 --> 00:04:15,533 to whatever 134 00:04:15,533 --> 00:04:16,866 your computer generated elements are so 135 00:04:16,866 --> 00:04:18,133 so one or the other 136 00:04:18,133 --> 00:04:18,999 needs to have some 137 00:04:19,000 --> 00:04:20,500 either distortion 138 00:04:20,500 --> 00:04:22,000 or undistortion 139 00:04:22,133 --> 00:04:23,066 so okay so now 140 00:04:23,066 --> 00:04:23,733 let's move on 141 00:04:23,733 --> 00:04:25,999 now the next step that I want to hit is 142 00:04:26,000 --> 00:04:28,466 I want to remove the noise 143 00:04:28,466 --> 00:04:29,366 in the background 144 00:04:29,366 --> 00:04:30,566 the live action background plate 145 00:04:30,566 --> 00:04:31,866 so that we can then add 146 00:04:31,933 --> 00:04:33,333 an overall grain 147 00:04:33,333 --> 00:04:34,699 effect to the plate 148 00:04:34,700 --> 00:04:36,700 so if I hit the tab key 149 00:04:36,700 --> 00:04:39,066 and I type in d noise 150 00:04:39,566 --> 00:04:40,799 we bring up a node 151 00:04:40,800 --> 00:04:41,966 that is called Denois 152 00:04:41,966 --> 00:04:43,166 I'm gonna drag that 153 00:04:43,166 --> 00:04:43,899 and drop it 154 00:04:43,900 --> 00:04:45,166 right there 155 00:04:45,533 --> 00:04:47,133 and what it's going to do 156 00:04:47,133 --> 00:04:48,366 if I full screen here 157 00:04:48,366 --> 00:04:48,966 you're going to 158 00:04:48,966 --> 00:04:50,099 see a little 159 00:04:50,100 --> 00:04:51,266 target region 160 00:04:51,266 --> 00:04:52,166 so what we wanna do is 161 00:04:52,166 --> 00:04:53,466 bring that over here 162 00:04:53,466 --> 00:04:54,666 into the center somewhere 163 00:04:54,666 --> 00:04:55,499 for it basically 164 00:04:55,500 --> 00:04:57,300 to analyze the grain 165 00:04:57,666 --> 00:04:58,366 and the noise 166 00:04:58,366 --> 00:04:59,099 I apologies 167 00:04:59,100 --> 00:04:59,666 and it will 168 00:04:59,666 --> 00:05:01,133 to begin to remove it 169 00:05:01,133 --> 00:05:03,566 now what we're going to be using is 170 00:05:03,566 --> 00:05:05,099 our source is not film 171 00:05:05,100 --> 00:05:06,133 it is digital 172 00:05:06,133 --> 00:05:07,533 because it was shot digitally 173 00:05:07,533 --> 00:05:08,799 so we're gonna remove 174 00:05:08,800 --> 00:05:09,666 digital cause that 175 00:05:09,666 --> 00:05:11,766 that will have a different operation 176 00:05:12,300 --> 00:05:12,866 you can pick 177 00:05:12,866 --> 00:05:13,499 either constant 178 00:05:13,500 --> 00:05:14,300 or modulated 179 00:05:14,300 --> 00:05:15,200 noise model 180 00:05:15,500 --> 00:05:17,166 I'm sticking with modulated 181 00:05:17,166 --> 00:05:18,499 the profiles constant 182 00:05:18,500 --> 00:05:19,466 that's fine 183 00:05:19,700 --> 00:05:21,100 the output result 184 00:05:21,100 --> 00:05:22,233 that's correct 185 00:05:22,566 --> 00:05:23,399 and all this 186 00:05:23,400 --> 00:05:24,133 if you feel like 187 00:05:24,133 --> 00:05:25,333 it's denizing too much 188 00:05:25,333 --> 00:05:26,266 you can you can 189 00:05:26,266 --> 00:05:27,066 back off on 190 00:05:27,066 --> 00:05:28,799 the amount of denizing 191 00:05:28,800 --> 00:05:29,900 roll off smoothness 192 00:05:29,900 --> 00:05:30,500 all these are 193 00:05:30,500 --> 00:05:32,000 I'm gonna leave them as 194 00:05:32,000 --> 00:05:32,966 default right now 195 00:05:32,966 --> 00:05:33,999 because that 196 00:05:34,100 --> 00:05:35,200 seems to work 197 00:05:35,200 --> 00:05:36,166 I think well 198 00:05:36,166 --> 00:05:36,766 for what we're 199 00:05:36,766 --> 00:05:37,299 trying to do 200 00:05:37,300 --> 00:05:38,200 for this now 201 00:05:38,200 --> 00:05:39,766 if we zoom in closely 202 00:05:39,766 --> 00:05:40,733 and I'm actually gonna 203 00:05:40,733 --> 00:05:41,933 view right here 204 00:05:41,933 --> 00:05:42,733 if we turn off 205 00:05:42,733 --> 00:05:43,966 you can kind of see 206 00:05:44,000 --> 00:05:45,600 it does start to soften up 207 00:05:45,600 --> 00:05:46,300 and you can actually 208 00:05:46,300 --> 00:05:48,300 see some of that noise pattern 209 00:05:48,300 --> 00:05:49,300 actually disappear 210 00:05:49,300 --> 00:05:49,866 so if we go to 211 00:05:49,866 --> 00:05:50,966 the blue channel 212 00:05:51,300 --> 00:05:52,000 you can actually 213 00:05:52,000 --> 00:05:52,933 then really 214 00:05:52,933 --> 00:05:54,466 see some of that noise 215 00:05:54,500 --> 00:05:56,200 kind of drop right off 216 00:05:56,200 --> 00:05:57,933 now keep in mind 217 00:05:57,933 --> 00:05:58,666 whenever you 218 00:05:58,666 --> 00:05:59,799 denoise something 219 00:05:59,800 --> 00:06:02,466 you are going to lose some 220 00:06:02,700 --> 00:06:04,366 level of detail 221 00:06:04,366 --> 00:06:05,333 in your plate 222 00:06:05,333 --> 00:06:06,899 so you have to keep in mind 223 00:06:06,900 --> 00:06:08,566 that end result 224 00:06:08,566 --> 00:06:09,966 is sort of you know 225 00:06:10,366 --> 00:06:12,199 take one to give to another 226 00:06:12,200 --> 00:06:12,733 kind of thing 227 00:06:12,733 --> 00:06:14,666 so you you you can 228 00:06:14,666 --> 00:06:15,599 back off on the 229 00:06:15,600 --> 00:06:16,466 melody noising 230 00:06:16,466 --> 00:06:16,933 if you feel 231 00:06:16,933 --> 00:06:18,166 that it's too much 232 00:06:18,166 --> 00:06:18,933 if your image is 233 00:06:18,933 --> 00:06:20,266 getting too soft 234 00:06:20,266 --> 00:06:21,866 then I would recommend 235 00:06:21,866 --> 00:06:22,599 considering 236 00:06:22,600 --> 00:06:23,466 backing off on it 237 00:06:23,466 --> 00:06:24,733 but for what we're doing here 238 00:06:24,733 --> 00:06:25,499 I think this 239 00:06:25,500 --> 00:06:26,433 should just be 240 00:06:26,500 --> 00:06:27,266 be just fine 241 00:06:27,266 --> 00:06:29,933 so now now that we have that our 242 00:06:29,933 --> 00:06:30,933 our next to 243 00:06:30,933 --> 00:06:32,066 final step here 244 00:06:32,066 --> 00:06:35,366 is to basically add a 245 00:06:35,366 --> 00:06:37,299 um grain node 246 00:06:37,300 --> 00:06:38,366 at the base here 247 00:06:38,866 --> 00:06:39,966 and what we're going to do is that 248 00:06:39,966 --> 00:06:40,499 that's going to 249 00:06:40,500 --> 00:06:41,866 basically grain up 250 00:06:41,866 --> 00:06:42,999 the overall image 251 00:06:43,000 --> 00:06:45,400 so I apologies 252 00:06:45,400 --> 00:06:46,566 not a grade node 253 00:06:46,566 --> 00:06:47,933 haha we'll hit 254 00:06:47,933 --> 00:06:48,766 the tab key 255 00:06:48,766 --> 00:06:50,499 and start typing in grain 256 00:06:50,500 --> 00:06:51,833 we bring in grain 257 00:06:52,333 --> 00:06:53,199 drop that in 258 00:06:53,200 --> 00:06:54,166 right there 259 00:06:54,366 --> 00:06:55,866 and at that point 260 00:06:55,900 --> 00:06:56,866 now you can see 261 00:06:56,866 --> 00:06:58,099 that there is a definite 262 00:06:58,100 --> 00:06:59,000 amount of grain 263 00:06:59,000 --> 00:06:59,933 I would say this is 264 00:06:59,933 --> 00:07:01,099 this is too much grain 265 00:07:01,100 --> 00:07:02,100 in my opinion 266 00:07:02,400 --> 00:07:03,766 um the other thing 267 00:07:03,766 --> 00:07:04,733 that we have to keep in mind 268 00:07:04,733 --> 00:07:05,366 is actually 269 00:07:05,366 --> 00:07:05,899 you can see 270 00:07:05,900 --> 00:07:07,333 that our alpha channel 271 00:07:07,333 --> 00:07:08,333 is not solid 272 00:07:08,333 --> 00:07:10,099 because of our 273 00:07:10,200 --> 00:07:10,700 up order of 274 00:07:10,700 --> 00:07:11,466 operations doing 275 00:07:11,466 --> 00:07:12,266 so what we need to do 276 00:07:12,266 --> 00:07:13,066 cause the grain note 277 00:07:13,066 --> 00:07:13,899 is based upon 278 00:07:13,900 --> 00:07:14,533 it will grain 279 00:07:14,533 --> 00:07:15,399 based upon whatever 280 00:07:15,400 --> 00:07:16,633 alpha channel is there 281 00:07:16,766 --> 00:07:17,766 so prior to that 282 00:07:17,766 --> 00:07:18,366 I'm gonna add a 283 00:07:18,366 --> 00:07:19,199 shuffle node 284 00:07:19,200 --> 00:07:20,833 and put a solid white 285 00:07:21,100 --> 00:07:21,800 and now you 286 00:07:21,800 --> 00:07:22,266 can see that 287 00:07:22,266 --> 00:07:22,999 we have a nice 288 00:07:23,000 --> 00:07:24,000 heavy grain 289 00:07:24,000 --> 00:07:24,966 applied across 290 00:07:24,966 --> 00:07:25,866 the board now 291 00:07:25,866 --> 00:07:26,566 that's obviously 292 00:07:26,566 --> 00:07:27,366 way too much grain 293 00:07:27,366 --> 00:07:28,899 so what we're going to do 294 00:07:29,366 --> 00:07:31,166 is just basically 295 00:07:31,166 --> 00:07:32,199 come in here 296 00:07:32,200 --> 00:07:33,166 and you can either 297 00:07:33,166 --> 00:07:34,566 use some presets 298 00:07:34,733 --> 00:07:35,366 just to kind of 299 00:07:35,366 --> 00:07:36,066 set certain 300 00:07:36,066 --> 00:07:37,099 grains that 301 00:07:37,100 --> 00:07:37,800 grain patterns 302 00:07:37,800 --> 00:07:39,033 that you might want 303 00:07:39,266 --> 00:07:39,899 there's not many 304 00:07:39,900 --> 00:07:40,533 to pick from 305 00:07:40,533 --> 00:07:41,499 but you can pick 306 00:07:41,500 --> 00:07:42,066 you know pick one 307 00:07:42,066 --> 00:07:43,599 as a basis to start 308 00:07:43,600 --> 00:07:44,733 possibly so 309 00:07:44,733 --> 00:07:44,933 you know what 310 00:07:44,933 --> 00:07:46,166 I'm just gonna say hey 311 00:07:46,166 --> 00:07:46,466 you know what 312 00:07:46,466 --> 00:07:48,199 I'm gonna pick that one 313 00:07:48,966 --> 00:07:49,333 you know what 314 00:07:49,333 --> 00:07:50,566 I actually don't 315 00:07:50,566 --> 00:07:51,466 like that one 316 00:07:52,100 --> 00:07:52,900 it's kind of 317 00:07:52,900 --> 00:07:53,900 making the sky 318 00:07:53,900 --> 00:07:55,700 a little too 319 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 00:07:58,900 --> 00:07:59,266 I'm just gonna 324 00:07:59,266 --> 00:07:59,799 leave it at that 325 00:07:59,800 --> 00:08:00,400 default one 326 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 328 00:08:01,800 --> 00:08:03,333 back off on 329 00:08:03,333 --> 00:08:04,133 the intensitys 330 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 00:08:08,400 --> 00:08:09,400 is going to have 336 00:08:09,400 --> 00:08:11,033 greater amounts of green 337 00:08:11,066 --> 00:08:11,799 than your red 338 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 344 00:08:20,266 --> 00:08:21,366 level at the moment 345 00:08:21,366 --> 00:08:22,666 but normally 346 00:08:22,666 --> 00:08:22,999 you're gonna 347 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 354 00:08:29,533 --> 00:08:30,633 action plate 355 00:08:30,766 --> 00:08:31,999 to introduce 356 00:08:32,000 --> 00:08:33,166 additional grain 357 00:08:33,166 --> 00:08:34,299 so at this point 358 00:08:34,300 --> 00:08:35,400 I think we're 359 00:08:35,400 --> 00:08:36,166 in a good spot 360 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 366 00:08:46,066 --> 00:08:48,033 from the first frame 367 00:08:48,566 --> 00:08:49,866 to the final frame 368 00:08:49,866 --> 00:08:50,466 I'm actually 369 00:08:50,466 --> 00:08:51,099 wanting to do 370 00:08:51,100 --> 00:08:51,933 just a slight 371 00:08:51,933 --> 00:08:53,266 little pushing 372 00:08:53,266 --> 00:08:54,099 in addition to 373 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 376 00:08:56,400 --> 00:08:57,000 I'm gonna set 377 00:08:57,000 --> 00:08:58,766 the scale to 378 00:08:58,766 --> 00:08:59,499 you know key 379 00:08:59,500 --> 00:09:00,500 the first frame 380 00:09:00,500 --> 00:09:01,133 I'm gonna go to 381 00:09:01,133 --> 00:09:02,633 the final frame 382 00:09:02,766 --> 00:09:04,366 and I'm going to 383 00:09:04,366 --> 00:09:05,533 set that scale 384 00:09:05,533 --> 00:09:07,366 to one point 385 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 389 00:09:17,366 --> 00:09:19,866 translates X and y zero 390 00:09:19,866 --> 00:09:22,033 then I'm gonna jump back to that final frame 391 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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