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These are the user uploaded subtitles that are being translated: 1 00:00:11,333 --> 00:00:12,399 in this lesson 2 00:00:12,400 --> 00:00:14,666 we will create our holdout mats to layer 3 00:00:14,666 --> 00:00:17,466 the mushroom cloud behind the downtown buildings 4 00:00:17,700 --> 00:00:22,700 so if we view here at the main background plate 5 00:00:22,966 --> 00:00:24,166 you'll see we have 6 00:00:24,166 --> 00:00:24,733 obviously we 7 00:00:24,733 --> 00:00:25,866 we'd layered 8 00:00:26,200 --> 00:00:26,866 at the moment 9 00:00:26,866 --> 00:00:28,699 we just have the mushroom cloud 10 00:00:28,700 --> 00:00:30,000 sitting in front of these buildings 11 00:00:30,000 --> 00:00:32,233 but what we wanna do is we wanna place it behind it 12 00:00:32,300 --> 00:00:33,966 so what I'm thinking we could do 13 00:00:33,966 --> 00:00:36,166 just to kind of get something in there quickly 14 00:00:36,166 --> 00:00:39,199 is to potentially pull just a quick key 15 00:00:39,400 --> 00:00:41,266 and see if that will help us to 16 00:00:41,266 --> 00:00:42,699 layer things a little quicker 17 00:00:42,900 --> 00:00:45,666 so we can do 18 00:00:45,666 --> 00:00:49,033 is if we hit that tab key and start typing in Kia 19 00:00:49,700 --> 00:00:51,066 we pull in the Kia 20 00:00:51,600 --> 00:00:53,700 and this is just a quick uh this 21 00:00:53,700 --> 00:00:56,600 this key is typically used for things like garbage uh 22 00:00:56,600 --> 00:00:58,600 mats and just rough keying 23 00:00:58,600 --> 00:01:00,600 you're obviously not gonna use this for green screen 24 00:01:00,600 --> 00:01:01,166 and blue screen 25 00:01:01,166 --> 00:01:02,366 like high detailed green screen 26 00:01:02,366 --> 00:01:03,466 blue screen keying 27 00:01:03,466 --> 00:01:04,799 there's there's better uh 28 00:01:04,800 --> 00:01:07,666 cures in nuke for that but uh 29 00:01:07,666 --> 00:01:08,399 for something like this 30 00:01:08,400 --> 00:01:09,933 I think it'll work just fine 31 00:01:09,933 --> 00:01:12,699 so if we view that uh 32 00:01:12,700 --> 00:01:14,866 output and just jump over 33 00:01:15,066 --> 00:01:15,966 actually what we'll do is 34 00:01:15,966 --> 00:01:17,999 I'm just gonna just jump one more step 35 00:01:18,000 --> 00:01:20,433 and then add a shuffle node right after that 36 00:01:20,666 --> 00:01:24,766 and just switch all of the color inputs into the Alpha 37 00:01:24,766 --> 00:01:25,799 so now that way 38 00:01:25,800 --> 00:01:27,833 when we adjust our Kia 39 00:01:27,966 --> 00:01:29,333 we will be able to view 40 00:01:29,333 --> 00:01:30,966 without having to switch over to alpha channel 41 00:01:30,966 --> 00:01:34,599 and then we can switch between the uh the 42 00:01:35,000 --> 00:01:39,333 the alpha channel that we're creating via the Kia 43 00:01:39,333 --> 00:01:40,266 and our color pass 44 00:01:40,266 --> 00:01:43,233 just to see how it lines up with our actual buildings 45 00:01:43,266 --> 00:01:44,166 all right so 46 00:01:44,466 --> 00:01:45,533 if we do Luminance Key 47 00:01:45,533 --> 00:01:46,699 could do Luminance Key 48 00:01:46,700 --> 00:01:48,400 you can see there's various operations here 49 00:01:48,400 --> 00:01:49,266 for this Kia 50 00:01:49,533 --> 00:01:51,466 uh I think what I'm gonna do on this one 51 00:01:51,466 --> 00:01:52,533 is probably the red cure 52 00:01:52,533 --> 00:01:54,133 but let's just go back to color pass 53 00:01:54,133 --> 00:01:54,733 you jump so 54 00:01:54,733 --> 00:01:55,799 this is our red 55 00:01:55,800 --> 00:01:56,966 our red channel 56 00:01:57,266 --> 00:01:58,199 our green channel 57 00:01:58,200 --> 00:01:59,066 and our blue channel 58 00:01:59,066 --> 00:02:00,533 the reason I'm thinking red channel 59 00:02:00,533 --> 00:02:02,499 is because there's just a little more 60 00:02:02,500 --> 00:02:05,833 contrast between the buildings and that sky 61 00:02:05,933 --> 00:02:07,166 so if we switch that over 62 00:02:07,166 --> 00:02:07,966 the red key 63 00:02:07,966 --> 00:02:12,066 and then we just jump back over to our shuffle output 64 00:02:12,300 --> 00:02:13,666 and start dragging that over 65 00:02:13,666 --> 00:02:14,999 you can start seeing what's happening 66 00:02:15,000 --> 00:02:15,533 what I'm gonna do is 67 00:02:15,533 --> 00:02:17,399 I'm also going to invert uh 68 00:02:17,400 --> 00:02:19,600 so it's just gonna be swapping the black and the white 69 00:02:19,900 --> 00:02:20,466 the point being 70 00:02:20,466 --> 00:02:21,933 we want alpha on the buildings 71 00:02:21,933 --> 00:02:22,666 not in the sky 72 00:02:22,666 --> 00:02:24,566 we want the sky to be black 73 00:02:24,600 --> 00:02:27,300 so we're just kind of bringing that over 74 00:02:27,300 --> 00:02:29,266 and close to 75 00:02:29,266 --> 00:02:29,866 right about there 76 00:02:29,866 --> 00:02:30,533 and then we're gonna 77 00:02:30,533 --> 00:02:32,999 see if we can crush that sky a little bit 78 00:02:33,166 --> 00:02:34,333 now obviously 79 00:02:34,333 --> 00:02:35,499 this is getting pretty close 80 00:02:35,500 --> 00:02:37,400 there's not much of a range to work with in there 81 00:02:37,400 --> 00:02:37,766 but I think 82 00:02:37,766 --> 00:02:39,166 for something like this I'm not 83 00:02:39,166 --> 00:02:42,066 I'm not too worried about it um 84 00:02:42,066 --> 00:02:43,199 being an issue 85 00:02:43,366 --> 00:02:45,233 so let's just 86 00:02:45,466 --> 00:02:46,766 put it right up there 87 00:02:47,000 --> 00:02:47,966 and at the moment 88 00:02:47,966 --> 00:02:48,599 you can obviously 89 00:02:48,600 --> 00:02:49,000 there's see 90 00:02:49,000 --> 00:02:50,200 there's gonna be holes and stuff 91 00:02:50,200 --> 00:02:51,133 but just for kicks 92 00:02:51,133 --> 00:02:51,999 let's get this in 93 00:02:52,000 --> 00:02:53,600 and just see what it looks like 94 00:02:53,600 --> 00:02:56,666 so our input from the mushroom cloud 95 00:02:56,666 --> 00:02:58,166 is coming from the scan line render 96 00:02:58,166 --> 00:03:00,099 and it's going a over B over here 97 00:03:00,100 --> 00:03:02,066 so let's hit that tab key 98 00:03:02,066 --> 00:03:03,333 and type in merge 99 00:03:03,333 --> 00:03:05,766 or again you can hit the m key on the keyboard 100 00:03:05,766 --> 00:03:07,266 that'll create your merge node 101 00:03:07,666 --> 00:03:11,799 and I'm gonna set that merge node to uh out 102 00:03:11,966 --> 00:03:13,199 so if I set that out 103 00:03:13,200 --> 00:03:14,066 what it's going to do is 104 00:03:14,066 --> 00:03:14,799 I'm gonna say 105 00:03:14,800 --> 00:03:16,566 on the a input 106 00:03:16,566 --> 00:03:17,999 I want that 107 00:03:18,000 --> 00:03:19,866 mushroom cloud to be held 108 00:03:19,933 --> 00:03:22,399 outside of this mat 109 00:03:22,733 --> 00:03:24,466 and then we connect it to there 110 00:03:24,466 --> 00:03:25,766 and drop that in there 111 00:03:26,166 --> 00:03:28,466 and if we view it at No. 2 now 112 00:03:28,466 --> 00:03:28,866 you can see it 113 00:03:28,866 --> 00:03:30,533 just laid it behind there 114 00:03:30,533 --> 00:03:32,399 obviously there's some hard edges 115 00:03:32,400 --> 00:03:33,666 we don't like that 116 00:03:33,800 --> 00:03:35,400 there's some issues going on there 117 00:03:35,400 --> 00:03:36,866 but for the moment 118 00:03:36,933 --> 00:03:37,899 it will work 119 00:03:37,900 --> 00:03:39,666 I'm just roughing things in 120 00:03:39,800 --> 00:03:40,400 and then as 121 00:03:40,400 --> 00:03:42,066 as we get steps uh 122 00:03:42,066 --> 00:03:42,999 further down you 123 00:03:43,000 --> 00:03:43,866 you just basically 124 00:03:43,866 --> 00:03:45,266 start to uh 125 00:03:45,333 --> 00:03:46,099 clean things up 126 00:03:46,100 --> 00:03:46,766 so at the moment 127 00:03:46,766 --> 00:03:48,533 obviously I just wanted to rough it in now let's 128 00:03:48,533 --> 00:03:49,199 let's see here 129 00:03:49,200 --> 00:03:50,900 if we just back off on that 130 00:03:51,066 --> 00:03:52,133 alpha chair 131 00:03:52,133 --> 00:03:54,899 on the crushing of the Kia 132 00:03:55,366 --> 00:03:57,099 uh we're obviously 133 00:03:57,100 --> 00:03:58,133 unfortunately 134 00:03:58,133 --> 00:03:59,599 oops apologies 135 00:03:59,600 --> 00:04:01,166 we're introducing issues 136 00:04:01,166 --> 00:04:01,566 up here but 137 00:04:01,566 --> 00:04:02,099 that's fine 138 00:04:02,100 --> 00:04:02,933 because what we're gonna do is 139 00:04:02,933 --> 00:04:03,933 we're gonna hold it inside 140 00:04:03,933 --> 00:04:05,566 a quick garbage roto 141 00:04:06,100 --> 00:04:08,466 as well as a couple other tricks 142 00:04:08,466 --> 00:04:10,633 to be able to hold things inside down here 143 00:04:11,900 --> 00:04:13,300 but the moment 144 00:04:13,300 --> 00:04:17,466 let's just get it as approximate as we can 145 00:04:18,333 --> 00:04:20,766 and let's say 146 00:04:21,766 --> 00:04:22,866 somewhere right about there 147 00:04:22,866 --> 00:04:23,566 because obviously 148 00:04:23,566 --> 00:04:26,266 we don't wanna kill the edge completely 149 00:04:26,533 --> 00:04:27,966 now what we're going to do is uh 150 00:04:27,966 --> 00:04:29,266 two things uh 151 00:04:29,266 --> 00:04:31,266 one I want to get 152 00:04:31,300 --> 00:04:33,066 I wanna get a quick garbage mat 153 00:04:33,066 --> 00:04:35,066 that's gonna hold our mat inside there 154 00:04:35,066 --> 00:04:35,866 so if we view here 155 00:04:35,866 --> 00:04:36,799 you can see there's uh 156 00:04:36,800 --> 00:04:38,666 some artifacting going on above 157 00:04:38,700 --> 00:04:39,333 that's fine 158 00:04:39,333 --> 00:04:41,766 so what we're going to do is we're going to 159 00:04:41,766 --> 00:04:43,966 I actually wanna go back to that frame 160 00:04:43,966 --> 00:04:45,199 our keyframe 161 00:04:45,366 --> 00:04:46,499 which was our 162 00:04:46,500 --> 00:04:47,266 our hero frame 163 00:04:47,266 --> 00:04:48,099 so to speak 164 00:04:48,166 --> 00:04:49,999 uh was frame four 28 165 00:04:50,000 --> 00:04:50,766 I do believe 166 00:04:50,766 --> 00:04:52,533 so if we go to frame four 167 00:04:52,533 --> 00:04:53,433 twenty eight 168 00:04:53,966 --> 00:04:57,199 and that seems to be nice and level 169 00:04:57,200 --> 00:04:57,666 that's fine 170 00:04:57,666 --> 00:05:00,099 you can see all this extra garbage going on there 171 00:05:00,133 --> 00:05:00,899 that's fine 172 00:05:00,900 --> 00:05:02,133 that's that's your normal 173 00:05:02,133 --> 00:05:03,166 uh expected 174 00:05:03,166 --> 00:05:04,299 uh leftovers 175 00:05:04,300 --> 00:05:05,233 so to speak 176 00:05:05,566 --> 00:05:07,366 you can actually see it's uh 177 00:05:07,366 --> 00:05:08,466 actually gets worse over here 178 00:05:08,466 --> 00:05:08,866 so you know what 179 00:05:08,866 --> 00:05:12,499 we're going to make a quick adjustment um 180 00:05:12,900 --> 00:05:16,866 where we clamp down on a little bit of that 181 00:05:16,900 --> 00:05:17,933 might we almost 182 00:05:17,933 --> 00:05:18,799 sometimes you'd almost 183 00:05:18,800 --> 00:05:21,566 maybe need to have to animate that uh Kia 184 00:05:21,566 --> 00:05:22,666 but for the moment 185 00:05:22,966 --> 00:05:24,966 let's just see where that lies 186 00:05:25,066 --> 00:05:26,666 now it's cutting out stuff in the buildings 187 00:05:26,666 --> 00:05:27,999 that's fine so we we 188 00:05:28,000 --> 00:05:31,000 what we have here is just a rough template 189 00:05:31,000 --> 00:05:32,000 so to speak 190 00:05:32,166 --> 00:05:33,666 so now if we just drop that in 191 00:05:33,666 --> 00:05:35,466 you can see where it's cutting uh 192 00:05:35,533 --> 00:05:36,733 chunks out of the buildings 193 00:05:36,733 --> 00:05:37,633 and that's okay 194 00:05:37,666 --> 00:05:39,266 what I want to do is 195 00:05:39,266 --> 00:05:41,066 I'm actually going to create 196 00:05:41,066 --> 00:05:43,633 now that we have just a quick garbage mat 197 00:05:43,666 --> 00:05:47,499 I'm going to actually take our tracking information 198 00:05:47,500 --> 00:05:50,300 and create a mat that will match those buildings 199 00:05:50,366 --> 00:05:52,799 based upon our tracking information that we already did 200 00:05:52,800 --> 00:05:55,900 so at frame 4:20 eight 201 00:05:55,900 --> 00:05:57,666 let's take that as our hero frame again 202 00:05:57,666 --> 00:05:59,433 like we were discussing 203 00:05:59,566 --> 00:06:01,666 and I'm going to create 204 00:06:02,133 --> 00:06:04,433 hit that O key to create a roto shape 205 00:06:05,133 --> 00:06:05,866 and let's just 206 00:06:05,866 --> 00:06:06,566 full screen here 207 00:06:06,566 --> 00:06:09,266 I'm gonna go out of the comp view 208 00:06:09,466 --> 00:06:12,266 and what I want to do is just start 209 00:06:12,266 --> 00:06:14,033 adding some points here 210 00:06:14,566 --> 00:06:18,266 uh just kind of following that contour of the building 211 00:06:18,533 --> 00:06:19,666 approximately 212 00:06:20,200 --> 00:06:20,866 not looking for 213 00:06:20,866 --> 00:06:22,599 to be perfect at the moment 214 00:06:22,866 --> 00:06:23,533 and obviously 215 00:06:23,533 --> 00:06:26,133 if you're building this for your demo reel 216 00:06:26,133 --> 00:06:28,566 then I would recommend you spend a little extra time 217 00:06:28,566 --> 00:06:30,066 make sure everything uh 218 00:06:30,200 --> 00:06:32,300 lines up and is nice and ship shape 219 00:06:32,866 --> 00:06:33,699 for the sake of the demo 220 00:06:33,700 --> 00:06:34,500 though obviously 221 00:06:34,500 --> 00:06:39,200 we aren't as concerned about precision 222 00:06:39,200 --> 00:06:41,800 when it comes to every single frame 223 00:06:42,133 --> 00:06:44,666 so let's just keep going down here 224 00:06:45,333 --> 00:06:46,299 bring it over 225 00:06:47,666 --> 00:06:52,566 and up here there down 226 00:06:53,566 --> 00:06:55,133 and then you can quickly just compare okay 227 00:06:55,133 --> 00:06:55,799 where's the 228 00:06:55,800 --> 00:06:57,800 where's the mushroom cloud in relation to this 229 00:06:57,800 --> 00:06:59,800 so we know that we're not roadling 230 00:06:59,800 --> 00:07:03,833 more than what we really need to do and 231 00:07:05,200 --> 00:07:05,900 let's see here 232 00:07:05,900 --> 00:07:09,833 yeah we're basically outside the perimeter 233 00:07:10,400 --> 00:07:12,133 I think that should be fine 234 00:07:12,133 --> 00:07:14,833 so I'm just gonna actually continue it 235 00:07:15,066 --> 00:07:17,833 on down to here and over 236 00:07:18,800 --> 00:07:21,100 and now what we're going to do 237 00:07:21,700 --> 00:07:22,966 just for kicks 238 00:07:22,966 --> 00:07:24,766 I'm gonna actually disconnect this 239 00:07:24,766 --> 00:07:25,899 our garbage mats 240 00:07:25,900 --> 00:07:27,466 and here's the other things you know 241 00:07:27,466 --> 00:07:29,266 you can sometimes get away with these quick tricks 242 00:07:29,266 --> 00:07:30,366 sometimes after you've done it 243 00:07:30,366 --> 00:07:30,933 you realize hey 244 00:07:30,933 --> 00:07:31,199 you know what 245 00:07:31,200 --> 00:07:32,400 maybe it's not worth it 246 00:07:32,533 --> 00:07:33,066 in this case 247 00:07:33,066 --> 00:07:34,966 I'm gonna leave it actually disconnected 248 00:07:34,966 --> 00:07:35,899 we'll leave it there in the 249 00:07:35,900 --> 00:07:36,400 for the moment 250 00:07:36,400 --> 00:07:37,533 in case we need it 251 00:07:37,533 --> 00:07:38,566 since we've created it 252 00:07:38,566 --> 00:07:40,633 you know sometimes you might need it for something else 253 00:07:41,333 --> 00:07:41,799 odds are good 254 00:07:41,800 --> 00:07:43,766 we probably will end up just going with this rotor 255 00:07:43,766 --> 00:07:49,133 so what I'm going to do now is we are going to take it 256 00:07:49,133 --> 00:07:50,499 we're gonna basically steal 257 00:07:50,666 --> 00:07:52,199 uh what we've already done 258 00:07:52,533 --> 00:07:55,766 for our other nuclear mushroom cloud 259 00:07:55,766 --> 00:07:59,399 and I'm gonna copy this section right here 260 00:08:00,600 --> 00:08:02,800 and paste it over here 261 00:08:03,700 --> 00:08:05,600 and what we're gonna do is 262 00:08:05,900 --> 00:08:06,833 you're going to 263 00:08:07,266 --> 00:08:08,166 let's take that up there 264 00:08:08,166 --> 00:08:09,666 well you're gonna treat your roto shape 265 00:08:09,666 --> 00:08:11,333 just like you would treat the 266 00:08:11,333 --> 00:08:12,566 uh the file 267 00:08:12,566 --> 00:08:13,166 the input of 268 00:08:13,166 --> 00:08:14,866 of the nuclear mushroom clouds 269 00:08:14,866 --> 00:08:16,433 so you just gonna connect that in 270 00:08:16,766 --> 00:08:18,499 and then it's gonna run through here 271 00:08:18,500 --> 00:08:20,400 you're gonna need to obviously connect your camera 272 00:08:20,400 --> 00:08:22,033 back to that same camera 273 00:08:22,500 --> 00:08:26,166 and just to make things look a little more tidy 274 00:08:26,166 --> 00:08:27,699 I'm going to 275 00:08:28,300 --> 00:08:28,900 uh obviously 276 00:08:28,900 --> 00:08:30,066 then you wanna connect down to here 277 00:08:30,066 --> 00:08:32,166 but I'm just gonna kinda line things up right there 278 00:08:32,166 --> 00:08:33,599 add a little pipe over there so it doesn't 279 00:08:33,600 --> 00:08:34,833 doesn't look too messy 280 00:08:35,266 --> 00:08:38,033 now what we have going on here theoretically 281 00:08:38,100 --> 00:08:41,500 means that it is being held out by a rotor shape 282 00:08:41,500 --> 00:08:45,133 that should match the movement of the buildings 283 00:08:45,133 --> 00:08:46,399 now here's an issue 284 00:08:46,400 --> 00:08:47,600 this is where you start to see 285 00:08:47,600 --> 00:08:49,100 things potentially slipping 286 00:08:49,100 --> 00:08:49,700 and in this case 287 00:08:49,700 --> 00:08:51,166 it is so your 288 00:08:51,166 --> 00:08:53,299 your track might not either be perfect 289 00:08:53,300 --> 00:08:55,766 or your track might not be quite on 290 00:08:55,766 --> 00:08:57,466 because it isn't 291 00:08:57,466 --> 00:09:00,766 the card is not in the proper depth 292 00:09:00,900 --> 00:09:01,933 so what I'm going to do is 293 00:09:01,933 --> 00:09:03,599 I'm gonna go back to that frame 4:28 294 00:09:03,600 --> 00:09:04,900 just for kicks 295 00:09:05,133 --> 00:09:08,799 and I am going to select my card 296 00:09:09,400 --> 00:09:11,000 and view at that card 297 00:09:11,000 --> 00:09:12,966 and I think I'm going to try 298 00:09:13,466 --> 00:09:15,133 just to see if uh 299 00:09:15,133 --> 00:09:18,333 we can maybe adjust it uh 300 00:09:18,333 --> 00:09:21,533 and push it into the proper place 301 00:09:21,533 --> 00:09:22,966 so you remember all the 302 00:09:23,133 --> 00:09:24,499 the point let's see 303 00:09:24,500 --> 00:09:25,566 where was it 304 00:09:25,700 --> 00:09:26,800 over over here 305 00:09:26,933 --> 00:09:27,766 our point cloud 306 00:09:27,766 --> 00:09:28,766 so we double click that 307 00:09:28,766 --> 00:09:30,199 and kind of see where that's located 308 00:09:30,200 --> 00:09:32,200 I kind of want to just push that a little bit more 309 00:09:32,200 --> 00:09:33,400 into that cluster there 310 00:09:33,400 --> 00:09:36,333 and see if by doing so 311 00:09:36,333 --> 00:09:40,399 we're able to ensure that it tracks a little 312 00:09:40,566 --> 00:09:41,666 little more appropriately 313 00:09:41,666 --> 00:09:42,899 now obviously 314 00:09:42,900 --> 00:09:44,533 if for the nuclear mushroom cloud 315 00:09:44,533 --> 00:09:46,133 maybe not quite as big a deal 316 00:09:46,133 --> 00:09:47,166 you might see some slippage 317 00:09:47,166 --> 00:09:48,799 if you really quickly scrub through it 318 00:09:48,800 --> 00:09:49,600 but over time 319 00:09:49,600 --> 00:09:51,000 you might be able to get away with it 320 00:09:51,266 --> 00:09:52,333 but if obviously 321 00:09:52,333 --> 00:09:53,333 if you're rotowing 322 00:09:53,333 --> 00:09:54,966 you wanna ensure that is spot on 323 00:09:54,966 --> 00:09:56,866 so let's just uh 324 00:09:56,933 --> 00:09:58,799 go back to that view right there 325 00:09:59,266 --> 00:10:02,333 and let's just jump back over here in time 326 00:10:02,333 --> 00:10:04,499 and see where things lay okay 327 00:10:04,500 --> 00:10:05,466 see how you can see 328 00:10:05,466 --> 00:10:08,133 actually we're starting to get it uh 329 00:10:08,133 --> 00:10:09,899 lining up just a little bit better 330 00:10:09,900 --> 00:10:11,266 there's still a little bit of a line 331 00:10:11,266 --> 00:10:12,233 that's okay 332 00:10:12,400 --> 00:10:15,200 we'll uh we'll just push it just a little bit further 333 00:10:15,200 --> 00:10:17,266 so go back to your frame 4:28 334 00:10:17,266 --> 00:10:18,499 just because that's my master 335 00:10:18,500 --> 00:10:20,266 that's mainly why I'm uh 336 00:10:20,333 --> 00:10:21,333 wanting to do that 337 00:10:21,333 --> 00:10:23,366 and just for reference 338 00:10:23,366 --> 00:10:25,033 we can get into that point cloud 339 00:10:25,400 --> 00:10:27,566 and click on that card 340 00:10:27,566 --> 00:10:29,466 so we can adjust it 341 00:10:29,700 --> 00:10:32,000 I'm gonna push it forward to right about there 342 00:10:32,000 --> 00:10:33,633 let's see how that looks 343 00:10:34,500 --> 00:10:35,566 right there 344 00:10:35,766 --> 00:10:36,999 it's full screen 345 00:10:38,300 --> 00:10:42,533 zoom in on downtown and see how it looks 346 00:10:42,533 --> 00:10:42,899 you know what 347 00:10:42,900 --> 00:10:43,666 I think we're uh 348 00:10:43,666 --> 00:10:44,733 pretty close on now 349 00:10:44,733 --> 00:10:45,933 you can see how it's lining up 350 00:10:45,933 --> 00:10:49,699 with the edges of those buildings as we move through 351 00:10:49,700 --> 00:10:52,366 that's that's definitely a little better 352 00:10:52,366 --> 00:10:54,666 obviously you can see now it's slipping over here 353 00:10:54,666 --> 00:10:55,366 so here's the 354 00:10:55,366 --> 00:10:56,899 here's the the the 355 00:10:57,333 --> 00:10:58,566 the gist of it is you're gonna 356 00:10:58,566 --> 00:11:01,466 you might have to go in and do a little more sweetening 357 00:11:01,566 --> 00:11:02,933 but this is 358 00:11:02,933 --> 00:11:04,466 I think for the demonstration 359 00:11:04,466 --> 00:11:05,266 this is close enough 360 00:11:05,266 --> 00:11:06,299 you get the idea 361 00:11:06,566 --> 00:11:07,333 so for the moment 362 00:11:07,333 --> 00:11:09,066 let's take a quick break we've uh 363 00:11:09,066 --> 00:11:10,566 put in our rough hold out mat 364 00:11:10,566 --> 00:11:11,799 just as a recap 365 00:11:11,800 --> 00:11:12,666 and at this point 366 00:11:12,666 --> 00:11:13,766 now we're gonna take a quick break 367 00:11:13,766 --> 00:11:16,099 and we'll come back and begin 368 00:11:16,266 --> 00:11:19,299 uh integrating that mat into the plate 369 00:11:19,300 --> 00:11:22,600 and integrating the overall mushroom cloud 370 00:11:22,733 --> 00:11:24,533 into the background 371 00:11:24,533 --> 00:11:27,899 so it appropriately matches our actual background plate 24796

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