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in this lesson
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we will create our holdout mats to layer
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the mushroom cloud behind the downtown buildings
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so if we view here at the main background plate
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you'll see we have
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obviously we
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we'd layered
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at the moment
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we just have the mushroom cloud
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sitting in front of these buildings
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but what we wanna do is we wanna place it behind it
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so what I'm thinking we could do
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just to kind of get something in there quickly
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is to potentially pull just a quick key
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and see if that will help us to
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layer things a little quicker
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so we can do
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is if we hit that tab key and start typing in Kia
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we pull in the Kia
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and this is just a quick uh this
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this key is typically used for things like garbage uh
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mats and just rough keying
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you're obviously not gonna use this for green screen
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and blue screen
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like high detailed green screen
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blue screen keying
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there's there's better uh
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cures in nuke for that but uh
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for something like this
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I think it'll work just fine
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so if we view that uh
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output and just jump over
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actually what we'll do is
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I'm just gonna just jump one more step
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and then add a shuffle node right after that
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and just switch all of the color inputs into the Alpha
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so now that way
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when we adjust our Kia
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we will be able to view
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without having to switch over to alpha channel
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and then we can switch between the uh the
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the alpha channel that we're creating via the Kia
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and our color pass
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just to see how it lines up with our actual buildings
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all right so
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if we do Luminance Key
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could do Luminance Key
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you can see there's various operations here
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for this Kia
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uh I think what I'm gonna do on this one
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is probably the red cure
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but let's just go back to color pass
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you jump so
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this is our red
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our red channel
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our green channel
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and our blue channel
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the reason I'm thinking red channel
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is because there's just a little more
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contrast between the buildings and that sky
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so if we switch that over
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the red key
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and then we just jump back over to our shuffle output
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and start dragging that over
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you can start seeing what's happening
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what I'm gonna do is
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I'm also going to invert uh
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so it's just gonna be swapping the black and the white
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the point being
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we want alpha on the buildings
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not in the sky
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we want the sky to be black
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so we're just kind of bringing that over
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and close to
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right about there
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and then we're gonna
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see if we can crush that sky a little bit
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now obviously
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this is getting pretty close
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there's not much of a range to work with in there
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but I think
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for something like this I'm not
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I'm not too worried about it um
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being an issue
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so let's just
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put it right up there
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and at the moment
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you can obviously
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there's see
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there's gonna be holes and stuff
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but just for kicks
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let's get this in
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and just see what it looks like
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so our input from the mushroom cloud
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is coming from the scan line render
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and it's going a over B over here
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so let's hit that tab key
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and type in merge
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or again you can hit the m key on the keyboard
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that'll create your merge node
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and I'm gonna set that merge node to uh out
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so if I set that out
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what it's going to do is
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I'm gonna say
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on the a input
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I want that
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mushroom cloud to be held
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outside of this mat
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and then we connect it to there
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and drop that in there
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and if we view it at No. 2 now
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you can see it
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just laid it behind there
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obviously there's some hard edges
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we don't like that
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there's some issues going on there
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but for the moment
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it will work
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I'm just roughing things in
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and then as
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as we get steps uh
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further down you
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you just basically
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start to uh
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clean things up
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so at the moment
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obviously I just wanted to rough it in now let's
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let's see here
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if we just back off on that
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alpha chair
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on the crushing of the Kia
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uh we're obviously
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unfortunately
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oops apologies
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we're introducing issues
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up here but
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that's fine
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because what we're gonna do is
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we're gonna hold it inside
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a quick garbage roto
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as well as a couple other tricks
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to be able to hold things inside down here
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but the moment
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let's just get it as approximate as we can
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and let's say
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somewhere right about there
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because obviously
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we don't wanna kill the edge completely
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now what we're going to do is uh
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two things uh
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one I want to get
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I wanna get a quick garbage mat
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that's gonna hold our mat inside there
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so if we view here
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you can see there's uh
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some artifacting going on above
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that's fine
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so what we're going to do is we're going to
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I actually wanna go back to that frame
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our keyframe
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which was our
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our hero frame
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so to speak
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uh was frame four 28
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I do believe
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so if we go to frame four
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twenty eight
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and that seems to be nice and level
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that's fine
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you can see all this extra garbage going on there
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that's fine
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that's that's your normal
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uh expected
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uh leftovers
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so to speak
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you can actually see it's uh
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actually gets worse over here
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so you know what
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we're going to make a quick adjustment um
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where we clamp down on a little bit of that
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might we almost
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sometimes you'd almost
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maybe need to have to animate that uh Kia
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but for the moment
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let's just see where that lies
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now it's cutting out stuff in the buildings
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that's fine so we we
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what we have here is just a rough template
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so to speak
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so now if we just drop that in
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you can see where it's cutting uh
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chunks out of the buildings
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and that's okay
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what I want to do is
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I'm actually going to create
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now that we have just a quick garbage mat
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I'm going to actually take our tracking information
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and create a mat that will match those buildings
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based upon our tracking information that we already did
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so at frame 4:20 eight
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let's take that as our hero frame again
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like we were discussing
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and I'm going to create
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hit that O key to create a roto shape
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and let's just
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full screen here
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I'm gonna go out of the comp view
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and what I want to do is just start
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adding some points here
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uh just kind of following that contour of the building
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approximately
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not looking for
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to be perfect at the moment
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and obviously
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if you're building this for your demo reel
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then I would recommend you spend a little extra time
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make sure everything uh
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lines up and is nice and ship shape
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for the sake of the demo
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though obviously
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we aren't as concerned about precision
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when it comes to every single frame
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so let's just keep going down here
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bring it over
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and up here there down
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and then you can quickly just compare okay
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where's the
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where's the mushroom cloud in relation to this
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so we know that we're not roadling
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more than what we really need to do and
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let's see here
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yeah we're basically outside the perimeter
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I think that should be fine
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so I'm just gonna actually continue it
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on down to here and over
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and now what we're going to do
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just for kicks
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I'm gonna actually disconnect this
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our garbage mats
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and here's the other things you know
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you can sometimes get away with these quick tricks
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sometimes after you've done it
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you realize hey
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you know what
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maybe it's not worth it
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in this case
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I'm gonna leave it actually disconnected
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we'll leave it there in the
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for the moment
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in case we need it
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since we've created it
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you know sometimes you might need it for something else
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odds are good
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we probably will end up just going with this rotor
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so what I'm going to do now is we are going to take it
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we're gonna basically steal
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uh what we've already done
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for our other nuclear mushroom cloud
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and I'm gonna copy this section right here
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and paste it over here
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and what we're gonna do is
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you're going to
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let's take that up there
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well you're gonna treat your roto shape
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just like you would treat the
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uh the file
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the input of
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of the nuclear mushroom clouds
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so you just gonna connect that in
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and then it's gonna run through here
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you're gonna need to obviously connect your camera
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back to that same camera
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and just to make things look a little more tidy
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I'm going to
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uh obviously
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then you wanna connect down to here
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but I'm just gonna kinda line things up right there
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add a little pipe over there so it doesn't
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doesn't look too messy
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now what we have going on here theoretically
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means that it is being held out by a rotor shape
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that should match the movement of the buildings
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now here's an issue
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this is where you start to see
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things potentially slipping
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and in this case
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it is so your
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your track might not either be perfect
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or your track might not be quite on
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because it isn't
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the card is not in the proper depth
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so what I'm going to do is
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I'm gonna go back to that frame 4:28
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just for kicks
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and I am going to select my card
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and view at that card
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and I think I'm going to try
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just to see if uh
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we can maybe adjust it uh
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and push it into the proper place
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so you remember all the
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the point let's see
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where was it
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over over here
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our point cloud
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so we double click that
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and kind of see where that's located
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I kind of want to just push that a little bit more
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into that cluster there
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and see if by doing so
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we're able to ensure that it tracks a little
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little more appropriately
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now obviously
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if for the nuclear mushroom cloud
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maybe not quite as big a deal
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00:09:46,133 --> 00:09:47,166
you might see some slippage
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if you really quickly scrub through it
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but over time
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you might be able to get away with it
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but if obviously
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if you're rotowing
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you wanna ensure that is spot on
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so let's just uh
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go back to that view right there
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and let's just jump back over here in time
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and see where things lay okay
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see how you can see
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actually we're starting to get it uh
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lining up just a little bit better
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there's still a little bit of a line
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that's okay
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00:10:12,400 --> 00:10:15,200
we'll uh we'll just push it just a little bit further
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so go back to your frame 4:28
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just because that's my master
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that's mainly why I'm uh
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wanting to do that
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and just for reference
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we can get into that point cloud
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and click on that card
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so we can adjust it
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00:10:29,700 --> 00:10:32,000
I'm gonna push it forward to right about there
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let's see how that looks
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right there
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00:10:35,766 --> 00:10:36,999
it's full screen
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zoom in on downtown and see how it looks
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you know what
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I think we're uh
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pretty close on now
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00:10:44,733 --> 00:10:45,933
you can see how it's lining up
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00:10:45,933 --> 00:10:49,699
with the edges of those buildings as we move through
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that's that's definitely a little better
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00:10:52,366 --> 00:10:54,666
obviously you can see now it's slipping over here
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so here's the
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here's the the the
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00:10:57,333 --> 00:10:58,566
the gist of it is you're gonna
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you might have to go in and do a little more sweetening
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but this is
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00:11:02,933 --> 00:11:04,466
I think for the demonstration
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this is close enough
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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
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00:11:07,333 --> 00:11:09,066
let's take a quick break we've uh
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00:11:09,066 --> 00:11:10,566
put in our rough hold out mat
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00:11:10,566 --> 00:11:11,799
just as a recap
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00:11:11,800 --> 00:11:12,666
and at this point
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now we're gonna take a quick break
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00:11:13,766 --> 00:11:16,099
and we'll come back and begin
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00:11:16,266 --> 00:11:19,299
uh integrating that mat into the plate
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00:11:19,300 --> 00:11:22,600
and integrating the overall mushroom cloud
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into the background
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so it appropriately matches our actual background plate
24796
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