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in this lesson
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we will color match our CGV
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effects element to our background plate
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so the way we go about this is by using a simple
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color correct node
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now you can hit the tab key and type in color correct
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or you could also hit just the C key on your keyboard
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in the node graph view
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and that'll bring it up as well
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now the thing we're
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we need to keep in mind is
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we are going to be doing some adjustments
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such as gamma adjustments
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which will affect
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how our pre multiplication is happening on this layer
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so what we need to do is we need to add a premult uh
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after and an unpremult before
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so the the reason for this is
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it will become a little more clear once we actually uh
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make some adjustments
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and I'll show you what happens with or without
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uh the pre multiplication and un pre multiplication
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so let's just add those nodes right there
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and what I'm actually going to do
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just to clean things up a little bit more
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we're gonna drop these down below
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just like that
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and then we will adjust the location of our merge nodes
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down just like that
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line everything up
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just just keep things tidy like I've
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like I mentioned before
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if you follow any of my lessons
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I I I I'd like a clean palm tree
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just makes things a little less stressful
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when you're trying to find things
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and troubleshoot
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as well as just to
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to view what your
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what your your working with at the moment
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alright so we have that unpremolt
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and that premult going on right there
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let's start color correcting
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so if I adjust the gamma
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what we're going to do is
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we wanna milk it up just a little bit
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so I'm gonna just bring that up just a smidge
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maybe like that
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and then I'm also gonna bring up the gain as well
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and that's that's not looking too bad
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so basically
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the point is
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we're wanting to adjust
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if you switch in your color uh
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your RGB pass uh
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passes you can start to see that the blacks
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will start to match a little more
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what's in that background right there
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if I turn this on and off
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you can see
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obviously uh
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we're currently looking at the blue channel
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so you can see where the blue channel starts to uh
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blend in a little more
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starts to seat and match more
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what you're seeing in your actual background plate
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as well as the green
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you can see the green channel difference
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OK we just brought it up
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and also the
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the point and then the red channel as well
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the reason that I'm
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I'm adjusting Gam as well
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is because I want to milk it up
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I wanna adjust the
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over all black levels uh
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so it's not just maintaining the black levels
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and that's actually the reason
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we're adding the unpremult
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and premult
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so what's gonna happen
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if I turn off these two nodes
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you will actually begin to get
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a certain level of fringing and it's
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it's hard to tell
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uh but it is
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it is there
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in fact what we could do
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just for kicks
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let's turn off that gain
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and let's just crank that gamma
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I'm gonna turn these two off here
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now you see
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okay so if we go full screen
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see how we are bringing the black holes up so much
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that it is actually pre multiplying in uh
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and adjusting the edge detail
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that nice fall off detail
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that's going on in the alpha channel
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so by unpremulting it
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and then it's color correcting
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that RGB has
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and then premultifying back on the
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unedited uh
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but alpha channel
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you're then getting a more properly integrated image
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now I think
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at this point
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we've obviously
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got a little too far on that gamma
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but you get the idea so let's
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let's bring up that game
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just a little bit here
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and as I'm looking at this I
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I think it's still too much
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I'm basically what I'm
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what I'm specifically looking at
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is integration
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between the buildings
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and the background
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right there
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so I want to
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I think I'm gonna bring up the game
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just a little bit more
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something like that
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and then drop that down just a smidge
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cause I'm trying to add a little more contrast
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in the lighting as well
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cause obviously that's a
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it's a nice feature where the
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where you see the fire coming through
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now you're going just a little bit too far
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when you start to see the black
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the darks and the blue
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right there is are
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are going over what
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is in the background plate
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so let's back off just a little bit on that gain
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and to match the milking up
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we can just bring the gamma up just a smidge somewhere
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let's just switch over to me
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oh there we go like that
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bring that down just a little bit six
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I think that's
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that's too much 1.4
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somewhere in that realm
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right about there
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so if we turn this on and off
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you can kind of see the difference between the two
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jump between your color channels
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you can see what's going on right there
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uh okay so that's the area I'm looking at
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now what we wanna do is
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we're gonna want to do a secondary color
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correct above
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for where the
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the main mushroom cloud is
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that's also important
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to try to get that integrated just a little bit better
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as well so what I want to do for that
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let's just close that
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and we're gonna still work
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in between the unpremult and the premult
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so I wanna make a little space
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let's just drop that down a little bit
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and we're gonna add another color
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correct here
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clamp that in
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and we're gonna add a roto shape
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and the roto shape is going to help us to
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control what we want to do now
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if you wanted to not have to roto that roto shape to do
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follow the timeline and animate it
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you could again
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do exactly what we did with these
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where we could just copy that
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can paste it
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make sure oops
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make sure you connect it properly
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back up into where the camera is
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and remove that lens distortion
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note over right now um
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we're gonna put that road up there
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connect it in
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move all this over
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just lined up
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now we obviously want to stay on frame 4:20 eight
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and what I'm going to do is
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I'm just going to draw a rectangular shape like this
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and some right about
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maybe right about there
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and then we're gonna add some fall off
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uh just first
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I don't need
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um I don't need these control
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so what we're going to do is we're just gonna cusp
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cusp it and then hit the e key
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you can add
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add feather
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by repeatedly hitting the e key
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after you selected points
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you can also use it
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if you're right click on the rotor nodes
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but I just like to use shortcuts
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and then once you've brought that out
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you can just manually drop that down a little bit
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I'm thinking something like that
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go back up a little bit more
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just to get
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maintain a little more of a fall off
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there we go
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now what we're going to do is connect that into there
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so it's basically
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that's your animated alpha channel
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and now you just didn't have to rotate the
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you know 785 frames or so of uh
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of roto that would have been required
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now what we're gonna do is
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we're gonna affect the top
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so just for kicks
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let's just crank that puppy and see what happens
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so you can see
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it just starts to dissipate into the clouds
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we don't want that much
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but I do want to bring it back a little bit
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so it's basically
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it's starting to kind of dissipate back into those
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that kind of
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cloud atmosphere area
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add just a little bit more on there
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swing it'll gain
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if you wanted to add contrast
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in this case
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we don't want contrast
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but you know
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you can you can
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you see what I'm pointing out
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it's fun to be able to play around with these
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and see where you can go with the
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with the overall look
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um at this point
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I think that's not too bad
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what I want to do though
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is I'm looking at this
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and I'm saying
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you know what
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overall I feel like maybe we need to add
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just a little bit of a blue hue
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so you can see what we've
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we've just uh
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kinda integrated the upper half
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it feels like it seats just a little bit better
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a little less uh
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high contrast
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and doesn't pop out of
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the sky as much
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it feels like it's kind of falling back into the sky
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which is nice
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but I do think we need to add some blue
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a blue hue to that
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so you could either color correct in here
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but we're already adjusting the gain overall
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so I would recommend
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what you do
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is just add one more color correct in there
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and that one can be your color
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actual color control
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so you split out the channels there
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and what we're gonna do is
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just add a little more blue in there I think
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so let's just uh
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bump that up
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just a little bit
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right there
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now you can see it's definitely turning blue
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we don't like that
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that's too blue ha ha
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so let's draw it back to what it was
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and then we're just gonna add
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just a smidge
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this is basically just kissing in little bit
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to try to start to integrate
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the overall feeling
284
00:08:56,366 --> 00:08:57,499
of the shot
285
00:08:57,600 --> 00:08:59,100
um you could
286
00:08:59,100 --> 00:09:01,066
try to back off just a little bit
287
00:09:01,066 --> 00:09:02,366
on the Reds
288
00:09:02,733 --> 00:09:06,766
um that's making it just a little bit too bluish
289
00:09:06,900 --> 00:09:08,000
you can kind of run
290
00:09:08,000 --> 00:09:09,100
if you run your mouse over
291
00:09:09,100 --> 00:09:09,500
kind of like
292
00:09:09,500 --> 00:09:10,400
pick maybe something like
293
00:09:10,400 --> 00:09:11,566
right about there
294
00:09:11,766 --> 00:09:12,899
you can kind of see it's
295
00:09:12,900 --> 00:09:13,600
the values are
296
00:09:13,600 --> 00:09:14,533
point seven six
297
00:09:14,533 --> 00:09:15,299
point seven six
298
00:09:15,300 --> 00:09:15,900
and point seven
299
00:09:15,900 --> 00:09:16,666
seven on the blue
300
00:09:16,666 --> 00:09:17,299
so you can see that
301
00:09:17,300 --> 00:09:19,200
we are ramping that up a little bit
302
00:09:19,533 --> 00:09:20,899
but over here if you uh
303
00:09:20,900 --> 00:09:22,200
check in the sky
304
00:09:22,366 --> 00:09:23,199
it's a little less
305
00:09:23,200 --> 00:09:24,600
red and green
306
00:09:24,600 --> 00:09:25,866
and blue stays about the same
307
00:09:25,866 --> 00:09:26,766
so let's uh
308
00:09:26,766 --> 00:09:28,799
let's drop that down to
309
00:09:28,800 --> 00:09:29,500
point nine eight
310
00:09:29,500 --> 00:09:30,400
let's leave that at a 1
311
00:09:30,400 --> 00:09:31,366
let's leave that at a 1
312
00:09:31,366 --> 00:09:32,366
now what you're doing is
313
00:09:32,366 --> 00:09:33,266
you're kind of
314
00:09:33,300 --> 00:09:34,666
starting to color correct
315
00:09:34,666 --> 00:09:35,966
based upon actual value
316
00:09:35,966 --> 00:09:37,366
not just eyeballing it
317
00:09:37,666 --> 00:09:40,133
and that is getting a little bit
318
00:09:40,133 --> 00:09:41,466
closer to what
319
00:09:42,000 --> 00:09:43,766
I'd like to see it
320
00:09:44,333 --> 00:09:45,166
matching to
321
00:09:45,166 --> 00:09:46,499
now if we turn that on and off
322
00:09:46,500 --> 00:09:47,000
you can see that
323
00:09:47,000 --> 00:09:48,266
we're just kissing in
324
00:09:48,266 --> 00:09:49,499
just a little bit
325
00:09:49,500 --> 00:09:51,200
of the atmosphere coloring
326
00:09:51,200 --> 00:09:52,300
that is happening
327
00:09:52,300 --> 00:09:54,233
overall in that
328
00:09:54,300 --> 00:09:55,366
in the shot
329
00:09:55,966 --> 00:09:56,899
I think at that point
330
00:09:56,900 --> 00:09:57,866
I think we're good
331
00:09:57,866 --> 00:09:58,733
so at this point
332
00:09:58,733 --> 00:10:00,433
I think we'll take a quick break
333
00:10:00,500 --> 00:10:02,033
uh to recap
334
00:10:02,100 --> 00:10:03,500
uh we've just been discussing
335
00:10:03,500 --> 00:10:05,600
color matching our uh
336
00:10:05,800 --> 00:10:07,133
CGV effects element
337
00:10:07,133 --> 00:10:08,566
to the background plate
338
00:10:08,566 --> 00:10:09,566
and we come back
339
00:10:09,566 --> 00:10:11,099
we will begin
340
00:10:11,100 --> 00:10:12,900
adding just a little bit of lighting
341
00:10:12,900 --> 00:10:14,500
on our actual background plate
342
00:10:14,500 --> 00:10:15,600
to match it
343
00:10:15,600 --> 00:10:16,466
a little more
344
00:10:16,466 --> 00:10:17,466
and to begin
345
00:10:17,466 --> 00:10:18,066
and continue
346
00:10:18,066 --> 00:10:19,933
to seat our
347
00:10:19,933 --> 00:10:20,599
visual effect
348
00:10:20,600 --> 00:10:21,066
a little more
349
00:10:21,066 --> 00:10:22,266
into our background plate
23108
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