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in this lesson
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we will add in additional tootie lighting effects
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to augment our mushroom cloud explosion
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so we just left off having color
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corrected our mushroom cloud
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to better match it to our actual background plate
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now what I want to do is
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I want to begin to modify our background plate
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to better integrate it with our mushroom cloud
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so what the idea and the goal in this lesson is
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we're going to be adding some
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some very subtle and very easy lighting effects
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now if we jump back in time
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to closer to the beginning of the shot
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you're going to see that we have
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where it's more the initial
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big ol huge explosion
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we want to at that point
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adjust the overall lighting of the buildings
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you see obviously
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this just does not look quite right
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so what we wanna do is
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we want to brighten up the cityscape
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add some lighting effect in there
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so it just feels like it's a little better seated
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to match with with that
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that nuclear explosion
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so what we're going to do is
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we're going to just take a quick look
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at where we wanna integrate this our plate
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if we look at our
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no graph view
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our plates here
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and this is where
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our mushroom cloud is being dropped in
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so what we're gonna be doing is
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we're going to be modifying prior to that merge node
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but after the shuffle node
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so I think what we'll do
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for this is
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we're going to add a color correct
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we're just gonna drop that in right there
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and in this case
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we're gonna need to work
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a little closer to the beginning
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but I want to
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uh I'm not sure yet
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if we're going to animate a crochet based upon the
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using the tracking information
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or if we'll just hand track it in
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my gut says we'll probably still use that camera track
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and what we'll do is
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then we'll augment
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and move the roto shape around a little bit
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in addition to that
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but let's just drop a roto in really quickly
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and see where things go
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first off just to
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just to see what's gonna match up
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so we connect that in
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and go in here
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and we want to basically draw
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I'm thinking
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I'm thinking probably just like a
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some sort of ovular
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in this case
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it's called the lips
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but some sort of uh
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some round shape that we can
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build off of
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so let's just do that
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and then select the points
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I'm gonna move it down just a little bit
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somewhere right about there
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and then we take that bottom point
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let's move it up
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and just kind of round things out
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just a little bit
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there we go
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all right think of it kind of like this is
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that's like
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where the mushroom cloud originated behind the
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the buildings
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right there
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now our riddle shape is set
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and actually
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you know what
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I just forgot
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let's let's add that feather
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so select all the points
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you can either right click
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and you can increase feather
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or you can select them
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and hit the e key on the keyboard
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and then if you wanna manually adjust
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you can as well
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so this case
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we're gonna do that like that
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there we go
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all right so
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I think that's
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that's in a good spot
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so let's actually
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wait one more thing
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I just want to round that out just a little bit more
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there we go
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okay all right
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I think that's in a good spot
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let's go in and just
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just mess around
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let's just see what
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what we can gain by doing some color corrects
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okay so overall obviously
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you can see it's starting to kill behind the buildings
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so what we need is
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we need to hold this inside the buildings
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we don't wanna just
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affect the sky as much
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that's probably one of the first things we'll
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we'll deal with in just a moment
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let's go to the no graph view here
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and I'm gonna actually add a blur node
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and let's just soften up that
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feathering fall off
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so let's set that to 250
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that might be a bit much
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um but yeah
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that's definitely too much
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let's let's set it more like 100
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and see what happens
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there we go
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that's a little
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little better
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okay so now
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you can actually see
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once we've done that
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I'm actually
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not bothered by that
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now that I'm looking at that
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it doesn't bother me
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cause you know
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you are gonna get
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obviously some brightness happening uh
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behind those buildings as well
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so for the moment
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let's just leave that
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and we're not
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we're not just gonna leave
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leave this as is
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just turn that on and off
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and kind of
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see what's going on there
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um I think as I'm looking at this we might
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we might need to uh
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do a little bit more work uh
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in relation to fireball
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but I'm not gonna worry about that
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at the moment
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cause we do have more of the upcoming lessons
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we're gonna discuss
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edge integration
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and light wrap
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which might actually take care of that problem
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so at the moment
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we've gained up
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I'm thinking
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what we want to do is
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we want to introduce a little more warmer tones
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because this fireball is super bright
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and you know
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there's a lot of fire
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so it's not gonna be
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all this cool tone
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that we have going on
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so let's split out those color layers
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and let's just see here
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let's just mess around a little bit
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if we back off on the blue
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uh we don't wanna introduce too much green
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but I'm gonna just
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back off on
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the warming
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add a little more warm tones
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now we might be going overboard on this
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I'm sure but
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just to kinda
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get an idea of where
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we can go with it
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uh sometimes
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it's just good to play around
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and see where you end up
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so you can see right here
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what we've done is
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we've introduced
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we're introducing
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all three colors
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obviously red
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green and blue
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but we are also um
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introducing more red
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a little less green
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and definitely
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a less blue
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overall and
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if you jump between
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you can kind of see
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that's not too bad
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it's warming it up
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just a little bit
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I'm not trying to overdo it
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and just remove
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the blue altogether
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cause that just
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that that's
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not gonna work
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but you can see
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it's starting to
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starting to
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kinda work to our
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advantage now
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you can see
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when I start to
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introduce more red
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that's just starting to look a little
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weird so I think
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I think what we uh
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we had somewhere
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in this realm
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right around that
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I think that's a
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it's not a bad spot to be in
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I think for
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for what what it is
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so let's uh
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let's leave that value right there
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what we're going to do is uh
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we need to animate though
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sorry apologies
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not the blur
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we wanna animate that roto shape
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because we need to animate it
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and based upon the movement of that fireball
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so what we're going to do is take the
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projections that we've been using
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just like we were doing before
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and I'm going to do the same thing over here
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we're gonna drop in those
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those nodes
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connect that
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and we're gonna do is
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I'm gonna bring this down right here
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so we can continue that cross
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I just I just like again
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like clean lines
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things that are to getting in the way
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and just bump that up here
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just to line things
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the things all line up nicely
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and there we go
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alright so take that row shape
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connected up in the Project 3D node
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and you should be good to go
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now this camera
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we could actually connect to all of those
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you don't need to have
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have them repeating multiple times
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but I'm not too worried about that
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now you can see it moved
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so obviously what we have to do is we need to take that
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rotate and move it back
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cause we're basing it upon frame 87
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so what what we're gonna do
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we're gonna do just like frame four 28
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instead of it being our hero frame
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what we need to do is copy that camera again
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bring it over
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and let's just make ourselves some space here
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what we're gonna do is
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we are going to actually leave it at frame 87
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and we're gonna delete all the animation out of it
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just like we did for frame 4 28 and everything else
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and that will allow us to make this frame 87
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our hero frame
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because that's where we put our roto initially
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just get rid of that
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go over to projection
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no animation on all of these
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keyframed inputs or linked inputs
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and four more and then
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we are good to go
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there we go
292
00:08:33,500 --> 00:08:37,100
okay so now we can connect that in
293
00:08:37,100 --> 00:08:37,800
and we should
294
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there you go
295
00:08:38,500 --> 00:08:40,666
see how it popped back to what we originally
296
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set it to in that section
297
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and now we are able to assume
298
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that will follow the movement of the camera
299
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perfect that's excellent
300
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I think we're in a good position now
301
00:08:58,966 --> 00:09:01,166
and what we're gonna do is we're gonna really uh
302
00:09:01,366 --> 00:09:03,366
uh blow this out just a little bit
303
00:09:03,366 --> 00:09:04,366
because obviously this
304
00:09:04,366 --> 00:09:05,766
this brightness needs to be
305
00:09:05,766 --> 00:09:06,166
you know like
306
00:09:06,166 --> 00:09:07,666
you have just this center
307
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really bright spot
308
00:09:09,733 --> 00:09:11,166
but I'm at the moment
309
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I just wanna get the overall color correct
310
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so they are working in a good spot
311
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I think that's good
312
00:09:17,400 --> 00:09:20,933
and then what we can do is we need to animate that
313
00:09:20,933 --> 00:09:24,699
so I would suggest what we're going to do at this point
314
00:09:24,933 --> 00:09:26,499
is we're gonna take that color correct
315
00:09:26,500 --> 00:09:28,100
and we're gonna actually do a group of them
316
00:09:28,100 --> 00:09:29,300
and then I'm going to blend
317
00:09:29,300 --> 00:09:31,500
so what I mean by blend is what we're
318
00:09:31,566 --> 00:09:34,933
we have a merge node set up right here
319
00:09:34,933 --> 00:09:35,766
and what we're gonna do is
320
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we're gonna set up all of our hero color corrects
321
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for the brightest possible point
322
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and then we can blend between the original
323
00:09:42,466 --> 00:09:43,299
and that way
324
00:09:43,300 --> 00:09:47,666
you can basically animate a single control
325
00:09:47,666 --> 00:09:49,866
versus a multiple
326
00:09:49,933 --> 00:09:51,633
uh number of color corrects
327
00:09:51,766 --> 00:09:52,599
but at this moment
328
00:09:52,600 --> 00:09:53,966
I think we should take a quick break
329
00:09:53,966 --> 00:09:55,366
and then we'll come right back
330
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so just to recap
331
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we have just been working on our animated lighting
332
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and setting up for that
333
00:10:01,166 --> 00:10:03,599
so at the moment we uh
334
00:10:03,600 --> 00:10:04,800
have one rotor shape
335
00:10:04,800 --> 00:10:07,900
that is connected through our projection setup uh
336
00:10:07,900 --> 00:10:11,700
that is going to be augmenting and brightening downtown
337
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to kinda match some of the intensity
338
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of that nuclear explosion
339
00:10:15,566 --> 00:10:18,499
fireball that's happening behind the buildings
340
00:10:18,900 --> 00:10:21,233
and will continue right after this break
22314
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