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in this lesson
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we will continue adding additional
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toody lighting effects
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to augment our mushroom cloud explosion
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so we left off having just split out
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with a merge node
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we're going to be able to do an overall
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general lighting control
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and then animate it
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based upon how we blend it with the original
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so at this point
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we have our
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our overall lighting effect that we had done on frame
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if we just jump over here
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you can jump back to frame 87
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and I think that is going to work
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not too bad
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we we I think we still need a little more work on it
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but what we can do is just take that row shape
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and now that I'm looking at
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I think we should probably consider expanding
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that region of lighting just a little bit
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bring it all out
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there we go
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and increase the fall off there
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if we just actually go to full screen
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it'll probably be easier to see
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and then bring that out
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there we go
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so just adjusting your feather
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and it's all about kind of finessing it
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and seeing where things go and that
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that doesn't looks too bad
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okay so now
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what we're going to do is adjust our overall setup
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so we have our color correct here
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that's where we're ramping up the lights
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that's perfect
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and what I wanna do is
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I'm going to see where does
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where at what point is this going to be
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adjusting and affecting
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and when do I need to back off on it
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to a significantly less amount
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so at that frame 87
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obviously we like where it's at
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so if we go to frame one 30
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alright so one 99
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you can start to see it starting the fire
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the fire is starting to dissipate
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so at this point
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I think you know
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around frame two 50 to 300
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somewhere in that range
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so if we pick frame two 50
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just for an easy round number
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I think at that point
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we would probably consider
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backing off a bit on the lighting
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because you can see
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when we turn that off
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it starts to see a little better
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cause you can see
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it's turning more into smoke behind there
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not so much flame
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because the fireball
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and the flames are starting to uh
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reach upward
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into the actual fireball
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or the mushroom clouds
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so let's put a key frame right there
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so set key at 2:50
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I'm gonna back off on that
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to basically point one
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so we're just basically adding
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just a touch of lighting
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in fact when I look at that
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I honestly think we should consider
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just turning it off completely
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so alright so
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our mix is at zero
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let's leave that at that for the moment
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now if we go back to our key frame
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actually let's go to about frame one 50
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so 100 frames prior to that
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and see where that puts us
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if we then bring that up to about a 50% mix
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and turn it on and off
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and just kinda see where things see
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that's not too bad
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it's it's starting to
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it's showing that the fireball is still there
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it's still uh
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the flames are still there
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so it's still gonna create
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some sort of a lighting effect right there I think
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and then we bring it back to somewhere around frame 75
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and at that point
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we're really
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obviously uh
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punching it
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because you can see
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the fireball is pretty hot and heavy
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at that point
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let's jump to frame 100
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and see how things look right there
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this is obviously
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another example
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of where we need to work on the defocus for this
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that's fine
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we'll deal with that uh shortly
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um and yeah
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you can see kind of
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the lighting change right there
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that's not too bad
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I think uh we probably want to get that to more like uh
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point seven five
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or do we wanna just take it all the way up
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I'd say point seven
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five is probably a good mix
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right there
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and then we bring it back
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and this is when
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the cameras
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already whipping over
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but at this point
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I think it would definitely be at 100%
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now what we're
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gonna need to do
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is we want to
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obviously uh
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take some of these keyframes
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kind of remember where those keyframes are
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but we can then
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add some animated lighting
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effects in there as well
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so what I'm going to do is
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I'm going to
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for the roto shape
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I want to actually expand that out so uh
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for the blur
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first off I like
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where the blur was at
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frame one 50
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I think let's just reference that
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and see yeah
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I think it's not too bad
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let's just add
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a little more feathering
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there we go
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okay so if I keyframe that blur
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at frame one 50
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and then we go back to that frame 50 point
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we can call that
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sort of our APEX
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so to speak
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and everything prior to that
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just gonna be all nice and blown out
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uh what we're gonna do is
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we're gonna add in a road
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so in here we're gonna hit the tab key
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and type in E
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R O d e road
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use a fastie road
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dilate node
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and what I'm going to do is
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I'm actually going to
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dilate out that roto shape
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and we're going to animate it
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uh to to be
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actually a lot larger
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and a lot more inclusive
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of what's going on so
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uh first off actually
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I apologize
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let's go back out here
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and let's just
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keyframe set that
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rotate at zero
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on the keyframe
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and then jump back to frame 50
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and what I wanna do
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is let's try
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let's just pick
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an arbitrary width here
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little more
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encompassing
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that's good
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and then the height
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I think it we could go you know
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add a little more height on
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I don't wanna go too much higher
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though and then
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on the blur node
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what we're gonna do is
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cause you can see
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it's starting to
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you know it's cutting
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and everything
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I wanna obviously
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soften all that
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so we're gonna blur that
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let's set that to maybe 200
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and see what it looks like
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that's still a little too hard so let's
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let's go to 300
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and see what happens
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there we go
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so now we're starting to get more
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in the realm of
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what I'd like to see
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so you can see the
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oops the before
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let's just turn this on and off
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so basically
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you see the
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color correction
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taking hold
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which is a nice job
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I think overall
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you can see
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it's just brightening up
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the skyline
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adding some nice glow
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behind there
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and brightening up
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the buildings
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which is definitely helping um
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there we go
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alright so let's
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let's stick with that
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for the moment
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now I think
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what we want to also do is add
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hmm we could
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we could add
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a little bit
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more coloring
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on the horizon
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we can add a little more gold hue
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I'm not sure
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if I'm sold on that idea
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to be honest with you
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you could you know
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if you wanted to
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if you continue
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that roto of all
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the building skyline
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you could add some
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glowing red
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or not red but
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more matching
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like that orange
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fire tone going
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on in there
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that might not be a bad idea
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but for the moment
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I think this is uh
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this is working
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pretty nicely
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uh yeah I think
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we're in a good spot
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right there
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now that the
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thing that we need to be aware of now we are
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we are I mean
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we're dealing with
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something pretty bright
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something pretty hot
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so we're gonna
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probably want to
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uh actually
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blow this whole image out
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significantly more
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towards the beginning here
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but what I wanna do
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is right now
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I'm looking this
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I kind of wanna
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spread that out
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just a little more
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so let's let's
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let's take that out
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actually to 200
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um again this is
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this is obviously
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we don't have an
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art director
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that's telling us
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do this or do that
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this is what my vision is
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but obviously
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it is good to
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you know don't always think that
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you're locked in
296
00:07:46,500 --> 00:07:48,000
once you made a value change
297
00:07:48,000 --> 00:07:48,300
you're like
298
00:07:48,300 --> 00:07:48,866
oh shoot now
299
00:07:48,866 --> 00:07:50,566
I can't ever change it cause I I
300
00:07:50,766 --> 00:07:51,999
I've made a decision
301
00:07:52,000 --> 00:07:52,866
but sometimes
302
00:07:52,866 --> 00:07:53,533
you know it's an
303
00:07:53,533 --> 00:07:54,333
artistic choice
304
00:07:54,333 --> 00:07:55,433
and you can uh
305
00:07:55,800 --> 00:07:57,300
you can adjust things
306
00:07:57,300 --> 00:07:58,466
as you decide
307
00:07:58,466 --> 00:07:59,133
so in this case
308
00:07:59,133 --> 00:07:59,799
I think that's
309
00:07:59,800 --> 00:08:00,400
not too bad
310
00:08:00,400 --> 00:08:01,900
so what I want to do is
311
00:08:01,900 --> 00:08:03,100
I'm going to
312
00:08:03,100 --> 00:08:05,000
add uh some
313
00:08:05,000 --> 00:08:05,700
some overall
314
00:08:05,700 --> 00:08:07,066
color correction now
315
00:08:07,100 --> 00:08:07,900
uh so let's
316
00:08:07,900 --> 00:08:08,200
add another
317
00:08:08,200 --> 00:08:08,933
color correct
318
00:08:08,933 --> 00:08:10,066
let's drop that
319
00:08:10,066 --> 00:08:10,799
in actually
320
00:08:10,800 --> 00:08:11,200
I'm gonna drop
321
00:08:11,200 --> 00:08:11,966
that in below
322
00:08:11,966 --> 00:08:12,399
so let's just
323
00:08:12,400 --> 00:08:13,800
move these all up
324
00:08:14,333 --> 00:08:15,599
uh here so we
325
00:08:15,600 --> 00:08:16,266
just condense
326
00:08:16,266 --> 00:08:17,533
these them up
327
00:08:17,533 --> 00:08:18,433
there we go
328
00:08:18,933 --> 00:08:19,933
and drop in
329
00:08:19,933 --> 00:08:21,199
another color correct
330
00:08:21,200 --> 00:08:22,100
that's good
331
00:08:22,566 --> 00:08:24,099
and what we're going to do is
332
00:08:24,100 --> 00:08:26,033
I want to overall
333
00:08:26,466 --> 00:08:28,699
adjust the uh
334
00:08:28,933 --> 00:08:29,866
the brightness
335
00:08:29,866 --> 00:08:30,666
of this plate
336
00:08:30,666 --> 00:08:33,766
so if we take
337
00:08:33,766 --> 00:08:35,299
I'm I'm just again
338
00:08:35,300 --> 00:08:36,200
just mess around
339
00:08:36,200 --> 00:08:37,900
and see where it lies
340
00:08:37,900 --> 00:08:38,833
when you uh
341
00:08:39,100 --> 00:08:40,400
dial something in
342
00:08:41,000 --> 00:08:42,066
but once in
343
00:08:42,066 --> 00:08:42,699
basically this
344
00:08:42,700 --> 00:08:43,200
is adjusting
345
00:08:43,200 --> 00:08:43,766
based upon that
346
00:08:43,766 --> 00:08:44,166
other color
347
00:08:44,166 --> 00:08:44,899
correct so that's
348
00:08:44,900 --> 00:08:45,900
that's kind of my goal
349
00:08:45,900 --> 00:08:46,600
is to take that
350
00:08:46,600 --> 00:08:47,966
to help kind of uh
351
00:08:48,300 --> 00:08:49,266
blow some of those
352
00:08:49,266 --> 00:08:51,499
colors out um
353
00:08:51,500 --> 00:08:52,700
just just for kicks
354
00:08:52,700 --> 00:08:54,466
let's see what happens when we uh
355
00:08:54,966 --> 00:08:55,899
we blow that out
356
00:08:55,900 --> 00:08:56,400
right there
357
00:08:56,400 --> 00:08:57,333
that's not a
358
00:08:57,333 --> 00:08:59,166
bad idea um
359
00:08:59,166 --> 00:09:00,199
you could gamma up
360
00:09:00,200 --> 00:09:00,766
if you wanna
361
00:09:00,766 --> 00:09:02,666
adjust the black levels
362
00:09:02,666 --> 00:09:04,099
and wash it out
363
00:09:04,800 --> 00:09:06,333
it's not bad either
364
00:09:06,333 --> 00:09:07,133
now keep in mind
365
00:09:07,133 --> 00:09:07,966
as you're doing this
366
00:09:07,966 --> 00:09:08,766
you might want to
367
00:09:08,766 --> 00:09:10,499
adjust it in fact
368
00:09:10,500 --> 00:09:10,800
now that I'm
369
00:09:10,800 --> 00:09:11,400
looking at that
370
00:09:11,400 --> 00:09:13,433
I think I might try
371
00:09:13,466 --> 00:09:14,333
just for kicks
372
00:09:14,333 --> 00:09:15,733
let's see let's try
373
00:09:15,733 --> 00:09:17,266
adjusting this
374
00:09:17,666 --> 00:09:19,499
below the merge
375
00:09:19,500 --> 00:09:20,600
that we're adding
376
00:09:20,600 --> 00:09:21,400
the fireball
377
00:09:21,400 --> 00:09:22,166
so if we just
378
00:09:22,166 --> 00:09:22,799
bring this up
379
00:09:22,800 --> 00:09:23,500
now basically
380
00:09:23,500 --> 00:09:24,066
since we've already
381
00:09:24,066 --> 00:09:24,533
kind of done
382
00:09:24,533 --> 00:09:25,133
some color corrects
383
00:09:25,133 --> 00:09:25,866
on that fireball
384
00:09:25,866 --> 00:09:26,799
to match it
385
00:09:26,800 --> 00:09:27,933
this isn't a bad idea
386
00:09:27,933 --> 00:09:28,533
because now
387
00:09:28,533 --> 00:09:29,166
you're basically
388
00:09:29,166 --> 00:09:30,199
adjusting everything
389
00:09:30,200 --> 00:09:31,066
in the plate
390
00:09:31,166 --> 00:09:32,399
and that's actually gonna help
391
00:09:32,400 --> 00:09:33,766
a lot um so
392
00:09:33,766 --> 00:09:34,766
okay so this
393
00:09:34,766 --> 00:09:35,966
obviously that
394
00:09:36,000 --> 00:09:37,266
that that helps
395
00:09:37,266 --> 00:09:38,399
I think but
396
00:09:38,466 --> 00:09:39,566
what we're gonna do is
397
00:09:39,566 --> 00:09:40,199
I think we're gonna
398
00:09:40,200 --> 00:09:40,966
wash it out
399
00:09:40,966 --> 00:09:41,899
and we're gonna also
400
00:09:41,900 --> 00:09:42,400
adjust the game
401
00:09:42,400 --> 00:09:43,100
so it's gamma
402
00:09:43,100 --> 00:09:44,300
and gain on this
403
00:09:44,400 --> 00:09:45,466
at this point
404
00:09:46,133 --> 00:09:47,199
we are dealing with
405
00:09:47,200 --> 00:09:47,866
a solid alpha
406
00:09:47,866 --> 00:09:48,533
so we don't need to
407
00:09:48,533 --> 00:09:49,333
worry about
408
00:09:49,333 --> 00:09:50,799
uh premulting
409
00:09:50,800 --> 00:09:51,466
unpremulting
410
00:09:51,466 --> 00:09:52,466
then premulting again
411
00:09:52,466 --> 00:09:53,899
so we're okay with that
412
00:09:53,933 --> 00:09:55,099
but let's just
413
00:09:55,100 --> 00:09:55,800
uh let's take
414
00:09:55,800 --> 00:09:57,700
this point and
415
00:09:57,966 --> 00:09:58,599
bring that up
416
00:09:58,600 --> 00:09:59,566
just a little bit
417
00:09:59,566 --> 00:10:00,166
cause I think
418
00:10:00,166 --> 00:10:00,533
we're gonna
419
00:10:00,533 --> 00:10:01,199
just totally
420
00:10:01,200 --> 00:10:02,000
blow this out
421
00:10:02,000 --> 00:10:02,500
a little bit
422
00:10:02,500 --> 00:10:03,000
cause that's
423
00:10:03,000 --> 00:10:03,533
that's kind of
424
00:10:03,533 --> 00:10:05,199
the goal obviously
425
00:10:05,200 --> 00:10:05,700
is the fact
426
00:10:05,700 --> 00:10:06,100
that this is
427
00:10:06,100 --> 00:10:06,766
just like some
428
00:10:06,766 --> 00:10:08,466
massive bright
429
00:10:08,566 --> 00:10:10,466
uh explosion
430
00:10:10,466 --> 00:10:11,799
that's happening uh
431
00:10:11,800 --> 00:10:12,333
set quite a
432
00:10:12,333 --> 00:10:13,266
few miles away
433
00:10:13,266 --> 00:10:14,133
but it's still
434
00:10:14,133 --> 00:10:14,966
it's still happening
435
00:10:14,966 --> 00:10:16,366
so let's uh
436
00:10:16,366 --> 00:10:17,566
let's set that
437
00:10:17,566 --> 00:10:18,699
that's not too bad
438
00:10:18,700 --> 00:10:19,566
so let's just
439
00:10:19,566 --> 00:10:21,399
key these and
440
00:10:21,400 --> 00:10:21,933
I'm gonna just
441
00:10:21,933 --> 00:10:22,766
jump a little
442
00:10:22,766 --> 00:10:24,666
further back
443
00:10:25,000 --> 00:10:26,900
so the idea is
444
00:10:26,933 --> 00:10:27,666
you know we
445
00:10:27,666 --> 00:10:29,166
were videoing
446
00:10:29,166 --> 00:10:29,533
you know you're
447
00:10:29,533 --> 00:10:29,966
the tourist
448
00:10:29,966 --> 00:10:30,499
you're videoing
449
00:10:30,500 --> 00:10:30,866
and suddenly
450
00:10:30,866 --> 00:10:31,566
you whip over like
451
00:10:31,566 --> 00:10:32,066
oh my goodness
452
00:10:32,066 --> 00:10:32,533
what was that
453
00:10:32,533 --> 00:10:34,166
big flash so
454
00:10:34,166 --> 00:10:35,133
at this point
455
00:10:35,133 --> 00:10:36,733
we're uh going to
456
00:10:36,733 --> 00:10:38,299
actually blow
457
00:10:38,300 --> 00:10:39,566
out the image
458
00:10:39,566 --> 00:10:42,333
even more so let's
459
00:10:42,333 --> 00:10:43,899
just for kicks
460
00:10:44,900 --> 00:10:47,566
um now let's
461
00:10:47,566 --> 00:10:47,899
let's leave
462
00:10:47,900 --> 00:10:49,666
that game alone
463
00:10:49,666 --> 00:10:50,199
I'm gonna just
464
00:10:50,200 --> 00:10:51,533
gamma up a bit more
465
00:10:51,533 --> 00:10:52,333
I like the fact
466
00:10:52,333 --> 00:10:53,366
that we're washing things
467
00:10:53,366 --> 00:10:53,866
out a little
468
00:10:53,866 --> 00:10:55,599
bit and then
469
00:10:55,600 --> 00:10:56,400
jump between
470
00:10:56,400 --> 00:10:57,066
just to kind of
471
00:10:57,066 --> 00:11:00,399
see what what
472
00:11:00,400 --> 00:11:01,366
it looks like
473
00:11:01,366 --> 00:11:02,699
as it comes over
474
00:11:03,300 --> 00:11:04,266
and then we're
475
00:11:04,266 --> 00:11:05,833
going to back off
476
00:11:06,600 --> 00:11:09,800
on things as
477
00:11:11,600 --> 00:11:12,966
you whipped over
478
00:11:13,466 --> 00:11:17,899
so let's say at frame 100 just for an easy reference
479
00:11:18,566 --> 00:11:21,966
we set these back to ones and that
480
00:11:21,966 --> 00:11:23,166
that might be a bit extreme
481
00:11:23,166 --> 00:11:25,233
we actually probably don't want to uh
482
00:11:25,766 --> 00:11:26,966
go to you know
483
00:11:26,966 --> 00:11:28,799
you wanna still maybe leave a little bit
484
00:11:28,800 --> 00:11:30,600
so let's just uh
485
00:11:31,333 --> 00:11:32,666
go right about there
486
00:11:33,933 --> 00:11:35,799
um
487
00:11:38,600 --> 00:11:40,200
it's again arbitrary
488
00:11:40,466 --> 00:11:41,599
but let's leave it right about there
489
00:11:41,600 --> 00:11:44,066
I think that's not the bad spot and then
490
00:11:44,566 --> 00:11:48,499
and at frame maybe 1:50 let's see where that lies
491
00:11:50,600 --> 00:11:55,066
we can then bring it back down at about 200 let's say
492
00:11:57,733 --> 00:12:00,399
where things are kind of evening out a little bit
493
00:12:00,866 --> 00:12:01,733
now over here
494
00:12:01,733 --> 00:12:03,699
we just needed to add one more frame
495
00:12:03,700 --> 00:12:06,400
where it's uh
496
00:12:07,566 --> 00:12:09,199
more along the line so we
497
00:12:09,700 --> 00:12:11,200
we start looking right about there
498
00:12:11,200 --> 00:12:12,200
when the camera moves
499
00:12:12,200 --> 00:12:16,633
so let's say at frame nineteen
500
00:12:17,466 --> 00:12:18,699
everything is normal
501
00:12:19,400 --> 00:12:20,900
all game and game are both one
502
00:12:20,900 --> 00:12:21,900
okay so at that point
503
00:12:21,900 --> 00:12:24,700
I think we should take a quick break and
504
00:12:24,700 --> 00:12:26,166
and we'll come back
505
00:12:26,200 --> 00:12:27,666
and we'll continue working on things
506
00:12:27,666 --> 00:12:28,899
just to do a quick recap
507
00:12:28,900 --> 00:12:31,000
we have been working on animating
508
00:12:31,000 --> 00:12:34,300
some additional 2D lighting on our background layer
509
00:12:34,466 --> 00:12:35,266
background plate
510
00:12:35,266 --> 00:12:38,099
to better integrate it into our mushroom cloud
511
00:12:38,100 --> 00:12:38,800
we come back
512
00:12:38,800 --> 00:12:40,500
we're gonna work on some edge integration
513
00:12:40,500 --> 00:12:41,833
and some light wrap
30793
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