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These are the user uploaded subtitles that are being translated: 1 00:00:06,800 --> 00:00:09,966 hello and welcome back to Nuke 2 3 1 2 00:00:09,966 --> 00:00:12,466 Nuke composity best practices 3 00:00:12,466 --> 00:00:13,733 this is Victor Perez 4 00:00:13,733 --> 00:00:15,766 and in this last class of the course 5 00:00:15,766 --> 00:00:17,599 which is class No. 10 6 00:00:17,600 --> 00:00:20,966 we are going to discuss a few different topics 7 00:00:21,166 --> 00:00:27,633 let's start by the use of 4K blades in a 2K warflow 8 00:00:27,966 --> 00:00:29,899 is because you know 9 00:00:29,900 --> 00:00:31,300 it's still a standard 10 00:00:31,300 --> 00:00:35,033 to work in a film in a 2K resolution 11 00:00:35,466 --> 00:00:38,866 but there are several cameras in the market 12 00:00:38,866 --> 00:00:41,899 that are now offering the possibility 13 00:00:41,900 --> 00:00:45,366 of shooting in higher resolutions okay 14 00:00:45,366 --> 00:00:47,466 and that's good for us 15 00:00:47,466 --> 00:00:49,033 for certain task 16 00:00:49,133 --> 00:00:50,666 but not for everything 17 00:00:50,666 --> 00:00:52,499 because working in a 4K 18 00:00:52,500 --> 00:00:58,200 unless you have an super fast computer with tons of RAM 19 00:00:58,200 --> 00:01:01,066 is going to be quite heavy for processing 20 00:01:01,066 --> 00:01:02,699 and at the end of the day 21 00:01:03,266 --> 00:01:04,366 very proudly 22 00:01:04,366 --> 00:01:07,499 the film is going to be preacted in 2K 23 00:01:07,700 --> 00:01:12,800 so if you are working on a 2K workflow 24 00:01:12,966 --> 00:01:17,033 but you have the possibility to go to the 4K 25 00:01:17,166 --> 00:01:21,366 that is going to be very handy for setting operations 26 00:01:21,566 --> 00:01:26,366 mainly when the task is to extract information 27 00:01:26,366 --> 00:01:27,999 so we are going to focus 28 00:01:28,400 --> 00:01:29,433 first of all 29 00:01:29,600 --> 00:01:31,000 on the camera tracker 30 00:01:31,000 --> 00:01:34,966 because he's where the resolution actually matters 31 00:01:34,966 --> 00:01:37,866 so the first thing we need to understand is 32 00:01:38,000 --> 00:01:41,600 the 4K and the downscaling 33 00:01:41,600 --> 00:01:47,800 2K have to be the exact aspect ratio of the image 34 00:01:47,800 --> 00:01:49,666 so in this case 35 00:01:49,766 --> 00:01:53,899 the aspect ratio is 4 by 3 okay 36 00:01:54,400 --> 00:01:57,166 and here the 2K is 4 by 3 37 00:01:57,166 --> 00:01:59,499 so if you see the images 38 00:01:59,666 --> 00:02:01,166 at a certain distance 39 00:02:01,500 --> 00:02:03,866 there is no difference between them 40 00:02:03,966 --> 00:02:06,766 the difference comes when you feature 41 00:02:07,266 --> 00:02:08,666 the full resolution 42 00:02:08,666 --> 00:02:10,933 so I'm going to get closing here 43 00:02:10,933 --> 00:02:12,599 and you are going to notice very 44 00:02:12,600 --> 00:02:16,900 very clear from the 2K to the 4K okay 45 00:02:16,900 --> 00:02:21,333 so the precision we have to point to certain corners 46 00:02:21,333 --> 00:02:23,266 or blocks of the image 47 00:02:23,500 --> 00:02:27,800 is exactly four times more precise 48 00:02:27,800 --> 00:02:30,566 when you are using double the resolution 49 00:02:30,566 --> 00:02:31,899 because it's double 50 00:02:31,900 --> 00:02:34,100 behave by double the width 51 00:02:34,100 --> 00:02:37,233 so you have four times the resolution 52 00:02:37,400 --> 00:02:40,266 in a 4K than the 2K 53 00:02:40,266 --> 00:02:43,799 so if you have the same aspect ratio 54 00:02:44,966 --> 00:02:47,033 you can use the camera tracker 55 00:02:47,166 --> 00:02:49,466 with no problem in the 4K 56 00:02:49,666 --> 00:02:51,366 extract the camera 57 00:02:51,366 --> 00:02:54,966 and then apply the camera for the 2K warflow 58 00:02:54,966 --> 00:02:58,399 that is not going to change at all the camera 59 00:02:58,400 --> 00:03:00,766 even if the camera is going to be calculated 60 00:03:00,766 --> 00:03:03,499 in an image that is way bigger 61 00:03:03,900 --> 00:03:05,366 at the end of the day 62 00:03:05,366 --> 00:03:08,466 the camera is just taking in consideration 63 00:03:08,466 --> 00:03:09,866 the features you see 64 00:03:09,866 --> 00:03:13,266 in relation with the habiture of the camera 65 00:03:13,266 --> 00:03:17,399 so the habiture for both is going to be the same 66 00:03:17,400 --> 00:03:21,266 the only change is the amount of information 67 00:03:21,266 --> 00:03:23,266 you are getting through the aperture 68 00:03:23,300 --> 00:03:27,466 okay so when you are working with the camera tracker 69 00:03:27,466 --> 00:03:32,099 I would recommend you to go to the highest resolution 70 00:03:32,100 --> 00:03:33,666 but always check 71 00:03:33,866 --> 00:03:36,566 that the aspect ratio of the format 72 00:03:36,566 --> 00:03:37,699 and also the pixel 73 00:03:37,700 --> 00:03:39,966 in case you're using anamorphic 74 00:03:40,066 --> 00:03:43,599 must be exactly the same for both images 75 00:03:43,600 --> 00:03:45,666 okay of course 76 00:03:45,966 --> 00:03:48,433 the precision that you have to get 77 00:03:48,600 --> 00:03:49,666 any feature 78 00:03:49,666 --> 00:03:52,033 is going to be way better 79 00:03:52,166 --> 00:03:55,566 so the amount of error you are going to get 80 00:03:55,600 --> 00:03:57,266 in the camera trucker 81 00:03:57,600 --> 00:03:59,533 intensive results 82 00:03:59,533 --> 00:04:00,966 I mean numbers 83 00:04:00,966 --> 00:04:03,133 so the error you getting here 84 00:04:03,133 --> 00:04:06,299 probably is going to be more or less the same 85 00:04:06,466 --> 00:04:10,433 but the amount of effective precision you get 86 00:04:10,500 --> 00:04:12,166 position in those features 87 00:04:12,166 --> 00:04:13,366 in the pixels 88 00:04:13,666 --> 00:04:15,999 is going to be four time more 89 00:04:16,000 --> 00:04:17,833 so when you apply 90 00:04:18,333 --> 00:04:22,399 the error from the 4K to the 2K plate 91 00:04:22,600 --> 00:04:26,066 the error is actually 1/4 of the original error 92 00:04:26,066 --> 00:04:28,733 so you are reducing everything 93 00:04:28,733 --> 00:04:31,966 okay so that is the first thing 94 00:04:32,200 --> 00:04:34,300 the second is going to be 95 00:04:34,300 --> 00:04:37,366 very clearly the patch extraction 96 00:04:37,533 --> 00:04:39,633 for Rick removal 97 00:04:39,766 --> 00:04:40,999 so for Rick removal 98 00:04:41,000 --> 00:04:44,000 I mean anything that you need to cover using 99 00:04:44,200 --> 00:04:46,466 maybe to the projections 100 00:04:46,666 --> 00:04:50,333 or just simple pre multiply patch 101 00:04:50,333 --> 00:04:52,699 to be moved into the so 102 00:04:52,700 --> 00:04:54,966 is exactly the same process 103 00:04:54,966 --> 00:04:56,199 but the same 104 00:04:56,200 --> 00:04:57,866 when you are feeding 105 00:04:58,400 --> 00:04:59,766 camera projection 106 00:04:59,766 --> 00:05:02,366 is way better to feed the projection 107 00:05:02,366 --> 00:05:03,699 using the 4 key 108 00:05:03,900 --> 00:05:05,366 okay even if 109 00:05:05,366 --> 00:05:08,133 at the end of your projection set up 110 00:05:08,133 --> 00:05:09,333 your scan line 111 00:05:09,333 --> 00:05:12,666 render is going to be set at 2K 112 00:05:12,733 --> 00:05:15,599 okay but if you feed 113 00:05:16,266 --> 00:05:18,233 the camera projection 114 00:05:18,500 --> 00:05:19,833 with the 4K 115 00:05:20,166 --> 00:05:21,433 the precision 116 00:05:21,666 --> 00:05:23,866 for the calculation of the anti allius 117 00:05:23,866 --> 00:05:25,099 and the filter kick 118 00:05:25,100 --> 00:05:28,000 is going to be again 1/4 119 00:05:28,200 --> 00:05:30,566 from using the original 2K 120 00:05:30,566 --> 00:05:33,899 so I just preparing here an example 121 00:05:33,900 --> 00:05:35,500 and this can be apply 122 00:05:35,600 --> 00:05:37,533 for 2D or 3D 123 00:05:37,533 --> 00:05:39,566 is exactly the same principle 124 00:05:39,566 --> 00:05:41,999 okay so in here 125 00:05:42,000 --> 00:05:44,300 I have my 2K image 126 00:05:44,533 --> 00:05:45,533 and then what I did 127 00:05:45,533 --> 00:05:47,866 is just a very simple wrote on 128 00:05:49,066 --> 00:05:50,266 let me close this 129 00:05:50,766 --> 00:05:51,866 just to get 130 00:05:53,200 --> 00:05:56,333 one of the windows mask 131 00:05:56,333 --> 00:06:00,333 okay so then I move that window to the next one 132 00:06:00,333 --> 00:06:01,999 just to cover this one 133 00:06:02,000 --> 00:06:07,733 so you are going to see like the windows have no wipes 134 00:06:07,733 --> 00:06:11,166 okay so if I put 135 00:06:12,533 --> 00:06:18,466 that over using the original 2K to use the same patch 136 00:06:18,800 --> 00:06:21,600 you will see that the difference between this 137 00:06:21,600 --> 00:06:23,566 which is the original and this 138 00:06:23,766 --> 00:06:26,366 which is the image I use for covering 139 00:06:26,766 --> 00:06:31,366 is having a huge impact in the resolution 140 00:06:31,366 --> 00:06:32,533 because of course 141 00:06:32,533 --> 00:06:35,799 he's losing due to the filter 142 00:06:35,800 --> 00:06:38,500 for the antialius of that transformation 143 00:06:38,500 --> 00:06:41,066 okay here I'm using a corner ping 144 00:06:41,066 --> 00:06:45,799 which is the same effect of applying a car in 3D 145 00:06:46,100 --> 00:06:48,466 okay so of course 146 00:06:48,566 --> 00:06:51,266 you can just change in here the filter 147 00:06:51,266 --> 00:06:55,833 and that is going to create maybe a sharpening effect 148 00:06:56,000 --> 00:06:57,133 but remember 149 00:06:57,133 --> 00:07:00,966 sharpening is going to add some issues 150 00:07:00,966 --> 00:07:04,466 due to the negative values in very dark areas 151 00:07:04,466 --> 00:07:08,533 or values that are not supposed to be that contrasting 152 00:07:08,533 --> 00:07:12,766 in the edges between the highlights and the dark areas 153 00:07:12,766 --> 00:07:18,399 okay so using sharpening or sharpeners filters 154 00:07:18,400 --> 00:07:20,500 like for instance Keys 155 00:07:20,500 --> 00:07:22,000 Simon and Riffman 156 00:07:22,000 --> 00:07:24,266 they are sharpeners 157 00:07:24,766 --> 00:07:27,899 they are going to add certain amount of 158 00:07:28,133 --> 00:07:29,566 sharpening effect 159 00:07:29,666 --> 00:07:30,366 for instance 160 00:07:30,366 --> 00:07:33,866 in here that is an artifact 161 00:07:33,866 --> 00:07:36,299 so probably is going to look nice 162 00:07:36,366 --> 00:07:38,266 but is not exactly 163 00:07:38,266 --> 00:07:40,199 as the original because in the regional 164 00:07:40,200 --> 00:07:43,066 there is no artifacts like in here 165 00:07:43,066 --> 00:07:46,066 okay so I'm going to return to the cubic 166 00:07:46,400 --> 00:07:50,266 because I have another example in here 167 00:07:50,266 --> 00:07:55,699 where I was using the 4K for the patch extraction 168 00:07:56,166 --> 00:07:59,799 I can hear and then I use the corner pin 169 00:07:59,866 --> 00:08:01,566 to reduce that image 170 00:08:01,733 --> 00:08:03,466 and to place it in there 171 00:08:03,466 --> 00:08:07,999 so my background plate is always a 2K 172 00:08:08,700 --> 00:08:10,500 and this is the result 173 00:08:11,366 --> 00:08:14,999 okay so as you can see in here 174 00:08:15,166 --> 00:08:18,433 the resolution is quite the same 175 00:08:18,533 --> 00:08:23,066 because the resolution I got in the very beginning 176 00:08:23,133 --> 00:08:24,933 even after the filter 177 00:08:24,933 --> 00:08:30,333 is enough to recreate the same amount of anti alias 178 00:08:30,333 --> 00:08:32,399 as the 2K has 179 00:08:32,500 --> 00:08:34,900 okay so let me show you 180 00:08:35,800 --> 00:08:38,966 the 4K against the 2K 181 00:08:39,700 --> 00:08:46,700 so see there is a massive degeneration of those pixels 182 00:08:46,800 --> 00:08:51,200 okay so by using the 4K 183 00:08:51,333 --> 00:08:54,466 you are going to decrease by a lot 184 00:08:54,700 --> 00:08:56,500 the amount of filtering 185 00:08:56,566 --> 00:08:58,099 and remember that filtering 186 00:08:58,100 --> 00:09:00,000 when you are using Rick removal 187 00:09:00,066 --> 00:09:02,899 is one of the main issues 188 00:09:03,066 --> 00:09:06,499 okay so those two case scenarios 189 00:09:06,500 --> 00:09:10,066 can be expand to any other cases 190 00:09:10,066 --> 00:09:12,799 where the filter matters 191 00:09:12,800 --> 00:09:17,100 okay so I left you test those okay 192 00:09:17,800 --> 00:09:22,300 now we are going to work with the real lighting 193 00:09:22,300 --> 00:09:23,733 because in the real lighting 194 00:09:23,733 --> 00:09:26,233 we have a very similar issue 195 00:09:26,400 --> 00:09:28,033 which is related 196 00:09:28,400 --> 00:09:31,600 with the calculations of the anti alias 197 00:09:31,600 --> 00:09:35,500 okay so I'm going to deactivate those two notes 198 00:09:35,500 --> 00:09:38,100 let me just run through the setup 199 00:09:38,133 --> 00:09:40,733 so you have an overview of what I have 200 00:09:40,733 --> 00:09:45,766 so in here what I did is just to put together the RGBA 201 00:09:45,766 --> 00:09:49,299 with the position pass and the normal pass 202 00:09:49,300 --> 00:09:50,766 remember that you need 203 00:09:50,900 --> 00:09:54,066 those three components for the relighting 204 00:09:54,066 --> 00:09:55,066 and then in here 205 00:09:55,066 --> 00:09:59,066 I converted that into 3D images 206 00:09:59,066 --> 00:10:03,966 so I can have a visualization of my light even in 3D 207 00:10:04,200 --> 00:10:05,666 then I got my camera 208 00:10:05,666 --> 00:10:09,766 so in case I want to see the image from my camera 209 00:10:11,766 --> 00:10:15,333 okay I have this image 210 00:10:15,333 --> 00:10:16,766 and then of course 211 00:10:16,766 --> 00:10:19,166 the light and the relight 212 00:10:19,200 --> 00:10:21,066 that is having the basic material 213 00:10:21,066 --> 00:10:24,299 just for creating the dynamics of the surface 214 00:10:24,300 --> 00:10:26,133 that I relighting okay 215 00:10:26,133 --> 00:10:30,366 so if I look at this in the real light 216 00:10:31,200 --> 00:10:32,166 you will see that 217 00:10:32,366 --> 00:10:35,533 is doing what is suspected to be doing 218 00:10:35,533 --> 00:10:38,266 but there is a little problem 219 00:10:38,266 --> 00:10:41,366 that I'm going to show you very clear in here 220 00:10:41,366 --> 00:10:42,199 for instance 221 00:10:43,266 --> 00:10:44,299 look at that 222 00:10:45,400 --> 00:10:50,433 so we are working with a pixel precision calculation 223 00:10:50,600 --> 00:10:54,266 but there is no subsembling in the pixels 224 00:10:54,266 --> 00:10:57,566 so a pixel can be in a certain position 225 00:10:57,866 --> 00:11:00,033 and in a certain angle 226 00:11:00,066 --> 00:11:03,366 so the position is related with the position pass 227 00:11:03,366 --> 00:11:06,766 and the angle of that surface in that precise pixel 228 00:11:06,766 --> 00:11:09,499 is given by the normal pass 229 00:11:10,100 --> 00:11:13,766 but when you have different surfaces 230 00:11:14,266 --> 00:11:16,399 in one pixel and another 231 00:11:16,400 --> 00:11:22,233 that is going to create this strange alias effect 232 00:11:22,266 --> 00:11:24,399 okay and it's totally normal 233 00:11:24,700 --> 00:11:26,300 but in the real light 234 00:11:26,400 --> 00:11:28,166 you don't have any Antilias 235 00:11:28,166 --> 00:11:31,166 or any filter to change that 236 00:11:31,266 --> 00:11:34,899 okay so how can we add that extra filter 237 00:11:34,900 --> 00:11:38,766 well we are going to create soup pixels 238 00:11:38,766 --> 00:11:42,699 so what we are going to do is just to divide a pixel 239 00:11:43,000 --> 00:11:47,266 into a certain amount of soup samples okay 240 00:11:47,266 --> 00:11:48,199 how to do that 241 00:11:48,200 --> 00:11:50,633 well it's actually very easy 242 00:11:50,700 --> 00:11:53,333 it's going to increase the amount of computing 243 00:11:53,333 --> 00:11:54,899 of your image 244 00:11:54,900 --> 00:11:58,000 but he's not that dramatic 245 00:11:58,000 --> 00:12:01,700 okay so what I'm doing here is 246 00:12:01,700 --> 00:12:04,666 I'm getting this reformat scale 247 00:12:04,900 --> 00:12:10,766 and I want to scale this image by a proportional double 248 00:12:10,766 --> 00:12:14,466 so you can get twice the scale 249 00:12:14,466 --> 00:12:16,866 or four times the scale 250 00:12:16,866 --> 00:12:19,066 or eight times the scale 251 00:12:19,066 --> 00:12:24,099 so we are going in a progression of 2 4 8 252 00:12:24,133 --> 00:12:26,966 16:32 and I mean 253 00:12:26,966 --> 00:12:31,199 when you get 16 super pixels for every pixel 254 00:12:31,266 --> 00:12:33,799 that is a lot right 255 00:12:33,800 --> 00:12:37,200 now I'm going to do it just with the scale of two 256 00:12:37,200 --> 00:12:38,666 so I'm going to create 257 00:12:38,666 --> 00:12:39,999 for every pixel 258 00:12:40,366 --> 00:12:41,399 four pixels 259 00:12:41,400 --> 00:12:43,700 I mean two in width 260 00:12:43,800 --> 00:12:45,066 two in half 261 00:12:45,066 --> 00:12:48,466 okay so I'm going to apply this reformer 262 00:12:48,466 --> 00:12:49,533 but very very 263 00:12:49,533 --> 00:12:54,899 very important here is that you use the filter impulse 264 00:12:55,000 --> 00:12:56,333 so that way 265 00:12:56,333 --> 00:13:01,499 we are not creating any kind of antialias or filtering 266 00:13:01,500 --> 00:13:05,166 we are just doubling the amount of pixels okay 267 00:13:05,166 --> 00:13:08,199 and that's why we are using that double 268 00:13:08,200 --> 00:13:09,200 or four times 269 00:13:09,200 --> 00:13:10,133 or eight times 270 00:13:10,133 --> 00:13:15,466 because we are just getting double the amount of pixels 271 00:13:15,466 --> 00:13:18,166 without creating intermediate pixels 272 00:13:18,166 --> 00:13:21,466 I mean positions that are between two different pixels 273 00:13:21,466 --> 00:13:22,499 okay so now 274 00:13:22,500 --> 00:13:26,800 everything is regularly and arametically double 275 00:13:26,800 --> 00:13:29,366 okay so if this is a pixel 276 00:13:29,366 --> 00:13:30,299 for instance 277 00:13:30,466 --> 00:13:32,166 when I increase 278 00:13:32,966 --> 00:13:34,733 the reformats 279 00:13:34,733 --> 00:13:36,099 now that pixel 280 00:13:36,900 --> 00:13:41,200 has been divided into four pixels 281 00:13:41,200 --> 00:13:44,600 but still the appearance is that the Pixel 282 00:13:44,600 --> 00:13:46,266 is exactly the same 283 00:13:46,533 --> 00:13:50,533 another reason why you cannot use any filter 284 00:13:50,533 --> 00:13:54,399 is because you are going to create filtering also 285 00:13:54,400 --> 00:13:56,566 on your Aobs 286 00:13:56,566 --> 00:13:57,899 for the position 287 00:13:58,133 --> 00:13:58,999 and the normal 288 00:13:59,000 --> 00:14:01,600 so that is going to create a mess 289 00:14:01,600 --> 00:14:04,333 in terms of the positioning of those pixels 290 00:14:04,333 --> 00:14:07,966 so there is no other filter you can apply here 291 00:14:07,966 --> 00:14:10,433 so impulse okay 292 00:14:10,866 --> 00:14:12,966 and because we are doing double 293 00:14:12,966 --> 00:14:15,466 I don't care about the width 294 00:14:15,566 --> 00:14:16,799 or the center 295 00:14:16,800 --> 00:14:20,766 is going to be everything at the same scale okay 296 00:14:20,800 --> 00:14:22,700 so now that I have that 297 00:14:23,566 --> 00:14:24,566 the relight 298 00:14:24,933 --> 00:14:27,033 is going to be actually the same 299 00:14:27,166 --> 00:14:30,299 so we are going to have the same problems before 300 00:14:30,466 --> 00:14:31,833 but every pixel 301 00:14:32,533 --> 00:14:35,166 is now for pixels 302 00:14:35,566 --> 00:14:38,699 so if I create in the beginning 303 00:14:38,900 --> 00:14:41,166 double the amount of pixels 304 00:14:41,466 --> 00:14:42,799 now in here 305 00:14:42,800 --> 00:14:46,033 I can downscale everything 306 00:14:46,066 --> 00:14:49,033 just to compress all those pixels 307 00:14:49,400 --> 00:14:51,566 into one single pixel 308 00:14:51,566 --> 00:14:53,166 so what I'm going to do 309 00:14:53,166 --> 00:14:55,566 is just to force nuke 310 00:14:55,666 --> 00:14:58,266 to create a filter 311 00:14:58,400 --> 00:14:59,166 so every time 312 00:14:59,166 --> 00:15:00,199 is going to calculate 313 00:15:00,200 --> 00:15:01,966 every single pixel in here 314 00:15:01,966 --> 00:15:03,099 is going to be 315 00:15:03,200 --> 00:15:06,000 calculated with the surrounding pixels 316 00:15:06,000 --> 00:15:08,600 depending on the filter we are going to use 317 00:15:08,600 --> 00:15:10,133 so if in here 318 00:15:10,133 --> 00:15:11,833 I use double 319 00:15:12,166 --> 00:15:14,133 in here at the end 320 00:15:14,133 --> 00:15:16,233 I'm going to use half 321 00:15:16,333 --> 00:15:18,599 if you use four times 322 00:15:18,600 --> 00:15:19,466 then in here 323 00:15:19,466 --> 00:15:21,266 you have to use a quarter 324 00:15:21,266 --> 00:15:26,266 so is everything proportional to the original scale 325 00:15:26,300 --> 00:15:28,766 okay so in here 326 00:15:29,400 --> 00:15:30,766 I'm going to apply 327 00:15:30,766 --> 00:15:32,599 the filter notch 328 00:15:32,600 --> 00:15:34,933 which is the softest 329 00:15:34,933 --> 00:15:36,466 that you have in here 330 00:15:36,733 --> 00:15:38,966 so when I reduce that 331 00:15:39,300 --> 00:15:41,066 and I put my beauty in here 332 00:15:41,266 --> 00:15:42,599 you will see that now 333 00:15:42,600 --> 00:15:44,500 what was originally 334 00:15:44,733 --> 00:15:47,666 something without anti alias 335 00:15:47,666 --> 00:15:50,466 is now very well alias 336 00:15:50,466 --> 00:15:52,099 see of course 337 00:15:52,200 --> 00:15:54,366 is increasing also 338 00:15:54,466 --> 00:15:56,399 the feeling of softness 339 00:15:56,500 --> 00:15:58,766 okay so that is not great 340 00:15:58,766 --> 00:16:02,066 so in case you don't want to have that soft 341 00:16:02,200 --> 00:16:04,300 you can't use any other 342 00:16:04,300 --> 00:16:05,333 filtering here 343 00:16:05,333 --> 00:16:06,733 remember that 344 00:16:06,733 --> 00:16:08,066 softeners in here 345 00:16:08,066 --> 00:16:09,466 you have the Mitchell 346 00:16:09,900 --> 00:16:11,733 person and notch 347 00:16:11,733 --> 00:16:13,766 notch is the most 348 00:16:13,866 --> 00:16:15,666 then person is in the middle 349 00:16:15,666 --> 00:16:17,066 and Mitchell is doing 350 00:16:17,066 --> 00:16:19,466 kind of a soften 351 00:16:19,466 --> 00:16:21,299 with a sharpen effect 352 00:16:21,300 --> 00:16:22,766 okay so here 353 00:16:22,766 --> 00:16:24,366 is not changing much 354 00:16:25,566 --> 00:16:26,899 in here is increasing 355 00:16:26,900 --> 00:16:30,933 but I can feel still the original pixels 356 00:16:30,933 --> 00:16:35,133 and then with notch is adding that extra softness 357 00:16:35,133 --> 00:16:37,366 okay of course 358 00:16:37,366 --> 00:16:42,366 you can also add the soften filter in here 359 00:16:42,700 --> 00:16:46,466 or any other post processing that you prefer okay 360 00:16:46,766 --> 00:16:49,266 sometimes is going to be really good 361 00:16:49,600 --> 00:16:54,366 that you use also the ambient occlusion 362 00:16:54,533 --> 00:16:56,099 because the ambient occlusion 363 00:16:56,133 --> 00:16:58,499 is not going to be processed by the relight 364 00:16:58,500 --> 00:17:04,166 but is going to add that tiny edge of the curve 365 00:17:04,566 --> 00:17:07,333 that is going to reduce the effect 366 00:17:07,333 --> 00:17:10,999 of overlapping differences of plane 367 00:17:11,000 --> 00:17:15,000 so in here if I apply that see 368 00:17:17,800 --> 00:17:21,300 is going to help you a bit with those areas 369 00:17:21,300 --> 00:17:26,200 and also to recreate the effect of sharpening 370 00:17:26,200 --> 00:17:30,900 in terms of the original resolution of the image okay 371 00:17:30,900 --> 00:17:32,000 but this of course 372 00:17:32,000 --> 00:17:33,966 is going to depend on the effect 373 00:17:33,966 --> 00:17:35,599 that you are aiming for 374 00:17:35,600 --> 00:17:37,133 okay so in here 375 00:17:37,133 --> 00:17:38,966 I'm going to leave it at full 376 00:17:39,333 --> 00:17:43,333 that is the way of creating antiallias 377 00:17:43,333 --> 00:17:45,733 of course you can create it in here 378 00:17:45,733 --> 00:17:46,766 in the relight 379 00:17:46,766 --> 00:17:49,366 because the relight has no antiallis 380 00:17:49,366 --> 00:17:52,733 but you can create it even in other case scenario 381 00:17:52,733 --> 00:17:54,466 like for instance 382 00:17:55,133 --> 00:17:57,066 in a skyline render 383 00:17:57,066 --> 00:18:00,699 you can feed a format that is twice 384 00:18:00,900 --> 00:18:02,333 the hate and the width 385 00:18:02,333 --> 00:18:06,199 so when you get the original camera projection 386 00:18:06,200 --> 00:18:09,300 and then you apply the lens distortion 387 00:18:09,300 --> 00:18:12,133 remember that the lens distortion is a note 388 00:18:12,133 --> 00:18:16,666 that is actually creating a huge amount of filtering 389 00:18:16,666 --> 00:18:19,466 okay so if you create your CG 390 00:18:19,533 --> 00:18:21,366 coming from the skyline render 391 00:18:21,366 --> 00:18:22,799 in double the resolution 392 00:18:22,800 --> 00:18:25,166 and then you apply the lens extortion 393 00:18:25,166 --> 00:18:28,866 and then you apply the original format 394 00:18:28,866 --> 00:18:30,899 by using another reformat 395 00:18:30,900 --> 00:18:33,500 then we are talking exactly 396 00:18:33,500 --> 00:18:35,900 the same thing as we did in here 397 00:18:35,900 --> 00:18:37,866 so I'm using a patch 398 00:18:37,866 --> 00:18:42,066 that is having way more resolution than the original 399 00:18:42,066 --> 00:18:44,699 so then when you manipulate that image 400 00:18:44,700 --> 00:18:47,500 and then you start losing quality because of the filter 401 00:18:47,500 --> 00:18:48,866 that is something natural 402 00:18:49,266 --> 00:18:53,066 then that feature is going to be reduced by a lot 403 00:18:53,466 --> 00:18:56,366 because of the resolution issue 404 00:18:56,366 --> 00:18:58,766 okay so when you have more 405 00:18:58,766 --> 00:19:00,666 you're going to lose less 406 00:19:01,133 --> 00:19:02,933 of course this is just twice 407 00:19:02,933 --> 00:19:04,366 but you can increase that 408 00:19:04,366 --> 00:19:06,066 and use four times 409 00:19:06,066 --> 00:19:07,233 eight times 410 00:19:07,266 --> 00:19:10,466 honestly if you use more than eight times 411 00:19:10,466 --> 00:19:12,466 is going to be a very 412 00:19:12,466 --> 00:19:14,299 very long process 413 00:19:14,333 --> 00:19:18,666 and is not going to add that much amount of quality 414 00:19:18,733 --> 00:19:23,866 okay and now that we are in the relighting setup 415 00:19:23,900 --> 00:19:25,300 let me just tell you that 416 00:19:25,300 --> 00:19:26,466 from the relight 417 00:19:26,700 --> 00:19:28,500 you get this 418 00:19:28,500 --> 00:19:29,533 okay so just 419 00:19:29,533 --> 00:19:33,933 just get a light over the geometry 420 00:19:33,933 --> 00:19:35,499 seal the geometry 421 00:19:35,566 --> 00:19:37,633 let me remove this for a sec 422 00:19:37,933 --> 00:19:39,366 when you add that 423 00:19:39,933 --> 00:19:41,466 to the original image 424 00:19:41,466 --> 00:19:42,666 you are going to lose 425 00:19:42,866 --> 00:19:45,166 all the original qualities of the light 426 00:19:45,166 --> 00:19:48,866 and you're going to lose quite a lot of information 427 00:19:48,866 --> 00:19:50,999 even if I'm doing that supply 428 00:19:51,000 --> 00:19:52,900 so something that I like to do 429 00:19:52,900 --> 00:19:55,433 is to do a pre fusion 430 00:19:55,533 --> 00:19:59,266 okay so what I'm doing is mixing the lighting 431 00:19:59,900 --> 00:20:01,500 with the original plate 432 00:20:01,566 --> 00:20:05,699 so that is going to create this intermediate state 433 00:20:05,733 --> 00:20:07,733 that is going to react 434 00:20:07,733 --> 00:20:10,266 to the original patterns of texture 435 00:20:10,300 --> 00:20:11,500 of the image 436 00:20:11,500 --> 00:20:13,366 okay so here 437 00:20:13,533 --> 00:20:14,166 you can see 438 00:20:14,166 --> 00:20:17,266 that is going to be emphasized in certain areas 439 00:20:17,266 --> 00:20:18,366 and not much 440 00:20:18,366 --> 00:20:20,199 inserting other areas 441 00:20:20,200 --> 00:20:23,366 so now when you have this pre process 442 00:20:23,866 --> 00:20:26,166 you can apply that in here 443 00:20:26,300 --> 00:20:29,366 and that is the final result 444 00:20:29,366 --> 00:20:32,566 so you're not going to lose the original lighting 445 00:20:32,600 --> 00:20:35,766 but you are just adding those extra 446 00:20:36,400 --> 00:20:38,000 lighting effects 447 00:20:38,200 --> 00:20:42,566 okay so that is double fusion 448 00:20:42,866 --> 00:20:45,299 and another example of double fusion 449 00:20:45,366 --> 00:20:48,499 is when you want to apply to a certain image 450 00:20:48,700 --> 00:20:50,066 a little patch 451 00:20:50,133 --> 00:20:51,799 with another operation 452 00:20:51,800 --> 00:20:53,333 that is quite popular 453 00:20:53,333 --> 00:20:54,966 for instance this 454 00:20:55,700 --> 00:20:58,500 um what if I want to multiply that 455 00:20:58,500 --> 00:21:00,300 so the white 456 00:21:00,300 --> 00:21:03,066 is going to be completely pre multiply 457 00:21:03,300 --> 00:21:04,900 and the rest 458 00:21:05,200 --> 00:21:07,800 is just going to be using the texture 459 00:21:07,800 --> 00:21:09,533 so I'm going to use multiply 460 00:21:09,533 --> 00:21:12,166 but that is going to create a little problem 461 00:21:12,200 --> 00:21:14,500 so see I'm preserving 462 00:21:15,466 --> 00:21:16,966 the areas of the text 463 00:21:16,966 --> 00:21:18,299 or even in here 464 00:21:18,366 --> 00:21:19,666 see that the text 465 00:21:19,666 --> 00:21:20,366 or the pattern 466 00:21:20,366 --> 00:21:21,633 is still there 467 00:21:21,866 --> 00:21:22,733 that's very nice 468 00:21:22,733 --> 00:21:23,866 but I'm losing 469 00:21:23,866 --> 00:21:25,366 actually the rest of the image is 470 00:21:25,366 --> 00:21:28,199 because I'm multiplying these 471 00:21:28,200 --> 00:21:30,066 that is black outside 472 00:21:30,066 --> 00:21:31,066 and nothing 473 00:21:31,100 --> 00:21:33,200 just the white in there 474 00:21:33,266 --> 00:21:35,133 how come we fix that 475 00:21:35,133 --> 00:21:37,399 well we are going to limit 476 00:21:37,966 --> 00:21:40,299 the action of my merge 477 00:21:40,733 --> 00:21:43,399 just inside the alpha 478 00:21:43,400 --> 00:21:45,066 so he's going to have the merge 479 00:21:45,066 --> 00:21:46,299 inside the alpha 480 00:21:46,300 --> 00:21:47,733 and outside the alpha 481 00:21:47,733 --> 00:21:49,766 is just going to be the image 482 00:21:49,766 --> 00:21:52,599 from the B side of the input 483 00:21:52,600 --> 00:21:54,100 okay so I'm going to use 484 00:21:54,766 --> 00:21:56,266 for doing this clear 485 00:21:57,866 --> 00:22:00,666 and in this case I'm going to put in there 486 00:22:00,933 --> 00:22:03,833 so what's the option for that well 487 00:22:04,266 --> 00:22:05,466 alpha masking 488 00:22:05,466 --> 00:22:08,733 alpha masking is going to apply this operation 489 00:22:08,733 --> 00:22:10,299 just within the alpha 490 00:22:10,400 --> 00:22:12,700 outside is going to be the being put 491 00:22:14,000 --> 00:22:14,800 and here you are 492 00:22:14,800 --> 00:22:20,300 so see I'm still using the pattern from the background 493 00:22:20,533 --> 00:22:22,566 of course now is not integrated 494 00:22:22,566 --> 00:22:25,566 and is not my intention to integrate that 495 00:22:25,566 --> 00:22:29,666 but just to show you how to use that fusion 496 00:22:29,666 --> 00:22:30,699 and actually 497 00:22:31,400 --> 00:22:36,966 this is exactly the same as doing this other thing 498 00:22:36,966 --> 00:22:40,066 so you can have an idea of what I'm doing 499 00:22:40,066 --> 00:22:42,799 so if I remove the alpha masking 500 00:22:43,100 --> 00:22:45,966 I'm actually doing a double fusion 501 00:22:46,300 --> 00:22:48,200 the double fusion is this 502 00:22:48,266 --> 00:22:51,099 so I'm getting that that is primultify 503 00:22:51,100 --> 00:22:53,400 because this image has an alpha 504 00:22:53,400 --> 00:22:56,566 and now what I'm doing is just putting this 505 00:22:57,800 --> 00:22:58,866 over that 506 00:23:01,666 --> 00:23:03,266 so here you are 507 00:23:03,300 --> 00:23:06,800 is exactly the same result 508 00:23:07,133 --> 00:23:09,966 but let's note in here 509 00:23:09,966 --> 00:23:14,866 so you are going to limit using the alpha masking 510 00:23:14,866 --> 00:23:18,566 of course you need to get an alpha in this image 511 00:23:19,100 --> 00:23:21,433 and that is going to delimitate 512 00:23:21,666 --> 00:23:23,299 not only the transparency 513 00:23:23,533 --> 00:23:27,666 but also the area of effect of the operation 514 00:23:27,733 --> 00:23:28,699 that remember 515 00:23:28,700 --> 00:23:29,533 for a multiply 516 00:23:29,533 --> 00:23:31,899 usually you don't need an alpha 517 00:23:31,900 --> 00:23:33,766 but if you don't have the alpha 518 00:23:33,866 --> 00:23:37,433 that is just going to prevent the alpha masking to work 519 00:23:37,666 --> 00:23:41,099 okay so that is for the double fusion 520 00:23:41,100 --> 00:23:42,933 inside one single note 521 00:23:42,933 --> 00:23:44,666 in here in the relight 522 00:23:44,666 --> 00:23:48,699 we have double fusion with two different notes okay 523 00:23:49,166 --> 00:23:52,099 and then the last thing we are going to discuss 524 00:23:52,200 --> 00:23:55,800 is how to change several notes 525 00:23:56,000 --> 00:23:58,733 with just one single operation 526 00:23:58,733 --> 00:24:00,899 because sometimes there are certain tasks 527 00:24:00,900 --> 00:24:05,466 that requires that many notes have the same value 528 00:24:05,466 --> 00:24:06,066 for instance 529 00:24:06,066 --> 00:24:09,499 when you are creating an axis from a point 530 00:24:09,566 --> 00:24:11,599 in a camera tracker note 531 00:24:11,766 --> 00:24:15,499 so when you want to use a cone in there 532 00:24:15,500 --> 00:24:20,766 you want that axis to be created without any rotation 533 00:24:20,766 --> 00:24:21,399 for instance 534 00:24:21,400 --> 00:24:25,133 or just for the sake of doing an example in here 535 00:24:25,133 --> 00:24:27,299 I'm going to use different 536 00:24:28,533 --> 00:24:30,533 blow notes okay 537 00:24:30,533 --> 00:24:34,766 so I just put in here the receipt 538 00:24:35,333 --> 00:24:39,099 so you just need to copy and paste 539 00:24:39,366 --> 00:24:41,333 but I want you to understand 540 00:24:41,333 --> 00:24:44,799 what's the process that is being executing here 541 00:24:44,800 --> 00:24:46,700 so for that again 542 00:24:46,700 --> 00:24:49,233 I'm going to call the 543 00:24:50,766 --> 00:24:52,266 script editor 544 00:24:52,866 --> 00:24:55,899 okay so let's delete that 545 00:24:55,900 --> 00:24:57,433 I'm going to clear 546 00:24:57,600 --> 00:25:00,633 and now I'm going to copy and paste 547 00:25:01,466 --> 00:25:02,866 the contents of there 548 00:25:02,866 --> 00:25:05,499 so I put this note for you 549 00:25:05,566 --> 00:25:06,966 so you understand 550 00:25:07,166 --> 00:25:10,899 what needs to be accomplished before to apply this 551 00:25:11,400 --> 00:25:14,666 so I'm going to select my notes 552 00:25:15,666 --> 00:25:19,566 let me open the properties of one to show you something 553 00:25:19,700 --> 00:25:21,566 and I'm going to select my notes 554 00:25:21,766 --> 00:25:24,966 remember in here you get the knob 555 00:25:25,300 --> 00:25:27,766 what's the knob you want to change 556 00:25:27,766 --> 00:25:28,699 and the knob 557 00:25:29,333 --> 00:25:32,266 can be revealed by hovering with the cursor 558 00:25:32,266 --> 00:25:35,399 and then that name in bold 559 00:25:35,400 --> 00:25:38,366 that you get inside that pop up window 560 00:25:38,900 --> 00:25:41,600 is the name of the knob we want to change 561 00:25:41,600 --> 00:25:45,900 so in case of the size is the same as the label 562 00:25:45,933 --> 00:25:48,899 but not all of them is the same as the label 563 00:25:48,900 --> 00:25:51,000 so I'm going to change the size 564 00:25:51,000 --> 00:25:53,300 so in here I'm going to write 565 00:25:54,733 --> 00:25:58,966 size then what's the value you want to put 566 00:25:58,966 --> 00:26:00,799 let's say that in this case 567 00:26:01,200 --> 00:26:07,200 I want to change all my blowers to have a value of 100 568 00:26:07,200 --> 00:26:09,166 in case you are using a number 569 00:26:09,166 --> 00:26:13,366 usually you don't need to get they quote 570 00:26:13,400 --> 00:26:14,800 okay actually 571 00:26:14,800 --> 00:26:16,000 if you put the quote 572 00:26:16,000 --> 00:26:19,166 is going to be intended to be an string 573 00:26:19,166 --> 00:26:21,066 so a chain of text 574 00:26:21,066 --> 00:26:22,299 so it's not a number 575 00:26:22,300 --> 00:26:23,666 is just a text 576 00:26:23,966 --> 00:26:28,899 so 13 knobs are expecting you to put a No. 577 00:26:28,900 --> 00:26:32,700 13 others are expecting you to put a text 578 00:26:32,700 --> 00:26:34,566 so when it's a text 579 00:26:34,733 --> 00:26:37,399 you put the text inside quotes 580 00:26:37,766 --> 00:26:40,099 when is a number without quotes 581 00:26:40,166 --> 00:26:42,799 okay so that is my target value 582 00:26:42,866 --> 00:26:47,166 and then in here is just as very simple operation 583 00:26:47,166 --> 00:26:48,299 which is a loop 584 00:26:48,466 --> 00:26:49,966 a 4 in loop 585 00:26:50,066 --> 00:26:51,833 and this operation is saying 586 00:26:51,900 --> 00:26:55,700 for every element in the list 587 00:26:56,200 --> 00:26:59,300 that I create by selecting my note 588 00:26:59,300 --> 00:27:03,433 so every note in this selection 589 00:27:03,733 --> 00:27:09,433 I'm going to take the knob call size 590 00:27:09,466 --> 00:27:12,299 and I'm going to change its value 591 00:27:12,400 --> 00:27:15,133 to the value I put in here 592 00:27:15,133 --> 00:27:16,599 which is 100 593 00:27:16,666 --> 00:27:18,799 so if I select those notes 594 00:27:18,800 --> 00:27:20,800 and now I execute that 595 00:27:20,933 --> 00:27:21,866 by doing that 596 00:27:21,866 --> 00:27:22,899 as you can see 597 00:27:22,900 --> 00:27:25,033 this note is now 100 598 00:27:25,600 --> 00:27:26,533 and not only that 599 00:27:26,533 --> 00:27:28,066 also this and this 600 00:27:28,066 --> 00:27:29,066 and this and this 601 00:27:29,066 --> 00:27:32,466 so when you have to change any knob 602 00:27:32,466 --> 00:27:36,299 inside any amount of notes 603 00:27:36,533 --> 00:27:38,766 you just go and select all of them 604 00:27:38,800 --> 00:27:41,533 be careful because in here 605 00:27:41,533 --> 00:27:43,866 I just create something very genetical 606 00:27:43,866 --> 00:27:45,499 and very easy for you 607 00:27:45,666 --> 00:27:47,833 but you just need to be careful 608 00:27:48,166 --> 00:27:51,199 that all the notes you selected 609 00:27:51,366 --> 00:27:54,266 should be the same class of notes 610 00:27:54,266 --> 00:27:56,599 I mean if you are changing blurs 611 00:27:56,800 --> 00:27:58,966 you select only blurs 612 00:27:58,966 --> 00:28:01,166 if you are changing color correct 613 00:28:01,333 --> 00:28:03,266 you just change color correct 614 00:28:03,266 --> 00:28:04,199 the same for grades 615 00:28:04,200 --> 00:28:06,100 but don't mix them 616 00:28:06,300 --> 00:28:07,366 because for instance 617 00:28:07,366 --> 00:28:08,666 in the color correct 618 00:28:08,866 --> 00:28:11,299 you don't have any size knob 619 00:28:11,300 --> 00:28:13,166 so if you apply this 620 00:28:13,166 --> 00:28:17,366 and you ask nuke to go to every single note 621 00:28:17,400 --> 00:28:19,266 and change the size 622 00:28:19,566 --> 00:28:21,199 he's going to return an arrow 623 00:28:21,200 --> 00:28:24,166 because there is no size in the car correct 624 00:28:24,166 --> 00:28:26,666 so just pay attention to that 625 00:28:26,666 --> 00:28:29,699 if you want to create a more articulate 626 00:28:30,266 --> 00:28:31,633 python formula 627 00:28:32,266 --> 00:28:34,466 you can but then you need to write 628 00:28:34,466 --> 00:28:36,099 and for writing Python 629 00:28:36,100 --> 00:28:38,166 I will suggest you to understand 630 00:28:38,166 --> 00:28:41,799 all the fundamentals of the code in relation with nuke 631 00:28:41,800 --> 00:28:43,700 as I mentioned in another class 632 00:28:43,866 --> 00:28:47,799 I already publish a course for Python for 633 00:28:47,800 --> 00:28:48,800 new compositors 634 00:28:48,800 --> 00:28:51,400 that is here at FX PhD 635 00:28:51,466 --> 00:28:54,733 okay so this is the last topic 636 00:28:54,733 --> 00:28:59,999 regarding techniques for best practices in terms of 637 00:29:00,200 --> 00:29:02,500 composting okay 638 00:29:02,766 --> 00:29:06,633 but some of you were asking me what tools 639 00:29:06,733 --> 00:29:09,599 or gizmos or plugins I like 640 00:29:09,600 --> 00:29:11,266 well honestly 641 00:29:11,266 --> 00:29:14,066 I prefer to create my own 642 00:29:14,166 --> 00:29:17,999 but when you find something that is really 643 00:29:18,000 --> 00:29:18,833 really good 644 00:29:19,066 --> 00:29:22,399 of course you are free to use it um 645 00:29:22,933 --> 00:29:26,799 instead of just giving you a list of my top 10 646 00:29:26,800 --> 00:29:28,366 or whatever 647 00:29:28,400 --> 00:29:30,700 I'm just going to recommend you 648 00:29:30,900 --> 00:29:35,100 to go to the main place for finding the information 649 00:29:35,100 --> 00:29:37,100 which is Wikipedia 650 00:29:37,300 --> 00:29:38,666 of course in Wikipedia 651 00:29:38,666 --> 00:29:40,099 there is many 652 00:29:40,100 --> 00:29:42,900 many people collaborating everyday 653 00:29:42,900 --> 00:29:44,533 and sharing their scripts 654 00:29:44,533 --> 00:29:46,466 tips articles 655 00:29:46,466 --> 00:29:50,133 and every piece of information that is really 656 00:29:50,133 --> 00:29:51,066 really good 657 00:29:51,400 --> 00:29:55,266 but they are two names of people that I really like 658 00:29:55,266 --> 00:29:57,466 and I suggest you to follow 659 00:29:57,466 --> 00:30:00,066 because they are always publishing 660 00:30:00,133 --> 00:30:01,666 very interesting things 661 00:30:01,666 --> 00:30:03,333 of course they are many others 662 00:30:03,333 --> 00:30:05,866 but my favorites are 663 00:30:05,966 --> 00:30:07,299 Frank Ruther 664 00:30:07,766 --> 00:30:09,799 and Ivam Buzquets 665 00:30:09,800 --> 00:30:13,333 they are amazing artists and very 666 00:30:13,333 --> 00:30:16,699 very good at creating gizmos and 667 00:30:16,900 --> 00:30:19,066 plugins and everything 668 00:30:19,066 --> 00:30:22,366 so I'm going to give you a few examples 669 00:30:22,366 --> 00:30:24,899 of things that I created myself 670 00:30:24,900 --> 00:30:25,800 for instance 671 00:30:25,800 --> 00:30:28,066 and things that others created 672 00:30:28,133 --> 00:30:29,799 okay but you know 673 00:30:29,800 --> 00:30:31,333 it's impossible to 674 00:30:31,333 --> 00:30:34,366 to give you a list of what's the best 675 00:30:34,366 --> 00:30:36,966 because depending on what you need 676 00:30:37,100 --> 00:30:39,066 you have many options okay 677 00:30:39,066 --> 00:30:42,199 so the first I'm going to give you is 678 00:30:42,200 --> 00:30:43,500 you know in here 679 00:30:43,500 --> 00:30:45,800 I paid a lot of attention 680 00:30:45,900 --> 00:30:47,766 to present your scripts 681 00:30:47,766 --> 00:30:48,966 and the note graph 682 00:30:48,966 --> 00:30:50,466 in a correct way 683 00:30:50,466 --> 00:30:52,566 okay so Frank 684 00:30:52,933 --> 00:30:56,399 has published this aligned notes tool 685 00:30:56,466 --> 00:30:58,233 that is helping you to get 686 00:30:58,366 --> 00:31:00,533 everything in a good shape 687 00:31:00,533 --> 00:31:01,599 quite easily 688 00:31:01,600 --> 00:31:04,666 and you can even program a hot key for 689 00:31:04,666 --> 00:31:05,699 aligning the notes 690 00:31:05,700 --> 00:31:07,833 so he's going to increase your 691 00:31:08,866 --> 00:31:10,899 speed when you are 692 00:31:10,966 --> 00:31:12,099 putting order 693 00:31:12,100 --> 00:31:14,500 into your nongraph okay 694 00:31:14,600 --> 00:31:16,166 very very recommended 695 00:31:16,266 --> 00:31:19,799 then from Frank 696 00:31:19,800 --> 00:31:22,266 also we have this nice tool 697 00:31:22,266 --> 00:31:23,499 which is a very 698 00:31:23,500 --> 00:31:24,333 very nice tool 699 00:31:24,333 --> 00:31:26,066 for analysing values 700 00:31:26,066 --> 00:31:27,366 and understanding 701 00:31:27,366 --> 00:31:29,133 the relation between the curves 702 00:31:29,133 --> 00:31:29,999 of the color 703 00:31:30,000 --> 00:31:32,266 okay so this is very nice 704 00:31:32,266 --> 00:31:33,299 for compositing 705 00:31:33,300 --> 00:31:34,666 to understand something 706 00:31:34,666 --> 00:31:35,766 like contrast 707 00:31:35,766 --> 00:31:37,666 frequency or 708 00:31:37,666 --> 00:31:39,599 differences between channels 709 00:31:39,600 --> 00:31:41,666 okay I use it a lot 710 00:31:42,266 --> 00:31:43,766 then from myself 711 00:31:43,766 --> 00:31:44,966 you have three tools 712 00:31:44,966 --> 00:31:46,899 that I consider 713 00:31:46,900 --> 00:31:48,266 the most important 714 00:31:48,366 --> 00:31:51,033 which is preset backdrop 715 00:31:51,733 --> 00:31:53,099 which is in here 716 00:31:53,666 --> 00:31:55,099 to create the backdrops 717 00:31:55,100 --> 00:31:55,900 with the icons 718 00:31:55,900 --> 00:31:58,000 I already shared that with you 719 00:31:58,000 --> 00:31:59,733 but in case you want 720 00:31:59,733 --> 00:32:00,833 the updates 721 00:32:00,933 --> 00:32:03,699 or also you can visit this page 722 00:32:03,900 --> 00:32:05,633 on Wikipedia 723 00:32:05,700 --> 00:32:06,666 and remember 724 00:32:06,666 --> 00:32:07,266 all the links 725 00:32:07,266 --> 00:32:08,866 that I'm using here 726 00:32:08,900 --> 00:32:10,866 are in the class files 727 00:32:10,866 --> 00:32:11,899 for this class 728 00:32:11,900 --> 00:32:15,333 okay then I have an edge mat 729 00:32:15,333 --> 00:32:17,799 and this is something I did 730 00:32:18,066 --> 00:32:20,366 with the exact same principle 731 00:32:20,366 --> 00:32:21,566 of the Luma key 732 00:32:21,800 --> 00:32:23,300 you know we have our next 733 00:32:23,300 --> 00:32:25,000 detector in nuke 734 00:32:25,200 --> 00:32:26,600 that is very good for 735 00:32:26,600 --> 00:32:27,366 finding the 736 00:32:27,366 --> 00:32:28,333 edge of the alpha 737 00:32:28,333 --> 00:32:29,099 when you need to 738 00:32:29,100 --> 00:32:30,533 isolate the edges 739 00:32:30,533 --> 00:32:31,666 just to work 740 00:32:31,866 --> 00:32:33,733 with that portion of the image 741 00:32:33,733 --> 00:32:35,366 but is not that precise 742 00:32:35,366 --> 00:32:37,966 and is not offering you much 743 00:32:38,333 --> 00:32:39,566 versatility to work 744 00:32:39,566 --> 00:32:40,499 so I create 745 00:32:40,500 --> 00:32:41,566 my own tool 746 00:32:41,566 --> 00:32:42,866 for creating 747 00:32:42,866 --> 00:32:44,133 the edge okay 748 00:32:44,133 --> 00:32:45,466 so based on 749 00:32:45,466 --> 00:32:46,166 any channel 750 00:32:46,166 --> 00:32:48,299 is just going to display the edge 751 00:32:48,300 --> 00:32:49,100 and you can 752 00:32:49,100 --> 00:32:50,333 work with that edge 753 00:32:50,333 --> 00:32:52,366 internal external 754 00:32:52,366 --> 00:32:54,766 and many other options okay 755 00:32:54,766 --> 00:32:56,033 even masking 756 00:32:56,600 --> 00:32:59,666 this is something that I use a lot 757 00:33:01,000 --> 00:33:03,466 then the vis late 758 00:33:03,900 --> 00:33:07,166 this is mainly for pipeline 759 00:33:07,166 --> 00:33:09,399 he's going to help you to keep the track 760 00:33:09,400 --> 00:33:10,666 of your renders 761 00:33:10,666 --> 00:33:12,999 and even to present for the client 762 00:33:13,000 --> 00:33:15,600 so he's going to give you a frame 763 00:33:15,600 --> 00:33:17,266 with all the information 764 00:33:17,733 --> 00:33:19,266 and if you want 765 00:33:19,266 --> 00:33:22,299 is going to give you born ins with the overlay 766 00:33:22,300 --> 00:33:24,400 some format aspects 767 00:33:24,400 --> 00:33:26,300 and many other options 768 00:33:26,300 --> 00:33:29,400 of course if you are handy with Python 769 00:33:29,400 --> 00:33:34,200 you can just ultimate the process of slating the plate 770 00:33:34,200 --> 00:33:35,933 so everything is going to be 771 00:33:35,933 --> 00:33:38,899 not only beautiful and useful 772 00:33:38,900 --> 00:33:40,400 but also fast 773 00:33:40,500 --> 00:33:43,466 but this is more towards the composting 774 00:33:43,466 --> 00:33:45,133 technical director role 775 00:33:45,133 --> 00:33:47,499 because there are many lines of 776 00:33:47,500 --> 00:33:52,000 called just to create automatic slating okay 777 00:33:52,000 --> 00:33:53,800 and also of course 778 00:33:54,333 --> 00:33:55,766 the naming convention 779 00:33:55,766 --> 00:34:00,566 that every shot should respect for getting this okay 780 00:34:01,066 --> 00:34:04,099 but even if you are working in a Manuel fashion 781 00:34:04,100 --> 00:34:05,533 just for presenting 782 00:34:05,533 --> 00:34:08,033 your shot is actually very good 783 00:34:08,133 --> 00:34:12,999 okay then in terms of fair party plugins you know 784 00:34:13,166 --> 00:34:16,833 I consider that everything that needs to be done 785 00:34:17,466 --> 00:34:20,233 can be done just with the use of all notes 786 00:34:20,300 --> 00:34:21,466 that you have in here 787 00:34:21,466 --> 00:34:24,233 so I'm not a big fan of plugins 788 00:34:24,400 --> 00:34:28,700 but there is one special plugin that I use a lot 789 00:34:28,966 --> 00:34:33,966 which is the optical flares from Video Co Pilot 790 00:34:33,966 --> 00:34:36,833 I think this is all for this course 791 00:34:37,066 --> 00:34:39,266 so I hope you really enjoy 792 00:34:39,266 --> 00:34:40,733 and you learn new things 793 00:34:40,733 --> 00:34:43,499 and it helps you to improve 794 00:34:43,500 --> 00:34:45,666 the quality of your compositing 795 00:34:45,866 --> 00:34:47,766 and the quality of your life 796 00:34:47,766 --> 00:34:50,333 when you are working as a composer 797 00:34:50,333 --> 00:34:51,733 it has been a pleasure 798 00:34:51,733 --> 00:34:53,866 to have you on board of this course 799 00:34:53,866 --> 00:34:55,599 and I hope to see you in the future 800 00:34:55,600 --> 00:34:57,966 in other course still 801 00:34:57,966 --> 00:35:01,099 if you have any comments or questions 802 00:35:01,100 --> 00:35:03,066 publish them in the forums 803 00:35:03,100 --> 00:35:05,200 so until the next time 804 00:35:05,200 --> 00:35:07,066 this has been as always 805 00:35:07,066 --> 00:35:09,966 Victor Press for FX PhD 806 00:35:10,400 --> 00:35:11,566 thanks for watching 55009

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