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hello and welcome back to Nuke 2 3 1
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Nuke composity best practices
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this is Victor Perez
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and in this last class of the course
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which is class No. 10
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we are going to discuss a few different topics
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let's start by the use of 4K blades in a 2K warflow
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is because you know
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it's still a standard
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to work in a film in a 2K resolution
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but there are several cameras in the market
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that are now offering the possibility
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of shooting in higher resolutions okay
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and that's good for us
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for certain task
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but not for everything
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because working in a 4K
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unless you have an super fast computer with tons of RAM
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is going to be quite heavy for processing
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and at the end of the day
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very proudly
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the film is going to be preacted in 2K
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so if you are working on a 2K workflow
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but you have the possibility to go to the 4K
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that is going to be very handy for setting operations
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mainly when the task is to extract information
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so we are going to focus
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first of all
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on the camera tracker
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because he's where the resolution actually matters
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so the first thing we need to understand is
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the 4K and the downscaling
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2K have to be the exact aspect ratio of the image
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so in this case
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the aspect ratio is 4 by 3 okay
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and here the 2K is 4 by 3
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so if you see the images
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at a certain distance
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there is no difference between them
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the difference comes when you feature
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the full resolution
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so I'm going to get closing here
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and you are going to notice very
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very clear from the 2K to the 4K okay
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so the precision we have to point to certain corners
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or blocks of the image
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is exactly four times more precise
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when you are using double the resolution
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because it's double
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behave by double the width
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so you have four times the resolution
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in a 4K than the 2K
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so if you have the same aspect ratio
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you can use the camera tracker
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with no problem in the 4K
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extract the camera
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and then apply the camera for the 2K warflow
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that is not going to change at all the camera
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even if the camera is going to be calculated
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in an image that is way bigger
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at the end of the day
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the camera is just taking in consideration
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the features you see
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in relation with the habiture of the camera
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so the habiture for both is going to be the same
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the only change is the amount of information
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you are getting through the aperture
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okay so when you are working with the camera tracker
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I would recommend you to go to the highest resolution
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but always check
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that the aspect ratio of the format
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and also the pixel
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in case you're using anamorphic
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must be exactly the same for both images
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okay of course
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the precision that you have to get
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any feature
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is going to be way better
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so the amount of error you are going to get
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in the camera trucker
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intensive results
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I mean numbers
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so the error you getting here
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probably is going to be more or less the same
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but the amount of effective precision you get
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position in those features
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in the pixels
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is going to be four time more
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so when you apply
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the error from the 4K to the 2K plate
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the error is actually 1/4 of the original error
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so you are reducing everything
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okay so that is the first thing
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the second is going to be
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very clearly the patch extraction
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for Rick removal
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so for Rick removal
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I mean anything that you need to cover using
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maybe to the projections
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or just simple pre multiply patch
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to be moved into the so
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is exactly the same process
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but the same
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when you are feeding
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camera projection
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is way better to feed the projection
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using the 4 key
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okay even if
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at the end of your projection set up
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your scan line
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render is going to be set at 2K
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okay but if you feed
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the camera projection
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with the 4K
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the precision
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for the calculation of the anti allius
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and the filter kick
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is going to be again 1/4
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from using the original 2K
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so I just preparing here an example
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and this can be apply
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for 2D or 3D
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is exactly the same principle
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okay so in here
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I have my 2K image
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and then what I did
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is just a very simple wrote on
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let me close this
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just to get
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one of the windows mask
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okay so then I move that window to the next one
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just to cover this one
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so you are going to see like the windows have no wipes
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okay so if I put
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that over using the original 2K to use the same patch
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you will see that the difference between this
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which is the original and this
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which is the image I use for covering
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is having a huge impact in the resolution
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because of course
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he's losing due to the filter
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for the antialius of that transformation
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okay here I'm using a corner ping
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which is the same effect of applying a car in 3D
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okay so of course
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you can just change in here the filter
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and that is going to create maybe a sharpening effect
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but remember
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sharpening is going to add some issues
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due to the negative values in very dark areas
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or values that are not supposed to be that contrasting
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in the edges between the highlights and the dark areas
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okay so using sharpening or sharpeners filters
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like for instance Keys
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Simon and Riffman
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they are sharpeners
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they are going to add certain amount of
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sharpening effect
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for instance
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in here that is an artifact
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so probably is going to look nice
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but is not exactly
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as the original because in the regional
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there is no artifacts like in here
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okay so I'm going to return to the cubic
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because I have another example in here
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where I was using the 4K for the patch extraction
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I can hear and then I use the corner pin
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to reduce that image
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and to place it in there
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so my background plate is always a 2K
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and this is the result
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okay so as you can see in here
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the resolution is quite the same
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because the resolution I got in the very beginning
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even after the filter
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is enough to recreate the same amount of anti alias
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as the 2K has
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okay so let me show you
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the 4K against the 2K
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so see there is a massive degeneration of those pixels
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okay so by using the 4K
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you are going to decrease by a lot
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the amount of filtering
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and remember that filtering
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when you are using Rick removal
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is one of the main issues
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okay so those two case scenarios
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can be expand to any other cases
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where the filter matters
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okay so I left you test those okay
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now we are going to work with the real lighting
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because in the real lighting
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we have a very similar issue
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which is related
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with the calculations of the anti alias
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okay so I'm going to deactivate those two notes
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let me just run through the setup
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so you have an overview of what I have
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so in here what I did is just to put together the RGBA
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with the position pass and the normal pass
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remember that you need
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those three components for the relighting
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and then in here
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I converted that into 3D images
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so I can have a visualization of my light even in 3D
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then I got my camera
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so in case I want to see the image from my camera
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okay I have this image
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and then of course
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the light and the relight
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that is having the basic material
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just for creating the dynamics of the surface
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that I relighting okay
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so if I look at this in the real light
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you will see that
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is doing what is suspected to be doing
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but there is a little problem
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that I'm going to show you very clear in here
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for instance
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look at that
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so we are working with a pixel precision calculation
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but there is no subsembling in the pixels
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so a pixel can be in a certain position
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and in a certain angle
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so the position is related with the position pass
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and the angle of that surface in that precise pixel
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is given by the normal pass
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but when you have different surfaces
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in one pixel and another
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that is going to create this strange alias effect
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okay and it's totally normal
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but in the real light
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you don't have any Antilias
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or any filter to change that
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okay so how can we add that extra filter
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well we are going to create soup pixels
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so what we are going to do is just to divide a pixel
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into a certain amount of soup samples okay
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how to do that
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well it's actually very easy
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it's going to increase the amount of computing
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of your image
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but he's not that dramatic
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okay so what I'm doing here is
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I'm getting this reformat scale
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and I want to scale this image by a proportional double
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so you can get twice the scale
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or four times the scale
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or eight times the scale
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so we are going in a progression of 2 4 8
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16:32 and I mean
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when you get 16 super pixels for every pixel
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that is a lot right
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now I'm going to do it just with the scale of two
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so I'm going to create
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for every pixel
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four pixels
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I mean two in width
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two in half
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okay so I'm going to apply this reformer
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but very very
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very important here is that you use the filter impulse
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so that way
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we are not creating any kind of antialias or filtering
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we are just doubling the amount of pixels okay
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and that's why we are using that double
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or four times
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or eight times
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because we are just getting double the amount of pixels
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without creating intermediate pixels
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I mean positions that are between two different pixels
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okay so now
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everything is regularly and arametically double
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okay so if this is a pixel
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for instance
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when I increase
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the reformats
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now that pixel
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has been divided into four pixels
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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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