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welcome to Nuke 2:04 in class No. 1
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I'm very excited to be back this term
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and we'll be starting right off with
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the new features in Nuke 6
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this week we're gonna handle paint and rotoscoping
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the new tools that they've added in Nuke 6
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and the next week
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we're gonna hit the very awesome camera tracker
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and lens distortion tools in Nuke X
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I'll be using Nuke X today
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but it is I am using tools that are in Nuke 6
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the paint rotor tools
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um so whether you have using nuke or Nuke X
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today's class will work great
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and next week you will need Nuke X
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um which I believe should be available for the VPN
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um to do the lens distortion and camera tracking tools
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so let's go ahead and get started
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just look at the footage we have
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so I have the same shot
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but with two different color passes
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and this is common in commercial
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so what we have here is an interior pass
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which is gonna be everything inside the windows
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this is what the clients want the look to be
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this is not common in features
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where you usually get the high dynamic range images
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but with commercials
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they just do a tell us any transfer
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and we lose all that wonderful
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data that either the film or the red camera had
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that whatever shot it had
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so we have a pass for the interior
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but now our windows are blown
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out so then they also give us a pass for the windows
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so we needed to replace the windows in this scene
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with the windows in this scene
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and this is the window pass is something
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I would also consider something called a flat pass
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which is just kind of a neutral grade
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to get everything in to the
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to the computer without it being too hot or too dark
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I'm just kind of a neutral pass
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so we're gonna use that and we'll tweak it to uh
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you know darken these windows a bit and uh
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make it a little bit
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less obnoxious out the windows there
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so to do that of course you need roto
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so let's start with the roto before we
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get into the paint
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and um let's roto on the flat passes
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a little easier to see
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and doesn't matter which pass you choose of course
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cause they're both identical in line up
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it's literally just
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the color changes
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back and forth
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we'll see that's just color changes
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so just like in Nuke 5 if you hit the Peaky a
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where a busy utilles come in
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now the road of paint tool comes in
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so you'll notice right away there's new
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there's a new UI where there's controls here on
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the left and at the top
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depending on which tool you choose
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and each choose
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each tool rather has a little drop down box
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you have different little things you can select
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and we'll go
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through all these today
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pen tool here's your bezier tool
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this is gonna be
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whether you select either a bezier tool
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a B spine tool
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or you can now do an ellipse tool
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which would just be a circle
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or a rectangle tool
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there you have your different brushes
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so we have a brush and eraser
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and then we have clone reveal
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and here we have blur sharpen and smear
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and here we have dodge and burn
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which can also be really useful
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especially when you're doing map painting work
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and stuff like that so
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a lot more functionality new can and one neat thing
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real quick before we I won't do this too much
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but just talk about paint real quick
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one cool thing I've already drawn these rotor shapes
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and they're in the same Myrtle paint node
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but I can paint in them now
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I can smear them out I can do everything so it's it's
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it's neat because the vector based shape
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and I'm painting over it
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so if I was to select it now
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and move it
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you'll see that the smear
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will stay where it is
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and the shape will go and if I move the shape back in
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you see now it's not getting smeared
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if I move it back in
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the shape will now get smeared again
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so pretty neat that the
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shapes are affected by the strokes
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now let me just
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make this a little bit bigger here
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and let's take a look at the
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the new interface over here on the right
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so this is your new controls panel for the Roto tool
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so your outputs similar to what it was before
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you have your red
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green and blue output
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and you just can turn them on and off by checking red
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green or blue
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if you only wanted to affect one of those channels
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and commonly you'll be clicking off everything
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but the alpha channels cause you just wanna create Roto
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for example
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you have an output mask option
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this is handy if you want the alpha channel
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that's for example
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in this image
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if there was an alpha
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channel here to keep piping through
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and didn't wanna change that
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you could simply output
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click a new mask here
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for example
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there's a default channel now
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roto paint underscore mask dot a
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so now that I'll put that
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and I can just click off my alpha
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so I'm still gonna get the alpha channel that
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any of my strokes or shapes are creating
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but it's just not gonna be in the alpha
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so that can come in very handy um
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also if you just wanted to
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I guess you can rename a channel here
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but it's um
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it's just kind of an additional function that
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could easily be done up here as well
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because you could just create a new channel here
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so change under viewers
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your points curves
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and transform handle of color
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so if we change this to
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something else
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red for example and we'll change the curves to
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let's go with the green
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so now we have those defaults and transforms
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I'll just leave there
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so I'll close this without saving preferences
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when you close that saving your preferences
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um it will only be active
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these colors will only be active in your current
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as long as nukes currently open
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as soon as you reopen
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it's going to change back in default
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so that's good to know
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if you don't want these things to be permanent
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then you can just sit close and you won't have to
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go and change them back
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so you notice that
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these changed already
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and then if we look at our circle
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it's already it's taken the changes to
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but the rectangle it actually has the changes we did
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inside our custom controls in here
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because these will override your preferences
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where shape 1 has no custom colors assigned yet
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we have our different um our red and green curves
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so that's how that works
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and the next one is just color so
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if we wanted to have a pink
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or I guess it's go with yellow already yellow
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when I have a yellow circle and we'll make it visible
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you'll see now we have a yellow circle
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so that's just color
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that would work with with paint strokes as well
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so the good thing is even after you've painted
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you can change the color of that stroke later on
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obviously that doesn't apply with strokes in our paint
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strokes such as cloning
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revealing smearing
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things like that
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next to that we have inverted or not inverted
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then you see now the yellow goes everywhere
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make that look bigger
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so again that's just for the straight shapes
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it wouldn't affect the strokes of course
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so inverter uninverted
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next you have
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your transfer mode
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so if we wanted to change it
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currently it's always default to over
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I could change the hard light
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for example
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and we'll get a different result there um
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this is mostly gonna be where your bullying operations
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are performed for rotor shapes
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obviously you can create effects like this
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um color burn
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color dodge
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things like that
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that may be useful on occasion
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but I think mostly for
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the kind of stuff nukes known for uh
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you're gonna be using this for bullying operations
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let's go back to over
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and I'm gonna create a new shape
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just click on my
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there's a tool
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just draw a shape real quick
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I wanna also
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I'm no longer
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for those of you that used Nuke 5 in the past
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I'm no longer holding control and Alt to draw the shape
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I'm not holding any keys
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I'm just hitting the left mouse button
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and drawing my shape
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and closing the shape there
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so now my shape is on top of everything else
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it's done at the top
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so it's on top of everything else
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so if I wanted to actually be um
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secluded from everything else and actually take
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cut a hole in this circle for example
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I would just change this operation mode to minus
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and now it's gonna be there
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if you look at the alpha channel
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oh let me turn on the app channel of course
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and after you'll see that this is the rotor ship
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I would expect
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when you looking at the RGB
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of course for Roto
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um it's gonna minus uh
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in ways we don't want
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because it's actually minusing the background
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the foreground or the foreground plate as well
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so if we shut these off
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and just hit m to show our mat
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you'll see that
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we're subtracting that mat from the other map um
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so that's really the most
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often you'll use it for so it's
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usually gonna be either over or it's gonna be minus
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and you'll see there's a little different icon for one
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minus is there
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I'll zoom on that for you
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so just a little
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left corner there
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okay so the next one is what frame
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or how many frames
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the shape is currently set to
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now shapes automatically default to all
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while strokes default to a frame
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the frame number you drew them on
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so if we click on this
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actually I'm sorry you set this down here
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so under shape uh
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here we are single frame so lifetime
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all frames and you'll see that on that stroke
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I just changed
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it now says all instead of the frame number
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so we click on this one which currently says frame 11
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change the shape itself
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so we'll just go to the end frame
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so we only have two key frames
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and we have a pretty good track there
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so right there we now have an alpha channel
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and I'll click this off
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I'll just affect the alpha channel
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and make my shape visible again of course
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so now we have enough shelf just that window
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by now we need to remove the two crossbars
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so I'll go ahead and do that as well
277
00:08:58,466 --> 00:08:59,633
so I'll just add a new
278
00:09:02,066 --> 00:09:03,000
busy shape
279
00:09:06,666 --> 00:09:09,466
and this time I'm going to tell it to be
280
00:09:10,800 --> 00:09:11,700
minus so shoulder
281
00:09:11,700 --> 00:09:13,966
going to the shape menu or inside the common menu
282
00:09:14,533 --> 00:09:16,166
and change my blending mode to minus
283
00:09:20,533 --> 00:09:23,100
and do the same thing for the other crossbar
284
00:09:30,533 --> 00:09:32,200
and make sure that's all set to minus
285
00:09:38,000 --> 00:09:39,300
and check out the Alpha channel
286
00:09:42,600 --> 00:09:43,266
and there we have it
287
00:09:43,266 --> 00:09:44,966
so now we have the window tracked in
288
00:09:49,566 --> 00:09:50,800
all the shapes done
289
00:09:52,166 --> 00:09:54,400
and we can see that we except you know
290
00:09:54,400 --> 00:09:55,566
not too bad friend very quick
291
00:09:55,566 --> 00:09:57,300
so that's how that works
292
00:09:57,300 --> 00:10:00,500
and then we can now use that to put in our color grade
293
00:10:03,333 --> 00:10:05,366
so go ahead and add mix this
294
00:10:08,933 --> 00:10:09,700
and there we have it
295
00:10:09,700 --> 00:10:12,500
so let's go ahead and close our rotor tool
296
00:10:12,500 --> 00:10:14,100
of course there need some edge work and stuff in here
297
00:10:14,100 --> 00:10:15,000
but you can see
298
00:10:15,566 --> 00:10:19,033
that now our new outdoor windows track in there
299
00:10:20,166 --> 00:10:22,166
and we can really do the same the other two windows
300
00:10:23,700 --> 00:10:24,866
but obviously I don't need to repeat those
301
00:10:24,866 --> 00:10:25,666
I think you guys
302
00:10:26,366 --> 00:10:28,666
either play back or you think it's pretty simple stuff
303
00:10:28,666 --> 00:10:30,366
saying you guys will get that
304
00:10:30,566 --> 00:10:33,066
but now that we have the Windows done
305
00:10:34,466 --> 00:10:36,100
the other new thing about the paint
306
00:10:36,100 --> 00:10:38,200
row tool is the Beastline ability
307
00:10:38,500 --> 00:10:39,933
so never driving busiest
308
00:10:39,933 --> 00:10:41,366
now you drop Beastline so
309
00:10:41,966 --> 00:10:43,966
the yellow boy's head is a perfect example of a great
310
00:10:43,966 --> 00:10:44,766
way to draw Beastline
311
00:10:44,766 --> 00:10:45,666
so let me just
312
00:10:47,100 --> 00:10:48,500
open that back up and let's
313
00:10:50,300 --> 00:10:51,900
what's in your property's panel
314
00:10:58,166 --> 00:10:58,766
there we go
315
00:10:58,766 --> 00:11:00,700
okay so now we're back up in the properties panel
316
00:11:00,700 --> 00:11:02,600
so all these menus
317
00:11:02,600 --> 00:11:04,400
if you just hold down
318
00:11:04,666 --> 00:11:06,200
they the window will open
319
00:11:07,466 --> 00:11:08,600
or if you right click
320
00:11:08,600 --> 00:11:09,900
so just hold down
321
00:11:09,933 --> 00:11:12,566
and then the Beastline tools like that
322
00:11:18,000 --> 00:11:18,966
close the shape
323
00:11:19,266 --> 00:11:22,800
so the beastlines are controlled by these tangents
324
00:11:25,500 --> 00:11:27,000
and they're great for organic shapes
325
00:11:27,000 --> 00:11:29,266
like a human head and the human body in general
326
00:11:33,133 --> 00:11:36,566
so just like in Nuke 5
327
00:11:36,566 --> 00:11:38,166
you just hold down control the feather
328
00:11:41,566 --> 00:11:44,800
and to adjust the tension of the Beastline
329
00:11:44,800 --> 00:11:46,733
you hold down command and shift on a Mac
330
00:11:46,733 --> 00:11:48,300
control and shift on Windows
331
00:11:48,800 --> 00:11:51,000
and you can see you control the tension of the
332
00:11:51,466 --> 00:11:52,633
Beastline itself
333
00:11:54,300 --> 00:11:55,600
so that's how the B spawn works
334
00:11:55,600 --> 00:11:56,133
and again it would
335
00:11:56,133 --> 00:11:57,100
because it was created
336
00:11:57,100 --> 00:11:59,000
oh it actually wasn't created in the dupe in the group
337
00:11:59,000 --> 00:12:00,200
but I can drag it into the left
338
00:12:00,200 --> 00:12:01,000
window group
339
00:12:01,366 --> 00:12:05,100
and now it will track with the track I did before
340
00:12:05,600 --> 00:12:07,000
and then whatever frame I drew it on
341
00:12:07,000 --> 00:12:08,833
let's see what I draw it on
342
00:12:11,733 --> 00:12:13,533
doesn't have a key so I drew on the frame 20
343
00:12:13,533 --> 00:12:16,233
which is good so now I can just move it over
344
00:12:17,733 --> 00:12:19,966
and now it should stay because of the tracks there
345
00:12:21,166 --> 00:12:22,466
yet for the most part
346
00:12:23,366 --> 00:12:24,466
um just that the windows
347
00:12:24,466 --> 00:12:25,800
little bit for the waist of the tracks not perfect
348
00:12:25,800 --> 00:12:28,633
but that way that's how that works and um
349
00:12:28,966 --> 00:12:31,066
I really will go much and more to the bees fine
350
00:12:31,066 --> 00:12:31,733
that's how it works
351
00:12:31,733 --> 00:12:33,900
I don't really use bees finds that much um
352
00:12:33,900 --> 00:12:34,766
but I prefer busiest
353
00:12:34,766 --> 00:12:36,733
but it certainly works great and that's really useful
354
00:12:36,733 --> 00:12:37,833
especially on people
355
00:12:37,966 --> 00:12:39,500
so let's delete that shape
356
00:12:40,133 --> 00:12:42,533
I wanna talk about one more thing before we get into uh
357
00:12:42,533 --> 00:12:43,700
paint a little bit more
358
00:12:44,000 --> 00:12:47,700
um so say this box um
359
00:12:48,066 --> 00:12:48,666
for whatever reason
360
00:12:48,666 --> 00:12:50,166
say it was moving like Jello or something
361
00:12:50,166 --> 00:12:52,166
so it wasn't these four corners didn't stay put
362
00:12:52,466 --> 00:12:54,566
um obviously in this case with what the track we have
363
00:12:54,566 --> 00:12:55,700
we could just draw shape and do it
364
00:12:55,700 --> 00:12:57,333
but I wanna do a little bit more than that
365
00:12:57,333 --> 00:12:58,300
so what's that
366
00:12:58,300 --> 00:12:59,233
a new tracker
367
00:13:04,266 --> 00:13:05,666
and track each one of these box
368
00:13:05,666 --> 00:13:07,033
corners of this box here
369
00:13:09,600 --> 00:13:11,633
I'm gonna enable all four trackers too
370
00:13:15,566 --> 00:13:16,566
Tracker 2
371
00:13:17,800 --> 00:13:19,000
Tracker 3
372
00:13:20,666 --> 00:13:21,900
and Tracker 4
373
00:13:34,466 --> 00:13:36,466
and if you notice when you're doing squares
374
00:13:36,466 --> 00:13:37,500
you're gonna do this kind of tracking
375
00:13:37,500 --> 00:13:38,733
you wanna keep these in the same order
376
00:13:38,733 --> 00:13:41,066
so 1 is the bottom left corner
377
00:13:41,066 --> 00:13:44,300
4 is the top left corner 2 3 as they see there
378
00:13:44,400 --> 00:13:46,900
so let's just go and track those should track fine
379
00:13:50,333 --> 00:13:52,600
oh it's not connected there we go that'll work
380
00:13:58,266 --> 00:14:00,766
okay so track pretty good all four corners
381
00:14:01,200 --> 00:14:02,900
and now I'm gonna draw another shape
382
00:14:02,900 --> 00:14:04,733
this I'm gonna click on the roof groups that we do
383
00:14:04,733 --> 00:14:06,966
create a shape outside the left window group
384
00:14:07,766 --> 00:14:09,266
and it doesn't matter what that shape looks like
385
00:14:09,266 --> 00:14:11,666
all I need to do right now is create a
386
00:14:11,666 --> 00:14:13,100
a shape with 4 corners
387
00:14:13,100 --> 00:14:15,366
so obviously it doesn't look right at all
388
00:14:15,366 --> 00:14:16,366
doesn't match at all
389
00:14:16,566 --> 00:14:17,966
so all I need to do now though
390
00:14:17,966 --> 00:14:20,333
because I have that set up is gonna be transformed
391
00:14:20,333 --> 00:14:21,100
or actually I'm sorry
392
00:14:21,100 --> 00:14:22,133
I don't need to do anything
393
00:14:22,133 --> 00:14:24,666
just sit there like this and use my
394
00:14:26,766 --> 00:14:27,466
tracker tab
395
00:14:27,466 --> 00:14:29,066
just click on each one of these
396
00:14:29,066 --> 00:14:30,000
and bring it to the right point
397
00:14:30,000 --> 00:14:32,800
so bottom left corner tracker 1 and paint
398
00:14:32,800 --> 00:14:34,866
paint the hands out on the frames that it's just
399
00:14:34,866 --> 00:14:36,466
it's impossible to patch anything in
400
00:14:36,866 --> 00:14:38,700
and anyone who does this work
401
00:14:38,700 --> 00:14:40,166
I'd love to see it on the forms
402
00:14:40,166 --> 00:14:41,266
it's a great
403
00:14:41,400 --> 00:14:43,100
discussion and it's definitely challenging enough that
404
00:14:43,100 --> 00:14:44,966
I think there would be a lot of good discussion with it
405
00:14:45,366 --> 00:14:46,966
um but that's it for this week's class
406
00:14:46,966 --> 00:14:48,600
next week we're gonna get into the meat of the lens
407
00:14:48,600 --> 00:14:50,500
distortion tools and the new camera tracker
408
00:14:51,966 --> 00:14:53,166
and enjoy the shot this week
409
00:14:53,166 --> 00:14:56,633
I look forward to seeing any questions or comments or
410
00:14:56,700 --> 00:14:59,600
anything you guys wanna show on the forms thank you
29820
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