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in this tutorial
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we are going to composite fire in nuke
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I'm the Nassau with action key effects
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and I will be your structure for today
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so let's get started
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okay so here is my plate
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it is a steady
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locked off shot with a yellow artificial light
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to help us plan the fire glow
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we also have removed
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the reflection on the windshield here
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I'm going to focus this tutorial on composting
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the fire and smoke on top of the car
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so I would not focus
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on some additional effects at the end
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like the environment form
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to do the fire
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I will be using action fee effects
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fire elements
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which you can get on our website
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especially now during the Black Friday
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where everything is 55% off
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you can also check the other elements that I'm using
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in the description below
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first before we begin adding the fire
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I have added some fake light flicker
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I did this very simply by creating a branch
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with aluma key
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so we only isolate the bright area
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and then promote that key
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and then I mask only
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the areas that will get affected by the fire
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which the bright yellow lights in the middle here
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and then I use multiply to control the opacity
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but instead of animating the flicker manually
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I used an expression
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so this is a very simple formula
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to create a noise wave animation
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so the values goes up and down
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non uniformly
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you can copy the expression
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that I'm using here
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or just download this new project file
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on the description
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and then I much this flickering light on top
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of the plates that I have darken
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and this is what we have
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now let's start compositing the fire
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we're going to start with just one
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which is this ground fire
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from Ground Fire volume 2
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usually before I merge any elements
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I always make sure to add a reformat
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so it has the same dimension as the plate
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which this fire already has
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but I did anyway
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just in case
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and then we want to merge it on top of our plates
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and then let's get transform
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and position this inside of the car
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okay so to make it look like the fire is inside
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of course we have to roto mask the fire
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so I want to create a roto shape of this car
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window and windshield
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and then let's use that
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too much mask our fire
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and then whenever you do a mask
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my advice is to always give
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at least a 1 or 2 pixel blur
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so the cut out edges isn't too sharp
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now I want some part of the flame to break out
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of the windshield easy peasy
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all I have to do is to create a garbage mask here
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and there we go
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we have the fire
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half contained
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while half other is coming out
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now our fire is moving super slow
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we can speed it up using a note called Kronos
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I like to plug it at the very start of the note
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and then you want to copy the input range of the clip
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into the Chronos note
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and then speed up by
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let's say two times great next
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I want to offset the timeline of the fire a little bit
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so let's get time offset
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go to the dope sheet and then offset our fire
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perfect next
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let's add a backdrop note and nickname
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our cluster of notes here
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now of course
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in the final shot
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I use multiple fire elements
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so here I have them
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and as you can see
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I have done the exact same things I did
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with the first fire
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I re time them the format
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create mask if needed
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and of course
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also I added a backdrop and nickname on them
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so don't get confused on which is which
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so now let's merge all the fires here
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and here we have
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our fire branch of the note being merged into our plate
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to make sure
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the fires are merging with each other seamlessly
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I want to change the merch into plus 1 thing
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you notice that
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all of our fires look different to each other
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so what we want to do is to color match all the fires
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so they all look the same
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so first I want to color correct
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our windshield fire here
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so let's add grade
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then remember to unpremote the offer of your
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elements before doing color correction
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and then premulting it back again
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unpremote would make sure that you get the right color
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transparency
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when you are doing color correction
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you can also do the unpremode
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and primalde process without the sandwiching the note
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by going to the unpremode on the great note
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and click on alpha
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either way it works
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and I'm going to do this unpremode and primalde process
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every time I do color correction on our PFX element
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so for the color correction
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I want to increase the brightness
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until we get a little bit more off the highlights
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and then I'm gonna go to the gamma
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and I want to put it up
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the RGP here
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and then I want to push the red a little bit
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my goal is to basically just create a
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bit more contrast between the highlights here
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and the midtones
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and dark colors off the edge
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but not too much great
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so now we want the other fires to have this look
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all of these fires
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are already looking around the right ballpark colorwise
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except our other fire here is a bit desaturated
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and also not super bright
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so let's just add saturation to match the levels of
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the saturation we had on the other fire
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and then using great
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I will bump up the brightness a little bit more
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basically you want to go back and forth
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to make sure the fire is matching
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okay so all the fire now has matching pretty well
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next we're going
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to add the glow
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the following glow techniques
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is something that I've Learned from our friend Yugo
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Kara from Yugo's desk
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that I have modified a bit
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so we want to break up our glow
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into three layers
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first is the inner highlight glow
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and then the midtones glow
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and then the outer glow
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so first let's start with the midtones glow
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we want to create a dot here
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and we want to add our glow note
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branching from it
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and then on the glow
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we want to click
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effects only
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so we only have the effects without the actual element
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so now I want to do is I want to increase the tolerance
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of the glow just a little bit
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and then we want to reduce the brightness
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and saturation by half
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and then let's push the glow size a little bit
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okay so now it looks unremarkable
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but that is fine
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what we're going to do next is we are going to merge
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screen this glow back into the element
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and then reduce the mix just a little bit
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so this is before the Midton glow
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this is after
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so now let's add the second glow
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we want to branch it again
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and the second glow is the highlight glow
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so let's click effects only
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and because you only want the highlights
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let's push the tolerance pretty high
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and then reduce the brightness
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and saturation just a touch
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and then for the size
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I wanted to be very small
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and then once again
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let's much screen it back into the element
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and this is what we have
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we have a little bit more push
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on the highlights of the fire
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okay so this is our glow so far
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now let's add the outside glow however
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we're not actually going to insert this outside glow
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into the effects
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we're going to implement it directly into the plate
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so here let's select effect only
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and then increase the tolerance
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and brightness a little bit
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and then let's push down the saturation just a touch
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but then on the size
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we're going to set it really big like 500
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so now we have this really great gloom effect
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and so now we want to much this
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to the plate just before the fire
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and then set the operation to plus
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so then the next thing I want to do
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is I want the fire to blend a little bit better
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with the plates
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to do that we're going to go to the much of the fire
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not the much of the outer glow here
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and we want to change the operation to either plus
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or screen plus is technically
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more accurate because fire is light
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so it has an additive property
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but I don't like
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the overexposed look that it has on this specific shot
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so I'm just going to go with screen
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okay so we have our fire
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so now before we move forward
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I just want to add some backdrops to some of our
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effects to make it easier to navigate this script later
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next let's add some light interaction and some texture
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on the car thankfully
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we already have a lot of heavy lifting done by the
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artificial light on set for the light interaction
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but let's push it
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a little bit more
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and because of course
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this is a burning car
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it needs to have some burn Mark
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so let's get
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this burn Mark texture here and merge it above the fire
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and then to align this to the car
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we're going to use card 3D
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this note allows you to move your footage
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in 3D without the need of 3D scene
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and then I want to mask this
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so this burn Mark only affect the hood of the car
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and then I want to duplicate the burn Mark
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to put it on the side of the car
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and then we want to reduce the much mix
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to make it blend a little bit better with the surface
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next I want to add some extra brightness of when
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the fire makes contact with the car
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so let's get great
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and we want to increase the lift
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and then let's click on the color wheel
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and change the value to be more orange
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and then of course
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we want the great to only affect certain parts
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so let's add a mask to it
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now here the color still a little bit too much
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so let's just reduce the lift
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there we go
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you also want to make sure that the shape
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of the light interaction mimics the shape of the fire
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next I'm going to add
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the fire's reflection on the car hood
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so let's go to our hood fire here
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and then I want to create a branch just before it
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enters the glow
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and then I'm going to add transform
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and I'm going to flip
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the footage to create a fake reflection
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and then I'm going to merge
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screen it back into the fire
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and then of course
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I want to mask the reflection
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so it only appears on the hood
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and then this reflection
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would not this be clear and sharp
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especially with the burned Mark present
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so let's copy our burned Mark texture
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and it's called 3D
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and we want to use that as a mat to stencil
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our reflection from it
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and then let's get blur to blur it out just a touch
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and then let's get multiply
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to pull the opacity just a bit by the way
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we have a lot of other content on our channel
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like VFX breakdowns
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stock footage announcements
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00:10:43,900 --> 00:10:46,600
and other tutorials that we release weekly
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so make sure to hit like and subscribe
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so you don't miss out
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and help us reach 100,000 subscribers
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and now let's go back to the video
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okay so now let's composite our smoke fire
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so we have two types of smoke that we want to composite
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one is the black thick smoke that is going upwards
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and then there is the white
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thin smoke that is a bit more atmospheric in nature
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the first smoke that I want to composite
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is the thick black smoke
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and I will be using this close up of large scale smoke
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bloom volume 1
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and of course
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just like the fire I have
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added a Kronos to speed up the animation of the smoke
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and then some time offset to offset the timing
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and of course reform at it just in case
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so now I want to merge this smoke into the plate
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but I want to merge it behind the fire
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and then let's add transform
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and of course we want to mask out the bottom here
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and then I want to darken the smoke
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so let's add great
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and of course primo on premult it
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and let's darken it to match the blackness
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off the plate
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then maybe change the gamma also
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so a bit so it's a bit more orange
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now I want the smoke to be brighten up exclusively
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by the brightness of the fire
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and so to do that
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we are going to borrow the information that we had
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earlier from here
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and we want to create a new branch just right here
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and let's add a blur note
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and then I want to blur it really high
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and then maybe let's get great again
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to brighten our blur
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so we get this hot spot in the middle
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and then let's go back to our smoke bloom again
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just before we color corrected
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and we want to create a branch for this one
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and we want to create a branch again as well
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and then on this branch
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we're going to color correct it again
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and this time I'm going to make it really bright orange
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and then what I'm going to do is
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I'm going to merge these two
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and then instead of over
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we're going to switch the multiply
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and there we go
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I want to go back to the great here a little bit
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and push it so we can get more hotspot on our smoke
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and then we want to put this glowing smoke that we had
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on top of our black smoke
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so let's merge it on top
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there we go
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and then much this into the plate boom
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so now we have this
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we have the fire glow
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and we have the fire
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now of course this is pushing a little bit too much
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so we can just go back to the color grading
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and just make sure
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to play around with the settings until we
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find the right look of our fire smoke
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okay so that was the black smoke
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now let's do the white thin smoke
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for that I will be using this small scale smoke bloom
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and this smoke doesn't have any alpha channel on it
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doesn't have any transparency
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so I'm going to bring a shuffle note
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and I'm going to use the green channel as my alpha
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so now let's merge this on top of our fire
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and we're going to position it here
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then of course the smoke is too small
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so what I will do
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is to make a duplicate by creating a branch
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and march it into itself
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and then of course we want to roll the smoke
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and we want to color correct it
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so for the color correction
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I just want to make it a little bit more orange
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great and then just like the black smoke
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I want this white smoke
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to be masked out by the brightness of the fire
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so let's merge the smoke with that blur again
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and then of course
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we're going to change this to multiply
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perfect so now we have this
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but of course our white smoke is getting too thick
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so what we can do is we can go back to the grade here
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and reduce the multiply or the opacity
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00:15:15,966 --> 00:15:18,300
and then we want to mask our smoke here
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so it is behind our actor and also
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I want to mask out the middle part of the smoke
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so the values doesn't add up with the fire
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so let's create a mask
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and I want to do the middle here
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and instead of masking
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of course I want to do the opposite of masking
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which is stencil
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there we go
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00:15:36,966 --> 00:15:38,500
and we want to blur it out
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now Toroto our guy
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we can do that
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manually or
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you can use this mat that I created that we can use
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to substitute the roto
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00:15:51,100 --> 00:15:53,600
so this mat footage doesn't have an alpha channel
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so again we're going to use shuffle
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to use the green channel as the alpha
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and then we're going to merge this mat with the roto
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00:16:02,100 --> 00:16:03,733
so now we still have a little bit of
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00:16:03,733 --> 00:16:05,466
smoke bleaching through here
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00:16:05,500 --> 00:16:06,900
and that is not from the white smoke
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00:16:06,900 --> 00:16:08,866
that is actually from the black smoke
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00:16:08,866 --> 00:16:11,200
so the black smoke needs to be masked as well
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00:16:12,266 --> 00:16:16,900
okay so here our smoke is looking a little bit still
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you know too thick
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let's change the merch from over the screen
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00:16:21,166 --> 00:16:21,766
there we go
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00:16:21,766 --> 00:16:24,500
so now it's like the brightness isn't too much
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00:16:24,933 --> 00:16:27,400
so here what I'm going to do is just adjust
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00:16:27,900 --> 00:16:31,100
my scene a little bit before doing some final touches
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00:16:31,500 --> 00:16:32,466
like for example
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00:16:32,466 --> 00:16:35,066
I want to scale down the black smoke a little bit
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00:16:35,266 --> 00:16:38,866
and change the outer glow tint into a bit more orange
421
00:16:39,200 --> 00:16:41,866
and then I want to add another fire on the tire
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00:16:41,866 --> 00:16:43,400
I isolated the bottom part
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00:16:43,400 --> 00:16:45,833
of this wall fire that I have rotated
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00:16:46,000 --> 00:16:48,733
and then merged it with the other fire
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00:16:48,733 --> 00:16:49,500
for the reflection
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00:16:49,500 --> 00:16:50,800
I did the same thing as before
427
00:16:50,800 --> 00:16:53,066
except I flipped it horizontally
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00:16:53,133 --> 00:16:54,366
and brighten the reflection
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00:16:54,366 --> 00:16:57,633
to match with the specular reflection on the bumper
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00:16:57,866 --> 00:16:58,733
and then after that
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00:16:58,733 --> 00:17:00,600
I added another white smoke
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00:17:00,600 --> 00:17:03,066
that is coming out of that new fire
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00:17:03,266 --> 00:17:04,200
and then after that
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00:17:04,200 --> 00:17:07,266
I'm just merging additional elements on top of the fire
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00:17:07,266 --> 00:17:08,600
to help sell the scene
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00:17:08,733 --> 00:17:10,100
like fire embers
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00:17:10,900 --> 00:17:12,500
and a haze fog
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00:17:13,400 --> 00:17:15,100
and the very final effects I did
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00:17:15,100 --> 00:17:16,866
was creating heat distortion effect
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00:17:16,866 --> 00:17:20,166
using a noise that I used as a forward UV channel
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00:17:20,266 --> 00:17:20,866
and then I use
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00:17:20,866 --> 00:17:23,500
I distort to drive some distortion using that
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00:17:23,500 --> 00:17:24,800
forward UV channel
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00:17:24,800 --> 00:17:26,300
and that was basically the shot
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00:17:26,766 --> 00:17:27,500
and once again
446
00:17:27,500 --> 00:17:28,666
if you're looking for fee effects
447
00:17:28,666 --> 00:17:30,833
stock footage like we used in this tutorial
448
00:17:30,933 --> 00:17:32,866
you can check out our website at Action
449
00:17:32,866 --> 00:17:34,066
Fee Effects com
450
00:17:34,200 --> 00:17:37,166
we provide a vast library of high quality fee effects
451
00:17:37,166 --> 00:17:39,200
assets that you can purchase right now
452
00:17:39,200 --> 00:17:40,500
for your projects
453
00:17:40,500 --> 00:17:43,500
learn more about this and our subscriptions below
454
00:17:43,966 --> 00:17:47,433
and that was the tutorial on composite fire in nuke
455
00:17:47,700 --> 00:17:48,966
if you enjoyed this video
456
00:17:48,966 --> 00:17:50,900
feel free to hit like subscribe
457
00:17:50,900 --> 00:17:52,466
and let us know in the comment section below
458
00:17:52,466 --> 00:17:54,600
what kind of tutorials that you like to see next
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00:17:54,766 --> 00:17:56,700
see you next time bye bye
33431
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