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to part 2 of the UV
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ST map tutorial
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sorry it's been a couple weeks
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I've been pretty busy but
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more content will be coming a lot more in the next
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few months here
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so this is kind of
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our part 2 to this video
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I hope you guys have checked it out
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this is UV
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basically
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part 1 for the CG objects and how we can use it
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and you might recognize this pattern here
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this green and
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red that you saw wrapped around our CG objects
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so we're gonna actually take that concept and just do
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some of the things that we can actually do in 2d
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with this and we don't actually need any
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CG rendered out for this
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we can do it a lot with an expression node and a
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couple different things we can do that are
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kind of interesting with it
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so if you get straight to it
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we have an expression here and the way we create this
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basically pattern
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is with this expression so if you put
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apprentices x plus point5
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divided by width
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and we see that that's going into the red channel
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and y plus point5 divided by height
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and essentially what that does
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so if we take out
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if we look at the red channel on the width
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so I hit R on my keyboard
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and check out what's happening
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we can see it's creating a
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0 to 1 ramp in the red channel
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and if you look at the green channel
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which is the y and the height
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we're seeing a 0 to 1
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ramp being created in the green channel
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so naturally we get a red and green
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kind of combination
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which is creating the yellow up here
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and that's what that's doing
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and you're asking well what is that doing exactly
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it's just creating this picture
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essentially
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the way you want to think about this is it's a 2d
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coordinate grid
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it's telling nuke
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where pixels are on this pattern
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so if we just pull the picture
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really simple just like an X y grid like this
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basically if we are to
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create this pattern
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and we move some of the pixels it's going
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to understand how to transform them
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so if that's confusing you
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we're going to show it in just a second here
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but that's kind of what this is doing
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so we have that expression and now
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we're going to go and see what we can do with it
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so
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if we have a normal picture we just have a grid here
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close this stuff
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and we have that expression over here
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which is creating a UV coordinate
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basically if we apply a transformation to our
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coordinates so I took a grid warp here
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and I just kind of pulled some of the points like this
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and then I've applied a transformation
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and kind of scaled it up
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and just rotated it
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a little bit
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if we plug that into the ST map we can see
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that's actually being applied to our grid
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so even though these two effects here are going on this
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picture it's being applied to
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basically through this ST map to our grid
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and you might be asking a question
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well why can't I just copy these
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and just plug them directly into the grid
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and you can actually gives exactly the same result
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so in this instance it's not that useful
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but it demonstrates exactly how it's working
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so no matter what we do to this picture
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it's going to be applied to
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our secondary or primary source
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so
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furthermore we can look at how this actually
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starts to become useful
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so we have this picture here
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which is the same we've been starting with
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and another one
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and what I've done here is applied some basic
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warps to them
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so I've kind of shifted you can see these dots here
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I shifted them upwards
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and if I open this grid warp
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I've shifted these ones in right
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in the direction
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so now what you can actually do is apply the ST map
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and we see that this warp is being applied
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but what I've done is put a dissolve between the two
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so right now it's only looking at this one
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but as a dissolve animates so I set a keyframe at 0
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and I set a keyframe at 1 on the frame 30
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can see that if I scrub between the two
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we're actually morphing between these two
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transformations seamlessly
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so that's really useful
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because you could do a complex morph
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have all of your predetermined
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positions set and kind of
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dissolve between a whole bunch of them
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so you could have another one here
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I could plug in this and
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keep dissolving all the way between the
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3 or 4 or infinite positions that you have
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so that's really awesome way that you can use that
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further
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you can and probably the most common use of these
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UV coordinate images
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is bringing in
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or saving lens distortion profiles
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so if you guys have done CG composing you know that
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we're pretty concerned with
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matching or removing
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let's say lens distortion from footage
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or applying a lens distortion to a CG
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object to match the footage
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so if you're solving a 3D
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track in another software and there's
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other softwares like 3D Equalizers Synthized Blender
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they all have this feature
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you can remove
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or solve the lens distortion
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it will actually give you a picture like this
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which is the
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UV coordinates with that warp applied to it
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so to give you a visual
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understanding
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we have a checkerboard here with a simulated
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lens distortion
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you can see that the lines are starting to
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curve around the edges
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if we have it off you can see they're straight
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and we have it on you can see that it's distorting
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around the edges of the frame
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if we were to solve this
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camera in another software
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it might give you a picture like this to export
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and essentially if we were to plug it into an ST
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map afterwards
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we can see that it's removing that
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lens distortion
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so it's basically doing exactly what we want
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so that's kind of how these are useful
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and if you start doing tracking other softwares
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or you're getting potentially from another
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match move artist or someone who did your track
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they should be supplying you with something
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for the lens distortion
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that looks like this most likely
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unless they can
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export the actual numbers which is
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another way to do it
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but that's just to demonstrate how that's kind of used
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and here's another way that's kind of interesting
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we have a basic grid here and
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basically all I've done is just taken
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the same expression and kind of blurred it
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but I blurred it through a noise pattern
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so we're actually blurring the coordinate system
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through a pattern
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and if we look at the
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ST map
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we can actually see that we're getting this like crazy
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weird effect
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so that you could create some holographic effects or
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you know other stuff like that
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and you can blur and the X and
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y differently and stuff like that
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so you can come up with different
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ways to use this
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and if you guys have other creative ways by the way
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I'd love to hear in the comments
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I'm sure other people would as well so feel free
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to post it there
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but if we just check out the ST map
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that's what we're getting
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but if we do the same effect
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without the ST map
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we see that's giving a totally different result
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because one is doing this to the image
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and one is doing it to the coordinates of the image
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so that's how to think of it basically
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so the last way in the most useful way
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this is
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something that probably seniors can even benefit from
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or intermediate composers I suppose but
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this is really useful
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and I use this on pretty much every CG
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environment scene that I'm doing
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because I like to work in a kind of Lightroom style
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in terms of compositing like it's kind of
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just like
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doing my color grades and stuff like that in a
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creative way
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and so if we have
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a basic CG scene like this
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and you want to apply some color corrections to it
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some secondary grading
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if we just check out the camera move first
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I'll just let it play here
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we have this kind of establishing
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sort of shot kind of a helicopter
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flying over an environment type of shot
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so it's a wide angle
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and we can see
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I'll just let it catch all the way through here
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we have a scene like that
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so if I were to
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want to do a bit of secondary grading and
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direct your eye in a certain direction
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maybe there's some subject matter
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such as maybe this is a character
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walking up to an important object in our scene
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and I want to end you know
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basically like a concept artist
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your eye is always going towards the
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brightest thing in the scene
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and maybe we want to just make this area a little bit
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brighter
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and maybe this area is a little bit less important
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so we want to darken it
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so you're not looking over in this
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basically an empty area
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and of course we can just do that with rotor shapes
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but those rotor shapes need to stick to our scene
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as the camera is flying through
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like this and a normal way that
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a lot of people are doing it and it's totally fine
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for most instances is to use a card
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card 3D
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so you have a card and you put a rotor shape on it
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and you plug that into a camera
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and then you could kind of draw your shape
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and it's going to stick
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in the scene like that
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but sometimes you want your
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Alphas to actually
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have the same perspective and actually stick to the CG
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in whatever shape that it is
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and that's why this is really useful
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so if I just show you the problem here
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if I go to the end of this comp
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I've done some color corrections
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so if I go before and after
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a couple of these you see I've kind of brightened
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this area a little bit
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keyed out the highlights
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and brought them up just a tiny bit
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and then I've just darkened
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and done some secondary grating
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which is kind of creating a natural vignette effect
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and is kind of drawing your eye in the direction of
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the subject so we're looking in this direction
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because we have a little bit more bounce light on that
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hill and a little bit less light in this area
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so that's fine that's all good but if we scrub through
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we see that that's not working
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and we can see that there's some weird
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colors floating around
276
00:10:00,466 --> 00:10:02,000
that's because our mats aren't tracked
277
00:10:02,000 --> 00:10:03,966
so like for example this rotor shape
278
00:10:04,066 --> 00:10:06,200
it's basically just not sticking
279
00:10:06,300 --> 00:10:07,900
and that's not what we want
280
00:10:08,566 --> 00:10:11,800
so we're going to go back to our technique and
281
00:10:13,066 --> 00:10:14,300
create this expression
282
00:10:15,966 --> 00:10:18,666
same thing but what you can do before hand
283
00:10:18,666 --> 00:10:21,900
we're going to basically project this onto a 3D scene
284
00:10:21,900 --> 00:10:23,766
so if I look at the 3d geometry
285
00:10:23,800 --> 00:10:25,533
this is the same geometry
286
00:10:25,766 --> 00:10:27,700
from that render
287
00:10:27,866 --> 00:10:28,933
so we have the 2d render
288
00:10:28,933 --> 00:10:30,600
and we also have the 3D scene itself
289
00:10:30,600 --> 00:10:31,933
so if I kind of zoom out here
290
00:10:31,933 --> 00:10:33,133
it's a little bit hard to tell
291
00:10:33,166 --> 00:10:34,066
but this is the same
292
00:10:34,066 --> 00:10:35,366
scene that we were just looking at
293
00:10:35,700 --> 00:10:38,066
so we can see the spheres here
294
00:10:38,500 --> 00:10:39,500
if I zoom down
295
00:10:39,500 --> 00:10:41,166
we can see some spheres and all those little
296
00:10:41,166 --> 00:10:42,466
objects that were sitting there
297
00:10:43,800 --> 00:10:46,100
so this is the same scene as this
298
00:10:47,866 --> 00:10:48,666
and
299
00:10:49,133 --> 00:10:52,400
what we want to do is project this pattern onto that
300
00:10:52,900 --> 00:10:56,866
scene and as we know this pattern stores the movement
301
00:10:56,866 --> 00:10:58,600
of whatever it's doing
302
00:10:58,600 --> 00:10:59,900
so if we project it
303
00:11:00,066 --> 00:11:01,666
and stick it onto the scene
304
00:11:01,900 --> 00:11:04,166
essentially we'll be able to just stick any rotorships
305
00:11:04,166 --> 00:11:05,500
we want anywhere we want
306
00:11:05,666 --> 00:11:06,466
and
307
00:11:06,766 --> 00:11:09,300
have a lot of flexibility and speed which is the most
308
00:11:09,300 --> 00:11:10,100
important thing
309
00:11:10,700 --> 00:11:12,466
so essentially what I've done here is
310
00:11:13,566 --> 00:11:14,333
create the expression
311
00:11:14,333 --> 00:11:16,333
and we want to put a crop beforehand
312
00:11:16,566 --> 00:11:19,866
and put the crop beyond the borders of the frame
313
00:11:20,366 --> 00:11:22,366
and what this does is actually gives this
314
00:11:22,933 --> 00:11:24,666
pattern a bit of overscan
315
00:11:25,166 --> 00:11:26,266
and that's going to help
316
00:11:26,333 --> 00:11:28,333
when we project it and you'll see why in just a second
317
00:11:28,333 --> 00:11:29,366
I'll demonstrate
318
00:11:30,133 --> 00:11:32,466
but we want that crop beforehand pulling out
319
00:11:32,733 --> 00:11:34,133
and you see that dotted line
320
00:11:34,133 --> 00:11:35,100
on the outside of the frame
321
00:11:35,100 --> 00:11:35,500
if you hit
322
00:11:35,500 --> 00:11:37,766
Q on your keyboard to make sure you have the overlay
323
00:11:39,600 --> 00:11:41,466
another thing we want to do is make sure it has a solid
324
00:11:41,466 --> 00:11:43,000
alpha because we're projecting it
325
00:11:43,000 --> 00:11:45,333
it's important to have a solid alpha
326
00:11:45,333 --> 00:11:47,333
so I've basically just create a shuffle node
327
00:11:47,400 --> 00:11:50,100
and put the alpha to one by pressing that little white
328
00:11:50,533 --> 00:11:51,333
button there
329
00:11:52,366 --> 00:11:54,200
so now if we look at that in the 3D view
330
00:11:54,300 --> 00:11:56,533
it's not the best representation but we can see
331
00:11:56,733 --> 00:11:58,600
this pattern is sort of being projected
332
00:11:59,566 --> 00:12:00,800
one other thing to note
333
00:12:01,533 --> 00:12:04,500
is to make sure you guys have the crop off
334
00:12:05,100 --> 00:12:07,000
for the Project 3D so
335
00:12:07,466 --> 00:12:08,900
if I look through the renderview
336
00:12:10,000 --> 00:12:12,933
and I hit tab we can see this is what this is doing
337
00:12:13,100 --> 00:12:15,366
and if I just zoom back a couple frames
338
00:12:15,366 --> 00:12:16,800
so I just kind of scrump back
339
00:12:16,933 --> 00:12:18,533
we can see that pattern is
340
00:12:20,166 --> 00:12:21,866
basically extended beyond
341
00:12:22,300 --> 00:12:24,333
even what the camera was seeing on the frame
342
00:12:24,333 --> 00:12:25,066
that projecting on
343
00:12:25,066 --> 00:12:27,000
so we're projecting on frame 89
344
00:12:27,200 --> 00:12:29,566
if I go back to frame 72 we'll see actually
345
00:12:29,700 --> 00:12:31,366
beyond what that camera seeing
346
00:12:31,400 --> 00:12:35,000
so one important box to check off is the crop
347
00:12:35,000 --> 00:12:37,666
so if I turn that back on this is by default
348
00:12:38,200 --> 00:12:39,466
so you see by default
349
00:12:39,900 --> 00:12:42,400
from the frame 89 looks great
350
00:12:42,400 --> 00:12:44,166
we're getting our pattern projected
351
00:12:44,166 --> 00:12:45,533
but as soon as we zoom back
352
00:12:46,533 --> 00:12:49,000
we can't have our rotor shapes going beyond
353
00:12:49,300 --> 00:12:50,300
the edge of that
354
00:12:50,800 --> 00:12:52,366
projection which is not what we want
355
00:12:52,366 --> 00:12:53,566
we want to turn that off
356
00:12:53,800 --> 00:12:56,000
and we also want to project only on the front of the
357
00:12:56,000 --> 00:12:56,800
geometry
358
00:12:58,166 --> 00:12:58,966
and the last thing
359
00:12:59,066 --> 00:13:00,500
don't have any of these set because
360
00:13:00,500 --> 00:13:01,500
you'll get some weird
361
00:13:01,700 --> 00:13:03,333
kind of artifacts and stuff like that
362
00:13:03,933 --> 00:13:06,400
so that's how I do it front turn off the crop
363
00:13:06,766 --> 00:13:08,966
and make sure you have this crop
364
00:13:08,966 --> 00:13:11,566
so we have that over scan you see if I disable this
365
00:13:12,933 --> 00:13:15,700
actually you can't really tell visually but basically
366
00:13:16,266 --> 00:13:18,066
the math is not the same exactly
367
00:13:18,066 --> 00:13:20,133
so it's like stretching the pixels
368
00:13:20,200 --> 00:13:22,933
versus having the detail outside of the frame
369
00:13:22,933 --> 00:13:24,566
so just make sure you have that and this
370
00:13:26,466 --> 00:13:28,100
and now that if we pre comp that out
371
00:13:28,100 --> 00:13:29,066
we're basically done
372
00:13:29,066 --> 00:13:30,166
so now we have this pattern
373
00:13:30,166 --> 00:13:31,533
and I can scrub really fast
374
00:13:31,533 --> 00:13:33,566
now we see that because this is pre comp
375
00:13:34,400 --> 00:13:39,100
we can scrub really quickly and it's not using a 3D
376
00:13:39,100 --> 00:13:41,300
it's not loading this whole 3D scene anymore
377
00:13:41,300 --> 00:13:43,400
we've just created this 2d video
378
00:13:45,133 --> 00:13:46,966
some of the render settings by the way
379
00:13:47,300 --> 00:13:50,000
you want to make sure to render out 32 Bitfloat
380
00:13:50,166 --> 00:13:51,200
and you also want to make sure
381
00:13:51,200 --> 00:13:52,666
the compression is set to none
382
00:13:52,666 --> 00:13:54,166
those two settings are really important
383
00:13:54,733 --> 00:13:56,933
for the math because we're storing a position
384
00:13:56,933 --> 00:13:58,933
and usually those kind of utility pass
385
00:13:59,000 --> 00:14:00,866
especially this one you're going to want
386
00:14:00,866 --> 00:14:02,866
the 32 bit and no compression
387
00:14:03,133 --> 00:14:05,533
I've done a couple tests with this
388
00:14:05,533 --> 00:14:07,566
and it is definitely necessary even to turn off the
389
00:14:07,566 --> 00:14:08,566
zip compression
390
00:14:10,800 --> 00:14:14,966
so if we check out our result here we have the image
391
00:14:15,100 --> 00:14:16,900
if we want to just take a checkerboard picture and
392
00:14:16,900 --> 00:14:17,800
just stick it in the scene
393
00:14:17,800 --> 00:14:19,166
I'm just going to transform it down
394
00:14:19,600 --> 00:14:20,900
put it in a random spot
395
00:14:20,900 --> 00:14:22,866
and then plug it into the ST map
396
00:14:22,933 --> 00:14:24,333
make sure we're set to RGB
397
00:14:24,866 --> 00:14:26,133
and now if I hit play
398
00:14:26,133 --> 00:14:29,166
you see that it's automatically tracking to our scene
399
00:14:29,333 --> 00:14:30,600
and I don't have a large
400
00:14:31,066 --> 00:14:32,266
projection setup anymore
401
00:14:32,266 --> 00:14:34,400
I don't have to load and do all of this again
402
00:14:34,500 --> 00:14:36,600
for every single projection I want to do
403
00:14:37,000 --> 00:14:39,100
I can just put this stuff wherever I want
404
00:14:39,100 --> 00:14:40,200
and it's going to stick
405
00:14:40,200 --> 00:14:43,133
and wrap around our geometry and have the perspective
406
00:14:44,266 --> 00:14:47,200
so as we hit play we can see it kind of wraps
407
00:14:48,266 --> 00:14:50,300
so essentially we're gonna take the same principle
408
00:14:50,300 --> 00:14:52,166
we already have that thing pre compt out
409
00:14:52,400 --> 00:14:54,500
and we're just gonna apply it to a roto shape
410
00:14:54,500 --> 00:14:55,466
so I have that
411
00:14:56,800 --> 00:14:59,900
that image here and I have RCG scene
412
00:15:00,600 --> 00:15:02,500
I have those same roto shapes that I've done
413
00:15:02,500 --> 00:15:04,866
so for example I have this roto shape here
414
00:15:04,866 --> 00:15:06,366
that brightens this area
415
00:15:06,566 --> 00:15:07,866
it's a very subtle effect but it's
416
00:15:07,866 --> 00:15:08,866
brightening this area
417
00:15:09,466 --> 00:15:10,466
but just before
418
00:15:11,066 --> 00:15:13,966
we use it in the mask of the grade
419
00:15:14,000 --> 00:15:14,866
we're applying the
420
00:15:14,866 --> 00:15:16,900
SD map which is going to apply that motion
421
00:15:16,933 --> 00:15:18,300
to this alpha
422
00:15:18,333 --> 00:15:19,333
so if I hit a
423
00:15:19,566 --> 00:15:20,466
and I look at it
424
00:15:20,466 --> 00:15:22,866
and I scrub through you'll see automatically
425
00:15:23,066 --> 00:15:24,600
when it's not enabled
426
00:15:24,600 --> 00:15:27,133
it's not doing anything and when I enable the SD map
427
00:15:27,500 --> 00:15:29,133
it's sticking to the CG scene
428
00:15:30,200 --> 00:15:31,500
and essentially also
429
00:15:31,600 --> 00:15:34,133
one important thing that's kind of a gotcha
430
00:15:34,533 --> 00:15:35,800
and you can mess it up
431
00:15:35,800 --> 00:15:37,133
pretty easily because it's default
432
00:15:37,166 --> 00:15:39,100
is you want to make sure to turn off
433
00:15:40,100 --> 00:15:40,900
this
434
00:15:41,300 --> 00:15:43,733
clip too you want to make sure it sets a no clip
435
00:15:44,466 --> 00:15:45,733
and the reason for that is
436
00:15:45,866 --> 00:15:47,366
the frame that we've drawn it on
437
00:15:47,366 --> 00:15:48,900
so I drew it on frame 89
438
00:15:48,900 --> 00:15:51,100
we can see I drew it a little bit outside of
439
00:15:51,100 --> 00:15:52,200
the frame of the video
440
00:15:52,366 --> 00:15:54,100
and if we have it set the format
441
00:15:54,500 --> 00:15:56,600
we actually get some weird like stretching
442
00:15:57,100 --> 00:15:58,600
but if I turn on no clip
443
00:15:58,733 --> 00:16:01,866
it'll actually maintain what was outside of that area
444
00:16:02,700 --> 00:16:04,333
so always make sure to do that with your roto shapes
445
00:16:04,333 --> 00:16:05,500
if you're doing this
446
00:16:06,133 --> 00:16:07,666
kind of tracking with these
447
00:16:08,933 --> 00:16:10,566
EV coordinates
448
00:16:10,866 --> 00:16:11,933
same thing with radio
449
00:16:12,500 --> 00:16:15,133
so if you want to stick for example a radial
450
00:16:15,500 --> 00:16:16,466
in the settings of the radio
451
00:16:16,466 --> 00:16:17,966
you want to make sure it sets no clip
452
00:16:19,000 --> 00:16:20,333
so if I look at that alpha
453
00:16:20,566 --> 00:16:22,800
we can see all those rotors are sticking to the scene
454
00:16:22,800 --> 00:16:24,133
I can look at this alpha
455
00:16:24,533 --> 00:16:26,533
I used a radial up here to brighten
456
00:16:26,533 --> 00:16:28,400
and you see that it's sticking to the scene
457
00:16:29,166 --> 00:16:30,533
and that's essentially the idea
458
00:16:30,533 --> 00:16:32,666
so that's a really useful way to use it
459
00:16:32,666 --> 00:16:34,300
and it kind of opens up a more
460
00:16:34,300 --> 00:16:36,866
creative way to just project a ton of different things
461
00:16:36,966 --> 00:16:38,100
without having to
462
00:16:38,133 --> 00:16:39,466
you know have a ton of
463
00:16:39,500 --> 00:16:40,466
different projections
464
00:16:40,466 --> 00:16:41,666
which is going to slow down your script
465
00:16:41,666 --> 00:16:42,466
and that's all what
466
00:16:42,700 --> 00:16:43,733
that's all it's about really
467
00:16:43,900 --> 00:16:47,000
speed and efficiency and getting a good result
468
00:16:47,166 --> 00:16:49,200
just one important thing I forgot to mention
469
00:16:49,533 --> 00:16:50,666
is that there is
470
00:16:50,666 --> 00:16:52,400
a little bit of limitation with this technique
471
00:16:52,400 --> 00:16:54,533
and that if there's a lot of overlapping objects
472
00:16:54,533 --> 00:16:56,400
you might have some kind of problems
473
00:16:56,733 --> 00:16:58,700
so I've just done a quick roto shape here
474
00:16:58,700 --> 00:17:00,866
along these two geometry
475
00:17:01,166 --> 00:17:03,700
and I've kind of drawn a roto shape and I've used our
476
00:17:04,200 --> 00:17:06,766
ST map you'll see that if I scrub through
477
00:17:06,766 --> 00:17:08,533
it sticks and there's really no problem
478
00:17:09,000 --> 00:17:11,133
in terms of this angle
479
00:17:11,466 --> 00:17:13,733
but if I were to kind of expand
480
00:17:13,800 --> 00:17:15,666
that rotor shape to the edge
481
00:17:15,800 --> 00:17:18,666
of this tube so let me just double click this
482
00:17:18,966 --> 00:17:21,933
and let's say I put it on the very edge
483
00:17:23,700 --> 00:17:26,266
and just kind of put it like this
484
00:17:29,533 --> 00:17:30,566
and it's on the inside
485
00:17:30,566 --> 00:17:33,333
we can see it's inside that cylinder so it's fine
486
00:17:33,333 --> 00:17:35,466
but if we scroll through
487
00:17:36,300 --> 00:17:38,100
let me just make sure I have no keyframe
488
00:17:38,600 --> 00:17:39,300
we scroll through
489
00:17:39,300 --> 00:17:41,200
we see it's actually projecting through
490
00:17:41,266 --> 00:17:43,733
our geometry and onto that ground that's behind
491
00:17:43,733 --> 00:17:45,333
so it's not occluding itself
492
00:17:45,366 --> 00:17:48,200
and the projectivity occlusion is not that great
493
00:17:48,500 --> 00:17:50,666
so it's not going to be able to do that
494
00:17:50,666 --> 00:17:52,600
so we might have to separate that
495
00:17:52,600 --> 00:17:54,733
piece of geometry out or use an ID
496
00:17:54,800 --> 00:17:56,866
to kind of remove it behind
497
00:17:57,600 --> 00:17:59,366
so that's just something to keep in mind
498
00:17:59,366 --> 00:18:01,533
if there's a lot of overlapping objects
499
00:18:02,466 --> 00:18:04,666
this technique is not the greatest but
500
00:18:05,066 --> 00:18:07,266
if it's just rocks and pebbles and stuff like that
501
00:18:08,866 --> 00:18:11,966
for soft color grades this is still a very good method
502
00:18:12,066 --> 00:18:13,500
so just something to keep in mind
503
00:18:13,500 --> 00:18:14,966
so essentially that's the idea
504
00:18:14,966 --> 00:18:16,766
if you guys liked the video hit like
505
00:18:16,866 --> 00:18:18,066
I really appreciate it
506
00:18:18,100 --> 00:18:20,300
and if you want to check out the other video
507
00:18:20,300 --> 00:18:21,000
if you haven't seen it
508
00:18:21,000 --> 00:18:22,666
I'll put it in the description below as well
509
00:18:22,800 --> 00:18:24,666
and thanks so much
37197
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