WEBVTT

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Welcome to the CGI of VFX a final scene.

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Very excited because we're going to bring this all together now.

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So this is going to be initially all about getting everything ready.

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We're going to import assets that you wish to using your scene adjust your camera's view if it's slightly

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out here you'll see what I mean about that in a few moments.

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And then finally get the ground ready for shadows.

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So let's go get everything ready now and hop on over in a blender.

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So we have the cube in our scene and it's mapped out relatively well.

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I'm happy with all of that.

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One of the first things we should do is just make sure that these sort of empties these little crosses

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that are on the scene are actually in the right place in our world and they are all on the ground.

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Now I can pretty much guess with some degree of accuracy that this whole thing is flat and if it is

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all flat all of these should exist on the same point.

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So let's whiz round and check this out in orthographic projection.

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And from the side so we should find that all of these line up and they don't.

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All of these are slightly tilted as we can see.

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One empties up the top here and the others are below.

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Now they're going to be scattered about ever so slightly.

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However what we can do is rotate the camera and make sure we've got the camera selected rotated on its

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x axis and let's bring it up so they're all roughly level.

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That's good.

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And then just bring it down ever so slightly to the y axis.

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And I'm just going to rotate the Omni access is just a little bit more and I'm happy with how all of

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those are laid out.

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We can also just check for any sideways motion as well from the other way.

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But that looks pretty much straight now the camera is definitely and fully set up.

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So these empty empties are crossing through the ground plane.

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Now the cube itself that can go completely and this ground plane here this is what we are going to use

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for our shadows so let's make sure that scaled up appropriately to capture any shadows of our models.

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Now I'm going to have to toggle the ground on and off.

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I'm going to be wanting to place a plane there on the runway so I'm going to go ahead and spend on him.

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Go ahead and find the there where it's Section 10 assets models F 22 flying objects F 3 2.

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Wow it's huge.

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That is no good.

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Well first of all let's make sure it's located in the right place in our scene and then scale it accordingly.

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So I'm going to whiz round and the side is going to have to be there.

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And if we look at it in 3-d space it'll have to be there and it's going to have to be lifted up ever

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so slightly.

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Let's see what that looks like in the scene.

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That is a wee bit large.

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Dorner hide that one hide this.

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And now we can rotate it locks to the z axis that's pointing down our runway and then we'll just scale

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it down accordingly.

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Now as you scale it is going to scale a way from the plane itself Summerset the pivot point to the 3D

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cursor vanished scale towards the 3-d cursor.

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I didn't start with a mouse far enough away so didn't have very granular control.

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And I'm going to make sure it's semi realistic in terms of its size.

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And I can go ahead and start animating that as well.

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And one of the ways that you can animates to make sure things work out well is whiz round to the top.

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And we've got a set here now I don't know where the end of the runway is so before I do anything else

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I can go back to the camera view and let's add in a key frame.

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So at the beginning it's going to be where it currently is.

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So it's go to frame 1 or in this case frame to key in the location and rotation data.

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Now as the camera pans round it's going to come into view.

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And by the time it's at frame 48 so to be at least at the end of the runway so I'm going to move it

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but only on the y axis.

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But in the press the y axis again so moving it's along its own y axis I can move that to the end of

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the runway and press I and I again.

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And now as we play it back quickly we will see it moving along the runway.

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Now one of the things to bear in mind is that all of these movements will be naturally s curved so he'll

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slow down between each key for it and that can produce something very unnatural to get around that you

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would need to switch to the graph Ed as we've done in the past.

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Instead of having these nice smooth transitions with the handles in this case just along the y axis

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where you can adjust those handles if you want or indeed go to the handle type hit V and make it a vector

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type that will work as well.

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In fact you can select everything and hit V and go to vector and that kind of makes things nice and

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linear to work with.

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Not very good for organic movements or perhaps things that naturally need to slow down or you need curves

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to control them.

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But for setting up scenes like this this can be handy to have things moving linearly So they're not

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sort of slowing and speeding up because once the plane starts going it's not going to suddenly slow

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to turn a corner.

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It can do that very easily.

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So there's lots more to do in terms of moving things along and setting up nodes and now it is time for

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your final challenge in this section.

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It is time to finish your scene.

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Set your samples and resolution low.

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This will speed up your work flow a lot.

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I can't impress as much as possible as you don't wait around for ages to get samples going create any

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animations you want to use.

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I've got a little bit more to go with mine as you're going through.

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Check your animations are good.

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At this stage in the course we really want the plane.

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If you're doing a plane or whatever your animating really want it to look like it's part of the scene

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and not separate.

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Set up your nodes as per the still image.

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Remember a movie is simply a series of still images played back one after the other.

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Now when you go to your nodes and go to your compositing know what you'll see is there's already something

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already set up.

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Now in this case you could use that to move forward.

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However I would recommend deleting what's currently there and setting it up afresh see you get the hang

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of putting these things together.

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Finally up those samples up that resolution and render your final scene and share balls of video now

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and give that a go.

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Wow okay guys welcome back.

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How did you get on.

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Well it's time for me to go in and go through the stages I've done to finish off my scene.

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So let's hop back on over into a blender.

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Okay so this is my scene so far.

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I will just make this a bit larger so I can show it to you guys.

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And so all I'm failing in pressing the right keys on the computer that doesn't help.

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So I'm just going to turn off the ground plane here so we can see what's going on so we got the planes

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coming in from the side.

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This plane taking off and then these planes will bank away.

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The final move.

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Looking good now the first thing we need to make sure is just what happens when we go and render our

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scene.

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We get the movie and I do mean the movie because on the video sequence Ed we've still got our time line

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our video here playing.

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We're not going to use that at the moment.

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In combination with the compulsive Teddy's her son literally just going to remove fat from our scene

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and save my work now I've done that.

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When we go back over and go and render our scene.

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We kind of almost get a result but it's really horrible.

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First of all I'm going to make sure I got CPR rendering turned on which I have done at 10 percent of

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4 k..

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That's fine.

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And Wolf we got down here in terms of samples sampling and Willa up my render to five stars.

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Glass got a little more detail let's go for it.

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Well as we come through that's fine.

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Let's go to a place where we should be able to see more of the planes.

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Okay so something's going on it's not quite right.

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That's fine I wasn't expecting it to be working straightaway.

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Let's go have a look at the node editor.

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Well I haven't created that but it's been kindly added in for me.

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Bit confusing.

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Yes.

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So rather than going through and trying to recreate all of this lots or rather move it around so it

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all fits.

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I'm going to remove the bits that I know are at the moment just rubbish.

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So let's get rid of that.

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This undistorted I'm not gonna need that.

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However I will want the scale just like we have before with single image.

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This time it's for the movie.

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We want the render size.

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Be fine.

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Yep.

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And we want it to fit so it doesn't matter what size scene we have it fits our scene how what size resolution

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we have here it automatically scales accordingly.

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So that's the top bit done.

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And we've got one render layer sorted here and the other one is not.

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Let's go have a look at the render layers.

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So you got foreground and background that is not that intuitive but we certainly don't know is where

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things are situated at the moment.

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So we've got our ground plane which is going to take our shadows this turn that's on.

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There we go we've shadows through our ground plane here.

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And that is on layer 10.

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Fine.

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Everything else is also on by a 10.

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So we need to move the ground plane to a different layer.

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I'm simply going to move it to.

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Or layer.

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Oh it's on both layers.

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Is it.

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That's interesting.

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Let's move it to just layer one for the moment.

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Perfect.

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So now we have that on layer 1 we've got our planes on layer 10 all of them I believe.

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Yup.

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Now we need to give them a pass index.

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I've set my plane so pass index of 1 so I can isolate them.

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So that's that's all sorted.

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And we've got the ground plane here.

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So the final thing is on the rendle layers to set up the foreground and background foreground and background

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doesn't really make any sense other than to call it whole scene.

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And just ground so we can have the difference between the two and work it out from there.

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Now we're going to have to have everything on here turned on and here.

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We not going to mask anything off so that's Turn that off.

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Excellent.

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So on the whole scene we have everything rendered and it's just two layers of the scene renderings fine

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on the just ground we want to exclude play.

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Whatever layers this is.

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This is like 10.

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OK finally let's have a look at the lamp.

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It's not sunlamp and I'm to have hard shallows one slightly softer than hard shadows but there we go

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slightly fuzzy shadows but that's it for the moment.

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I want the effect to be quite strong.

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That looks fine to me.

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Let's go in hit round and see how that comes out.

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Well it won't come out as anything at the moment.

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Why won't it come out as anything.

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Well let's have a close look at the node editor and let's switch this back across to the road.

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So at the moment nothing is plugged into the output do we have an output.

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Yes we have to on the board a select those and move them.

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I didn't mean to move everything boots on to have moved them in so we can see what's going on.

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Now I'm not going to use a backdrop here because I'm going to find it hard enough to see stuff as it

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is.

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But if we plug in the render layers into the compositors it auto renders we have that back out.

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Excellent.

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So now it's just a matter of setting up a sim the settings as we had before.

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Now notice down here we're missing index objects queening to go back into our render layers.

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And on the passes of the object index an object index we don't need the vector outputs.

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And on this one we've got some extra things as well.

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We don't need those.

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And then we reach render.

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After we've done that right this should be ready to go and ready to link together.

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Let's go ahead and do that.

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Right.

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Nodes nodes nodes.

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These can always be a challenge to get right.

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I'm not only use my view I am gonna use the composite node I'm going and leave this as a 3D image editor

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and we need to render we haven't rendered yet.

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Let's go ahead and render.

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Excellent.

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So we got our planes and we got the just the ground itself as well.

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Will a swap then round.

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Okay so we're going to have to take all index objects.

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I d.

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From the ground and the planes are not sure if I've done the ground.

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So let's just have a look at the grounds settings okay.

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It's not got anything so set with the ground with the pass index of two.

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Let's bring in the items.

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I know we need so I need an I.D. mask.

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And that is going to help us isolate the ground when we mixin the image after we've isolated the shadows

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or what the difference is between the two.

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And that's going to be an index of too because as the ground.

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Let's move that to one side.

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I'm jumping ahead of myself we need to combine these two together.

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So I'm going to add a colour mix and we're going to add them together keum add by dividing.

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We're going to combine them with division.

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I'm going to put the image is in and the outputs that we get from here.

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Plus it's strenth for commodities have a look should be bright white with anything.

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That's exactly the same.

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Because anything divided by anything exactly the same as one.

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And any difference will actually be highlighted.

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That's a great start to isolate the shadow.

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And we've also isolated the planes themselves kind of bit but we're going to mask off the planes in

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a few moments.

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Let's now mix in our next bit so we've got this coming in.

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We're going to have an I.D. mask here.

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We're going to bring in our image itself that's starting to look.

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A bit funky.

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Have I got that the right arm dividing here.

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I want to multiply.

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We got that white layer that is looking good the shadow is also looking good.

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Now let's plug it in.

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Our Alpha layer here.

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And that has brought back in our background but has made the rest disappear.

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Have I got that the right way around I have gone the right way around.

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Let's just rerun don't the make sure that everything's working.

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How have there we go the shallows just by itself.

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If in doubt re render and then if it doesn't work then you can be in doubt or something along those

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lines.

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Okay finally then we need to bring back in just the planes themselves who are going to be mixing the

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planes with whatever's coming out of here.

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So that's duplicate this multiplying node.

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And we can use that as a starting point and plug in our planes.

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Now we're just mixing together because we want the planes by themselves on top of our scene with a factor

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of 100 where they are.

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So we need another idees mask.

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And using an I.D. mask of one here.

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So we've isolated that with saying any think that's the planes is 100 percent okay.

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We've got that just the wrong way round.

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Perfect.

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Excellent stuff.

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So let's just try that in any other place in the scene.

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They'll If we move is that auto updating Well kind of it's moved the scene but it hasn't actually moved

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forward our models.

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So this is what they look like if they were just scooting around we do need to re render.

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But that's okay because during a render there we go the planes just taking off.

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And let's go back a little further.

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Excellent so we've got the planes flying very low level over ground.

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Hopefully they don't look like they're about to hit the ground.

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That's crazy low level might be doing just that.

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The final render.

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But now is the first pass of my final animation now because it's my first pass.

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I'm not too fussed about the quality I'm going to output this to my downloads folder and then I'm going

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to set this to a year hand eight to six for encoding as an MPEG for the rest look so k..

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Okay so this is slightly different in blender two point seven nine.

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If we go ahead and scroll down to the output settings obviously we're going to change this once again

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from a PRNG.

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But those other options are not there.

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But if we go ahead and pick MPEG video and I'm sure some of you have already worked that out under the

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encoding Stetsons we can go down here and pick 8 2 6 4 in MP 4 and that would go we're in the same position

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as we were before.

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Remember it's about a decent output folder so you can bind your files as well.

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And I'm going to call it this plane's first run.

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Now it is important that I know what it is going to make sure that these settings are as low as possible

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I don't care about quality at this point and leave it set at five samples and I'm going to render out

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this animation surrender render animation.

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And as we can see here it's going to take several minutes to go through and render out all the individual

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frames and put them all together into our final composite.

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And I will see you guys back once this is rendered out.

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And here we go see the planes taking off and the others fly past that looks great.

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Apart from a little judder right at the very beginning as that plane taking off you see there it scoots

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a little on the runway.

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I think we can modify that.

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We're ready for a full render.

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Okay so here isn't a fool rendle Haven't gone as deep as that.

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But what we have got here is a high resolution so we can see more of what's happening on the screen.

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There's still a little bit of a judder on the runway something we can all fit well we always come across

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things we can refine about your models but I'm really happy with that.

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How did you guys get on.

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I'd love to see your VFX and CGI.

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Please show your work in the discussions.

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And I will see you in the next lecture.
