WEBVTT

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Well come to Matching camera settings.

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So this is going to be mainly about configuring the camera.

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We'll be setting up the camera using the settings gathered from your picture and I will also be reiterating

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the importance of accurate camera data and I'll show you why that is very important.

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We're going to use the text editor to store data for reference I don't have to keep going backwards

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and forwards to that information and I'm going to start setting up a scene to match the photo.

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So let's go and hop on over into a blender.

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Right.

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We are back in blender and the first thing we need to do is open up the scene.

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We've been working on so far.

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I'm going to go here and open up the introduction to compositing.

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I'm going to then go ahead and save as and this is going to be my next lecture.

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Of course you can name these slightly differently if you so wish.

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I'm going to call this one setting up KEMMERER I spose because that's what we're going to be doing.

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Saves a blend far.

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I can confirm the name at the top is change and I'm ready to go.

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Let's just have a look at my properties here because I was running on a GP you before so my tiles will

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be at the wrong size and was going to save that file.

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Excellent.

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So we're ready to go.

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First of all let's have a look at the camera properties and click on the camera to select it in the

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outline and then go down to the Properties window and click on the camera tab.

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Once we've done this we can have a look at a series of settings.

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We won't go through every single one of these.

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However the important ones for us are going to be the focal length.

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We're going to want to leave it on perspective that is quite important.

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We're going to need a focal length and I'm going to have to look up what those details are in a few

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moments.

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Let's see down here and camera well have a look at that as well when it becomes important.

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So first of all let's go ahead and set this appropriately.

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I don't know what it is so I'm going to have to go and research I'm going to open another window up

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and change that to a text editor.

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And once I've changed that to a text editor I'm going to click on new and Kamerad details.

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Now if you don't have the cursor your actual mouse cursor in that window it will stop typing.

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So make sure it's over there if you're typing.

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Now I've when I've done this it's going to save those details along with the file.

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And I have to go and grab my particular picture and again you can grab this from your assets pack if

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necessary.

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This is the picture I'm going to go and get info from it.

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And we've got the details here it's a canon e o s eleven hundred d.

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Excellent.

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I can cut and paste which makes my life a lot easier.

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And what was the focal length.

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Does it say EXIF data.

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Focal length focal length focal length thirty four hour that will be 34 millimetres.

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That's a great start.

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Resolution may be important.

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I might as well copy it across something that was under General subpixel Hi Tim pixel width and I've

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got everything I need there.

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I am going to ground the aperture data as well that aperture is basically how large the light hole is

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in a lens and the lower this aperture value the shallower depth of field i.e. the foreground and the

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background can be very blurry compared to the actual object you're actually focussing on.

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I don't think that's going to make a difference in this case but I'm going to put it there so I've got

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the reference and I'm going to save my file.

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Excellent.

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All that data there.

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I'm good to keep it there for the moment but I'm going to make this window smaller so I can get all

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of the data I want.

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I only just leave it with that for the moment and I can scroll up and down if I need.

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So going back to these camera properties.

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Now you may think oh excellent we can just lower the focal length down to 34 and we're done.

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Not quite.

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We don't know the sensor size of our canon.

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E o s eleven hundred d.

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It may or may not be thirty two millimetres across.

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Let's have a look and see if there are there is a series of cannons.

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Oh there is actually oil in eleven hundred d built in to blender.

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By the looks of things I also know that that is an A P S C sensor.

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If your camera is not listed on this list which is really a relatively comprehensive.

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I know for instance that the the nikam here the X format is all of the consumer ones the these three

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thousand The three thousand one 5000 7000 etc..

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I used to have nikon's if you got a different camera that's on here you will have to go and have a look

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at the specification sheet for your particular camera.

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So we know it's been taken with an eleven hundred day we might as well select it and that is the camera

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all set up and ready to go.

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Again I'm going to save my blender file so I'm ready to go and let's have a look and see if it renders

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any differently to how it did before.

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Now so be a little slower as I'm waiting for the c p u to render the the cube does look slightly different.

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Now this is the important thing when setting the camera right.

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If we got this wrong and set this sets a 60 it wouldn't be a it wouldn't work once we had that line.

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Everything in the scene.

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Now for argument's sake you can probably Eline something in a scene that looks absolutely fine even

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though it's got the wrong perspective in everything else.

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So that looks more in line with these ground lines.

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In fact we're going to use those in a moment to try and work out scale etc..

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I'm going to lower that down to thirty four because otherwise I will forget.

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I'm just going to render that out once more so we've got a cube on a ground plane in a scene.

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But the camera's in the wrong place it doesn't look right.

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It's just floating in the sky it's not really in contact with the ground anywhere.

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This is no good.

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We need to manipulate where the camera is in order to manipulate where the camera is we're going to

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have to fake some of the geometry that's on the floor and get it roughly right in scale.

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So looking at that photo album open up the photo.

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There we go.

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So looking at this photo we can see there are lines on the floor there's some guides that we can use

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in terms of perspective.

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Now if I could read these numbers that were on here.

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Perhaps that will give us some detail.

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That's not working I don't know if he's a distance markers.

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If I knew a bit more about runways I could probably work out the distance between here but we can.

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We can guess you know is that fair.

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That's probably going to be about five meters across.

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So five blend units and then just stretch out into the distance.

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Let's go ahead and do that.

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Then we can position up the camera accordingly.

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So I'm going to delete my default.

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Now I'm going to lower it down I'm going to move it on that.

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Not got it selected properly and to move it on the z axis by two minutes to say.

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And that is going to be to blend the units across so I can scale vats on the x axis by two point five.

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That's now five blending units across and then I can scale that on the y axis.

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I asked into the vast distance okay.

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I'm gonna assume that's the right width for what I'm working on and when I look at it from the can review.

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Of course that's not going to be lined up with are seen.

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In fact we can render our scene really quickly and see what's going on.

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We're always going to have to render each time we change an actual model.

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But in this case we can see that it's probably not going to be lined up right at all.

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No no it's not.

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So we need to move the camera now so those two things match and of course that can be very difficult

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without it in the foreground for you.

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And first of all before we go and manipulate everything else let's make sure you can see both of them

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at the same time.

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So to get this appearing in our view we're going to have to go to the 3D view and then open up your

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properties panel scroll down and turn on background images.

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We're going to add in image now it should be a memory show we should be able to pick it yes we can.

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We can pick it from the drop down and that's loaded in amnestic it's a foreground and then we go in

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front.

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Perfect.

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So that looks pretty much how the picture is looking.

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Before you go cross reference that in a few moments after I have set the access of this view to just

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the camera view because that's all we care about now.

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Let's open up a nother window.

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And make sure that these things match.

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So we've got one of the lines going through.

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Yeah that's pretty much what I'm seeing over here.

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Excellent.

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So now I'm going to make that disappear and we can start moving the camera about.

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So the first thing I'm going to do here is whilst in the camera view shift in F Saidon go into first

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person view and perhaps I'll be able to get the camera in a position that makes sense.

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Now these are stretching away into the distance.

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And as you can see.

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I can move this around now.

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It looks probably a little lower than it than the nine anticipating it being her.

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Now this is trial and error and it can take a while to do so.

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Don't worry if you're not getting it right first time.

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Wow this is going to take a little bit of manipulation to do.

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And of course that's an ideal time for a challenge.

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I'd like you to go ahead and create your environment if you don't know the exact camera data.

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This will be judgment and trial and error as specially if you don't know it's actual.

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MM How wide an angle lens is and what camera it was taken on.

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Now I suggest picking a scene especially if you're new to this that you know this information.

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Otherwise you're going to spend in e.on tryna get to the end result.

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Now knowing the actual camera's position is helpful in this particular example that I'm going through

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I don't know where the photographer was stood.

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Now I'm going to assume he was stood on the ground he or she was stood on the ground but I don't know

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that they might be seated on top of a car or even in an aircraft control tower.

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Now look for features that can be followed.

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Now I've got some lines on the floor that I can map to a 3D model so it should only take me a few minutes

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to line.

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These are good enough that I can use it for placing 3D models on or other bits of geometry.

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Go ahead and add a ground plane and any other objects that would have a shadow cast upon them.

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So if you've got a pole or a little ridge in your Seen you need to model those as well so accurately

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is modelled.

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If you're modelling a window ledge you would have the model the lip over the edge as well so that shadows

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if the light is coming in from above cast properly over the wall ball's video now and give that a go.

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Okay guys welcome back.

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I'm going to continue now creating my environment.

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Now this is the stage I've gotten to so far and I am literally going to continue now moving the camera

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about into why get it roughly in the right position.

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Now this can take quite a while to get right.

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You know is it to the left is it to the right.

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Do I need to move quickly or slowly to align things.

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And yes this can be quite a tedious process.

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Now I'm not going to bore you with this particular process I'm going to fade out now and I'll come back

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after I faffed around for a bit and got it spot on.

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Okay so I'm almost here at the moment and I've noticed an issue of it is a clipping issue.

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I'm quite happy with this.

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Edge is lined up but then it kind of stops there.

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And that is the camera clipping distance.

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So if I go in to my properties I should be able to change the view propertys.

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Here we go clipping at a hundred or a thousand at the moment.

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If I increase fat I should see more and I don't swing and I go to my camera clipping and scroll down

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here.

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Here we go clippings ends at one hundred.

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So this is to do with the view itself.

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As in this view which when I first created the shape I thought I had plenty of space but the camera

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clipping is under the camera settings itself and once I extend that you can see it is now going into

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the distance.

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Son of a set that at a thousand as well and what that will be able to do is give me some more guidance

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in making sure that this is correct and it's not at the moment so I will see you guys back in a few

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moments.

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Okay so welcome back.

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And I think I'm almost done.

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What I have done to try to approximate my my actual ground plane is I've jupe I've made these pieces

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just a little bit thinner than they were before.

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Alan I've while pieces there's plural.

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I've created a couple of them because I think these gaps in the runway are different are different spacing

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basically So I've made a couple of them laid them out.

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I seem to be getting quite a good correlation between what I can see on the camera and what I can see

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here.

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Now I think these lines actually arch away ever so slightly so there may be a bit of distortion on the

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on the actual image itself.

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Now one of the things I don't have or didn't consider is the other really good line and that's the horizon

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line.

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So I tried to match up the end of my piece with the horizon which I think I've done pretty accurately

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here.

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So what I should be able to do now after I've played with those things.

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First of all I'm going to save because it took me ages to get the camera into that position to me about

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5 or 10 minutes of faffing backwards and forwards and I'm literally going to scale this up on the x

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axis so that it fits our runway or at least fits wherever the shadows and everything else are going

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to go.

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You can see here Virts it's.

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It is expanding a wave.

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I don't want it really too but that doesn't matter I can still move the object itself so it still lies

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in roughly the right place.

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Now I'm just going to scale back on the z axis just a little bit more.

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I'll go over the corner of our picture and what happens over here in the distance doesn't really matter

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we can see that it's slightly slanted away.

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I don't think it's going to cause us any issues and if we zoom out in this sort of realm we can see

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that's quite a large runway anyway so no matter where we put an object on there it should not matter.

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In fact if there's an object right in the distance.

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Well to be quite honest we're not going to really see any detail that it causes so this is the area

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that was were literally going to be casting a shadow on in a few moments.

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So my scenes all set up and ready to go.

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How did you find setting up your scene.

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You will see that it is somewhat of a pain to try and get it right.

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Hence knowing that the more information about your scene the camera the lens that it was taken on is

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very important.

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Please show your work in the discussions and I will see you guys in the next lecture.
