WEBVTT

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Welcome to extracting image data.

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So can we extract this shadow.

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There are a couple ways that come to the top of my mind that we could do.

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This is a rather arduous one we could take the background image and map it to an object that is visible

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in the render.

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But that can cause no end of issues especially if we're animating things can change rather rapidly and

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you'd have to remap every frame no good there would be a better way of doing that now because we have

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all of the 3D data to make a comparison scene.

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We can go about and do that we can create another render layer for comparison without the object and

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therefore without the shadow as well.

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Now we can create just the shadow on its own however that can cause issues where the shadow appears

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on top of our plane rather than underneath it.

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And finally we do need to consider the order of these layers and by layers I'm not specifically talking

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about the render layers but we are going to have our background image the render layer with everything

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on and the render layer for comparison.

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So we've got those three layers if we combine them in the wrong way.

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Now there's not going to be too many permutations with three of them but if we combine the wrong way

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you're not going to get the desired result and we'll play with that and see what we get.

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So let's see if we can go extract that shadow and hop on over in a blender.

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Right so we have our f 22 on top of the runway here.

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And that's looking pretty good apart from the fact it doesn't really have any presence with there being

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no shadow.

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Now how are we going to go about doing this.

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Well first of all let's think very carefully about how we've currently got this set up and what is really

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happening.

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So we have this image of the plane on the rim with a shadow and it's being masked out by just the plane.

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We have a look at that's on the backdrop.

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We see that it's just an alpha we anything that's just this plane will show through when we mix them

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together and the black would mean anything.

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That's not this plane.

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It's part of this background image will show an order does matter.

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Some going to get rid of the viewer there for the moment and turn off the backdrop if we mix these up

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the wrong way you end up offering out the background and leaving the rest of the image.

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So it does make a difference the way order these.

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Now when you have other mixed nose We also have an issue with the ordering not only of the inputs to

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any mix no but also which makes node comes first now because we're literally dropping this plane on

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last.

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Was saying this is the last thing to go on.

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Stamp.

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We put it on top.

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That's also going to be the last thing we do later on that nothing passing in front of it.

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So we're okay to do that.

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So let's go ahead and work on the shadow.

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So we're going to need a comparison layer.

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And in order to do that we're going to have to go over to the render layers tab and sort that out by

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the way I've just moved the background image down because this is the last thing to be going on.

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I can just move it up and out of the way.

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And I'm going to zoom in a little there so we can see what's going on now.

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This is also a great thing to do with multi monitors.

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You are not going to be able to show you a multi monitor setup.

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You won't be able to see it on a normal screen.

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It would look crazy but if you do have a multi monitor set up I would advise going window duplicate

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window and setting your node editor to a different window and perhaps your this whole area here could

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be the picture viewer with a properties panel on the side here.

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But we need to create another Rendell air for comparison.

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So we've got one render layer and I'm going to call this complete scene because that is what it is it's

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not just a render layer it is a complete scene.

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I'm going to add a nother render layer which you're going to use for a comparison and I'm going to call

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this only ground because that is what I need to compare it with.

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Now there are a couple of ways of making this work we could duplicate everything to another layer including

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the lamp and completely forget about the plane.

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But we don't need to do but what we can do is shift the plane over to another layer like Layer 2.

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So with the plane selected I'm going to go to the object properties here and shift it over to layer

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to it will disappear from here because in the render Tab we're not including both layers.

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I'm going to hold down Shift and select layer.

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So so now we can see everything again and we're working on a Only ground just to make sure that is selected.

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So we've got only ground here but we want to exclude in this one we want to exclude the plane itself

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the aeroplane not the plane on the ground how we want to exclude that so when we render them out now

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we go render and render we won't see any difference down here just yet.

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But now we can have we if we have a look in this red layer we've got this and the complete scene is

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only the ground.

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And we got only the ground there perfect.

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So we will go back to complete scene.

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The other thing that we need to make sure is well do we need to pass through an object index.

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I don't think we do so will leave unchecked for the moment if we need to do something with the objects

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ground and removing that from the scene.

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We can do.

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But I think we'll be okay.

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So we've got and we're going to have to use this render layer here and the other render layer make a

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comparison between them in order to do this I could link this down and drag it down and plug it into

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a mix.

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No but conceptually I'm going to keep that as a completely separate entity so I'm going to introduce

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a new input a a layer and I'm going to duplicate that render layer and then set one of them to complete

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scene.

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And one of them to only the ground.

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Now I'm not sure if this is going to be the appropriate order so that we don't have crossed wires.

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Does that matter.

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Not really.

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I'm going to turn on the back drop so I can see what's going on that's what we were looking at last.

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And I'm going to add in a colour mix node and I'm going to plug these two entities in.

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Now if we're looking for a difference between these two layers we can do several things to without the

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first thing I thought was a subtract and then we would see the difference between one layer and another.

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But what would be nice is if this itself created some sort of mask this does create a mask that's kind

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of inverted but it also lightens things.

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It lightens the shadow quite considerably.

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There's also a difference.

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So let's click on difference and it looks exactly the same.

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That is the definition of subtracts After all it's the difference between two.

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After playing for ifit dividing and with these round beat other way gave me a nice shabot and it gave

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me a plane that the plane itself doesn't really matter.

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The reason why it doesn't matter is because we're going to put a stamp essentially over the top but

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in fact because there's a gap underneath the shadow.

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My whole argument about not just rendering the shadow out is now null and void because of the position

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of the light and everything else.

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So in order to make it not meyler Void I'm going to actually place my plane on the ground.

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So there is some of the shadow which we can't see.

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It's underneath that plane literally underneath.

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We've also got these lines going across.

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Let's just move this up away so you can focus on the picture we've got a line scooting across here.

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That is where that plane i.e. the ground plane exists.

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And that may cause us a problem that's why I was thinking earlier about we might need to use an object

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eidy just for that plane itself to remove it.

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But I don't know if I think we can get away with not having it.

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So we've divided these together and we get this image coming out looking good so far.

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We now need to put all of this back together now before we actually blend anything else together.

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We need to blend this background image into this new mix now.

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So were going to come out of here and into here with another mix now so let's add that in so it's ready

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to go and I was going to plop them together.

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There we go.

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And it's not working at the moment.

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That's fine we've got all the mixed nodes we need in place but we need to do some re ordering.

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No we don't need to do any reordering that's all ready to go.

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Of course now it's time for a challenge.

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It's time for the final image composite so finish off the notes set up to show the background with the

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object placed on it and the shadow of the object.

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Consider adding more light if your object is to shadowed.

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So you may be like me with the light.

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The original lighting source in the scene is low on the horizon as it were and so the front is quite

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shadowed and I'm going to add inner light as if it was.

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Perhaps it's a flash photography or something along those lines.

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Now you may need to create another eidy mask for the ground.

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Do give it a different pass.

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None.

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If you do sometimes it works apsey fine.

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Sometimes you will need that extra I.D. mask.

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Complete the final composition and share it with us.

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I love seeing you guys work and everybody else like seeing your work too so please make sure you share

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your work over on the forum.

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Pause a video now and give that a go.

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Okay guys welcome back.

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Let's go complete our final image composition.

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So one thing at a time here let's compartmentalize what we've got going on.

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So we've got this this and this all acting together.

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I'm going to put them inside a frame and they're creating our shadow.

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Then we've got the background image which is all by itself.

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And then we're mixing the background image and our newly formed shadow.

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And let's see what we get.

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I'm going to remove that viewer and remove the backdrop so I can see my nodes more clearly.

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So obviously mixing them together is not helping in this respect.

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And if I move them backwards and forwards Oh are you expected that I would not cross plug in either.

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Silly me.

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Let's plug it in so we can see what's going on.

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So we mix between these will just get a blend between them and that's no good.

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That's not what we want.

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We want to see all of this on top of this.

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Now we have a look at this particular image that's coming out of here.

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Just move the factor along.

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We've got a lot of white if you remember earlier I was talking about if you've got white that's a value

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of one.

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So if you go ahead and multiply by one you'll get the same background image coming out.

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So let's go ahead and do that now.

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Ah I'm going to test it in a moment.

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But I also think of any values of coming out of here greater than one.

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So this pixel here that you can't really see any of these white pixels if they're actually greater than

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one in their value you'd be dividing and making the image darker.

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Let's see if that makes any difference.

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So we need a multiply.

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So were multiplied here.

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And again it doesn't matter if we can see through our plane at the moment because we have a stamp our

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plane back on.

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Okay so a multiply next clamp this divide.

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KS not making any difference in this particular instance but do bear in mind whenever you are doing

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a division if a value coming through turns out greater than one it would cause you a problem.

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It's not in this case so we're fine.

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I'm going to leave it clamped just force.

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Just so it's it's right so to speak even though it doesn't seem to be making any difference.

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Okay now we need to stamp this on top so let's go ahead and link these two up and plug it in.

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Is that done.

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I think it might be.

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Let's swap these around.

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Yeah it's definitely done.

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And let's just make sure we can't see through that wing.

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We can't.

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Okay.

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But it's still a bit dark on the front here so what can we do.

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I'm going to click on my plane itself and literally add a lamp into the scene and because we're rendering

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both scenes it doesn't matter.

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Well it doesn't need to be on the same layer as our plane ideally otherwise it won't be rendered.

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There we go lamp add in a lamp.

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Just the point lamp and well that's remenda and see what that comes out as that's probably a little

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too close to our plane.

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So I'm going to scoot round to the top view.

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There's our plane.

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And with this again multi monitors here would help massively.

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I'm just going to move the lamp.

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So it's a way from the plane ever so slightly.

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And there we go.

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Also render is now kicked back in.

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And I'm going to turn up the intensity just a little so we're on the lamp we've got it selected it's

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in emissions strength 100 less stress strength four thousand.

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And that has not updated anything.

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So again I'm going to move the lamp by nothing.

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And there we go.

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That's better it's highlighted the front of our plane.

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And of course you can move into different positions to give it a different lighting effects.

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I'm going to move it slightly over to the side so we've got more lights coming in from the side just

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highlighting those edges.

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And then we've got a nice shadow around the edge there.

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I'm liking that.

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Let's do something funky inside our plane.

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You don't have to do anything like this of course I'm going to have a look there select the plane and

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use PAD zero and go into perspective mode.

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I'm just going to select inside the air intake and add another lamp.

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This is just for fun.

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I'm going to set that lamp to have.

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I don't know a blue colour.

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There's that.

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That's right render it does that work call.

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It doesn't need to have a strength of that maybe a little less.

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That's re render.

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Let's go a little less once again.

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Shame that doesn't auto render at this point there is a little bit annoying.

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Let's just try strength for five.

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There we go a nice blue glow coming from it.

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Realistic no.

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Cool.

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Yeah.

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Why not let's do orange that see how orange comes out.

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Yeah that's probably a little metal or better.

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Okay this is really noisy at the moment and we are.

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We need to be careful of is we don't override our blooming shadows that we had here before.

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Let's go ahead now and turn up the render details.

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I'm not going to bother with it being super high resolution in fact I'm going to make it lower.

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I am going to turn up my samples now and turn them up to 50 and re render.

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So I've got a shudder there and combined that's very subtle but does have a sort of shudder.

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I don't think the shadow itself is strong enough.

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In this case I really don't.

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So a couple of options we can do there because I dont want to lose the highlighting on my plane.

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The first thing I can do is try moving that way perhaps so the light is highlighting the plane isn't

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so close.

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Maybe it's too close to the ground.

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Where is our spot like let's lift that up a little.

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Okay that's that's still not doing exactly what I wanted.

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Let's go to our sunlamp and increase its intensity because it's at five at the moment it's just try

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50 and once again I'm going to move this by zero.

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I could have hit 12 as well.

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Interesting we've now got a highlight round our plane.

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That's not very nice.

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So I'm going to turn that back down to 5.

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I don't like that at all.

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And I'm going to re render.

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So there's some fun to be had here we have got a shadow over the back here.

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I don't think the shadow I need to move this around I believe or make it weaker and closer.

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So we'll go a hundred and move around again.

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This is now playing with the scene.

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There we go.

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That's a bit better.

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I'm happy with that.

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And it's time to render that out in full and see what it looks like.

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In fact I'm going to also go ahead and add some materials to this plane so it doesn't look so dull.

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And I'll see you guys back in a moment with the full render.

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Okay so as I was playing about here with V F 22 I just added a glass cockpit or was about so and I was

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just literally playing about how I added a transparent which round the top here and I render that out

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and all of a sudden it went like this.

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So it does look like we need to exclude the.

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Ground plane in our renders.

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So we need to go ahead.

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That's hop out here.

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So it's our ground plane and give it an index pass different to our plane and go in and add it into

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the appropriate place.

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So it's going to be coming out of this in jet in Im there.

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But menteith back in index Oh beep.

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And I'm going to add that in.

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Convert her I.D. mask of a pop that in there and there we go but soon so going to take this out.

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And now we've not got all of this set up quite yet.

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We do need to render.

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In fact we need to make sure only the ground has the object index because thats the one we once x then.

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Now we just need a rerun.

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Before we do anything else.

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So weve got an owl fillet here lets just check and see what that looks like.

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Excellent.

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So we need to plug that in.

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Where it goes wonky does it go wonky here.

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Maybe does a go wonky here.

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I think it does.

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So we plug that into the factor and then swap these round all this.

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This is an odd one here.

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Now if not get the indexed pass set to 2.

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K. And how that is looking much better now.

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Excellent.

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I hate it when I forget to flick four index mask to the right value.

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Excellent.

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Thats me.

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Done.

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Im going to render this out now as my final scenes are going to turn up.

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I'm only gonna render it 10 ATP and I'm also going to turn up the render the render samples here to

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200 and then just hit render and wait for a bit.

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It will take a while to render out.

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And there we go.

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Excellent.

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This has turned out much better than I thought it was going to do from Brasilia.

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When that happens.

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How did ewell's come out.

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Did you use the same scene and plane as me or did you do something else.

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I'd love to see your work and so would everybody else so please make sure you share your work over on

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the forum and I will see you guys in the next lecture.
