The Creator Look Full CG Comp Lookdev in Nuke | Breakdown | Creative Process #nuke #compositing #cg

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hello everyone welcome back to the channel and  today in this video I'm going to show you how I   transform this CG render into this and I will  show you my full process how I transform uh   this raw render this is inspired by the Creator I  want to give it a try and this is my look this is   what I want in uh from this render to this I will  show you my full process how I did this and this   is the entire new script for this uh for this com  I will try to uh show you everything as as I can   this tutorial SL breakdown video is going to be  very big I guess but I don't know how much long   this will go but I try to explain everything as I  can so stay with me so let's get started okay uh   first of all I will provide you the link where  you can download uh this exr and all those uh   SD provided I will provide the official po post  link about this one so I saw this in a Linkin so   I will provide the link so you can download this  entire thing what we have basically we have uh   this exr with uh this scene this is 100 frame  long so and also he provided some Shadow mats   uh for the objects because we if I show you we  have these vehicles here so we have separate uh   layer for them as you can see we have separate for  this one and this uh hero ship this one also in my   final comp I I'm not using this uh this big one  because first first of all the the animation is   is good but it's not uh it's not great and it's  basically distracting the view from this scene   second thing uh we don't have any motion blur I  added a motion blur for this car but I left this   behind because I don't like this one and we don't  have any exhaust or anything like that obviously   we can you can add in everything in Nuke but in  CG we don't have anything so I basically remove   this one uh but in the script uh we have this uh  this part here this CG rebit for this spaceship   so if you want you can use it but in my version I  I basically just switch off this one so uh what I   have see as you can see I have this render so what  I did I basically pre-render uh this exr so this   is the original exr so if I compare this one so as  you can see if I play this one uh this is playing   very slow okay compared to if I play this one so  I basically pre-render uh This original exr into   this I call this one base the the reason why I  pre-render this thing because I need speed and   this uh this is playing faster as you can see  so if I go back and clear my cash here and if   I play this original one as you can see it's very  slow and this is because uh this is uh it's it's   rendering all the layers which we have here in  the background and this pre comp is not doing this   if I play this one as you can see is playing much  faster so the reason is we need to pre-render this   in uh like if I just add a name exr so if you do  that just add a path and what you have to change   here to basically change this uh inter leave so  if you have to change so by default is channels   layers and view what do that mean it will when  you play it will uh uh channels layers and view   so in the channel L we everywhere it will play  all the layers together but if you change this   one to channels and layers so that means uh in  the background it will not going to play this all   layers it will be much faster to preview that's  it but I find one big issue when I pre-render uh   this this thing and this thing contain uh also the  Crypt mat unfortunately I think the Crypt mat is   not supporting that thing I think when I connect  this one you can see the Crypt mat is there but   when I connect this one here it's not supporting  so I think that is the drawback for uh good for   for changing that so what I did here so as you can  see I added this my main for this Shader build and   I use this one to use a crypt mat so because I use  a crypt mat in lot of places so I use this one the   original file to as a crypt mat so this is this  so and one more thing I did as you can see I added   a sky so I need a sky so as you can see so this  is the uh not this one here so this is the sky I   use in this one I will show you how I use this one  to use the sky first we need to do a camera track   because uh we just have a render we don't have a  camera for this thing so what I did I basically   did a camera track for this scene so as you can  see I did a camera track I get Sol error 42 and   I get this camera I try to align this camera with  the scene and so this is my camera for this scene   and I use this camera for my sky setup also and I  also add to add some 2D elements okay so first I   will show you this is the sky uh I exposed down  this one okay like this and uh then I uh render   through the scan line uh render and and I did a  pre comp as you can see so this is the pre comp   for the sky and let's come down and I placed  the camera here so as you can see I did many   uh uh renders for the camera so that's why I have  a bunch of camera here so in the final one I use   this one so this is the final camera so I placed  the camera right here so I can use it uh for my   background and also I can use it uh anywhere  in the script I want and let's see the Shader   rebuild first as you can see in the Shader rebuild  you will see a lot of stuff is happening in this   part as you can see we have uh three layers uh  for this one so the first one will show you so   obviously we have this uh big environment and the  second one we have this Cars one and the third one   is uh this obviously this spaceship one we have  this uh environment here we have this car here   and the spaceship is here the spaceship is not I'm  not using it's just placeholder I just turn off   here I will show you uh one Shader rebuild and the  the same thing I just copy pasted here and here as   you can see the same layout is here and here also  also the top is the same thing first of all let's   connect a layer contact sheet to see the all the  layers we have so show the name so as you can see   uh we have these many layers okay so as you can  see we have this depth emission uh transmission   albo transmission indirect transmission direct  uh SS Alo SS indirect SS direct specular albo   specular indirect and specular direct right and  we have this albo diffuse indirect diffuse direct   and I think this is the shadow mat and this these  are all crypto mats here this is AO and this is   normal position and UV pass here and these are all  cryptates here and we also have this uh uh normal   pass and we also have this position pass here okay  so if I show you in my script as you can see uh   we have this diffuse uh direct here we have this  diffuse indirect here we have this specular direct   here specular indirect and subsurface direct  subsurface uh indirect transmission direct right   and transmission indirect and in the last we have  this emission okay so uh this Shadow reu if you uh   so I already made a tutorial about uh how to uh  do a proper Beauty SL Shader rebuild tutorial if   you want to know more about Shader rebuild you can  check that video out so in this one what I did uh   we I did here divide multiply and plus technique  what I mean by that we have this alido so the   alido basically means we have this uh diffuse  color so only the it's only contain the textures   and the color information no lighting nothing  and we have this diffuse direct which contain   the direct lighting what I did here I just want uh  light intensity I don't need I basically want to   remove the color information because we already  have color in the ELO map right simply you have   to do a divide then it will basically remove the  color in your diffuse direct pass so and then do   your Corrections and as you can see here you can  basically do a plus if I show you here it will   be easy because this part is empty so as you can  see here I show you see diffuse color and diffuse   indirect so do a divide so it basically remove  the color do your correction and then take your   diffuse color and the divide one and do a multiply  here after that you can just uh do the same thing   for all of them and then do a plus in the end so  this is exactly what I did so this is a diffuse   one and this is again the alido and this is the  indirect one so I did the same thing and then   multiply and then plus here here so do a divide  multiply plus so the same thing for this specular   so the interesting stuff here he also provided the  specular Alo basically that is the specular color   uh without the light so as you can see so this  is the direct specular and this is the Alo as you   can see we can see the same color here and here in  the both side so we did a divide so we can remove   the color information we only contain the light  intensity and then do a multiply so you entered   so you basically from going uh from diffuse direct  to going back to diffuse direct again if I did a   cc here if I disable you will see from this pass  to this they are same but we basically break this   layer into two parts so we can control the color  information separately and we can control the LI   light information separately so then we can do a  multiply so we can only uh change the light here   and if we need we can only add a grade and we can  only change the color information right here so   we have a separate control now so this is this  exactly the same I did repeatedly and did a plus   in the end as you can see just pling here and plus  in the main this is is uh this is the whole setup   for this uh Shader rebuild and then in the end  I basically uh did a copy Alpha and uh uh this   is just for the dep pass I did a one Ro because  I'm getting some artifact that's why and here I   did a PR all and in the beginning I did un premal  all as you can see so if you check here everything   is UN premal as you can see and every pass is  unpr because I did un premal all if you just   do rgba your passes will not going to get unpr  as you can see so you need to do unpr all then   it will do everything unpr and then in the end  you need to copy your original Alpha from your   beauty and then do a preot so I will show you why  uh why I did this sandwich here so later I will I   will tell you uh this thing and let's go uh okay  so so the same setup applying here also but this   is much bigger because I did a lot of Correction  here so that's why this uh Shader rebuild got much   bigger than this one so uh as you can see the  lot of changes I did mostly in the uh specular   direct and uh the diffuse direct very minimum in  the diffuse indirect one and here also specular   indirect one very minimum as you can see in this  subsurface direct also I did some correction but   indirect I think we don't have anything here yeah  see the indirect one we don't have yeah actually   yeah we have but it's very minimum so instead  of here I did uh changes here and here in the   specular uh sub surface direct as you can see sub  surface direct contain uh the this information the   color information and the light information so I  did changes here and here as you can see I Chang   the color of this tree as you can see so and then  basically I did a lot of Correction using Crypt   mats and all that to get my uh CG look and as  you can see and then I uh once I did my Shader   rebuild for this thing then I add a shadow shadow  for this car as you can see in the alpha we have   information I just basically did a grade to  add this Shadow here as you you can see the   vehicle Shadow here nothing fancy just a g GD  you can basically change the color if you want   for this black but I keep it like this because  in the end I did my black match okay so uh so   ignore everything just focus this part and this  three okay everything else I added uh when I uh   start cying the shot so these are the main three  uh CG rebuild from this I did a same uh copy paste   setup for this uh CG rebuild so they are same  uh so let me show you so this is the render   okay so let's let me show you my process how I  uh process from this shot from here uh to this   final one so the idea is first of all I need to  collect some reference what look I want so I will   show you some reference so so these are so this  is the contact sheet as you can see uh I have a   bunch of reference images here some of are from  Blade Runner and some of are from the actual 3D   environment and also as you can see in the corner  I have this actual shot from the Creator so this   is the trailer shot so as you can see in this  one they also have this nice hazing here but   this look is like very warm right and they have  very uh saturated green they have very nice uh   uh render actually everything and as you can see  uh personally I I like to go this kind of look as   you can see this kind of hazy look here and here  as you can see you can see the depth hazing how   it's going and as you can see the also the lights  and everything so that's why I collect as you can   see you can see the right how it's going in the  depth and how it's affecting the environment and   atmosphere here also as you can see it's very nice  I Tred to grab every small details from everywhere   and see this kind of atmosphere it's nice made  by rodo it's very good here and as you can see   so this is the actual photo as you can see in  this one very foggy but I don't want to go that   much foggy so I want to go something like this so  you can still see the silhouette of the building   in very far away and we can still see some uh  glows in the back in the in the in very far   away distance as you can see here you can still  see here so I want to go with that look so based   on that what I did so this is my render and this  is my first laap comp as you can see in this one   everything is messed up what I did basically so  this is the render I just simply added a depth   HS using uh depth pass and constant color and I  basically turn on every emission light what what   he provided now we can see all the mission you  can see Mission lights here here here and on the   ship also and in the back also so I use uh this  and this and this and this but I uh ignore this   uh ship I basically reveal some of the details  here and added here also but I need to work on   the depth heading properly so from here to here  see the my first when I uh CG rebuild uh this   thing so this is I just simply added a depth heads  and how I add I will show you uh from here here so   as you can see in my references I view here I see  many colors so what I did I want uh this kind of   look but this is very s if I show you the why you  can see the depth is in the Luminous way so what I   did I select some I grabb some sample color on  a constant so as you can see so these are the   constant color as you can see for my deping the  similar stuff you check here so this is my depth   haing uh backdrop so if you don't know about how  I add depth t if you want to know more about depth   haing I already made a tutorial about how to add  depth ha in nuk there are many ways to add depth   T but in this one I use constant one and this is  uh this I already show in that tutorial how I did   this so I'm not going to go in full deep in this  one so I will show you uh I will show you overall   about this uh setup so as you can see we have  this many constant here which I selected from   there so I use this one then I did uh some then I  basically remove the saturation then I use uh the   depth slice tool I will provide this one also you  can download So as you can see we have this depth   and I sample this one so then I did a gamma to  make this dep like this I did a bit of blur and   I basically did a mask using my uh de P pass so as  you can see now this is the depth H I have this is   the overall depth H I have then I uh reduce the  multiply and just simply over to my image so if I   off this one so this is the 100% that but I remove  some of the amount .9 so then I over this one here   and in between I did a lot of Corrections here  see so I will show you if I view from here right   so this is the depth T without uh masking I turn  off so this is a flat color and when I do mask   so this is this is I got and then I customize my  depth according to the shot as you can see from   here to here if you if you want to know more what  I did here you can check the tutorial I explain   it there also basically what I did I just take  it different uh depth in a different places as   you can see and basically I grade them accordingly  to customize my depth map like this and then I did   my mask here then I merge it over here okay if  I don't do this one now then you will see this   is looking totally different see so you have to  customize your depth then it will look correct so   I'm just turning this one off so this is the depth  here I added here and let's go to the top so let's   see so this is the Shader build as I sh as I show  you and as you can see now we have this lights and   glow so basically here I extract my emission pass  and then I did a crypt doing basically hold out   and I did a separate uh areas like this so this  area this area I did a separate uh treatment for   the separate areas and I merge them one by one in  this one as you can see I'm merging one by one you   can see lights are appearing here see here here  and in the here and I did a pre comp here and then   I merge here so I will show you uh how I add this  add uh this glow uh take your this thing add added   a gamma sorry the g and then I use exponen glow  to add a glow like this and in the side as you   can see I added a bit of blur in this one youed  do the multiply and just close it I need that   softness right so I did this and as you can see  uh this uh gain and we have another pipe is going   on here which I did a blur for this thing and I  placed a constant under and I did uh everything to   the multiply here so basically I'm just relighting  this area because when this glow is happening they   they should eliminate the surrounding areas right  so I did that from here everything is unprimed as   you can see uh we are adding a cc this from using  this multiply mode so after this multiply mode I   did a preal here right I think in this one we  don't need to do preal all uh because because   I think it will messed up my dep Channel I guess  yeah let me check yeah if I did PR all yeah see   uh we don't need this this kind of depth we just  need full so that's why I uh did rgba only but in   many cases you have to do a full uh Prat all okay  so the same setup you will see everywhere doing   this setup and doing this one but in the second  time uh you must have to do un premal because in   the beginning it's already un premal here we just  doing a preal here so next second second time we   have to do un premal and doing your uh color  multiply and do the preal so these are same   technique I follow here and here I did a prom for  just for this uh emissions and did a plus here so   now we have emission here as you can see emission  light and after that make sure you always always   have to do a pre-com so as you can see uh then  I did a precom keeping rgba depth and position   because in the downstream I need them then I uh  did a precom as you can see you have to do prom   otherwise it will not going to render anything and  if I play this prom you will see so as you can see   we have a lot of uh noise and flickering here so  we need to remove all of them so in the CG you can   do it as you can see it's very noisy here in here  in the uh Shader rebuild you can basically add a   d noise and remove on every pass but what I did  here I basically uh use this XD noiser I place it   under my free comp and if I show you the result  and but uh for this one you it will only contain   RGB it basically uh it will basically remove  your channel as you can see in the dep we don't   we don't have anything in here also we don't have  anything so what we need to do we need to bypass   all other passes so what I did I just keep them  here and copy my depth and position again here so   if I play this one now you will see we have very  less noise compared to the previous one so as you   can see it's it's very less noise and it will get  the job done for me uh you can do D noise uh as I   said uh in the Shader build or yeah in the sh you  can do separate D noise you can check which pass   is getting noisy you can basically add a d noise  there and you can render that pass out but I did   overall here and it's working for me so I keep it  like this so as you can see I play as you can see   it's very L and here we we can't see anything so  it's working for me so this is what I go and here   again I basically uh merging uh with the constant  you need to maintain the B pipe so what I did I   basically added a constant black constant nothing  is here no Alpha nothing just to keep the B pipe   and then I merge it here and I separately merge  my my position position pass here uh because I   merged a depth here because I don't want there  is some issue that's why I merged separately my   position pass using copy note now the same setup  is applied for this vehicle also so we have these   three vehicles here so the same uh uh Shader reild  copying Alpha and fixing my depth so if I show you   my depth so we have this dep pass I show you the  pral so this so this time we are using uh pral   all because in this scene we just have vehicle  so if I show you my filtery of this one we have   some issues it will it will appear I will show  you where it appear but first of all let's see   this so this is the same setup as I show there  but here I just merge it one by one here so this   is the glow setup same setup okay and then I did  a pre comp here okay let me make this live and I   will show you the issue so if I go here show you  my de pass is my de pass this one expose down as   you can see now we have nice dep pass here but  if I off this one you will see we are getting   this artifact because uh this thing is UN premal  okay if I view it here sorry here as you can see   it's getting un premal so we need to uh do little  filtering we need to do a preal uh depth because   we are merging with the background so now as  you can see it will properly blend with the   environment otherwise it will will give you some  age artifact like this so that's why I added a   filter uh in here uh plus uh one amount for dep  pass only then I did a pral all here then I did   my pre comp here so I'm just switching to the pre  comp and this is I have and then I merge it here   so this is the car now okay so as I show you I  I didn't use this ship so I basically turn off   so you can check that out I will provide this  script so you can check my whole process step   by step so this is turn off and this section is  atmosphere basically here if I show you the precom   I basically added some fog layer and everything  in the scene as you can see in the depth wise so   these are the uh these are the fog layers uh which  is floating on the water surface and this is also   on the water surface as you can see so I will show  you how I add this one so as I said I have a track   camera these are the elements from action VFX if  you check if you can find better element you can   use that basically I did uh project it on frame  see as you can see if I go to the train so I did   a projection on a first frame as you can see and  it's basically match move uh based on that and for   the placement I use mod Builder so in the mod  Builder I basically uh select any point I will   show you so assume I want to place a smoke layer  here so I use this point mode uh play a couple of   frames and you can basically move this one like  this then as you can see when it's following so   I think you need to place it here and then you  can basically export this one and now you have   a position data for this exact location so if you  view this one in a TD space it will show you like   this so as you can see this point is here and it's  far away from the camera like this as you can see   I view from the camera as you can see the point  is there and this plane is here so that's how you   can place your uh plane so this is exactly I did  so as you can see this is exactly how I use this   one you can also generate a point cloud and you  can based on that you can use that and you can   also use a position path which is provided to  get the exact location but I use this one and   as you can see I have a bunch of here according  to that I place it a card as you can see I will   show you so these two are for this uh water  layer and I did again I used a depth to cut   this section here I did a basically hold out here  and uh this third one this third one is for this   side so again this side we have this uh trees as  you can see this tree so I place it right here on   the tree as you can see if I did this thing as  you can see so it's properly blending with the   tree depth as you can see uh this one then I merge  this one here and did the same trick uh blurring   my environment here uh this CG environment and  uh to add a little bit of color coloring I did   a multiply obviously on Prem and preal and did  a grading to get the look get the get that color   basically as you can see and did the grading to  enhance now you can see the much better detail   here right the same setup I follow all these two  others element so this one is for the ground as   you can see if I expose this one you will see so  this is basically like a height fog so for this   one I have this card here I added this uh uh noise  and I have this element here see this element so   if I show you in the normal as you can see if I  combine you we have this look so I plac it a card   like this with my render camera so if I view from  the camera you will see it will look like this and   again and one more thing I try I want to explain  you so when you render from scal render you get   a depth Channel like this but it's not a full  depth as you can see we have to explod down so   in the expression I did uh 1 / Z increasing as you  can see from here I have 590 as I move my over it   will get increasing but previously the value is  uh is higher and it's going all the way to zero   okay but we need uh inverted we need a proper  uh uh real world scale Valu so as you can see   from here to here value is increasing so this  is exactly what we need and this is exactly I   did for every uh pass as you can see I put it  expression here and why I did that I will tell   you why I did that and then we did some same setup  for this one and for this one this is like very uh   overall uh hze fog for that entire scene as you  can see from here and here then I merge all these   three together and I did for prom and in the pre  comp I think I messed up in the pre comp so what   I need to do basically I need to copy be the this  uh dep pass also so what I can do I can just add   a dep pass like this so now I have this dep pass  as you can see if I expose down you will see all   the dep values for this all the elements which  we added right so what is the advantage of using   this dep pass I will show you on this one so as  you can see from here to here you can see the uh   fog layers and everything as you can see from  here to here as you can see in the ground and   here and here you can see and little of here so  you just need to add subtle subtle amount so in   the end it will look uh it will look good so once  I add this one in the here if I on this one now   so this is the depth map we have right uh let me  view so yeah so this is the dep map here right so   we basically need to add a depth uh the 2D element  depth in here so as you can see I copy the in here   okay and if I just switch this one because this  precom don't have depth switch this one you will   see the difference in here in my depth heading  because we are merging this element right here   so this element also contain their own depth  values right so we need to add that here also so   then your depth map will look good I mean it will  look correct now otherwise it will give a slightly   different result as you can see I'm switching from  precom the precom don't have a dep fast but this   one have as you can see slightly different you can  see here not much here you can see here I switch   this one so again uh this one this one is correct  without prom but I think I I just render rgbm   so no worries I will rerender this one with the  proper depth pass included so for now as you can   see from here to here and one more thing I did as  you can see I'm using this same depth uh parameter   I this uh gamma gamma down I did a little bit  blur and I use I blur here okay and there is a   specific reason for using I blur I will not going  to explain here but I use I blur to blur my CG   based on the depth values so as you can see the  far one is getting blur okay and the close one is   not getting that much blur and then I added here  so so I can blend this horizon line better as you   can see before it's very sharp now it's very soft  as you can see I hope you can see that it's very   subtle it's not going to give see as you can see  now now you can see here and this thing is very   blending and the same eye blur I added here also  you go up here um I BL where is I BL as you can   see here I need to blend this line as you can see  this is very sharp uh in this uh specular direct   so I did uh same I grab my dep pass dep slice tool  crush it to till here and I blur this entire far   area like this so the idea is everything will  blend properly in the uh depth H areas so we   are here in the depth T okay so now as you can see  everything is properly blending we have nice depth   and we have proper Alpha because here Alpha is  also coming from here and we are merging so make   sure in your dep pass you in your depth heading  you also need Alpha it's merging everything and as   you can see we have a transparency so we can see  our uh sky from here okay after adding this deping   I have this CC tab so obviously we do unreal right  and we do preal here in the end so in between as   you can see I just have two notes uh this first  is Exposure One as you can see I expose down and   0.5 minus5 so half stop down and uh then I have  this node which I did uh black so I basically   just uh added a black color it bit of warm little  bit of cooler side as you can little bit so just   as you can see now if I on of this one you can see  getting little bit of cooler tone okay so my black   is set here uh then I did a motion BL fast because  the this Vehicles as I said uh there is no motion   BL uh Vector generator to generate my vector and  vector blur to add a motion blur so everything is   everything is in motion it will get affected by  the vector blur so as you can see so I need to   show some middle frame because this is the end  frame everything is prom so that's why you have   to do preon because it will take hell lot of time  to load everything as you can see I'm just reading   from here again this is precom this is precom and  this 3D element also precom so now as you can see   now we have this proper motion blur for the car  and anything in the scene is moving faster it will   get apply motion block okay and then I here I keep  it only rgba then this thing is getting merch with   the sky so this is the sky I added So based on the  sky I adjust some brightness and added here also   and then again after emerging Sky I did a global  CC here I know this is like uh we did a black   match here and then after black match we are again  doing a cc here because this is like a creative   choice so this is a full CG so I want to transform  this thing in a very specific way but if you have   a plate you don't make sure you don't do any type  of stuff like this I mean you are matching blacks   here and again you are doing a cc here which is  wrong okay so I'm doing a global CC so it will   apply on my sky also and as well as here also what  I did here I added a little bit of contrast as   you can see before it's very looking flat as you  can see here that I did a little bit of contrast   and then I added a little bit of saturation as you  can see 1.1 because I think because I thought it's   looking very monochromatic before so I did a bit  of contrast and here is the very specific thing   so added a crop here so we need to change uh this  format So currently is this is uh 9020 by 1080p uh   image I did a black outside so see 1920 by 1080p  then I did a reformat uh what I did I make this   1920 by 800 so basically it's a cinema scope so as  you can see you squeeze this one in the height as   you can see only the height part we did as you  can see transform in between I just reposition   it then it will look cinematic and before we have  this extra pixel we can use it how how we want so   that's why I added a transform here so we can you  know transform any specific area so this is this   is the view I like and after that as you can see  we have a bunch of lens effect so let's score one   by one so the first one is as you can see let  Zoom we need to add little bit of softness so   I added a softness here this is a def Focus just  three so and again after that we added a chromatic   aberration for that I use this AP chroma which  is good as you can see you can see the chromatic   aberration is here so added a very subtle amount  and then this is the Len Distortion so this is a   manually basically just using this dominators to  extend and uh get the lens Distortion like this as   you can see very subtle but I added here and then  added a wette as you can see now you can focus in   the center and after that I added a a grain also  so this is the Luma picture grain so if I zoom in   you can see so this is the grain part on off as  you can see it's very looking good again doing a   reformat uh removing some uh extra over scans  and basically just rendering this thing out as   you can see it's matching one to one and let's  see so this is the render we uh we got and this   is the comp we have and in between these are the  steps I will show you one by one again so this one   I show you already so after this one I did this  one I basically added this High here and the same   depth Hing what we have here but less amount and  after that I did uh this one I basically reformat   this one change my sky change it the depth here  as you can see from here to here is the very big   jump from this version to this version I did a lot  of changes here as you can see before the water   is very flat then I added some uh rippled it's  already there I just uh boost that thing using   Pam so I will show you and after that I did some  correction here I fixed this color tone as you can   see before it's looking very magenta so I fixed  that on the ocean level also I basically did uh   reduced the luminance here and get brighter here  before everything is looking very flat as you can   see very uniform very same amount of luminance so  I did a ramp and reduced that one and from here I   did uh that 2D element one from this render to  this render now we added a fog here fog layer   here here and here in this one and then I render  uh added this lights as you can see so he already   have that then I render to see my light and  then I uh realize there is a big noise issue   then I added that D noiser and all that uh stuff  so and then there is one as you can see from here   to Here There is some small changes and changes  and changes and in the end from this animation   from here to here we came from here to here so I  will I will show you how I add this added this uh   this Ripple detail so it's there what I did here  I will show you think I did it here somewhere yeah   see as I use this called node called PM so as you  can see in the position I set it in a y so in the   X we don't we get this one and in the Z we get  this one but if you set in the Y I mean it's up   and down so as you can see you get a ramp in a y  direction I use this one you can basic Bally get   uh this ramp and you can use this one to grade the  aovs so I basically grade this one and if I show   you here in the end I did correction here and this  is also going so if I disable now you will see now   it's looking very flat and on this one you see  the details here so that's how I added uh this   Ripple detail so uh that is how I uh added this  uh Ripple detail here uh what else I want to show   you what else yeah I think I covered everything  so as I said when you start any shot make sure   you need good reference so you can start from the  reference and try to achieve that look whatever   the reference you have in your mind and secondly  make sure when you comp bigger shot like this this   is very big and as you can see the script also  very big make sure you do pre comp as much as   you can as you can see I did a lot of pre comps  here here every Everything I did in a a site I did   a pre comp except this this uh depth because it's  just a constant layer and a depth map and also as   you can see uh this Sky layer also I did a precom  so there is one p comp always there in the end it   will merge everything then it will look correct  otherwise in the end you are not able to render   your full comp because if you are trying to render  everything live it will basically crash your nuke   as you can see I'm just reading a pre comps like  here right here and for this one also see only   proms I'm reading and doing my final uh touchups  and then simply uh doing a render one more thing   one last thing this exr which he provided uh this  is uh if you check the metadata and I think uh   this thing is rendered in uh yeah as you can see  this thing is rendered in SSG color space so make   sure uh you set your projects to SS so I already  seted the SS so is basically defaultly assigned   scene linear so if you check here what is the  scene linear it's saying SG so you are in uh   correct color space so use SSG then you are good  to go so you don't need to do anything you are   doing properly s workflow and you're doing proper  asss comp in nuk then your comp will look correct   so make sure collect reference as much as you  can uh just like I have here try to build your   comp like this so uh I will share this script okay  and I also share this uh uh asset link so you can   download this one and try to create your own uh  Creator look this is how I'm going to achieve any   kind of uh CG shots uh based on that uh this is  my output so I hope you enjoyed and I I hope you   understand the process and some of the technique  which I already show whatever the technique I use   in this one I already have a tutorial about it so  you can basically uh watch that I will provide the   link for all of them and you can download you can  watch and you can learn if you have any questions   you can always ask me in my server I will provide  a link below also thank you for watching if you   have any questions again let me know in the  comment or you can ask me in my server I hope   you understand I hope you learn something so we  will see you in a very next one have a great day
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Channel: VFX SHOWDOWN
Views: 6,283
Rating: undefined out of 5
Keywords: adobe after effects tutorial animation, Adobe, after effects tutorial, Redshift for cinema 4D, adobe after effects, realistic, devin graham, 4k, insane, Volumetric light effect, inspire 2, after effects, Nuke Compositing, keying in nuke, nuke vfx, vfx, compositng, CG compositing, Nuke CG compositing, nuke stmap, STMap in nuke, how to use stmap, nuke live compositing
Id: WHxFTX-OH50
Channel Id: undefined
Length: 41min 48sec (2508 seconds)
Published: Mon Feb 26 2024
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