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Current time:0:00Total duration:3:12

Video transcript

now it's time to think about how to recreate natural looking variation digitally well hello ladies I'm back I have as usual a few changes to the leg packet and I thought you might want to see it great timing we were just about to start talking about skin and scale details good and cue TIA you're welcome good luck Thanks see here she's added a pattern reference for skin and scales it can reminds me of the variation you see in clouds I noticed there's both color variation from green to yellow as well as brightness variation from dark to bright and notice the skin has a different pattern compared to the scales it seems smoother and darker overall to get started let's simplify our problem first focus on a single scale and imagine we cut a thin strip across it like this like a pink strip we can really see the variation going on now it flows from dark green to light green now our job is to represent this mathematically in the computer the color strip is represented as a sequence of colored cells or pixels and the color of each pixel can vary from light to dark green like a really long paint strip and it's the brightness variation we want to express it helps to think of this as a 2d plot where the x axis is the position in the color strip and the y axis represents the color brightness right now all the callers are the same because we have a flat line no variation you can adjust the base color here and the line is built out of multiple control points if you pull them up it gets brighter in that region if you pull them down at Durkins this is known as a piecewise linear curve very cool and check out what happens if we scatter these points randomly this is getting closer to what we want one problem with this method is that transitions currently have a sharp boundary yes but we can fix that by smoothing this collection of lines into a curve this is done using the subdivide slider we covered how the subdivision algorithm works in our character modeling but all you need to know is that this slider defines how much smoothing is done resulting in these more gradual transitions by manipulating the base Kahler point positions and amount of smoothing we can generate a whole range of cool patterns now it's your turn to try this out in the next exercise your job is to match different target patterns by selecting the correct starting color and defining an appropriate 2d curve to define the variation in brightness in this example we're using the curve to control brightness but what are the things that we can control with a curve like this as well we can really control lots of things with these type of curves but one fun example is wings on insects like dragonflies or grasshoppers we had lots of those in the good dinosaur but in other movies like bug's life you obviously have bugs too and across the wing you'll have variation transparency as well as color and iridescent and lighting quality and all those can be controlled separately by curves like this