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These are the user uploaded subtitles that are being translated: 1 00:00:02,100 --> 00:00:02,390 [Autogenerated] All right, 2 00:00:02,390 --> 00:00:07,000 so we're gonna make a multilayered xar file out of all our different passes. 3 00:00:07,540 --> 00:00:10,550 We have three passes in our plate. 4 00:00:11,040 --> 00:00:12,380 We have the background plate. 5 00:00:13,030 --> 00:00:16,379 We have our helicopter shadows. 6 00:00:17,020 --> 00:00:21,160 We have a ambient occlusion puddle pass which darkens the 7 00:00:21,160 --> 00:00:24,320 ground that we have our primary color passes, 8 00:00:24,320 --> 00:00:26,250 which include our beauty pass. 9 00:00:27,190 --> 00:00:31,150 Just the rotor blades, body diffuse, 10 00:00:31,940 --> 00:00:36,250 indirect light reflections embody speculator. 11 00:00:36,620 --> 00:00:38,680 And then we have our NCD peas, 12 00:00:38,680 --> 00:00:43,030 which are non color data passes thes air for modifying the color passes. 13 00:00:43,150 --> 00:00:44,050 We have our body. 14 00:00:44,050 --> 00:00:48,630 For now, we have our depth of our ambient occlusion. 15 00:00:48,930 --> 00:00:53,160 We have a UV pass which represents the texture mapping coordinates. 16 00:00:53,240 --> 00:00:59,880 And then I have to multi map passes which allow me to use red green blue 17 00:00:59,880 --> 00:01:04,450 colors as masks for selection sets on our composite. 18 00:01:04,640 --> 00:01:09,520 And what we want to do is right now, all these images are discrete, 19 00:01:09,540 --> 00:01:12,150 separate images in nuke, 20 00:01:12,640 --> 00:01:18,460 and sometimes we want to assemble them into a single 21 00:01:18,470 --> 00:01:21,520 image file form or efficient compositing. 22 00:01:22,140 --> 00:01:25,370 So what we want to do is we want to start out with our plate. 23 00:01:25,490 --> 00:01:29,250 So we're gonna view that and let's bring the viewer over here, 24 00:01:30,130 --> 00:01:36,610 and we want to now take the copter shadows and we're gonna 25 00:01:36,610 --> 00:01:39,820 shuffle these into their own distinct passes. 26 00:01:39,820 --> 00:01:45,420 So we're gonna take the RGB a in and we'll send it out to a new 27 00:01:45,800 --> 00:01:52,550 layer or channel set called Copter Shadow Auto. 28 00:01:52,550 --> 00:01:59,570 Fill that in close and this one will be the same thing. 29 00:01:59,580 --> 00:02:05,500 It will be a new layer rgb a close. 30 00:02:06,230 --> 00:02:10,780 So now we've got our different passes shuffled in and now we're gonna grab 31 00:02:10,789 --> 00:02:16,240 our copy node and want to set this up to do a layer copies. 32 00:02:16,240 --> 00:02:19,370 We're gonna take the A of the new layer, 33 00:02:19,630 --> 00:02:26,350 the B of the background plate, and we're going to see a copy layer shadow. 34 00:02:26,800 --> 00:02:31,730 Until we get this connected, you'll notice that the data isn't here. 35 00:02:31,730 --> 00:02:35,490 The copter ao puddle is not listed. 36 00:02:36,200 --> 00:02:43,210 That won't be listed until we hit the A input so it can see that data coming in. 37 00:02:44,420 --> 00:02:47,350 And now you can see it's it's copter puddle pass 38 00:02:47,440 --> 00:02:50,330 and were able to copy that over. 39 00:02:50,400 --> 00:02:55,010 So now we have these three parts assembled and you can 40 00:02:55,010 --> 00:02:58,850 see over here RGB we have no Alfa. 41 00:03:00,540 --> 00:03:01,020 There we go. 42 00:03:01,020 --> 00:03:05,640 Copter, puddle, pass, copter shadow, Right. 43 00:03:05,870 --> 00:03:06,350 Awesome. 44 00:03:07,040 --> 00:03:10,740 So now let's go ahead and do the rest of these, 45 00:03:10,740 --> 00:03:12,680 but we're gonna do to mix it up a little bit. 46 00:03:12,690 --> 00:03:16,250 We're gonna do a shuffle copy on this next one, 47 00:03:16,820 --> 00:03:20,530 and we would take input number two and put number one. 48 00:03:20,580 --> 00:03:22,190 We're gonna bring over that beauty, 49 00:03:23,110 --> 00:03:27,550 so this beauty is going to go out to something new. 50 00:03:27,560 --> 00:03:30,650 So let's create a new output down here new. 51 00:03:31,790 --> 00:03:39,980 We'll call this the beauty copter Select. 52 00:03:39,980 --> 00:03:40,650 Okay? 53 00:03:41,290 --> 00:03:45,850 And it's gonna be coming in on input one to input One's gonna be Red, 54 00:03:45,950 --> 00:03:46,430 green, 55 00:03:46,660 --> 00:03:53,350 blue Alfa and everything else is coming through on input to So that was in 56 00:03:53,350 --> 00:03:56,660 a way to do it with within the shuffle copy as well. 57 00:03:56,870 --> 00:04:01,020 It takes a little bit more planning because of the 58 00:04:01,020 --> 00:04:02,830 confusing nature of the interface. 59 00:04:02,830 --> 00:04:04,900 But we're gonna add some channels. 60 00:04:05,540 --> 00:04:07,190 So after this, we're going to start. 61 00:04:07,190 --> 00:04:12,390 We're gonna add a bunch of new channels and let's go 62 00:04:12,390 --> 00:04:15,980 ahead and add the rotor beauty. 63 00:04:17,519 --> 00:04:17,959 Select. 64 00:04:17,959 --> 00:04:21,760 Okay, we're gonna add body diffuse. 65 00:04:23,260 --> 00:04:23,840 Okay. 66 00:04:24,160 --> 00:04:25,150 And so on. 67 00:04:29,440 --> 00:04:33,860 Body reflection RG via and hit close. 68 00:04:34,540 --> 00:04:36,450 So now we've added all of those. 69 00:04:36,450 --> 00:04:38,950 So now we have those over here, 70 00:04:39,530 --> 00:04:43,440 but what we need to do now is we need to bring them in and copy them in. 71 00:04:44,900 --> 00:04:47,590 So that's where we're gonna create another copy nut. 72 00:04:48,490 --> 00:04:54,460 We'll take that and we're gonna select it to their We're in a copy. 73 00:04:55,640 --> 00:05:04,420 The red, green, blue Alfa two are where they are. 74 00:05:04,420 --> 00:05:14,590 Roeder beauty green, red, green and blue and our ofa There we go. 75 00:05:15,340 --> 00:05:19,700 And that should now show right there often. 76 00:05:20,240 --> 00:05:26,140 So now I'm gonna go ahead and do that again for the next four items, 77 00:05:26,480 --> 00:05:31,380 and I'm gonna come back when it's all finished up because it's just 78 00:05:31,390 --> 00:05:35,780 a lot of rinse and repeat of these techniques. 79 00:05:36,120 --> 00:05:36,660 All right? 80 00:05:36,670 --> 00:05:40,680 All the passes have been put into all these different layers, 81 00:05:40,680 --> 00:05:46,090 and you can kind of see, I just went ahead and put all of these different ones. 82 00:05:46,090 --> 00:05:52,230 And then we used the shuffle technique with a copy set to layer. 83 00:05:52,230 --> 00:05:54,060 Copy each one. 84 00:05:54,060 --> 00:05:56,650 Now, at the bottom of this, you can see our list. 85 00:05:56,650 --> 00:05:57,870 It's fully populated. 86 00:05:57,870 --> 00:05:58,730 We have Alfa. 87 00:05:58,740 --> 00:06:03,180 We have depth beauty Body spec. 88 00:06:03,510 --> 00:06:03,930 Multi. 89 00:06:03,930 --> 00:06:07,540 Matt, you ve a o. 90 00:06:08,240 --> 00:06:09,950 Everything is represented here. 91 00:06:10,090 --> 00:06:12,560 What we're going to do now is we're gonna write this out. 92 00:06:12,650 --> 00:06:14,180 So let's set up a right nut. 93 00:06:14,180 --> 00:06:15,950 So let's put a right note right here. 94 00:06:16,410 --> 00:06:17,890 Put the viewer on top of there, 95 00:06:18,280 --> 00:06:22,880 and we're going to set this to write out a full a full 96 00:06:22,890 --> 00:06:27,950 xar file and render passes the e x r. 97 00:06:28,390 --> 00:06:31,280 And there's a couple things that we need to be made Sure off. 98 00:06:31,740 --> 00:06:35,270 Some of these render passes have floating point values, 99 00:06:35,280 --> 00:06:42,110 and they need to be saved in 32 bit float set at 2 32 bit xar and 100 00:06:42,110 --> 00:06:43,830 you're going to see right here it says Inter leave. 101 00:06:43,830 --> 00:06:45,300 It's gonna inter leave both channels, 102 00:06:45,300 --> 00:06:49,090 layers and views so all of that's gonna be into leaved in there. 103 00:06:49,220 --> 00:06:50,150 However, 104 00:06:51,040 --> 00:06:55,790 we do need to make sure that we take the channels appear and we 105 00:06:55,790 --> 00:06:59,440 set these to all because if we just do rgb, 106 00:06:59,440 --> 00:07:00,710 that's all it's gonna render. 107 00:07:00,990 --> 00:07:04,250 And if we could select any of the channels that we've 108 00:07:04,250 --> 00:07:08,560 created or the channel set layers we want all. 109 00:07:08,570 --> 00:07:11,150 So that way all of them are saved. 110 00:07:12,140 --> 00:07:15,550 So I'm gonna render, but render that one frame. 111 00:07:17,020 --> 00:07:17,820 May we go? 112 00:07:17,820 --> 00:07:21,600 Let's close that and let's re load. 113 00:07:22,770 --> 00:07:23,400 There it is. 114 00:07:23,400 --> 00:07:24,390 Render passes. 115 00:07:24,390 --> 00:07:27,140 You can see all the different passes. 116 00:07:27,140 --> 00:07:29,020 One, Meg seven Meg's whatever. 117 00:07:29,430 --> 00:07:34,040 Now we have one file that's 116 megabytes. 118 00:07:34,840 --> 00:07:38,100 This one file right here they hook up. 119 00:07:38,100 --> 00:07:41,350 The viewer has all the render passes in it. 120 00:07:41,840 --> 00:07:46,600 We can see that from the drop down, but drop downs kind of are annoying. 121 00:07:46,600 --> 00:07:50,580 So let's take new node called a layer contact sheet, 122 00:07:51,540 --> 00:07:55,070 and it's the layer contact she there to contact sheets. 123 00:07:55,070 --> 00:07:58,980 There's the contact sheet in the layered context because these 124 00:07:58,980 --> 00:08:02,720 air all into render layers or channel sets. 125 00:08:03,390 --> 00:08:06,150 So I'm gonna select this and I'm gonna display that. 126 00:08:07,240 --> 00:08:11,280 And what it's gonna do is it's going to separate every single render layer 127 00:08:11,290 --> 00:08:15,470 onto this contact sheet and show them simultaneously. 128 00:08:15,620 --> 00:08:17,760 Ah, great button and display. 129 00:08:17,760 --> 00:08:18,510 Is this right here? 130 00:08:18,510 --> 00:08:25,510 Show layer names because what that will do is it will now allow you to see all 131 00:08:25,510 --> 00:08:30,500 the different names associated with your various layers. 132 00:08:31,430 --> 00:08:37,520 So in the next clip, we're going to look at what I call Channel packing 10979

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