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These are the user uploaded subtitles that are being translated: 1 00:00:00,768 --> 00:00:02,560 Hello there and welcome 2 00:00:03,072 --> 00:00:03,840 In this video 3 00:00:04,096 --> 00:00:09,472 Over the shop on their own and start looking at how to manage multilayer exr 4 00:00:09,984 --> 00:00:14,848 I have the setup in the front of a Siri that's going to show us exactly how we can use the shop 5 00:00:15,872 --> 00:00:18,688 What's make 1 really quick water type in shuffle 6 00:00:19,456 --> 00:00:22,016 And by default it's not going to do anything 7 00:00:22,528 --> 00:00:26,112 And it's worth mentioning really quickly here is that a nuke 12.1 8 00:00:26,368 --> 00:00:29,952 How the shuffle note interface looks a little bit 9 00:00:30,208 --> 00:00:32,512 Has all the same basic functionalit 10 00:00:33,024 --> 00:00:39,168 They just read out it's in her face so it's a little bit easier to use and visually understand what exactly is 11 00:00:39,936 --> 00:00:46,080 If you're using the standard shuffle mode from an early anuki can stuff follow along the functionality 12 00:00:46,336 --> 00:00:47,872 The same it's just a little bit 13 00:00:49,664 --> 00:00:50,432 Silver shovel 14 00:00:50,944 --> 00:00:53,248 What exactly is The Shuffle 15 00:00:53,504 --> 00:00:54,016 4 16 00:00:54,528 --> 00:00:59,392 The Shuffle mode allows us to mix and match or various layers and channels in nuke 17 00:00:59,904 --> 00:01:01,549 We can expose underlying layers with image data 18 00:01:01,551 --> 00:01:03,899 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 19 00:01:03,900 --> 00:01:08,096 And also feed data into those underlying layers or create new ones and tired 20 00:01:09,120 --> 00:01:15,264 This is one of my greatest strengths and it absolutely excels at managing this multi-layered data 21 00:01:15,520 --> 00:01:18,848 It's so good I love it and there's so many things you can do with 22 00:01:19,104 --> 00:01:19,872 Incredible 23 00:01:20,896 --> 00:01:27,040 So before we get to talking about those multi-layered files but first talk about shuffling or channels within 24 00:01:27,296 --> 00:01:27,808 Single layer 25 00:01:28,320 --> 00:01:31,904 Each of these connections here represents a channel input 26 00:01:32,160 --> 00:01:33,184 NN18 0hr 27 00:01:33,696 --> 00:01:39,840 You can cry a red.in is going out to RGB 28 00:01:41,376 --> 00:01:43,680 And so we could actually just turn off 29 00:01:43,936 --> 00:01:44,960 Or rgba 30 00:01:45,984 --> 00:01:46,496 Look like that 31 00:01:47,776 --> 00:01:49,568 All of our red data 32 00:01:50,848 --> 00:01:51,872 There's no red 33 00:01:52,128 --> 00:01:53,408 Anywhere in Ark 34 00:01:54,432 --> 00:01:57,760 Similarly we could tell her rgba read data 35 00:01:58,272 --> 00:01:59,296 To go straight away 36 00:01:59,552 --> 00:02:00,576 Ads red 37 00:02:00,832 --> 00:02:02,368 Everywhere in r 38 00:02:03,392 --> 00:02:05,952 Let's go ahead and reconnect this sore red is red 39 00:02:06,208 --> 00:02:09,536 I'd like to talk a little bit about this naming 40 00:02:10,304 --> 00:02:13,376 Because what we have here is a combination of the layer mean 41 00:02:13,632 --> 00:02:15,424 And the underlying share 42 00:02:15,936 --> 00:02:18,752 Innocence we have rgba dark red 43 00:02:19,520 --> 00:02:21,056 Rgba is the lair 44 00:02:21,568 --> 00:02:22,336 End up 45 00:02:22,592 --> 00:02:23,616 Is this 46 00:02:24,128 --> 00:02:24,640 Halo 47 00:02:25,152 --> 00:02:26,176 Within this layer 48 00:02:26,432 --> 00:02:28,992 And what's the difference between channels and layers 49 00:02:29,504 --> 00:02:32,064 Channels contain your Image day 50 00:02:32,576 --> 00:02:34,880 That's where the actual pixels are being store 51 00:02:35,648 --> 00:02:36,928 And then layers 52 00:02:37,184 --> 00:02:38,976 Store channels within 53 00:02:39,488 --> 00:02:41,536 So they really just a group of 2 54 00:02:42,304 --> 00:02:43,328 64 55 00:02:43,584 --> 00:02:44,096 Liar 56 00:02:44,352 --> 00:02:50,496 Is RGB a that's what we've been working in this entire time during our class and contains as we 57 00:02:50,752 --> 00:02:53,056 The red green blue and Alfred 58 00:02:53,312 --> 00:02:59,456 And so as we look through are available layers we can see that each channel has unique name 59 00:02:59,712 --> 00:03:01,248 In relation to its lair 60 00:03:01,504 --> 00:03:03,808 Just go ahead and reconnect this quickly 61 00:03:04,320 --> 00:03:05,088 Dragon bear 62 00:03:06,112 --> 00:03:08,160 Nice little shortcut as of new 63 00:03:08,672 --> 00:03:09,440 12.1 64 00:03:09,696 --> 00:03:13,024 So we can use this not only to turn off and on or trainers 65 00:03:13,792 --> 00:03:16,864 But we can also mix and match the channels that were you 66 00:03:17,376 --> 00:03:20,704 So let's say we wanted our read channel input 67 00:03:21,728 --> 00:03:24,032 To drive all of our other 68 00:03:25,056 --> 00:03:25,824 So we can do 69 00:03:26,080 --> 00:03:26,592 Click 70 00:03:26,848 --> 00:03:27,616 Dragonkin 71 00:03:27,872 --> 00:03:30,176 Now our red is going into our green and put 72 00:03:30,688 --> 00:03:31,712 Are blue and white 73 00:03:33,760 --> 00:03:38,624 So if we look at the values here you can see that they're all the exact same as the red 74 00:03:39,136 --> 00:03:40,672 Because that was the basis 75 00:03:42,208 --> 00:03:45,280 If you wanted to we can also just expose our red Dead 76 00:03:45,536 --> 00:03:47,328 By turning off or other 77 00:03:47,584 --> 00:03:48,096 She knows 78 00:03:48,352 --> 00:03:49,376 I'll go ahead and 79 00:03:51,168 --> 00:03:51,680 Get back 80 00:03:51,936 --> 00:03:52,704 Original image 81 00:03:53,472 --> 00:03:57,312 Certainly used for when you're just working with a single channel you can see we just 82 00:03:57,568 --> 00:03:59,616 Are green and blue channels here 83 00:03:59,872 --> 00:04:02,944 By crossing the streams are Greening 84 00:04:03,456 --> 00:04:05,248 Blue 85 00:04:06,528 --> 00:04:08,064 Feeding or green that has 86 00:04:08,576 --> 00:04:09,088 Ring 87 00:04:09,856 --> 00:04:11,904 And if we wanted to 88 00:04:12,160 --> 00:04:15,232 Say I want my alpha to the original we can go ahead and just 89 00:04:15,488 --> 00:04:17,791 Next step down here now feel like her Alpha 90 00:04:18,303 --> 00:04:21,887 It's just where we had red it's the exact same thing 91 00:04:22,399 --> 00:04:28,543 Oftentimes when you receive match.com in a red green and blue format so you can have 3 maths in 1 in 92 00:04:29,055 --> 00:04:31,871 And The Shuffle mode is how you get those colors 93 00:04:32,127 --> 00:04:33,151 Into the Alpha 94 00:04:33,663 --> 00:04:34,687 Just like this 95 00:04:35,455 --> 00:04:38,015 You can see where red is .3 Alpha 96 00:04:39,295 --> 00:04:42,111 What's the most basic usage of a shuffle mode 97 00:04:42,367 --> 00:04:44,671 But you can use it to do more than this 98 00:04:44,927 --> 00:04:47,231 You can actually combine different layers 99 00:04:47,487 --> 00:04:49,279 From other pieces of furniture 100 00:04:49,535 --> 00:04:51,071 What's go ahead in May 101 00:04:52,607 --> 00:04:53,119 Colour 102 00:04:53,375 --> 00:04:54,143 Wheel 103 00:04:54,655 --> 00:04:55,167 Quickly 104 00:04:56,191 --> 00:04:57,727 That's nice well for us 105 00:04:58,495 --> 00:05:02,335 And we can actually connect this to our a pipe in our shop 106 00:05:03,103 --> 00:05:09,247 A quick announcement for her friends or not using the nuke 12.1 shuffle node you'll need to use a shuffle 107 00:05:09,503 --> 00:05:11,295 In order to do worry 108 00:05:12,319 --> 00:05:16,927 In new 12.1 they can bind the shuffle copy in The Shuffle into one 109 00:05:17,695 --> 00:05:19,999 Until you're syrup about this doesn't do any 110 00:05:21,023 --> 00:05:21,791 We can say 111 00:05:22,047 --> 00:05:22,815 I want to know 112 00:05:23,071 --> 00:05:24,095 Mighty pipe 113 00:05:25,119 --> 00:05:27,423 Look at the rgba layer 114 00:05:27,935 --> 00:05:31,263 And you'll see it brings up all the channels within associated layer 115 00:05:31,519 --> 00:05:34,079 And we can take the red from us colour wheel 116 00:05:34,591 --> 00:05:36,383 And put it in our current view 117 00:05:36,895 --> 00:05:39,199 And now we can see we've replaced the red 118 00:05:39,455 --> 00:05:40,479 Input 119 00:05:40,735 --> 00:05:41,503 With Siri 120 00:05:42,015 --> 00:05:43,039 In colour beyond 121 00:05:43,551 --> 00:05:47,391 So you can see if we just look at a red chain on here there's absolutely 122 00:05:47,647 --> 00:05:49,695 0 difference between these two 123 00:05:50,975 --> 00:05:53,535 And this is a very powerful usage 124 00:05:53,791 --> 00:05:54,559 Of the shore 125 00:05:56,607 --> 00:05:59,167 A very common used for this 126 00:05:59,679 --> 00:06:00,703 Is say 127 00:06:00,959 --> 00:06:03,263 We wanted to use this Alpha 128 00:06:04,287 --> 00:06:06,591 We want to use this RGB 129 00:06:07,359 --> 00:06:09,919 Well we can just pay for alpha channel in here 130 00:06:10,175 --> 00:06:11,711 And it has copied that over 131 00:06:12,479 --> 00:06:16,319 Again this is not premultiplied and so we can help promote after 132 00:06:16,831 --> 00:06:17,855 You can see me now 133 00:06:18,111 --> 00:06:19,903 Applied and ready to go in 134 00:06:20,671 --> 00:06:26,815 I would say that copying over your alpha channel from input input is the most common way to 135 00:06:27,071 --> 00:06:29,375 Is the shop on the road when it comes to Virgin 136 00:06:29,631 --> 00:06:32,959 Inputs but that's not the only reason the shuffle mode exist 137 00:06:33,983 --> 00:06:39,871 By far in large the biggest used for is when it comes to multilayer exr renders 138 00:06:40,383 --> 00:06:42,431 Let's go ahead and just bring in an exam 139 00:06:42,687 --> 00:06:43,455 From this week 140 00:06:45,247 --> 00:06:46,783 We have this exr 141 00:06:47,295 --> 00:06:51,647 And it contains multiple layers of RGB information for us to use 142 00:06:52,671 --> 00:06:55,999 We can view these by clicking on this layer dropdown 143 00:06:56,255 --> 00:06:59,327 And we can see all the layers that exist 144 00:06:59,583 --> 00:07:00,095 With 145 00:07:01,375 --> 00:07:04,447 Let's go ahead and select rgba back blue 146 00:07:05,471 --> 00:07:10,335 And you can see now just viewing the RGB of just this layer 147 00:07:11,359 --> 00:07:16,479 We can shuffle any one of these to figure out exactly what is going on and all of our layers 148 00:07:18,271 --> 00:07:20,063 And you can see these for a bunch of lightning 149 00:07:22,111 --> 00:07:24,159 So how do we get this in RGB 150 00:07:24,671 --> 00:07:26,463 Make a shuffle mode 151 00:07:27,231 --> 00:07:32,095 And then we need to select the input layer that matches the date out that we were 152 00:07:32,607 --> 00:07:36,447 So this case what's Crab At The lair rgba moon 153 00:07:37,471 --> 00:07:38,751 And then it will output 154 00:07:39,007 --> 00:07:39,775 The Moonlight 155 00:07:41,311 --> 00:07:42,847 Into your rgba data 156 00:07:43,103 --> 00:07:46,175 We're not in that channel were in amine or GBH 157 00:07:46,687 --> 00:07:50,783 And this is the channel that we always want to use when rendering our final product 158 00:07:51,551 --> 00:07:54,367 Commonly when you do this it will get rid of your alpha 159 00:07:55,135 --> 00:07:58,719 And that's because if you look to rgba moon in 4 player 160 00:07:58,975 --> 00:08:01,023 Actually doesn't have an Alpha 161 00:08:02,047 --> 00:08:07,167 On this case what we want to do is also loading or be pipes rgba channel 162 00:08:07,935 --> 00:08:08,959 And then type R 163 00:08:09,983 --> 00:08:12,031 And now this will retain it's original 164 00:08:13,055 --> 00:08:15,359 Will go up in a be here just to prove that 165 00:08:17,151 --> 00:08:23,295 And so there is just so much power in the shop on the road and we're gonna go into how we use it to combine multi-layered 166 00:08:23,551 --> 00:08:24,319 Throughout 167 00:08:24,831 --> 00:08:26,367 You're really going to see just 168 00:08:27,903 --> 00:08:29,695 I'll say you wanted to see all of the Lights 169 00:08:31,487 --> 00:08:32,511 We can use 170 00:08:33,279 --> 00:08:34,047 A layer 171 00:08:34,303 --> 00:08:35,071 Contacts 172 00:08:36,095 --> 00:08:38,143 And what does what do you put piping in here 173 00:08:39,679 --> 00:08:41,215 Most liked show layer name 174 00:08:41,471 --> 00:08:42,751 And won't be able to see 175 00:08:43,263 --> 00:08:45,567 All of the layers that exist within 176 00:08:45,823 --> 00:08:46,591 Current employer 177 00:08:47,103 --> 00:08:50,687 Something very easy to identify what you're looking for 178 00:08:50,943 --> 00:08:52,479 As you're shuffling your language 179 00:08:53,759 --> 00:08:55,295 And multilayer exr 180 00:08:55,551 --> 00:08:59,903 The bedrock of CG compositing we use those to adjust lighting 181 00:09:00,159 --> 00:09:04,511 Will you stand to adjust material properties and working and get into that in the next video 182 00:09:04,767 --> 00:09:10,143 Next layering system is just so powerful and we're gonna see exactly how powerful it will be 183 00:09:10,399 --> 00:09:11,423 In becoming 184 00:09:11,679 --> 00:09:17,055 So let's move on and let's start talking about how exactly we can combine these layers together 185 00:09:17,311 --> 00:09:20,383 By talking about the material property split up 186 00:09:20,639 --> 00:09:21,663 In our next video 187 00:09:22,431 --> 00:09:24,735 Thank you very much for listening and I'll catch you in the 13763

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