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These are the user uploaded subtitles that are being translated: 1 00:00:12,866 --> 00:00:15,166 hi in our first lesson 2 00:00:15,166 --> 00:00:18,233 I will be reviewing the basics of deep compositing 3 00:00:18,766 --> 00:00:21,199 for viewers with no previous deep experience 4 00:00:24,066 --> 00:00:27,866 here I have a simple deep image 5 00:00:29,333 --> 00:00:32,999 and this image is composed of two different parts 6 00:00:33,400 --> 00:00:34,866 it's composed of 7 00:00:36,933 --> 00:00:39,266 the motion blurred red sphere element 8 00:00:39,500 --> 00:00:42,033 as well as the blue cylinders element 9 00:00:43,466 --> 00:00:46,066 now you might be asking 10 00:00:46,666 --> 00:00:49,433 what is deep compositing and how does it work 11 00:00:49,900 --> 00:00:53,600 so in a normal CG render 12 00:00:55,200 --> 00:00:59,033 every pixel in the image gets one sample 13 00:00:59,500 --> 00:01:00,933 one sample of color 14 00:01:00,933 --> 00:01:02,333 one sample of depth 15 00:01:02,333 --> 00:01:05,366 one sample of every other AOV 16 00:01:05,733 --> 00:01:09,766 recorded in the output file for that pixel 17 00:01:12,466 --> 00:01:14,799 the difference is with deep 18 00:01:15,400 --> 00:01:18,400 you get multiple samples per pixel 19 00:01:21,100 --> 00:01:22,500 so what happens is 20 00:01:23,700 --> 00:01:29,233 the CG scene is divided up into multiple depth slices 21 00:01:30,500 --> 00:01:33,366 and each slice gets its own sample recorded 22 00:01:35,300 --> 00:01:36,633 and I can show you this 23 00:01:38,500 --> 00:01:40,100 using the deep sample note 24 00:01:43,566 --> 00:01:44,533 as I search around 25 00:01:44,533 --> 00:01:46,033 you can see that 26 00:01:46,700 --> 00:01:49,200 every pixel has a different set of samples 27 00:01:51,100 --> 00:01:54,566 now it's important to understand that 28 00:01:55,666 --> 00:01:57,933 deep sampling is adaptive 29 00:01:57,933 --> 00:01:59,266 it's not constant 30 00:01:59,800 --> 00:02:01,733 so in situations where 31 00:02:01,733 --> 00:02:02,766 for instance 32 00:02:04,533 --> 00:02:06,433 we have one sample per pixel 33 00:02:09,366 --> 00:02:12,466 that's because there is nothing behind this pixel 34 00:02:12,766 --> 00:02:15,633 there is no other cylinder behind this 35 00:02:16,366 --> 00:02:19,233 so only one sample is required 36 00:02:20,066 --> 00:02:23,566 to accurately describe the depth of this pixel 37 00:02:23,866 --> 00:02:25,199 when we get into 38 00:02:26,500 --> 00:02:28,933 layering where there's multiple cylinders 39 00:02:28,933 --> 00:02:30,499 then we get more samples 40 00:02:30,866 --> 00:02:33,233 here at this edge between 41 00:02:34,166 --> 00:02:37,166 the foreground cylinder and the midground cylinder 42 00:02:37,466 --> 00:02:38,833 we see there's two samples 43 00:02:40,166 --> 00:02:42,899 we get into things like the sphere 44 00:02:43,266 --> 00:02:46,099 we get many more samples because it's motion blurt 45 00:02:46,100 --> 00:02:48,300 has a lot of transparency or opacity 46 00:02:48,600 --> 00:02:51,766 and it requires a lot more samples 47 00:02:52,500 --> 00:02:55,000 to accurately describe its depth 48 00:02:55,733 --> 00:02:59,666 here we get 106 samples at the single pixel 49 00:03:03,200 --> 00:03:06,166 so I can visualize this for you a different way 50 00:03:07,400 --> 00:03:09,833 I can visualize it in Nuke's 3D space 51 00:03:09,933 --> 00:03:12,499 using the deep 2 points node 52 00:03:12,500 --> 00:03:14,033 I can generate a point cloud 53 00:03:19,300 --> 00:03:20,400 so here we see 54 00:03:23,600 --> 00:03:24,700 a 3D point cloud 55 00:03:24,700 --> 00:03:28,866 reconstruction of the 3D scene from Maya 56 00:03:29,766 --> 00:03:34,433 and we can see that the cylinders behind this sphere 57 00:03:34,566 --> 00:03:36,099 this is the camera over here 58 00:03:36,100 --> 00:03:37,966 so from the camera's perspective 59 00:03:39,866 --> 00:03:41,566 which is about right here 60 00:03:43,066 --> 00:03:46,666 there is still data for these cylinders 61 00:03:48,500 --> 00:03:50,800 now when we compare that to 62 00:03:51,066 --> 00:03:54,466 the kind of data that gets recorded in something like 63 00:03:56,766 --> 00:03:58,033 a depth pass 64 00:03:59,100 --> 00:04:01,833 we can see where there's only one sample per pixel 65 00:04:03,133 --> 00:04:06,366 where the sphere excludes the cylinder 66 00:04:06,966 --> 00:04:09,633 there's no more information it's gone 67 00:04:13,566 --> 00:04:15,399 so what does this allow us to do 68 00:04:19,133 --> 00:04:21,066 but we can do really interesting things 69 00:04:23,766 --> 00:04:24,466 what we can do 70 00:04:24,466 --> 00:04:25,199 for example 71 00:04:25,200 --> 00:04:30,600 is we can actually move the objects around 72 00:04:30,600 --> 00:04:32,266 normally this isn't possible 73 00:04:32,266 --> 00:04:34,399 and it's not possible because 74 00:04:35,800 --> 00:04:38,066 in a normal workflow 75 00:04:38,300 --> 00:04:39,766 with one sample per pixel 76 00:04:39,766 --> 00:04:43,566 using a beauty Pass and an alpha channel 77 00:04:43,566 --> 00:04:48,199 and a depth pass and all the other traditional AOVs 78 00:04:48,600 --> 00:04:50,466 you need to render holdouts 79 00:04:51,700 --> 00:04:54,800 so if this fear is animated 80 00:04:55,266 --> 00:04:57,466 it would go through multiple iterations 81 00:04:57,733 --> 00:04:59,066 you'd have to re render 82 00:04:59,066 --> 00:05:02,399 and every time you re render with a new animation 83 00:05:03,266 --> 00:05:05,333 you would have to render holdouts because 84 00:05:05,333 --> 00:05:07,899 if all you have for compositing is an alpha channel 85 00:05:09,000 --> 00:05:11,300 you need to have alpha channels that don't overlap 86 00:05:13,800 --> 00:05:15,033 so it means that 87 00:05:15,800 --> 00:05:17,166 for these pixels 88 00:05:17,733 --> 00:05:19,566 the alpha channel of the cylinders 89 00:05:19,566 --> 00:05:22,066 would need to become progressively 90 00:05:22,400 --> 00:05:24,333 more and more transparent 91 00:05:24,333 --> 00:05:26,266 and then eventually disappear completely 92 00:05:26,533 --> 00:05:29,599 and the inverse would happen to correspond 93 00:05:29,600 --> 00:05:32,166 for transparency in the sphere element 94 00:05:33,333 --> 00:05:39,166 so you would have holdouts for the animation 95 00:05:39,166 --> 00:05:41,966 baked into the CG renders with deep 96 00:05:42,766 --> 00:05:43,833 the holdouts 97 00:05:45,066 --> 00:05:46,499 are generated in compositing 98 00:05:46,500 --> 00:05:50,300 that holdout process is deferred to compositing 99 00:05:51,400 --> 00:05:54,833 so the CG render is rendered as a whole 100 00:05:57,133 --> 00:06:00,066 see the cylinders are whole there's no holdouts 101 00:06:00,766 --> 00:06:02,366 the sphere no holdouts 102 00:06:05,666 --> 00:06:08,166 but when I combine them together 103 00:06:09,933 --> 00:06:11,799 they're accurately merged 104 00:06:11,866 --> 00:06:13,566 that's because of the deep data 105 00:06:13,800 --> 00:06:18,000 the deep data is describing how they should intersect 106 00:06:20,200 --> 00:06:22,400 now something interesting about this is that 107 00:06:22,400 --> 00:06:24,400 because we have a complete 108 00:06:25,266 --> 00:06:28,299 volumetric sample of these two different elements 109 00:06:28,566 --> 00:06:31,066 I can actually change their relationship 110 00:06:31,200 --> 00:06:32,500 and accurately 111 00:06:33,700 --> 00:06:36,466 reconstruct what the elements would look like 112 00:06:36,466 --> 00:06:38,033 in a different relationship 113 00:06:38,466 --> 00:06:39,833 so for example 114 00:06:43,800 --> 00:06:47,900 I can put this behind all the cylinders 115 00:06:47,900 --> 00:06:49,200 I can push it back 116 00:06:49,966 --> 00:06:53,966 and you can see as I as it moves through through space 117 00:06:56,700 --> 00:07:00,666 it's as if I'm natively rendering this 118 00:07:01,700 --> 00:07:05,700 it looks like it would if it was just rendered this way 119 00:07:07,866 --> 00:07:08,599 zoom in a little bit 120 00:07:08,600 --> 00:07:12,800 so we have a better view of this as we go through 121 00:07:14,533 --> 00:07:16,433 this normally isn't possible 122 00:07:18,400 --> 00:07:22,333 but we can do these kinds of things in compositing 123 00:07:22,333 --> 00:07:25,233 because of the deep samples 124 00:07:29,600 --> 00:07:32,366 now at this point you might be thinking 125 00:07:32,366 --> 00:07:34,199 I know what a depth pass looks like 126 00:07:34,200 --> 00:07:36,133 I know what a position pass looks like 127 00:07:36,133 --> 00:07:38,666 but what is a deep pass look like 128 00:07:39,400 --> 00:07:40,666 so if we go to the viewer 129 00:07:42,166 --> 00:07:43,566 who go to the deep layer 130 00:07:44,700 --> 00:07:45,300 can see here 131 00:07:45,300 --> 00:07:46,400 this is deep 132 00:07:47,566 --> 00:07:48,966 so why is it yellow 133 00:07:49,466 --> 00:07:53,366 it's yellow because it only has two channels 134 00:07:53,766 --> 00:07:55,499 red and green 135 00:07:55,933 --> 00:07:58,233 and the values in this particular case 136 00:07:59,000 --> 00:08:00,333 are all super white 137 00:08:00,333 --> 00:08:01,866 they're all above 1 138 00:08:02,800 --> 00:08:03,566 so what do we see 139 00:08:03,566 --> 00:08:06,599 we see a clipped red and green channel 140 00:08:06,600 --> 00:08:08,466 which gives us yellow 141 00:08:08,466 --> 00:08:09,466 solid yellow 142 00:08:12,100 --> 00:08:12,900 now 143 00:08:14,166 --> 00:08:15,499 as I move my cursor around 144 00:08:15,500 --> 00:08:18,133 I can see the values are changing 145 00:08:18,133 --> 00:08:19,599 and of course we know the values change in deep 146 00:08:19,600 --> 00:08:21,300 because we use the deep sample 147 00:08:22,900 --> 00:08:23,800 can see here 148 00:08:23,866 --> 00:08:24,466 move around 149 00:08:24,466 --> 00:08:25,666 we see the values 150 00:08:26,933 --> 00:08:29,833 over here the values change on every pixel 151 00:08:32,266 --> 00:08:33,233 so 152 00:08:34,766 --> 00:08:37,066 if I expose down 153 00:08:37,366 --> 00:08:40,199 in this case to F2 56 154 00:08:41,366 --> 00:08:43,299 we see something that looks more familiar 155 00:08:43,500 --> 00:08:45,300 we see the cylinders 156 00:08:45,300 --> 00:08:46,500 we see the sphere 157 00:08:47,166 --> 00:08:49,233 and this is just raw deep data 158 00:08:49,366 --> 00:08:50,766 and there's no other way to really view it 159 00:08:50,766 --> 00:08:54,966 in the viewer as a 2D thing it's just 160 00:08:54,966 --> 00:08:57,433 it's just what it is and it's a 161 00:08:57,533 --> 00:08:58,899 it's a technical pass 162 00:08:59,900 --> 00:09:01,766 it's not really meant to be looked at 163 00:09:01,866 --> 00:09:04,566 and at no point do you really ever need to look at it 164 00:09:04,566 --> 00:09:07,166 there's nothing you really learn from looking at it 165 00:09:07,700 --> 00:09:08,866 I just want to show it to you 166 00:09:08,866 --> 00:09:12,599 so you kind of understand how nuke interprets it 167 00:09:12,600 --> 00:09:15,400 but deep itself as a 168 00:09:15,400 --> 00:09:16,666 as a visual thing is 169 00:09:16,666 --> 00:09:18,466 is sort of abstract 170 00:09:19,366 --> 00:09:21,899 now two channels 171 00:09:22,800 --> 00:09:26,633 I mentioned that there was multiple samples per pixel 172 00:09:27,700 --> 00:09:29,533 but why are there two channels 173 00:09:29,533 --> 00:09:31,899 the reason is because every sample 174 00:09:32,866 --> 00:09:35,866 per slice actually has a front and a back 175 00:09:37,766 --> 00:09:40,499 so as we go through here we see at this Pixel 176 00:09:41,900 --> 00:09:43,500 there are front and back 177 00:09:43,900 --> 00:09:47,400 there are front and back slices so 178 00:09:49,266 --> 00:09:50,633 can see all 32 179 00:09:52,333 --> 00:09:53,499 and if we look at the difference here 180 00:09:53,500 --> 00:09:55,766 we look at the red channel this is the front 181 00:09:55,766 --> 00:09:58,099 look at the green channel this is the back 182 00:10:02,666 --> 00:10:04,466 so that's what deep looks like 183 00:10:05,400 --> 00:10:07,100 that's why it's got two channels 184 00:10:08,366 --> 00:10:11,433 the last and one of the most important things to cover 185 00:10:12,733 --> 00:10:15,399 is deep nodes 186 00:10:15,400 --> 00:10:18,366 now deep data is 187 00:10:19,533 --> 00:10:22,633 a kind of data that's only compatible with deep nodes 188 00:10:22,900 --> 00:10:27,266 you can't use regular nuke nodes with deep data 189 00:10:28,500 --> 00:10:31,666 you can think about deep as something like 190 00:10:31,666 --> 00:10:35,099 the way you would use Nuke's 3D nodes 191 00:10:35,200 --> 00:10:36,966 or Nuke's particle nodes 192 00:10:37,133 --> 00:10:38,033 they're not 193 00:10:38,166 --> 00:10:41,599 you can't just plug in a regular 2D node at any place 194 00:10:41,600 --> 00:10:43,266 anytime and expect it to work 195 00:10:43,266 --> 00:10:44,066 it's because 196 00:10:44,400 --> 00:10:46,866 the kind of data that's flowing through the pipe 197 00:10:46,933 --> 00:10:50,033 is not the kind of data that the other nodes 198 00:10:50,566 --> 00:10:51,633 can process 199 00:10:51,933 --> 00:10:52,699 so for instance 200 00:10:52,700 --> 00:10:54,666 let's say I wanted to take this image 201 00:10:54,900 --> 00:10:55,766 and blur it 202 00:10:55,766 --> 00:10:56,666 create a blur node 203 00:10:56,666 --> 00:10:57,699 try to plug it in 204 00:10:57,966 --> 00:10:59,199 it won't connect 205 00:11:01,766 --> 00:11:03,466 there are two nodes that 206 00:11:03,466 --> 00:11:06,233 you would use on a regular basis that will connect 207 00:11:07,533 --> 00:11:09,599 and they are the dot 208 00:11:12,133 --> 00:11:13,299 and the no op 209 00:11:14,333 --> 00:11:16,999 the reason these two nodes work with deep 210 00:11:17,066 --> 00:11:19,066 is because they're just pass throughs 211 00:11:19,300 --> 00:11:22,833 they don't perform any processing or functions at all 212 00:11:23,333 --> 00:11:27,999 they're really just visual aids on our node graph 213 00:11:30,200 --> 00:11:35,233 so I'll show you in later courses 214 00:11:38,400 --> 00:11:40,100 how to deal with deep nodes 215 00:11:40,100 --> 00:11:41,866 how to deal with this restriction 216 00:11:42,100 --> 00:11:44,033 and it's a pretty severe restriction 217 00:11:44,733 --> 00:11:47,666 is really a very limited number of deep nodes 218 00:11:48,666 --> 00:11:50,766 and I'll show you when 219 00:11:51,933 --> 00:11:53,766 it's advantageous to use deep nodes 220 00:11:53,766 --> 00:11:57,433 and when it's more advantageous to convert to 221 00:11:57,900 --> 00:12:01,866 a regular 2D image and work with your comp that way 222 00:12:02,166 --> 00:12:03,633 so I hope you stick with me 223 00:12:04,500 --> 00:12:05,866 and I'll see you in the next course 15886

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