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in this lesson
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we will learn how to output deep images from Nuke
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Scanline Rendernode
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let's begin by first creating a scanline rendernode
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here we have the deep tab
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there's no settings except for drop 0 alpha samples
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and in order to use this with our shot
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we'll have to of course make some three geometry
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let's start with something simple let's do a sphere
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plug it into the object slash scene input
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now we need a camera
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and in this particular case
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we have the camera for the Grolo shot
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as an Olympic file
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so we're gonna create a camera node
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and it's important that the cameras match between
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the CG and the nuke 3D scene
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because if they don't
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then the placement of objects in
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in deep won't really correlate
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and if the shot has a moving camera
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then you really
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you really won't uh
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you really won't have anything useful to work with
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so let's go to the file tab in the Camera Node
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check read from file
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open the file up growlo camera dot ABC load this in
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yes we want to load in the data as we see here
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now all this data is populated
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now let's make a deep merge
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just for the 3D scene
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plug a into scan line render
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take a look so we don't see anything at all yet
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let's look at the scan line rendernote
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where is our spear
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here we go let's make it bigger
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let's say uniform scale of sixteen
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there we go
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now of course the sphere is black
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because we don't have any image input at all
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let's make my favourite thing a checkerboard
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so here we go
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now we're seeing something that makes sense
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and just right off the bat
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we can see that it's fitting into our scene
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it's fitting in of course
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because deep allows it to be ordered correctly
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now it's sitting right where Grolo is and that's
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it's kind of silly
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so let's move the sphere a little bit
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so we can take a closer look at
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how these integrate
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there we go
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I can see here that
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you don't need to
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have any of the scenes geometry for this to work
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and it's actually helpful to
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to do little fixes or add little things in
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in compositing
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because now you have this extra flexibility
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that you can leverage
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so this is great
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we can add a sphere
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but it's pretty rare
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that you want to add a checkerboard sphere so
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what can we do for this shot that's a bit more useful
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for the shot
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I decided that we were going to add some rain
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so
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the way we're gonna add rain is
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we're going to use Nuke's particle system
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so conveniently
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the Foundry ships with some particle presets
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so for this one we're gonna use the P
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rain box particle preset
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has some pretty simple controls
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first thing we do is uncheck sprite mode
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what that does is in sprite mode
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the drop image input is what the raindrops look like
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and it creates little sprites
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which are basically just 2D cards that face the camera
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when we turn this off
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what it means is that the
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raindrop images
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that the foundries already built into this template
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are the ones that we're going to be using
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so we can use our own if you want to
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but we're just gonna use the built in ones
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streaks is fine
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now this is just a group
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so if you never use groups before
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you can click on the s to show internal structure
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and it'll open a tab here
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a new nodegraph tab
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so this is the particle system
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they've already gone through and
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exposed certain controls in the group
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so we don't need to go
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through this whole tree and make adjustments
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all the adjustments to control the behavior
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the particle system should be already exposed
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in this group panel
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let's go ahead and hook this up
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and again we just view the scan line render
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so here we've got a rain
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this is quite small though so let's
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make this bigger let's make a system scale 100
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there we go
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fills the fills the frame
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which is what we want in this case
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let's take a look at the deep merge
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little hard to see unless I zoom in
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we can see now that there's rain
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so this is really great because without
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without deep here
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the rain would just be sitting on top
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I can show you what that would look like
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actually let me do a quick
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color correction
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make a grade node
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actually
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what I'll need to do is just quickly
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make my own image
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actually a faster way to show you this
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would probably just be to use a
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deep colour correction
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just gain up gain up quite a bit
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maybe something a bit over the top 100
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okay so now we can see
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what's happening here
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so let's just make a normal color correction note
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and I'll show you why in a second
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gain to 100 okay so
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gonna make two images here that we can compare with
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just put the rain in 2D no deep over a rollo composite
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so by compare these two
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what you should see pretty clearly
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is that just putting the rain over
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the rain doesn't integrate at all
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it's just being put on top of our frame
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it's not integrating with the scene
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we look at the deep comp
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and see that the intersections are actually working
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and this this is obviously much more realistic
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so this is a really convenient way to do things
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cause if we didn't have deep
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we'd have to go through and make
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make some roto to hold this out or something
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and that would be time consuming
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and if the camera was moving
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or the character was animated
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it would be even more time consuming
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and it might not even look as good
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so what I go through now is
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set this up with pre comps
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because we need to make holdouts for this
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we don't want to run this live
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okay here we go
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so I've integrated our rain set up
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with all of our other deep holdouts
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so this is the Grolo holdouts
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that we built in our previous lesson
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and this is the rain holdouts
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we've got the rainbox particle system
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scan line render and camera
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and it's the same setup as last time
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we've got deep merge set to combine
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which is connecting to everything else
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and then we are doing the same holdout that we do
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with every other one
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and I've gone ahead
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and I've rendered a holdout already
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so this is this is our holdout
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and because it's coming from Scanlan render
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it doesn't have all of the other
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AAVs that we normally get from the CG render
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CG render obviously has many
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many more OVs than nuke scan
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like Windows supports
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but I did go ahead and make an ID map for the rain
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so that when we do our compositing
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after it's been combined
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we can leverage the ID map
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if we want to color correct the rain separately
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we go down these are being merged together take a look
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ID rain is in here
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so there we go we've now used scan line render
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output deep from it
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and use that to add rain to our shot
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we're gonna move on to the next lesson
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