All language subtitles for 08. Using deep ScanlineRender

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These are the user uploaded subtitles that are being translated: 1 00:00:11,866 --> 00:00:12,733 in this lesson 2 00:00:12,733 --> 00:00:14,999 we will learn how to output deep images from Nuke 3 00:00:15,000 --> 00:00:16,500 Scanline Rendernode 4 00:00:17,266 --> 00:00:20,266 let's begin by first creating a scanline rendernode 5 00:00:26,500 --> 00:00:28,300 here we have the deep tab 6 00:00:28,500 --> 00:00:31,866 there's no settings except for drop 0 alpha samples 7 00:00:33,533 --> 00:00:38,466 and in order to use this with our shot 8 00:00:38,600 --> 00:00:42,200 we'll have to of course make some three geometry 9 00:00:42,566 --> 00:00:45,433 let's start with something simple let's do a sphere 10 00:00:48,500 --> 00:00:51,800 plug it into the object slash scene input 11 00:00:52,500 --> 00:00:53,500 now we need a camera 12 00:00:53,500 --> 00:00:55,033 and in this particular case 13 00:00:55,400 --> 00:00:57,933 we have the camera for the Grolo shot 14 00:00:57,933 --> 00:00:59,399 as an Olympic file 15 00:00:59,400 --> 00:01:01,100 so we're gonna create a camera node 16 00:01:04,066 --> 00:01:07,299 and it's important that the cameras match between 17 00:01:07,400 --> 00:01:09,866 the CG and the nuke 3D scene 18 00:01:09,866 --> 00:01:11,166 because if they don't 19 00:01:11,300 --> 00:01:14,300 then the placement of objects in 20 00:01:14,300 --> 00:01:17,400 in deep won't really correlate 21 00:01:17,400 --> 00:01:20,100 and if the shot has a moving camera 22 00:01:21,166 --> 00:01:22,466 then you really 23 00:01:22,466 --> 00:01:25,199 you really won't uh 24 00:01:25,300 --> 00:01:27,433 you really won't have anything useful to work with 25 00:01:29,533 --> 00:01:33,466 so let's go to the file tab in the Camera Node 26 00:01:34,500 --> 00:01:36,066 check read from file 27 00:01:38,166 --> 00:01:43,366 open the file up growlo camera dot ABC load this in 28 00:01:43,866 --> 00:01:48,699 yes we want to load in the data as we see here 29 00:01:48,700 --> 00:01:52,500 now all this data is populated 30 00:01:57,200 --> 00:02:00,400 now let's make a deep merge 31 00:02:02,866 --> 00:02:04,633 just for the 3D scene 32 00:02:06,600 --> 00:02:08,766 plug a into scan line render 33 00:02:12,000 --> 00:02:16,400 take a look so we don't see anything at all yet 34 00:02:16,400 --> 00:02:18,300 let's look at the scan line rendernote 35 00:02:20,666 --> 00:02:22,066 where is our spear 36 00:02:26,100 --> 00:02:28,066 here we go let's make it bigger 37 00:02:28,066 --> 00:02:31,766 let's say uniform scale of sixteen 38 00:02:38,733 --> 00:02:39,866 there we go 39 00:02:41,400 --> 00:02:43,366 now of course the sphere is black 40 00:02:43,366 --> 00:02:46,066 because we don't have any image input at all 41 00:02:49,200 --> 00:02:51,500 let's make my favourite thing a checkerboard 42 00:02:54,333 --> 00:02:55,266 so here we go 43 00:02:55,266 --> 00:02:57,099 now we're seeing something that makes sense 44 00:02:58,933 --> 00:03:01,766 and just right off the bat 45 00:03:03,266 --> 00:03:07,233 we can see that it's fitting into our scene 46 00:03:08,100 --> 00:03:10,133 it's fitting in of course 47 00:03:10,133 --> 00:03:14,199 because deep allows it to be ordered correctly 48 00:03:14,200 --> 00:03:16,900 now it's sitting right where Grolo is and that's 49 00:03:17,133 --> 00:03:17,899 it's kind of silly 50 00:03:17,900 --> 00:03:20,633 so let's move the sphere a little bit 51 00:03:21,200 --> 00:03:23,166 so we can take a closer look at 52 00:03:24,666 --> 00:03:25,999 how these integrate 53 00:03:28,900 --> 00:03:29,833 there we go 54 00:03:32,666 --> 00:03:34,099 I can see here that 55 00:03:36,000 --> 00:03:37,900 you don't need to 56 00:03:38,766 --> 00:03:41,333 have any of the scenes geometry for this to work 57 00:03:41,333 --> 00:03:44,399 and it's actually helpful to 58 00:03:45,600 --> 00:03:48,566 to do little fixes or add little things in 59 00:03:49,000 --> 00:03:50,300 in compositing 60 00:03:51,566 --> 00:03:53,799 because now you have this extra flexibility 61 00:03:53,800 --> 00:03:54,900 that you can leverage 62 00:03:57,200 --> 00:03:57,800 so this is great 63 00:03:57,800 --> 00:03:58,966 we can add a sphere 64 00:03:58,966 --> 00:04:00,399 but it's pretty rare 65 00:04:00,400 --> 00:04:02,666 that you want to add a checkerboard sphere so 66 00:04:03,666 --> 00:04:07,033 what can we do for this shot that's a bit more useful 67 00:04:09,900 --> 00:04:10,600 for the shot 68 00:04:10,600 --> 00:04:14,033 I decided that we were going to add some rain 69 00:04:17,066 --> 00:04:17,966 so 70 00:04:20,000 --> 00:04:21,133 the way we're gonna add rain is 71 00:04:21,133 --> 00:04:23,566 we're going to use Nuke's particle system 72 00:04:25,400 --> 00:04:26,766 so conveniently 73 00:04:29,166 --> 00:04:34,399 the Foundry ships with some particle presets 74 00:04:35,900 --> 00:04:38,266 so for this one we're gonna use the P 75 00:04:38,600 --> 00:04:41,033 rain box particle preset 76 00:04:44,533 --> 00:04:46,233 has some pretty simple controls 77 00:04:49,900 --> 00:04:52,866 first thing we do is uncheck sprite mode 78 00:04:54,000 --> 00:04:56,700 what that does is in sprite mode 79 00:04:57,466 --> 00:05:02,099 the drop image input is what the raindrops look like 80 00:05:02,366 --> 00:05:05,299 and it creates little sprites 81 00:05:05,300 --> 00:05:10,033 which are basically just 2D cards that face the camera 82 00:05:12,166 --> 00:05:13,499 when we turn this off 83 00:05:13,500 --> 00:05:15,166 what it means is that the 84 00:05:16,800 --> 00:05:17,900 raindrop images 85 00:05:17,900 --> 00:05:20,033 that the foundries already built into this template 86 00:05:20,366 --> 00:05:22,733 are the ones that we're going to be using 87 00:05:22,733 --> 00:05:25,266 so we can use our own if you want to 88 00:05:25,266 --> 00:05:27,033 but we're just gonna use the built in ones 89 00:05:27,066 --> 00:05:28,299 streaks is fine 90 00:05:29,800 --> 00:05:31,433 now this is just a group 91 00:05:33,300 --> 00:05:34,700 so if you never use groups before 92 00:05:34,700 --> 00:05:36,933 you can click on the s to show internal structure 93 00:05:36,933 --> 00:05:38,433 and it'll open a tab here 94 00:05:38,500 --> 00:05:39,866 a new nodegraph tab 95 00:05:40,766 --> 00:05:42,399 so this is the particle system 96 00:05:43,666 --> 00:05:45,266 they've already gone through and 97 00:05:45,700 --> 00:05:49,466 exposed certain controls in the group 98 00:05:50,333 --> 00:05:51,766 so we don't need to go 99 00:05:52,866 --> 00:05:55,766 through this whole tree and make adjustments 100 00:05:55,766 --> 00:05:57,699 all the adjustments to control the behavior 101 00:05:57,700 --> 00:06:00,766 the particle system should be already exposed 102 00:06:01,300 --> 00:06:02,900 in this group panel 103 00:06:06,266 --> 00:06:07,799 let's go ahead and hook this up 104 00:06:11,933 --> 00:06:15,499 and again we just view the scan line render 105 00:06:16,400 --> 00:06:18,633 so here we've got a rain 106 00:06:19,600 --> 00:06:22,166 this is quite small though so let's 107 00:06:23,500 --> 00:06:27,866 make this bigger let's make a system scale 100 108 00:06:29,500 --> 00:06:30,433 there we go 109 00:06:31,566 --> 00:06:33,899 fills the fills the frame 110 00:06:33,966 --> 00:06:35,866 which is what we want in this case 111 00:06:37,166 --> 00:06:40,299 let's take a look at the deep merge 112 00:06:43,300 --> 00:06:45,200 little hard to see unless I zoom in 113 00:06:45,200 --> 00:06:46,666 we can see now that there's rain 114 00:06:51,366 --> 00:06:53,966 so this is really great because without 115 00:06:54,500 --> 00:06:55,800 without deep here 116 00:06:57,066 --> 00:06:58,999 the rain would just be sitting on top 117 00:06:59,166 --> 00:07:00,466 I can show you what that would look like 118 00:07:00,466 --> 00:07:02,466 actually let me do a quick 119 00:07:03,700 --> 00:07:05,066 color correction 120 00:07:06,600 --> 00:07:07,966 make a grade node 121 00:07:11,333 --> 00:07:12,233 actually 122 00:07:13,866 --> 00:07:17,166 what I'll need to do is just quickly 123 00:07:20,200 --> 00:07:21,666 make my own image 124 00:07:28,100 --> 00:07:29,800 actually a faster way to show you this 125 00:07:29,800 --> 00:07:31,633 would probably just be to use a 126 00:07:33,566 --> 00:07:35,033 deep colour correction 127 00:07:38,800 --> 00:07:42,500 just gain up gain up quite a bit 128 00:07:45,933 --> 00:07:49,399 maybe something a bit over the top 100 129 00:07:50,000 --> 00:07:51,633 okay so now we can see 130 00:07:52,933 --> 00:07:54,199 what's happening here 131 00:07:56,533 --> 00:07:58,866 so let's just make a normal color correction note 132 00:07:58,866 --> 00:08:00,433 and I'll show you why in a second 133 00:08:04,100 --> 00:08:07,466 gain to 100 okay so 134 00:08:12,366 --> 00:08:15,233 gonna make two images here that we can compare with 135 00:08:18,300 --> 00:08:27,166 just put the rain in 2D no deep over a rollo composite 136 00:08:31,466 --> 00:08:33,166 so by compare these two 137 00:08:35,400 --> 00:08:37,166 what you should see pretty clearly 138 00:08:37,266 --> 00:08:39,899 is that just putting the rain over 139 00:08:42,200 --> 00:08:44,033 the rain doesn't integrate at all 140 00:08:44,500 --> 00:08:48,100 it's just being put on top of our frame 141 00:08:48,400 --> 00:08:50,200 it's not integrating with the scene 142 00:08:51,533 --> 00:08:53,199 we look at the deep comp 143 00:08:53,333 --> 00:08:56,666 and see that the intersections are actually working 144 00:08:56,933 --> 00:08:59,766 and this this is obviously much more realistic 145 00:08:59,900 --> 00:09:02,366 so this is a really convenient way to do things 146 00:09:02,366 --> 00:09:03,966 cause if we didn't have deep 147 00:09:03,966 --> 00:09:05,499 we'd have to go through and make 148 00:09:07,300 --> 00:09:09,300 make some roto to hold this out or something 149 00:09:09,300 --> 00:09:10,600 and that would be time consuming 150 00:09:10,600 --> 00:09:11,933 and if the camera was moving 151 00:09:11,933 --> 00:09:13,566 or the character was animated 152 00:09:14,533 --> 00:09:16,266 it would be even more time consuming 153 00:09:16,266 --> 00:09:17,799 and it might not even look as good 154 00:09:19,266 --> 00:09:21,233 so what I go through now is 155 00:09:22,566 --> 00:09:24,666 set this up with pre comps 156 00:09:25,266 --> 00:09:27,199 because we need to make holdouts for this 157 00:09:27,300 --> 00:09:29,033 we don't want to run this live 158 00:09:29,500 --> 00:09:30,766 okay here we go 159 00:09:30,866 --> 00:09:35,166 so I've integrated our rain set up 160 00:09:35,866 --> 00:09:37,666 with all of our other deep holdouts 161 00:09:40,966 --> 00:09:43,099 so this is the Grolo holdouts 162 00:09:43,100 --> 00:09:45,466 that we built in our previous lesson 163 00:09:46,933 --> 00:09:47,999 and this is the rain holdouts 164 00:09:48,000 --> 00:09:51,433 we've got the rainbox particle system 165 00:09:52,333 --> 00:09:53,999 scan line render and camera 166 00:09:55,333 --> 00:09:57,166 and it's the same setup as last time 167 00:09:58,266 --> 00:10:01,033 we've got deep merge set to combine 168 00:10:01,166 --> 00:10:03,599 which is connecting to everything else 169 00:10:05,933 --> 00:10:11,299 and then we are doing the same holdout that we do 170 00:10:12,266 --> 00:10:13,499 with every other one 171 00:10:14,000 --> 00:10:15,666 and I've gone ahead 172 00:10:17,566 --> 00:10:20,099 and I've rendered a holdout already 173 00:10:22,866 --> 00:10:24,699 so this is this is our holdout 174 00:10:26,133 --> 00:10:27,966 and because it's coming from Scanlan render 175 00:10:27,966 --> 00:10:29,666 it doesn't have all of the other 176 00:10:30,000 --> 00:10:34,500 AAVs that we normally get from the CG render 177 00:10:35,133 --> 00:10:37,699 CG render obviously has many 178 00:10:37,700 --> 00:10:39,200 many more OVs than nuke scan 179 00:10:39,200 --> 00:10:39,966 like Windows supports 180 00:10:39,966 --> 00:10:44,766 but I did go ahead and make an ID map for the rain 181 00:10:44,966 --> 00:10:47,999 so that when we do our compositing 182 00:10:48,000 --> 00:10:49,100 after it's been combined 183 00:10:49,100 --> 00:10:50,566 we can leverage the ID map 184 00:10:50,566 --> 00:10:52,866 if we want to color correct the rain separately 185 00:10:55,400 --> 00:10:59,266 we go down these are being merged together take a look 186 00:11:02,700 --> 00:11:04,233 ID rain is in here 187 00:11:06,866 --> 00:11:10,233 so there we go we've now used scan line render 188 00:11:11,666 --> 00:11:12,999 output deep from it 189 00:11:15,000 --> 00:11:19,366 and use that to add rain to our shot 190 00:11:20,733 --> 00:11:22,299 we're gonna move on to the next lesson 13625

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