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These are the user uploaded subtitles that are being translated: 1 00:00:06,500 --> 00:00:09,300 hello and welcome back to nuke 2 3 1 2 00:00:09,300 --> 00:00:11,600 nuke composity best practices 3 00:00:11,600 --> 00:00:12,966 this is Victor Perez 4 00:00:13,000 --> 00:00:13,900 and in this class 5 00:00:13,900 --> 00:00:15,666 which is class No. 9 6 00:00:15,666 --> 00:00:17,366 we are going to start 7 00:00:17,566 --> 00:00:21,199 talking about optimization of the 3D renders 8 00:00:21,200 --> 00:00:25,166 so we're going to talk about this can line render note 9 00:00:25,166 --> 00:00:31,199 okay so let's start by one of the most obvious things 10 00:00:31,300 --> 00:00:34,966 which is the format of the skyline render 11 00:00:34,966 --> 00:00:38,566 okay you know that the skyline render has three inputs 12 00:00:38,566 --> 00:00:40,966 one for the object or the scene 13 00:00:41,333 --> 00:00:44,266 the camera and then there is the mysterious input 14 00:00:44,266 --> 00:00:46,099 of the background well 15 00:00:46,266 --> 00:00:48,066 make no mistake here 16 00:00:48,066 --> 00:00:50,799 because the background is not defined 17 00:00:50,800 --> 00:00:54,366 to put the actual background of the composition 18 00:00:54,366 --> 00:00:55,599 even if you can 19 00:00:55,666 --> 00:00:57,499 then if you do that 20 00:00:57,666 --> 00:00:59,566 you cannot separate 21 00:00:59,800 --> 00:01:02,766 the object you are rendering from the background 22 00:01:02,766 --> 00:01:04,699 so we used to put 23 00:01:04,966 --> 00:01:06,399 ah reformat 24 00:01:06,400 --> 00:01:09,733 so the only information this background input 25 00:01:09,733 --> 00:01:12,899 is going to grab from this reformat node 26 00:01:13,133 --> 00:01:15,866 is the actual format 27 00:01:16,133 --> 00:01:20,166 just to output my image in this format 28 00:01:20,500 --> 00:01:24,100 what if you use another note well 29 00:01:24,333 --> 00:01:26,599 there is many people that 30 00:01:26,600 --> 00:01:28,633 instead of using the reformat 31 00:01:28,700 --> 00:01:33,633 they prefer to use the constant 32 00:01:33,900 --> 00:01:37,066 but this is wrong why 33 00:01:37,600 --> 00:01:40,000 look at the boundary box 34 00:01:41,100 --> 00:01:45,366 in theory this reformat 35 00:01:45,966 --> 00:01:50,433 and this constant have the same information 36 00:01:50,466 --> 00:01:51,666 but it's not true 37 00:01:51,666 --> 00:01:53,733 because in the reformat 38 00:01:53,733 --> 00:01:58,599 you get the format of the image with nothing inside 39 00:01:58,766 --> 00:02:00,199 and for nothing 40 00:02:00,200 --> 00:02:03,200 I mean there is no information 41 00:02:03,200 --> 00:02:04,700 as you can see here 42 00:02:04,700 --> 00:02:08,500 I'm just grabbing the information with the color picker 43 00:02:08,500 --> 00:02:09,500 as you can see 44 00:02:09,666 --> 00:02:13,066 but here there is nothing 45 00:02:13,066 --> 00:02:16,366 while in the constant 46 00:02:17,066 --> 00:02:17,933 when you pick 47 00:02:17,933 --> 00:02:20,666 in here you have information 48 00:02:20,800 --> 00:02:23,466 but that information is zero 49 00:02:24,133 --> 00:02:26,033 but it's not the same 50 00:02:26,400 --> 00:02:28,000 have no information 51 00:02:28,000 --> 00:02:29,733 to have information 52 00:02:29,733 --> 00:02:32,299 equals to 0 in every pixel 53 00:02:32,300 --> 00:02:33,500 because in here 54 00:02:33,500 --> 00:02:34,700 your boundary box 55 00:02:34,766 --> 00:02:38,033 is going to process every single pixel 56 00:02:38,166 --> 00:02:40,433 and to be honest with you 57 00:02:40,500 --> 00:02:41,833 nuke doesn't care 58 00:02:41,900 --> 00:02:44,933 if that information is equals to 0 59 00:02:44,933 --> 00:02:47,133 or equals to 2000 60 00:02:47,133 --> 00:02:47,799 is the same 61 00:02:47,800 --> 00:02:50,300 that this information is going to be calculated 62 00:02:50,600 --> 00:02:54,200 so when you are applying the format 63 00:02:54,200 --> 00:02:55,833 to the scanline render 64 00:02:55,900 --> 00:02:58,566 never use a constant 65 00:02:58,866 --> 00:03:01,199 use a reformat instead 66 00:03:01,200 --> 00:03:04,500 okay so that is going to limit the process 67 00:03:04,500 --> 00:03:06,133 of your scan line render 68 00:03:06,133 --> 00:03:06,899 which is an old 69 00:03:06,900 --> 00:03:10,000 that sadly is quite slow to render 70 00:03:10,333 --> 00:03:12,466 and is going to limit that 71 00:03:12,900 --> 00:03:15,466 to this boundary box 72 00:03:15,700 --> 00:03:18,566 which is defining the geometry 73 00:03:18,566 --> 00:03:21,399 okay so remember that the boundary box 74 00:03:21,400 --> 00:03:22,466 in a projection 75 00:03:22,466 --> 00:03:23,499 for instance 76 00:03:23,500 --> 00:03:25,766 is not matching the alpha 77 00:03:25,766 --> 00:03:27,299 or the boundary box 78 00:03:27,300 --> 00:03:29,400 of the image you are projecting 79 00:03:29,400 --> 00:03:31,666 the boundary marks from the scanline render 80 00:03:31,666 --> 00:03:33,799 is always going to match 81 00:03:34,133 --> 00:03:35,099 the geometry 82 00:03:35,100 --> 00:03:37,100 that is going to be rendered out 83 00:03:37,133 --> 00:03:40,066 okay so if you see here 84 00:03:40,800 --> 00:03:42,166 the same image 85 00:03:42,200 --> 00:03:44,033 has no boundary box 86 00:03:44,566 --> 00:03:46,966 is all to the format 87 00:03:47,133 --> 00:03:49,933 okay so another thing is 88 00:03:49,933 --> 00:03:53,199 why not to put anything in there 89 00:03:53,200 --> 00:03:55,700 so leave the input open 90 00:03:55,733 --> 00:03:57,499 well if you do that 91 00:03:57,500 --> 00:03:59,066 and then by any chance 92 00:03:59,066 --> 00:04:01,466 you copy and paste this note 93 00:04:01,466 --> 00:04:02,733 to another project 94 00:04:02,733 --> 00:04:04,966 that is using another project 95 00:04:04,966 --> 00:04:07,966 settings for the full format size 96 00:04:08,366 --> 00:04:10,999 then your skyline render is going to change 97 00:04:11,000 --> 00:04:13,933 and everything else is gonna change 98 00:04:13,933 --> 00:04:15,866 so it's not a good idea 99 00:04:15,866 --> 00:04:19,266 to leave the background input open 100 00:04:19,266 --> 00:04:21,466 you need to put something 101 00:04:21,466 --> 00:04:25,166 and when you put the reformat like here 102 00:04:25,400 --> 00:04:27,166 don't leave the reformat 103 00:04:27,333 --> 00:04:28,966 at the root format 104 00:04:29,000 --> 00:04:31,933 instead use a format in here 105 00:04:31,933 --> 00:04:33,466 so by default 106 00:04:33,566 --> 00:04:34,533 the root format 107 00:04:34,533 --> 00:04:35,866 is going to take 108 00:04:36,100 --> 00:04:37,733 the format of your Priyat 109 00:04:37,733 --> 00:04:40,166 so if your Priyat is set 110 00:04:40,166 --> 00:04:41,299 like you here 111 00:04:41,500 --> 00:04:44,266 at 2K Super 35 112 00:04:44,266 --> 00:04:46,099 for aperture yes 113 00:04:46,366 --> 00:04:47,533 put it in here 114 00:04:47,533 --> 00:04:48,799 don't leave it 115 00:04:48,800 --> 00:04:49,700 to the root 116 00:04:49,700 --> 00:04:51,900 because if you put a reformat 117 00:04:51,900 --> 00:04:52,800 and then you leave 118 00:04:52,800 --> 00:04:53,666 to the root 119 00:04:53,666 --> 00:04:56,366 is exactly the same as putting 120 00:04:56,366 --> 00:04:57,866 nothing okay 121 00:04:57,866 --> 00:05:00,299 so you have to specify 122 00:05:00,333 --> 00:05:02,599 the format in here okay 123 00:05:03,333 --> 00:05:06,033 so that is going to create 124 00:05:06,100 --> 00:05:07,866 a right format 125 00:05:07,866 --> 00:05:09,099 that is going to 126 00:05:09,300 --> 00:05:11,266 be perfectly fit 127 00:05:11,400 --> 00:05:12,800 with the background plate 128 00:05:12,800 --> 00:05:15,433 and then you just need to put a merge 129 00:05:15,533 --> 00:05:17,466 and put this over 130 00:05:17,466 --> 00:05:21,199 or any other operation of your choice okay 131 00:05:22,800 --> 00:05:25,700 now another thing that is very interesting 132 00:05:25,700 --> 00:05:28,533 when we are working with the skyline render 133 00:05:28,533 --> 00:05:34,899 is sometimes we have an image like this okay um 134 00:05:34,900 --> 00:05:40,166 maybe you want to apply a certain process to this image 135 00:05:40,166 --> 00:05:42,466 okay that process can be 136 00:05:42,466 --> 00:05:43,366 for instance 137 00:05:43,366 --> 00:05:44,799 a color correction 138 00:05:44,800 --> 00:05:46,533 or a convolution 139 00:05:46,533 --> 00:05:47,566 for creating 140 00:05:47,566 --> 00:05:48,333 for instance 141 00:05:48,333 --> 00:05:52,299 a glow or any other process you want to apply 142 00:05:52,300 --> 00:05:54,700 so how to do that 143 00:05:54,700 --> 00:05:57,266 well depending on the operation 144 00:05:57,333 --> 00:06:00,733 you want to use one method or another 145 00:06:00,733 --> 00:06:04,566 okay so imagine that I want to create 146 00:06:04,866 --> 00:06:07,366 some kind of color correction 147 00:06:07,366 --> 00:06:10,099 okay so if I have this 148 00:06:10,666 --> 00:06:11,899 and this is my alpha 149 00:06:11,900 --> 00:06:14,500 there is no way you can separate that 150 00:06:14,966 --> 00:06:16,433 but remember 151 00:06:16,666 --> 00:06:20,266 the scanning render is going to render every channel 152 00:06:20,666 --> 00:06:26,033 you are putting inside the UVs of your geometry 153 00:06:26,166 --> 00:06:28,099 saying with the predictions okay 154 00:06:28,166 --> 00:06:35,399 so if you having here a prediction of gas r g b a 155 00:06:35,700 --> 00:06:40,033 the output result is going to be RGBA 156 00:06:40,700 --> 00:06:43,166 but if I want to isolate 157 00:06:43,466 --> 00:06:44,599 for instance 158 00:06:44,733 --> 00:06:47,999 this first sphere okay 159 00:06:48,533 --> 00:06:52,166 that is corresponding to this okay 160 00:06:53,300 --> 00:06:59,700 what I want is just to create kind of ID pass remember 161 00:06:59,700 --> 00:07:03,633 the ID pass is the pass that is going to give me a mat 162 00:07:03,800 --> 00:07:06,600 for a certain element or geometry 163 00:07:06,600 --> 00:07:08,933 okay so how to create that 164 00:07:08,933 --> 00:07:10,499 well it's going to be really 165 00:07:10,500 --> 00:07:11,366 really easy 166 00:07:11,666 --> 00:07:13,766 I'm going to call a shuffle note 167 00:07:14,200 --> 00:07:17,266 and then I'm going to place that shuffle note in here 168 00:07:17,466 --> 00:07:18,999 and in this case in 169 00:07:19,000 --> 00:07:23,800 instead of taking any pass from my original image 170 00:07:23,800 --> 00:07:26,033 and then placing into the RGB 171 00:07:26,266 --> 00:07:27,699 what I'm going to do is 172 00:07:27,700 --> 00:07:32,066 I'm going to take one output layer of my choice 173 00:07:32,066 --> 00:07:32,699 that can be 174 00:07:32,700 --> 00:07:33,366 for instance 175 00:07:33,366 --> 00:07:34,533 the mask or 176 00:07:34,533 --> 00:07:35,533 if you prefer 177 00:07:35,533 --> 00:07:37,299 you can create it yourself 178 00:07:37,300 --> 00:07:38,533 so in this case 179 00:07:38,533 --> 00:07:39,933 I'm going to put the mask 180 00:07:39,933 --> 00:07:42,433 because I just want one single channel 181 00:07:42,500 --> 00:07:48,100 and now I'm going to feel that mask with full 1 value 182 00:07:48,100 --> 00:07:49,500 so if you look at this 183 00:07:49,500 --> 00:07:50,866 this is RGB 184 00:07:51,000 --> 00:07:52,466 now this is the a 185 00:07:52,466 --> 00:07:53,666 okay and now 186 00:07:53,666 --> 00:07:55,033 if I go in here 187 00:07:55,700 --> 00:07:57,466 the mask here you are 188 00:07:57,466 --> 00:07:59,666 this is the information of my mask 189 00:07:59,666 --> 00:08:00,666 that is display 190 00:08:00,666 --> 00:08:01,966 by the way in red 191 00:08:02,100 --> 00:08:05,166 just because it's the only channel available 192 00:08:05,166 --> 00:08:06,066 but it's not that 193 00:08:06,066 --> 00:08:07,566 my mask is red 194 00:08:07,566 --> 00:08:11,099 is I'm just caring about one single channel 195 00:08:11,100 --> 00:08:13,900 and the first channel available in nuke 196 00:08:14,066 --> 00:08:14,799 he's the red one 197 00:08:14,800 --> 00:08:19,100 so that's why the aparency of my mask is red 198 00:08:19,300 --> 00:08:22,866 so let's go back to the RGBA set 199 00:08:23,266 --> 00:08:24,699 okay and now 200 00:08:24,700 --> 00:08:28,366 if I see my output 201 00:08:28,366 --> 00:08:29,966 you will see our GBA 202 00:08:30,733 --> 00:08:34,099 okay but attention 203 00:08:34,100 --> 00:08:35,600 what is happening in here 204 00:08:35,866 --> 00:08:37,966 now I have an extra channel 205 00:08:37,966 --> 00:08:41,099 okay that extra channel is the mask 206 00:08:41,500 --> 00:08:45,833 but he's being applied only to this geometry 207 00:08:45,966 --> 00:08:48,266 so if I go here 208 00:08:48,266 --> 00:08:49,266 to the mask 209 00:08:49,800 --> 00:08:50,833 here you are 210 00:08:51,000 --> 00:08:53,500 so now that mask is isolated 211 00:08:53,500 --> 00:08:56,266 so if I want to apply a certain effect 212 00:08:57,700 --> 00:08:59,700 I just need to go here 213 00:09:00,466 --> 00:09:03,599 great now I'm going to use the mask 214 00:09:03,866 --> 00:09:08,433 okay so now I'm going to create that certain effect 215 00:09:08,866 --> 00:09:11,633 for that piece of geometry okay 216 00:09:12,466 --> 00:09:17,866 but that is actually not perfectly accurate 217 00:09:18,300 --> 00:09:21,600 when I want to create a color correction 218 00:09:22,800 --> 00:09:24,833 can you see what is happening in here 219 00:09:25,900 --> 00:09:31,766 the edge is creating that glowy effect 220 00:09:31,966 --> 00:09:35,266 and that's because I'm using a mask 221 00:09:35,266 --> 00:09:37,733 that is matching the alpha 222 00:09:37,733 --> 00:09:42,199 so it's exactly the same effect of applying 223 00:09:42,200 --> 00:09:44,966 instead of a mask for the ID 224 00:09:44,966 --> 00:09:47,299 I'm going to apply the mask for the alpha 225 00:09:47,300 --> 00:09:50,700 so now the same effect is happening for everything 226 00:09:50,733 --> 00:09:52,266 and as you know 227 00:09:52,300 --> 00:09:55,500 you never use the alpha as a mask 228 00:09:55,666 --> 00:10:00,299 the alpha must be used as a pre multiplication process 229 00:10:00,300 --> 00:10:02,200 okay so you unpro multiply 230 00:10:02,200 --> 00:10:04,533 you then apply the process 231 00:10:04,533 --> 00:10:06,699 and then you pre multiply 232 00:10:06,966 --> 00:10:09,833 this is something that you cannot accomplish 233 00:10:09,966 --> 00:10:10,966 with this process 234 00:10:10,966 --> 00:10:14,066 because if you use the mask for um 235 00:10:14,066 --> 00:10:15,266 primitiplication 236 00:10:15,266 --> 00:10:19,366 something like here the mask 237 00:10:19,700 --> 00:10:22,766 then everything is going to disappear 238 00:10:22,900 --> 00:10:25,500 because he's applying a non primal duplication 239 00:10:25,500 --> 00:10:28,600 and then the primal duplication by this shape 240 00:10:28,733 --> 00:10:31,099 which is just creating that effect 241 00:10:31,133 --> 00:10:33,499 and even if you force that 242 00:10:33,800 --> 00:10:34,966 and you for instance 243 00:10:34,966 --> 00:10:38,566 instead of doing that automatically inside the node 244 00:10:38,566 --> 00:10:40,633 you prefer to do it manually with nodes 245 00:10:40,700 --> 00:10:42,766 so I'm going to call it here 246 00:10:43,400 --> 00:10:44,500 the amprimoult 247 00:10:44,766 --> 00:10:48,999 so I'm going to amprimoult by the mask 248 00:10:49,466 --> 00:10:53,666 and then to premoult after by the 249 00:10:56,000 --> 00:10:59,366 alpha okay so in here 250 00:11:00,300 --> 00:11:01,233 you get that 251 00:11:01,566 --> 00:11:02,566 and in here 252 00:11:02,933 --> 00:11:04,466 everything looks fine 253 00:11:04,466 --> 00:11:06,499 except those edges 254 00:11:06,500 --> 00:11:07,300 and those edges 255 00:11:07,300 --> 00:11:12,166 so there is no way you can change the color 256 00:11:12,166 --> 00:11:15,199 with that extreme color correction 257 00:11:15,700 --> 00:11:17,400 by using a mask 258 00:11:17,533 --> 00:11:21,099 that mask can be used very nicely for a glow 259 00:11:21,100 --> 00:11:23,200 or for delimitating 260 00:11:23,200 --> 00:11:27,100 any effect of convolutions that it is okay 261 00:11:27,300 --> 00:11:29,300 or to mask other 262 00:11:29,666 --> 00:11:33,799 effects that you can apply to the other spheres 263 00:11:33,800 --> 00:11:37,500 like set blur or something like that 264 00:11:37,700 --> 00:11:41,333 actually this method of isolation 265 00:11:41,333 --> 00:11:44,266 is not great for color correction 266 00:11:44,266 --> 00:11:46,899 okay so how do you do that 267 00:11:46,900 --> 00:11:50,500 in case you want to isolate an element well 268 00:11:50,866 --> 00:11:54,899 that is nothing better than getting your sphere 269 00:11:55,000 --> 00:11:57,600 separate in a different render 270 00:11:57,966 --> 00:11:58,866 but in this case 271 00:11:58,866 --> 00:12:00,099 is going to be really easy 272 00:12:00,100 --> 00:12:03,500 if you apply this fear to be the first fear 273 00:12:03,500 --> 00:12:07,800 so everything is going to be under this fear 274 00:12:07,800 --> 00:12:09,800 in a layer combination okay 275 00:12:09,800 --> 00:12:13,900 but what if this fear I want to change is the green one 276 00:12:14,100 --> 00:12:17,100 well things can get complicated 277 00:12:17,133 --> 00:12:20,566 okay so I'm going to show you how to integrate 278 00:12:20,566 --> 00:12:24,466 deep image compositing to apply that certain effect 279 00:12:24,466 --> 00:12:27,199 so in here I have 280 00:12:27,733 --> 00:12:32,633 the render of my red and the blue spheres 281 00:12:32,966 --> 00:12:37,833 and here I have the render for the green sphere okay 282 00:12:38,133 --> 00:12:40,499 you know that automatically 283 00:12:40,500 --> 00:12:42,200 even if you don't want to 284 00:12:42,800 --> 00:12:48,266 this calendar is releasing the deep information okay 285 00:12:48,266 --> 00:12:54,366 so if you use something as simple as the deep merch 286 00:12:54,366 --> 00:12:55,399 here you are 287 00:12:56,766 --> 00:12:59,866 you are going to get this merch 288 00:13:00,666 --> 00:13:03,599 and you are going to mix this and this 289 00:13:03,666 --> 00:13:04,599 and together 290 00:13:04,666 --> 00:13:05,766 here you are 291 00:13:05,766 --> 00:13:10,399 okay so he's going to respect what is in front 292 00:13:10,466 --> 00:13:15,599 of my green sphere and what is beyond my green sphere 293 00:13:15,866 --> 00:13:17,133 that's very nice 294 00:13:17,133 --> 00:13:18,199 the problem is 295 00:13:18,533 --> 00:13:23,266 as soon as you put a node after this can line render 296 00:13:23,866 --> 00:13:25,099 the information 297 00:13:25,166 --> 00:13:29,033 of the deep image compositing is going to get lost 298 00:13:29,366 --> 00:13:34,233 so how can you manipulate maybe your green sphere 299 00:13:34,800 --> 00:13:39,500 and still maintain this deep image compositing setup 300 00:13:39,533 --> 00:13:41,699 well for that 301 00:13:41,966 --> 00:13:45,766 we need to get a little work around 302 00:13:45,766 --> 00:13:49,799 using another note of deep image compositing 303 00:13:49,866 --> 00:13:51,966 which is in this case 304 00:13:53,333 --> 00:13:55,699 the deep holdout 305 00:13:56,133 --> 00:14:01,299 so the deep holdout is going to create the hole in here 306 00:14:01,666 --> 00:14:05,699 just to place this green sphere 307 00:14:05,933 --> 00:14:11,299 using an operation that is not the over 308 00:14:11,366 --> 00:14:14,666 okay every time we are using a holdout 309 00:14:14,933 --> 00:14:17,033 we are going to use the 310 00:14:17,266 --> 00:14:18,699 this joint over 311 00:14:18,700 --> 00:14:20,200 I'm going to show you now 312 00:14:20,400 --> 00:14:24,400 but first let's apply the deep holdout 313 00:14:24,700 --> 00:14:29,200 so in here you are going to apply the image 314 00:14:29,200 --> 00:14:34,333 that you want to crop from this image 315 00:14:34,333 --> 00:14:38,166 okay so that is the holdout input 316 00:14:38,333 --> 00:14:40,933 and then because this is my main element 317 00:14:40,933 --> 00:14:44,499 that is going to be feed into the main input 318 00:14:44,733 --> 00:14:47,533 remember that the holdout is a note 319 00:14:47,533 --> 00:14:50,466 that is a processing deep image 320 00:14:50,766 --> 00:14:52,199 but the result 321 00:14:52,200 --> 00:14:56,933 the output is going to be a regular to the image okay 322 00:14:56,933 --> 00:14:59,666 that's why you are getting in this note 323 00:15:00,200 --> 00:15:02,300 the rectangles of the color 324 00:15:02,300 --> 00:15:06,700 so every note that has the rectangles of the colors 325 00:15:06,766 --> 00:15:08,599 corresponding the channels 326 00:15:08,800 --> 00:15:11,266 that is a to the process 327 00:15:11,266 --> 00:15:12,699 okay so in here 328 00:15:12,700 --> 00:15:16,166 if I apply this to this 329 00:15:16,566 --> 00:15:19,399 the result is going to be that 330 00:15:19,566 --> 00:15:23,066 so is the portion of the sphere 331 00:15:23,366 --> 00:15:27,099 that is reveal by the rest of the scene 332 00:15:27,100 --> 00:15:30,266 so the red sphere in front of the green 333 00:15:30,300 --> 00:15:33,700 is now cropping those pixels okay 334 00:15:34,200 --> 00:15:36,333 um before to apply a glow 335 00:15:36,333 --> 00:15:38,399 because this is very simple 336 00:15:38,400 --> 00:15:39,266 you apply a glow 337 00:15:39,266 --> 00:15:42,733 and then you put in everything together 338 00:15:42,733 --> 00:15:46,166 I want you to think about something 339 00:15:46,466 --> 00:15:48,666 remember that we are applying 340 00:15:50,500 --> 00:15:54,766 a mask to crop those pixels 341 00:15:54,800 --> 00:15:59,500 okay so if we put anover 342 00:16:00,466 --> 00:16:05,899 the effect that we are using is we have that 343 00:16:07,133 --> 00:16:08,166 and this 344 00:16:10,800 --> 00:16:15,600 of course in this schematic drawing is very clear 345 00:16:16,266 --> 00:16:20,433 in reality this is happening exactly the same 346 00:16:20,533 --> 00:16:25,699 which is this area is not touching 347 00:16:26,200 --> 00:16:29,100 well it's actually very very 348 00:16:29,100 --> 00:16:30,366 very similar in the value 349 00:16:30,366 --> 00:16:31,933 so if you use an over 350 00:16:31,933 --> 00:16:35,099 probably you're not going to notice much 351 00:16:35,333 --> 00:16:37,999 but as soon as you are getting motion blur 352 00:16:38,000 --> 00:16:39,566 or soft edges 353 00:16:39,733 --> 00:16:44,166 this portion of the edge of the alpha 354 00:16:44,400 --> 00:16:47,366 not being perfectly match 355 00:16:47,500 --> 00:16:50,900 with the image above and below 356 00:16:51,133 --> 00:16:54,066 is going to create a dark edge 357 00:16:54,266 --> 00:16:58,899 okay so if you don't want to have that dark edge 358 00:16:58,966 --> 00:17:02,666 is better that you don't use and over 359 00:17:02,733 --> 00:17:05,799 because the over is designed to put two images 360 00:17:05,800 --> 00:17:10,500 that are just a main image with transparency 361 00:17:10,566 --> 00:17:12,933 over a full cover image 362 00:17:12,933 --> 00:17:13,599 but in here 363 00:17:13,600 --> 00:17:17,000 we have already my image pre cut 364 00:17:17,133 --> 00:17:20,766 so if I put this and this 365 00:17:20,766 --> 00:17:22,433 to deactivate the glow 366 00:17:23,300 --> 00:17:24,400 and to show you 367 00:17:25,266 --> 00:17:27,266 have a look at those pixels 368 00:17:27,900 --> 00:17:30,233 this is kind of pinky 369 00:17:30,500 --> 00:17:32,433 and this is kind of green 370 00:17:32,533 --> 00:17:38,066 so in here we have this tiny 371 00:17:38,133 --> 00:17:41,799 tiny variation in the value that is getting dark 372 00:17:42,200 --> 00:17:47,366 which is because in there you have actually dark values 373 00:17:47,466 --> 00:17:48,566 and in here 374 00:17:48,666 --> 00:17:50,166 you have the same dark value 375 00:17:50,166 --> 00:17:53,299 so when you put those pixels together 376 00:17:53,766 --> 00:17:56,633 you don't get the full amount of value 377 00:17:56,966 --> 00:17:59,699 just to represent the perfect blend 378 00:17:59,733 --> 00:18:02,099 from the pink to the green 379 00:18:02,266 --> 00:18:05,099 so when you have this effect 380 00:18:05,500 --> 00:18:08,766 you have to use the this join over 381 00:18:08,866 --> 00:18:11,966 okay the this join over represents 382 00:18:11,966 --> 00:18:16,466 when the alpha is not perfectly feeling all the gaps 383 00:18:16,600 --> 00:18:18,866 so with the this join over 384 00:18:18,866 --> 00:18:23,966 you're going to get this perfect sense of blending 385 00:18:23,966 --> 00:18:26,833 of an image with the holdout 386 00:18:27,000 --> 00:18:30,200 okay so with this drainover 387 00:18:30,200 --> 00:18:32,600 everything is looking great 388 00:18:32,866 --> 00:18:38,466 so I'm going to check if this and this 389 00:18:38,866 --> 00:18:40,833 which is the deep image 390 00:18:41,200 --> 00:18:42,433 with the merch 391 00:18:42,500 --> 00:18:44,466 and these with the this join 392 00:18:45,000 --> 00:18:46,100 are accurate 393 00:18:46,966 --> 00:18:49,899 okay so here you are 394 00:18:50,400 --> 00:18:51,900 perfectly accurate 395 00:18:52,133 --> 00:18:53,566 from one to the other 396 00:18:54,200 --> 00:18:57,266 okay notice that in here 397 00:18:57,266 --> 00:18:58,333 if I change 398 00:18:58,333 --> 00:19:03,299 and I compare the over and the deep match see 399 00:19:05,166 --> 00:19:09,366 this is the edge I was talking about okay 400 00:19:09,366 --> 00:19:15,433 now that we have that merge perfectly mixing my images 401 00:19:15,466 --> 00:19:17,299 now I can apply the process 402 00:19:17,300 --> 00:19:19,466 and if you want to apply the process 403 00:19:19,533 --> 00:19:21,366 you can apply the glow 404 00:19:21,700 --> 00:19:23,400 and everything is going to work fine 405 00:19:23,400 --> 00:19:26,833 even the pixels that are getting greenish 406 00:19:26,900 --> 00:19:28,566 on the pinky area 407 00:19:29,366 --> 00:19:31,566 but not only in here 408 00:19:31,566 --> 00:19:34,799 I can also apply a great 409 00:19:34,800 --> 00:19:35,566 and in this case 410 00:19:35,566 --> 00:19:39,366 because this image is just a pre multiply image 411 00:19:39,733 --> 00:19:41,633 I can apply in here 412 00:19:42,200 --> 00:19:46,033 yes I'm promote remote from the note 413 00:19:46,100 --> 00:19:49,000 and then I can change anything 414 00:19:50,600 --> 00:19:56,033 and is going to look perfect in every single pixel 415 00:19:56,266 --> 00:19:58,133 okay so this way 416 00:19:58,133 --> 00:20:00,266 using the deep image compositing 417 00:20:00,266 --> 00:20:02,299 is going to speed up your overflow 418 00:20:02,300 --> 00:20:03,700 and is going to avoid you 419 00:20:03,700 --> 00:20:07,500 to create three layers of the skyline render 420 00:20:07,600 --> 00:20:10,433 one from the red sphere 421 00:20:10,733 --> 00:20:12,499 one for the green sphere 422 00:20:12,500 --> 00:20:14,833 and one for the blue sphere 423 00:20:14,866 --> 00:20:15,566 and in this case 424 00:20:15,566 --> 00:20:16,366 is really easy 425 00:20:16,366 --> 00:20:19,799 because they are not touching from one to the other 426 00:20:19,800 --> 00:20:22,166 but when you have things that are going 427 00:20:22,200 --> 00:20:23,566 one in front of the other 428 00:20:23,566 --> 00:20:25,766 and then back behind 429 00:20:25,800 --> 00:20:28,700 then everything is going to be a bit messy 430 00:20:28,700 --> 00:20:32,500 so using deep image compositing 431 00:20:32,500 --> 00:20:34,800 for this kind of holding out 432 00:20:34,800 --> 00:20:37,600 is going to help a lot okay 433 00:20:38,100 --> 00:20:40,733 so that is for layering 434 00:20:40,733 --> 00:20:44,466 using advanced techniques of this calendar 435 00:20:44,500 --> 00:20:45,166 another thing 436 00:20:45,166 --> 00:20:48,866 that we have to keep in consideration is that 437 00:20:50,166 --> 00:20:54,566 when you are rendering an image with motion blur 438 00:20:55,000 --> 00:20:57,066 everybody knows that the motion blur 439 00:20:57,066 --> 00:21:00,099 is actually being created by samples 440 00:21:00,100 --> 00:21:02,266 so I'm going to show you 441 00:21:02,600 --> 00:21:05,800 in the skyline render how the samples work 442 00:21:05,900 --> 00:21:08,966 so here we have the multi sample 443 00:21:09,366 --> 00:21:12,499 so the amount of motion blur 444 00:21:12,500 --> 00:21:13,166 and the amount 445 00:21:13,166 --> 00:21:17,133 I mean how long is the tail of your motion blur 446 00:21:17,133 --> 00:21:19,866 is going to depend in terms of quality 447 00:21:20,100 --> 00:21:24,266 of the amount of samples you are going to apply in here 448 00:21:24,266 --> 00:21:29,466 because the samples are just a render of the same image 449 00:21:29,466 --> 00:21:32,133 in different position of times 450 00:21:32,133 --> 00:21:33,399 in between the frame 451 00:21:33,400 --> 00:21:36,833 so is rendering from frame 1 to frame 2 452 00:21:36,933 --> 00:21:39,499 several different positions in time 453 00:21:39,500 --> 00:21:41,166 so let's say 454 00:21:41,200 --> 00:21:46,100 render 1.1 frame 1.2 455 00:21:46,100 --> 00:21:48,900 frames 1.3 and so on 456 00:21:49,500 --> 00:21:50,866 it's something that is going to 457 00:21:50,866 --> 00:21:53,099 blend in one single frame 458 00:21:53,100 --> 00:21:54,566 so you are going to have 459 00:21:54,733 --> 00:21:58,333 the feeling that that image is actually moving 460 00:21:58,333 --> 00:22:00,566 but is related with the amount of samples 461 00:22:00,566 --> 00:22:03,566 and the amount of samples is as plain as 462 00:22:03,900 --> 00:22:07,900 you are rendering this image 100 times 463 00:22:07,900 --> 00:22:08,900 in this case 464 00:22:08,933 --> 00:22:10,366 if you render twice 465 00:22:11,100 --> 00:22:17,100 that is going to take twice the time for rendering 466 00:22:17,100 --> 00:22:18,966 if you put 5 467 00:22:19,000 --> 00:22:21,166 is going to take five times 468 00:22:21,166 --> 00:22:22,099 as you can see 469 00:22:22,100 --> 00:22:24,966 it's really clear that if you put 3 470 00:22:25,100 --> 00:22:30,600 you can see the shape of my image three times okay 471 00:22:31,166 --> 00:22:33,633 and he's blending everything together 472 00:22:34,366 --> 00:22:36,433 but to get a good effect 473 00:22:36,933 --> 00:22:38,566 depending on the amount of mushroom blood 474 00:22:38,566 --> 00:22:41,333 you are going to need several samples 475 00:22:41,333 --> 00:22:44,999 so in here I decide to put 100 476 00:22:45,800 --> 00:22:48,366 some of you can think now okay 477 00:22:48,400 --> 00:22:52,000 if I render something complex 100 times 478 00:22:52,000 --> 00:22:56,100 that is going to take a lot of time for calculation 479 00:22:56,100 --> 00:22:57,233 and that's true 480 00:22:57,366 --> 00:22:59,566 so then in here 481 00:22:59,566 --> 00:23:02,066 if you don't want to calculate the samples 482 00:23:02,333 --> 00:23:04,966 you can calculate what is called 483 00:23:08,000 --> 00:23:10,300 a motion vector pass 484 00:23:10,566 --> 00:23:11,699 and in nuke 485 00:23:11,866 --> 00:23:14,899 you have different kind of motion vectors 486 00:23:14,900 --> 00:23:17,533 depending on the information you want to represent 487 00:23:17,533 --> 00:23:18,999 okay by default 488 00:23:19,000 --> 00:23:21,200 you are going to get distance okay 489 00:23:21,200 --> 00:23:22,500 which is the distant 490 00:23:22,500 --> 00:23:26,800 that every pixel is representing movement 491 00:23:26,933 --> 00:23:27,999 in this case 492 00:23:28,200 --> 00:23:29,566 forward okay 493 00:23:29,566 --> 00:23:31,399 from one pixel to another 494 00:23:31,400 --> 00:23:34,300 so then once you have that pass 495 00:23:34,300 --> 00:23:38,766 which is looking something like this okay 496 00:23:38,866 --> 00:23:41,199 is representing in u v 497 00:23:41,200 --> 00:23:44,433 which is the relative coordinates x y 498 00:23:45,700 --> 00:23:46,966 he's representing 499 00:23:47,066 --> 00:23:49,766 the distance from this pixel to the next one 500 00:23:49,766 --> 00:23:51,333 intense of movement 501 00:23:51,333 --> 00:23:54,533 so using that information 502 00:23:54,533 --> 00:23:57,566 which is baked in the render 503 00:23:57,600 --> 00:23:58,966 pixel by pixel 504 00:23:59,100 --> 00:24:01,966 I can use what is called a vector blur 505 00:24:02,166 --> 00:24:04,166 the vector blur is in here 506 00:24:04,800 --> 00:24:07,300 and it's going to apply that 507 00:24:07,300 --> 00:24:09,400 a movement of every pixel 508 00:24:10,000 --> 00:24:11,400 leaving the trail 509 00:24:11,400 --> 00:24:13,266 from the original position 510 00:24:13,266 --> 00:24:15,666 to the position of destination 511 00:24:15,666 --> 00:24:18,166 in both X and Y 512 00:24:18,600 --> 00:24:20,566 but keep this in mind 513 00:24:20,666 --> 00:24:23,666 is just X and y 514 00:24:23,800 --> 00:24:25,933 there is noted in here 515 00:24:25,933 --> 00:24:31,499 so you cannot create 3D motion blur in here even 516 00:24:31,500 --> 00:24:33,266 because what you are doing here 517 00:24:33,266 --> 00:24:35,366 is just a compolution of pixels 518 00:24:35,366 --> 00:24:37,699 based on a matrics of movement 519 00:24:37,933 --> 00:24:39,199 but is just 520 00:24:39,200 --> 00:24:43,700 that is very different from getting the image render 521 00:24:43,700 --> 00:24:47,133 in several different positions in time 522 00:24:47,133 --> 00:24:48,899 between one frame to another 523 00:24:48,900 --> 00:24:52,400 in here is just plain movement into the 524 00:24:52,500 --> 00:24:57,200 so when you apply those motion vectors to the image 525 00:24:58,000 --> 00:25:00,033 you get something like that 526 00:25:00,333 --> 00:25:07,466 which is more or less similar to the final image okay 527 00:25:08,366 --> 00:25:09,566 as you can see 528 00:25:10,066 --> 00:25:11,699 there are artifacts 529 00:25:11,700 --> 00:25:14,100 and that's normal okay 530 00:25:14,100 --> 00:25:15,166 with the vector blur 531 00:25:15,166 --> 00:25:18,299 I apply a certain channel 532 00:25:19,000 --> 00:25:21,066 then I use my alpha to define 533 00:25:21,066 --> 00:25:25,866 what part of my image needs to be moved okay 534 00:25:25,866 --> 00:25:29,333 and then I was applying the amplitude of my movement 535 00:25:29,333 --> 00:25:32,866 so I don't care about the setup of this vector blur 536 00:25:32,866 --> 00:25:36,433 what I care is about the process itself 537 00:25:36,500 --> 00:25:37,733 and the process 538 00:25:37,733 --> 00:25:38,999 let me tell you that 539 00:25:39,000 --> 00:25:41,966 calculating the motion blur 540 00:25:41,966 --> 00:25:45,599 using the vector blur is not a great 541 00:25:45,933 --> 00:25:49,299 sometimes you can be lucky and don't get 542 00:25:49,800 --> 00:25:51,566 those artifacts 543 00:25:51,966 --> 00:25:56,266 but most of the time is kind of dangerous to apply that 544 00:25:56,266 --> 00:25:59,999 and even if the result is quite similar 545 00:26:00,566 --> 00:26:04,999 the quality of the motion blur from the 3D 546 00:26:05,500 --> 00:26:08,866 and the vector blur is so different 547 00:26:08,866 --> 00:26:12,899 there is no way you can even compare the result in here 548 00:26:12,900 --> 00:26:15,100 is is just a process of today 549 00:26:15,100 --> 00:26:17,400 but your brain is going to be very smart 550 00:26:17,400 --> 00:26:18,533 and is going to understand 551 00:26:18,533 --> 00:26:21,966 when that motion blur is real or not 552 00:26:22,200 --> 00:26:25,266 even if in the skyline render 553 00:26:25,266 --> 00:26:27,599 the motion blur that we are calculating 554 00:26:27,600 --> 00:26:30,533 is just a linear fashion motion blur 555 00:26:30,533 --> 00:26:34,299 so it's a mathematical way of representing 556 00:26:34,366 --> 00:26:36,999 the soup information from the time 557 00:26:37,133 --> 00:26:38,166 while in here 558 00:26:38,166 --> 00:26:39,099 you have just 559 00:26:39,200 --> 00:26:40,300 in this case 560 00:26:40,300 --> 00:26:42,666 24 segments of time 561 00:26:42,666 --> 00:26:44,533 but we are inventing 562 00:26:44,533 --> 00:26:47,799 the information that is in between those frames 563 00:26:48,566 --> 00:26:51,999 the vector blur is not a good idea 564 00:26:52,133 --> 00:26:53,899 just try it 565 00:26:54,066 --> 00:26:56,699 but just a tiny amount 566 00:26:56,700 --> 00:26:58,400 because the vector blur 567 00:26:59,133 --> 00:27:00,799 he's not going to be used 568 00:27:00,800 --> 00:27:03,866 in general I like to use the vector blur 569 00:27:03,866 --> 00:27:06,299 and to apply the motion blur 570 00:27:06,300 --> 00:27:09,766 when I'm applying a patch over a CG 571 00:27:09,866 --> 00:27:11,099 and then I need to 572 00:27:11,100 --> 00:27:14,100 create the movement of that patch in the CG 573 00:27:14,300 --> 00:27:15,200 with the same 574 00:27:15,200 --> 00:27:15,966 more or less 575 00:27:15,966 --> 00:27:18,666 fashion of the movement okay 576 00:27:18,700 --> 00:27:20,000 but by default 577 00:27:20,000 --> 00:27:22,966 I would never recommend you to use 578 00:27:23,166 --> 00:27:27,199 the vector blur for general motion blur okay 579 00:27:27,600 --> 00:27:29,866 still if you want to get better 580 00:27:29,866 --> 00:27:31,933 results with your motion blur 581 00:27:31,933 --> 00:27:33,866 I'm going to give you an advice 582 00:27:34,400 --> 00:27:36,000 which is in here 583 00:27:36,466 --> 00:27:38,666 you have this randomized time 584 00:27:38,666 --> 00:27:40,099 I'm going to reduce 585 00:27:40,966 --> 00:27:43,199 my samples by 20 586 00:27:44,200 --> 00:27:46,966 so you are going to see clearly 587 00:27:47,300 --> 00:27:48,233 the pattern 588 00:27:48,300 --> 00:27:50,400 of the linear representation 589 00:27:50,400 --> 00:27:51,266 I mean linear 590 00:27:51,266 --> 00:27:53,799 because the distance between all samples 591 00:27:53,800 --> 00:27:56,133 is arapematically the same 592 00:27:56,133 --> 00:27:59,333 okay so in here 593 00:27:59,333 --> 00:28:01,166 everything is looking like 594 00:28:01,166 --> 00:28:02,999 mathematically perfect 595 00:28:03,400 --> 00:28:05,100 but you can apply 596 00:28:05,400 --> 00:28:08,333 what is called a randomization of the time 597 00:28:08,333 --> 00:28:10,033 so is going to take 598 00:28:10,266 --> 00:28:11,666 different distance 599 00:28:11,666 --> 00:28:13,299 for every sample 600 00:28:13,333 --> 00:28:15,599 so that is going to hide 601 00:28:15,666 --> 00:28:17,366 the effect of Muay 602 00:28:17,366 --> 00:28:17,999 for instance 603 00:28:18,000 --> 00:28:19,466 which is those lines 604 00:28:19,466 --> 00:28:20,666 doing weird things 605 00:28:20,666 --> 00:28:22,566 when they duplicate 606 00:28:22,566 --> 00:28:23,633 like in here 607 00:28:24,066 --> 00:28:26,766 and that is going to hide many problems 608 00:28:26,766 --> 00:28:29,199 of course you are not going to resolve 609 00:28:29,200 --> 00:28:31,366 hold the problems of the samples 610 00:28:31,500 --> 00:28:33,733 but my aiming here 611 00:28:33,733 --> 00:28:36,666 is how to provide you the information 612 00:28:36,900 --> 00:28:38,600 to render your image 613 00:28:38,600 --> 00:28:40,433 to look fine 614 00:28:40,466 --> 00:28:45,433 without having a crazy amount of samples 615 00:28:45,500 --> 00:28:47,900 so if we randomize the time 616 00:28:50,800 --> 00:28:55,000 we can create that irregularity 617 00:28:55,133 --> 00:28:56,566 okay so in here 618 00:28:56,566 --> 00:28:58,466 you can see very clear in those lines 619 00:28:58,466 --> 00:29:01,299 that the space between the lines 620 00:29:02,133 --> 00:29:05,599 is not the same as when you were in here 621 00:29:05,600 --> 00:29:07,200 see that everything 622 00:29:07,366 --> 00:29:11,133 all the distances are quite the same 623 00:29:11,133 --> 00:29:13,599 okay so if I increasing here 624 00:29:13,600 --> 00:29:17,500 and I put one that is going to be randomized 625 00:29:17,500 --> 00:29:20,033 and that this is starting to help 626 00:29:20,300 --> 00:29:22,166 of course he's not perfect 627 00:29:22,266 --> 00:29:23,699 but he's starting to help 628 00:29:24,266 --> 00:29:27,799 then another thing that can help 629 00:29:27,966 --> 00:29:31,799 is the use of the stochastic samples 630 00:29:32,000 --> 00:29:33,800 this torcastic sample 631 00:29:33,800 --> 00:29:36,700 is going to render more information 632 00:29:36,700 --> 00:29:39,233 where you can see it 633 00:29:39,333 --> 00:29:42,466 and less information in the areas that are not 634 00:29:42,533 --> 00:29:43,766 so important 635 00:29:43,766 --> 00:29:47,266 and we are talking in here about perception 636 00:29:47,400 --> 00:29:51,800 so nuke is deciding where to use more information 637 00:29:51,800 --> 00:29:54,233 where the information is more dense 638 00:29:54,400 --> 00:29:57,333 and then applying less information 639 00:29:57,333 --> 00:30:02,666 that is going to create an effect of noise 640 00:30:02,766 --> 00:30:06,066 because it's going to create clusters of information 641 00:30:06,066 --> 00:30:09,799 so we are going to increase by zero 642 00:30:09,800 --> 00:30:12,633 you are getting just nothing 643 00:30:12,766 --> 00:30:14,666 but as soon as you put one 644 00:30:15,700 --> 00:30:18,500 you are going to start getting information in there 645 00:30:18,766 --> 00:30:20,066 one is very 646 00:30:20,066 --> 00:30:21,099 very very low 647 00:30:21,100 --> 00:30:22,566 so in this case 648 00:30:22,566 --> 00:30:23,999 as you can see here 649 00:30:24,000 --> 00:30:26,800 I have a good density of points 650 00:30:26,800 --> 00:30:28,400 and then in here 651 00:30:28,866 --> 00:30:29,999 that's not much 652 00:30:30,000 --> 00:30:31,733 see that there is nothing in there 653 00:30:31,733 --> 00:30:33,166 it's just valued zero 654 00:30:33,166 --> 00:30:34,466 okay of course 655 00:30:34,466 --> 00:30:36,299 if you are at this distance 656 00:30:36,400 --> 00:30:39,200 probably you are going to be more or less fine 657 00:30:39,333 --> 00:30:42,666 but it's not a good idea to use just one 658 00:30:42,866 --> 00:30:44,466 so we are going to increase 659 00:30:45,666 --> 00:30:49,499 up to the point that we can just get things to work 660 00:30:50,000 --> 00:30:51,000 good for us 661 00:30:52,533 --> 00:30:54,566 don't get confused 662 00:30:54,566 --> 00:30:58,266 this is not grain or noise 663 00:30:58,266 --> 00:31:02,033 this is that the result of getting the information 664 00:31:02,066 --> 00:31:06,299 group in clusters of a perception okay 665 00:31:06,300 --> 00:31:08,666 so with this difference is 666 00:31:08,666 --> 00:31:11,166 is going to take way less 667 00:31:11,333 --> 00:31:14,766 of course is related with the definition of my image 668 00:31:14,766 --> 00:31:16,266 if you have a very 669 00:31:16,266 --> 00:31:17,799 very noisy image 670 00:31:17,800 --> 00:31:22,333 that is going to create this kind of noisy pattern 671 00:31:22,333 --> 00:31:27,066 okay but in terms of the quality 672 00:31:27,100 --> 00:31:30,366 you need to get the final result of your image 673 00:31:30,366 --> 00:31:34,399 and then balance the stochastic samples as well 674 00:31:34,400 --> 00:31:36,500 okay so pray 675 00:31:38,000 --> 00:31:40,200 you get a good balance in there 676 00:31:40,700 --> 00:31:45,366 okay then once you have your good balance in there 677 00:31:45,400 --> 00:31:48,800 just try to apply the sample diameters 678 00:31:48,800 --> 00:31:53,133 the sample diameter is related with the antialias 679 00:31:53,133 --> 00:31:57,233 so is how big is the circle of pixels 680 00:31:57,300 --> 00:32:00,266 just to create the amount of antialia 681 00:32:00,266 --> 00:32:03,033 so the higher this is going to be 682 00:32:03,133 --> 00:32:06,499 the more accurate antialia as you are going to get 683 00:32:06,666 --> 00:32:10,199 that is for very precise calculation 684 00:32:10,200 --> 00:32:10,766 in this case 685 00:32:10,766 --> 00:32:12,799 because the motion blur is so high 686 00:32:13,066 --> 00:32:14,866 then you are not going to get 687 00:32:14,866 --> 00:32:17,866 that increase in the quality okay 688 00:32:18,333 --> 00:32:19,533 the focus diameter 689 00:32:19,533 --> 00:32:22,099 of course is related with the death of feel 690 00:32:22,100 --> 00:32:24,300 of the camera that you set up 691 00:32:24,300 --> 00:32:26,600 so I'm not going to talk about this 692 00:32:26,600 --> 00:32:30,966 but this is going to be the effect of the set blur 693 00:32:31,133 --> 00:32:32,533 done in camera 694 00:32:32,533 --> 00:32:34,266 so as you can imagine 695 00:32:34,266 --> 00:32:36,866 that said blur is just a combination 696 00:32:36,866 --> 00:32:38,233 as the vector blur 697 00:32:38,566 --> 00:32:41,066 but if you create the difocus 698 00:32:41,266 --> 00:32:43,066 directly from the calendar 699 00:32:43,066 --> 00:32:45,499 is going to work way better 700 00:32:45,566 --> 00:32:49,833 okay so the focus diameter is just going to define 701 00:32:50,300 --> 00:32:56,500 the amount of distribution of your samples okay 702 00:32:57,266 --> 00:32:58,699 good so now 703 00:32:58,700 --> 00:33:00,766 once I have my setup 704 00:33:00,900 --> 00:33:02,200 I can increase 705 00:33:04,133 --> 00:33:05,466 and see now 706 00:33:05,733 --> 00:33:08,199 by using 50 samples 707 00:33:08,600 --> 00:33:13,200 probably I'm going to get a quite decent result 708 00:33:13,900 --> 00:33:16,900 and by combining the stochastic samples 709 00:33:16,966 --> 00:33:19,066 and the amount of samples 710 00:33:19,200 --> 00:33:23,766 and reducing the time of the render by a huge fraction 711 00:33:23,766 --> 00:33:26,899 even if I was using the hundred samples 712 00:33:26,966 --> 00:33:28,999 that I was using initially 713 00:33:29,200 --> 00:33:30,966 the stocastic samples 714 00:33:30,966 --> 00:33:32,999 are going to reduce the time of the render 715 00:33:33,000 --> 00:33:36,066 because he's not using the full precision 716 00:33:36,066 --> 00:33:40,299 of every single pixel for blending the samples 717 00:33:40,300 --> 00:33:44,800 okay so the stocastic sample can be a very good asset 718 00:33:44,800 --> 00:33:47,866 to reduce the render time okay 719 00:33:48,366 --> 00:33:51,033 another thing that is interesting 720 00:33:51,200 --> 00:33:54,066 when we are working with the scanline render 721 00:33:54,266 --> 00:33:58,566 is to use your channels wisely 722 00:33:58,766 --> 00:34:00,566 so in this case 723 00:34:01,366 --> 00:34:01,999 for instance 724 00:34:02,000 --> 00:34:05,100 I'm creating my motion blur 725 00:34:05,200 --> 00:34:08,333 directly from my skyline render 726 00:34:08,333 --> 00:34:10,266 which means that probably 727 00:34:10,266 --> 00:34:16,566 I don't need my UV representing the motion vectors okay 728 00:34:16,600 --> 00:34:18,000 but in here 729 00:34:18,000 --> 00:34:18,966 by the fault 730 00:34:18,966 --> 00:34:23,633 this calendar is providing me with the motion vectors 731 00:34:23,666 --> 00:34:25,766 so what you want 732 00:34:25,766 --> 00:34:28,899 is to render just the information you need 733 00:34:29,000 --> 00:34:31,866 so here you go to this shader 734 00:34:32,000 --> 00:34:35,466 and then motion vectors off 735 00:34:36,366 --> 00:34:37,399 as you can see 736 00:34:37,400 --> 00:34:41,633 here you are rendering to channel less 737 00:34:42,733 --> 00:34:44,499 okay that's good 738 00:34:44,500 --> 00:34:45,700 and then you can say okay 739 00:34:45,700 --> 00:34:49,500 and what if I don't want my channel 740 00:34:49,500 --> 00:34:50,700 because in here 741 00:34:50,700 --> 00:34:54,900 I'm rendering also the death information well 742 00:34:55,300 --> 00:34:57,600 there is no way you can remove that channel 743 00:34:57,600 --> 00:35:01,500 even if you remove the set buffer or the transparency 744 00:35:01,533 --> 00:35:03,133 that's not related 745 00:35:03,133 --> 00:35:08,366 okay so if you want to get rid of that channel 746 00:35:08,733 --> 00:35:10,233 you just go in here 747 00:35:12,066 --> 00:35:18,633 remove and then you can either remove the deaf 748 00:35:19,100 --> 00:35:23,666 okay so is bypassing the other channels that's away 749 00:35:23,700 --> 00:35:25,300 or if you prefer 750 00:35:25,300 --> 00:35:27,800 you keep just the RGBA 751 00:35:28,066 --> 00:35:30,233 okay so he's going to discard 752 00:35:30,266 --> 00:35:33,166 any information that you don't need in there 753 00:35:33,166 --> 00:35:37,566 so that is going to create a very clean stream 754 00:35:37,566 --> 00:35:42,033 lining here with just the channels you really want 755 00:35:42,100 --> 00:35:45,500 okay and now we are going to discuss the boundary box 756 00:35:46,166 --> 00:35:49,233 in relation with the lens distortion 757 00:35:49,533 --> 00:35:52,699 so I have this image 758 00:35:53,133 --> 00:35:55,733 with the camera that I provided you 759 00:35:55,733 --> 00:35:56,733 and then in here 760 00:35:56,733 --> 00:36:00,666 I have the render of my cones okay 761 00:36:00,966 --> 00:36:04,799 so those cones are representing 762 00:36:04,800 --> 00:36:07,900 certain areas of the 3D space okay 763 00:36:08,800 --> 00:36:09,933 but in here 764 00:36:09,933 --> 00:36:13,766 in order to match my virtual image 765 00:36:14,100 --> 00:36:16,466 with the original plate 766 00:36:16,933 --> 00:36:20,866 I need to get my lenses torsion align 767 00:36:21,366 --> 00:36:25,966 and let me underline this point 768 00:36:26,200 --> 00:36:31,266 you never touch the original plate 769 00:36:31,666 --> 00:36:35,566 by using the and distort for compositing reasons 770 00:36:35,600 --> 00:36:37,366 you use the and distortion 771 00:36:37,366 --> 00:36:39,799 just for calculating your camera 772 00:36:39,800 --> 00:36:42,700 when you are applying the much more process 773 00:36:42,700 --> 00:36:46,066 but never never use this 774 00:36:46,066 --> 00:36:48,366 which is from the calendar 775 00:36:48,700 --> 00:36:51,333 then you apply the and distortion to the image 776 00:36:51,333 --> 00:36:54,499 and then put both together because 777 00:36:54,500 --> 00:36:55,966 yeah it's true 778 00:36:56,133 --> 00:36:59,699 they are both align in terms of lenses torsion 779 00:36:59,766 --> 00:37:02,199 but you are breaking in here 780 00:37:02,200 --> 00:37:05,800 one of the principles of the capacity 781 00:37:05,800 --> 00:37:07,966 which is you are touching 782 00:37:08,133 --> 00:37:10,399 something that is not mean to be touched 783 00:37:10,400 --> 00:37:12,200 which is the background plate 784 00:37:12,266 --> 00:37:14,333 if you don't have a particular task 785 00:37:14,333 --> 00:37:16,866 that requires that be touched 786 00:37:16,866 --> 00:37:20,899 so you are losing a huge amount of quality 787 00:37:21,900 --> 00:37:23,533 with the lens distortion 788 00:37:23,533 --> 00:37:25,799 which is applying a filter 789 00:37:25,866 --> 00:37:28,699 okay so never do that 790 00:37:28,766 --> 00:37:31,433 what you want is just to apply 791 00:37:31,666 --> 00:37:34,299 the lens distortion in here 792 00:37:34,300 --> 00:37:35,200 just to read 793 00:37:35,200 --> 00:37:36,966 distort your CG 794 00:37:37,266 --> 00:37:40,099 in order to match the original plate 795 00:37:40,166 --> 00:37:41,766 with the distortion 796 00:37:41,900 --> 00:37:44,766 um this is happening always 797 00:37:44,766 --> 00:37:46,999 there is no exception 798 00:37:47,200 --> 00:37:49,000 all cameras in the world 799 00:37:49,000 --> 00:37:53,200 have a certain amount of lens distortion 800 00:37:53,366 --> 00:37:54,133 some of them 801 00:37:54,133 --> 00:37:55,166 they have more 802 00:37:55,166 --> 00:37:57,466 some of them have less 803 00:37:57,666 --> 00:38:00,333 but there is always some 804 00:38:00,333 --> 00:38:03,399 okay so if I apply this 805 00:38:04,800 --> 00:38:08,900 to the process I did before with the stochastic samples 806 00:38:08,900 --> 00:38:11,466 okay you will see that now 807 00:38:11,533 --> 00:38:15,966 because of the filter I'm using here see that 808 00:38:15,966 --> 00:38:20,766 you are getting a bit of the reduction of that crane 809 00:38:20,866 --> 00:38:25,966 so you can play back with the stocastic samples 810 00:38:26,100 --> 00:38:27,300 and the filtering here 811 00:38:27,300 --> 00:38:29,566 so if I use something like the notch 812 00:38:29,733 --> 00:38:31,899 see that now is reducing 813 00:38:32,666 --> 00:38:35,966 because he's blending those samples okay 814 00:38:36,133 --> 00:38:39,099 so this is something that you can play with 815 00:38:39,100 --> 00:38:40,766 in case you need it 816 00:38:41,133 --> 00:38:43,299 so let's get back in here 817 00:38:43,300 --> 00:38:46,766 so I apply my lens distortion to this 818 00:38:46,766 --> 00:38:49,899 and what is this 819 00:38:50,366 --> 00:38:53,433 well this is totally normal 820 00:38:53,666 --> 00:38:56,766 is because when you are applying 821 00:38:58,300 --> 00:39:00,600 the lens distortion to your image 822 00:39:01,300 --> 00:39:02,766 you are doing this 823 00:39:02,933 --> 00:39:05,966 you are and distorting your image 824 00:39:06,166 --> 00:39:11,033 by taking the corners and stretching them out 825 00:39:11,133 --> 00:39:16,366 okay so the image seems to be enlarging 826 00:39:16,366 --> 00:39:23,066 I'm going to show you in here by using a black outside 827 00:39:24,866 --> 00:39:29,766 okay and then in here a note that I have in my toolbox 828 00:39:29,766 --> 00:39:32,066 which is the box to format 829 00:39:32,366 --> 00:39:37,266 so can you see what's happening in the edges 830 00:39:37,733 --> 00:39:42,299 the image is getting a stretch in the corners 831 00:39:43,366 --> 00:39:46,599 so if I change from there 832 00:39:48,066 --> 00:39:50,633 see that the image is actually looking like 833 00:39:50,666 --> 00:39:52,766 the center is getting back 834 00:39:52,766 --> 00:39:56,099 but it's actually the other way around is the corners 835 00:39:57,566 --> 00:40:02,266 so this is a non linear transformation of the image 836 00:40:02,266 --> 00:40:09,066 okay but what is actually happening is that this image 837 00:40:09,100 --> 00:40:11,133 that is getting outside 838 00:40:11,133 --> 00:40:13,899 because we are stretching the corners 839 00:40:13,966 --> 00:40:17,099 then when you apply redistort 840 00:40:20,500 --> 00:40:25,200 those areas that are outside are getting back inside 841 00:40:25,333 --> 00:40:29,499 okay but what if I apply this 842 00:40:29,566 --> 00:40:34,166 and then I crop my edges so 843 00:40:35,466 --> 00:40:36,433 I'm going to 844 00:40:39,933 --> 00:40:42,999 cropping here okay 845 00:40:47,366 --> 00:40:48,566 see what's going on 846 00:40:49,200 --> 00:40:53,866 is because this crop is erasing all the information 847 00:40:53,866 --> 00:40:56,299 that was in those corners 848 00:40:56,300 --> 00:40:57,700 outside the image 849 00:40:57,700 --> 00:40:59,800 so the first thing we cannot serve is 850 00:40:59,800 --> 00:41:02,766 the boundary box is expanding okay 851 00:41:03,133 --> 00:41:06,966 so what is happening to the scanline render 852 00:41:06,966 --> 00:41:08,466 is exactly that 853 00:41:09,866 --> 00:41:15,199 your render is just up to the format 854 00:41:15,200 --> 00:41:18,000 so when you apply the redistort 855 00:41:19,366 --> 00:41:23,866 those pixels that are supposed to be outside 856 00:41:23,866 --> 00:41:27,399 with the boundary box are not there anymore 857 00:41:27,700 --> 00:41:31,666 so this calendar is just rendering the format 858 00:41:31,766 --> 00:41:32,866 and then in here 859 00:41:32,866 --> 00:41:34,199 the format is getting inside 860 00:41:34,200 --> 00:41:38,566 so you are getting the regular issue of the expansion 861 00:41:38,666 --> 00:41:42,766 of the last pixel touching the boundary box 862 00:41:43,100 --> 00:41:45,766 okay so how can we fix that 863 00:41:45,766 --> 00:41:49,299 well there is a feature in the scan line render 864 00:41:50,133 --> 00:41:52,566 that is called the overscan 865 00:41:52,733 --> 00:41:57,033 so the overscan is just mean to expand 866 00:41:57,466 --> 00:42:02,566 whatever is not seen by the camera outside the format 867 00:42:02,600 --> 00:42:07,533 but is information that in a regular 3D virtual world 868 00:42:07,533 --> 00:42:08,699 we can apply 869 00:42:08,700 --> 00:42:11,100 so we can apply that 870 00:42:11,366 --> 00:42:16,366 and you can feel how the boundary box is expanding 871 00:42:16,366 --> 00:42:18,766 okay so when I move 872 00:42:18,766 --> 00:42:20,366 for instance in here 873 00:42:20,700 --> 00:42:23,266 I'm going to apply a transform 874 00:42:23,700 --> 00:42:24,700 just to move 875 00:42:25,066 --> 00:42:28,299 we are going to reveal a piece of the corn 876 00:42:28,800 --> 00:42:30,200 that is not seen 877 00:42:30,900 --> 00:42:34,766 as we did in the class talking about 878 00:42:36,100 --> 00:42:37,300 the boundary box 879 00:42:38,600 --> 00:42:41,066 see the cone is in there 880 00:42:41,100 --> 00:42:45,233 so if I restored that 881 00:42:45,933 --> 00:42:50,566 the information outside is going to be now insight 882 00:42:50,733 --> 00:42:54,533 due to the calculations of the lens distortion 883 00:42:54,533 --> 00:42:58,499 so now when I apply that to the image 884 00:42:59,400 --> 00:43:03,466 that is going to appear correctly 885 00:43:03,933 --> 00:43:05,066 the point is 886 00:43:05,333 --> 00:43:06,699 how they overcome 887 00:43:06,700 --> 00:43:10,400 should be well as big enough to cover that 888 00:43:10,400 --> 00:43:13,600 so it's something that you are going to operate by eye 889 00:43:13,866 --> 00:43:15,299 my advice is 890 00:43:15,333 --> 00:43:19,099 when you are going to calculate the oberscan 891 00:43:19,200 --> 00:43:21,800 go to the corners of the image 892 00:43:21,800 --> 00:43:24,200 so in case your cones 893 00:43:24,200 --> 00:43:26,833 are getting to the corner of the image 894 00:43:26,933 --> 00:43:30,099 that is the most critical piece of the image 895 00:43:30,100 --> 00:43:32,400 because remember that the lenses torsion 896 00:43:32,400 --> 00:43:36,300 is actually stretching from the corners of the image 897 00:43:36,300 --> 00:43:40,300 okay so there is going to be easier 898 00:43:40,466 --> 00:43:45,099 and then add a few pixels more in the overscan okay 899 00:43:45,700 --> 00:43:48,000 just to be sure you are not cropping 900 00:43:48,000 --> 00:43:49,466 but be careful 901 00:43:49,533 --> 00:43:52,199 because the higher is the overscan 902 00:43:52,366 --> 00:43:54,699 the more pixels you are going to render 903 00:43:54,700 --> 00:43:56,266 from your scan line render 904 00:43:56,266 --> 00:43:59,999 so you just want to keep the scan line render 905 00:44:00,000 --> 00:44:03,366 with less pixels to be render as possible 906 00:44:03,400 --> 00:44:06,300 without sacrifice the information you need 907 00:44:06,366 --> 00:44:10,566 then another thing that I used to do is I always 908 00:44:10,566 --> 00:44:12,033 when I use the merch 909 00:44:12,133 --> 00:44:16,366 put the information coming from the virtual world 910 00:44:16,766 --> 00:44:18,233 with the original plate 911 00:44:18,400 --> 00:44:20,800 usually I don't want to change 912 00:44:20,800 --> 00:44:23,700 that information in terms of transformation 913 00:44:23,700 --> 00:44:28,700 so what I do is just to simply crop my boundary box 914 00:44:28,866 --> 00:44:33,366 and limit that to the B input 915 00:44:33,366 --> 00:44:35,266 which is the original plate 916 00:44:35,266 --> 00:44:37,033 so in here B 917 00:44:37,066 --> 00:44:39,299 and now the boundary box 918 00:44:39,500 --> 00:44:44,100 is perfectly fit with all the information inside 919 00:44:44,466 --> 00:44:46,433 so I hope you enjoyed this 920 00:44:46,533 --> 00:44:51,299 set of tricks and methods for working with the 3D world 921 00:44:51,300 --> 00:44:54,400 okay so that's all for this week 922 00:44:54,533 --> 00:44:55,866 if you have any comments 923 00:44:55,866 --> 00:44:57,566 questions or suggestions 924 00:44:57,566 --> 00:44:59,899 you are very welcome to post in the forums 925 00:45:00,666 --> 00:45:02,033 until next time 926 00:45:02,066 --> 00:45:05,966 this has been Victor Perez for effects PhD 927 00:45:06,366 --> 00:45:07,566 thanks for watching 64901

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