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in this lesson
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we're gonna learn about defocus
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depth the field blur
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Boca and spherical aberration
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so here's where we left off
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and we're getting really close to
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finishing out all of our optical aberrations
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so now let's take a look at one of the more common
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aberration which is defocus
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now defocus is one of those things that's so simple
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it barely bears repeating
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and that is when we are focusing on a specific
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distance from our camera
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objects that are further away
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and closer will be out of focus
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since we're focusing in on this
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dessert right here
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objects that are further away will begin to defocus
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and that is
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essentially in any photograph or any footage
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now we call this depth of field blur or depth of field
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and it's caused uh
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partially by how wide your aperture is open
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so in most cases
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if your aperture is very wide open
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say f 2 to f 5.6
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you're probably going to get some depth of field blur
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however as you close down your aperture
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you're going to be extending your depth of field
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therefore causing less blur
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now there's two more words
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we said Boca and sphere collaboration
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Boca is the name for these
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out of focus shapes that we get inside of our camera
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and uh this is a Japanese term defining
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how appealing this shape is
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so here we can see we have a roughly circular Boca
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and it is um
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not very interesting
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well here in this other photograph
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you can see that our Boca is many different sizes
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different colors
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different shades
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different shapes
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so on and so forth
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uh the Boca also shows you the lens
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so here we can see some spherical aberration
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or in other words the lens
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because it is circular
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is not going to be distorting the light 100% correctly
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so how does that apply to our depth
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the feel blur
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or our Boca
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well what happens is
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either the inside of our Boca gets lighter
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and then our edges have a bright ring around them
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or the inside is brighter
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now physically accurate
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or in a perfect system
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the inside would be bright and we would have
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just a simple Gaussian fall off or just a blur
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to the edge
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but spherical aberration
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often causes these kind of shapes
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as well as the chromatic aberration
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we can see along the edges of this Boca
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now one last look at Boca
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showing off some food photography
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here we can see an even stronger sphere collaboration
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you'll notice the shape in every single piece of Boca
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is roughly the same
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we have this center here that has a dark ring
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uh surrounded by a brighter ring
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and inside is a light circle
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along with a rainbow
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fall off at the bottom of the outer ring
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now as you can imagine
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this is a complex phenomena
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that involves your entire lens
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uh to create this effect
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so let's jump into nuke
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and take a look at one way we can do this
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now we're not gonna be able to get as full
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featured Boca as we've taken a look at
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with our default tools without
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an incredible amount of work
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so let's take a look at what we can achieve quickly
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and then we'll talk briefly about how we
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can get that level of detail
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so let's actually jump back to the top of our scene
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uh remember this
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uh no tree is acting as if we are going from the
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outside of the lens in
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down towards the sensor
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which is our final viewer
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depth of field is something that happens
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outside of our lens
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but is affected by our lens
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so often placing it inside of our comps is difficult
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however what we would like to have to create a
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depth of field effect is a foreground
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object and a background object separately
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separately rendered so that we can have uh a nice
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addition of
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the foreground over the background
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since we are going to be blurring various parts of both
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so inside of our foreground
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since we do have a 3D render
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we have a Z depth pass
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now if you wanna add depth of feel to a
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real life piece of footage
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it's gonna be a much more involved process
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usually because there already is some depth to feel
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blur available
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and creating a depth pass from real footage is time
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consuming to say the least
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so here if we drop down our channels
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we can see we have our Cam Z
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now this looks like just a blank or a
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full red channel
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but if we dial back our viewer
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we can see that there actually is data here
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and this is just a simple
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um depth pass from Maya
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so to use this
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we can add in a Z blur note
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so I'm gonna hit tab and drop in Z blur
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and plug this in between
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our foreground and our foreground
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uh over background merge
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let's now take a look at this Z blur node
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and let's jump back to our RGBA
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of course we have uh
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many lessons on this node
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as it's a pretty useful node for creating this effect
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for now let's just jump into our focal plane setup
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and if we take a look at our Camz
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we can decide what value we wanna start at
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so looking at the red channel
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looks like 19 is around where we wanna start focusing
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so let's set our focal plane for nineteen
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and then we can begin increasing our depth of field
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now we do need to set the depth channel
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normally nuke defaults to the depth Z
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however ours is in a different place
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it's in this Cam Z depth
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so we'll drop it down to that
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that will give us exactly what we're looking for
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so here we set the focal plane
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and now let's increase the depth of field
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because we do not want most of this image to be blurred
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so now let's take a look at our result by turning off
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our focal plane setup
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now this is gonna be a little bit difficult to see
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so let's take a look at this
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uh in our merge
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and we can see a few problems
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so the first problem is we have a Halo around our edge
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and this is because it's trying to depth the fuel blur
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around essentially nothing
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so we're gonna need to either extend our
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edge out or figure out how to fix this
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but uh more worrying is that
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our alpha channel is being degraded
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and we have this strange Halo
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around almost our entire object
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and it looks almost like a light wrap
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but I'd really like to figure out why this is happening
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so let's take a look at the alpha channel
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so if we go into our Z blur
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and go into the alpha channel
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we can see that our alpha falls off very quickly
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and to really understand this
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we're gonna have to look at our depth channel
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so if we go to our Cam Z depth
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and take a look
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at the R channel
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or hit a to get out of our alpha mode
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we can see that the
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depth of field is around
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let's see here
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15 to 20 uh
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depending on where we are on the edge
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now outside of this is zero
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and remember
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zero is close to the camera
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so what's happening is
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it is blurring out these pixels
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because it thinks everything in front of it
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is close to the camera
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so therefore
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it is blurring out our alpha by quite a lot
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so there's a few different ways we can fix this
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I'm just gonna go for an shortcut
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by adding in the darkest color we have
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into our uh
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depth field
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so that we no longer have that issue of such a big jump
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between depth values
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so let's go to our depth
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and let's pull down our viewer
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until we can see
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where the darkest value is
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inside of our depth pass
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and it looks like it's one of these corners
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so maybe around
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I don't know 37 38
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and so now let's take a
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constant of that value
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so I'm gonna hit tab
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type in constant
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and just put in a value of 38 oops 38
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and now let's merge this with our current depth
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so I'm gonna hit the m
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key to drop in a merge node
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and let me just give us
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some room here
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and I'll plug this into our constant
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now we're gonna wanna merge our constant
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with our depth pass
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so we're gonna want to
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output into our depth pass
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so output into Cam Z
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now this is just gonna overwrite everything
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or it's gonna combine our RGB
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and the constant we just created
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but instead
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in the B channel
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I'd like to bring
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in the uh Z
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so let's go to
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our B channels
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and let's go to our other
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layers Cam Z
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so now if we pull this down
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we're gonna see
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that we have
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the constant
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in the background
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but it's currently being
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added to our
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current depth of values
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and instead
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we wanna keep our
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current values
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and fill in
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everywhere else with zero
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so to do that
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let's grab the
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or let's change
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the operation to under
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which is gonna take the B
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alpha channel
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and since we
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don't have anything
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let's plug our
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current camera
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depth into that channel so again
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other channels
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Cam Z depth
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what we should see
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is our original
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here and then everything
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else is filled in
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with this new
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constant so again
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this is kind of a workaround that
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just fills in these
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empty pixels with a different value
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so now that our
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background is
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truly further away from
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our camera than before
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let's take a look
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at the result
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so if we go to our Z blur
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jump back to our RGBA
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and take a look
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at our alpha channel
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you can see that is much cleaner
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so now if we go back to
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our foreground
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we can see these
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edges have fixed themselves nicely
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so currently
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we do not have much of a depth blur
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we're really only blurring one pixel
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which isn't a lot
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so let's pull this size up a bit
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and we can see
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as we increase this
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we are now blurring
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any object that is further away from the camera
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now I don't want this to be at such a
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extreme size
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but I pushed it that far to show
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you that we still have this issue
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and this is because there's
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currently a black
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outline around
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our foreground
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if you take a look
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we have a single pixel
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of black outside
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and we do not want that
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so let's crop that out
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and turn off black outside
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so now our edge pixels are completely touching the edge
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and if we look at our merge
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they are now being blurred nicely
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although the blur is still far too strong
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so let's pull that back
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uh let's maybe give this a nice
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I don't know 4
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6 uh choose whatever value you want for this shot
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again the amount of depth blur is
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directly tied to the aperture that you're shooting at
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so if you're shooting very wide open
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which is honestly unlikely in this bright area
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you're gonna have a higher depth of field or
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a larger depth size
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otherwise you're gonna have a smaller depth size
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now we also wanna
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uh blur or add this to the background
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so let's move our background up a little bit
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and let's clone our Z blur node
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so control excuse me
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Alt K will clone that
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and now we don't really have a depth channel
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uh for our background
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uh but just as we did with our constant we
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can add in uh sort of another background
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so our biggest value was 37
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uh the sky or 38 and the sky is very far away
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so let's give this a color value of 3 80
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and this is just to make sure that our sky is always
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as far away as possible
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so I'm gonna hit the m key to merge this in again
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00:11:21,733 --> 00:11:23,433
and we'll plug the a pipe in
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actually instead of a merge
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uh we could use a shuffle copy note
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we're not really merging anything
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so I'm gonna hit tab and shuffle
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our constant red value into our Cam Z
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which is what that Z blur note is using
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okay so let's see here
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we want the red channel of our
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00:11:42,966 --> 00:11:45,900
input to go into the Cam Z
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of our output
350
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and now our Z blur is going to blur this
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according to that depth
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okay great so we've begun to set up our Zeebler
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and as we can see here
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we've got a little bit of a depth of field effect
355
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now for us to really see the Boca
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let's go to a later frame
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when our camera has already moved
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and we can see one of these highlights
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and the shape it's creating
360
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because as you can see here
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we do not have a lot of Boca
362
00:12:14,066 --> 00:12:15,900
alright so on one of these later frames
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let's zoom in
364
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and take a look at our Z blur
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if we zoom in
366
00:12:20,866 --> 00:12:21,933
let's actually increase
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the size of this
368
00:12:22,700 --> 00:12:24,966
just so we can see the Boca a little better
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00:12:24,966 --> 00:12:25,800
there we go
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00:12:25,800 --> 00:12:28,166
so this highlight is currently creating a
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00:12:28,166 --> 00:12:29,500
square shaped Boca
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which I don't believe any lens has
373
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only 4 aperture blades so that
374
00:12:34,500 --> 00:12:35,933
um that is just
375
00:12:35,933 --> 00:12:39,200
a very simple Gaussian blur shape
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00:12:39,366 --> 00:12:41,333
now if we want to have a circular Boca
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inside of our Z blur node
378
00:12:42,666 --> 00:12:45,200
we can increase the filter shape up to 1
379
00:12:45,200 --> 00:12:46,866
and that's gonna give us this nice
380
00:12:46,866 --> 00:12:48,200
circle however
381
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that is really the
382
00:12:49,366 --> 00:12:50,666
extent we can
383
00:12:50,666 --> 00:12:52,400
affect the Boca shape
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00:12:52,400 --> 00:12:54,566
inside of our Zeebler note
385
00:12:54,700 --> 00:12:56,866
again this note is not going to give us
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00:12:57,000 --> 00:12:58,466
the amount of control we need
387
00:12:58,466 --> 00:13:00,133
to create that really fine
388
00:13:00,133 --> 00:13:01,600
really detailed Boca
389
00:13:01,700 --> 00:13:02,866
what this Z blur
390
00:13:02,866 --> 00:13:05,866
note is allowing us to do is it is allowing us to do
391
00:13:05,866 --> 00:13:08,766
a very simple depth of field blur effect
392
00:13:08,766 --> 00:13:10,300
that we can use to
393
00:13:10,333 --> 00:13:12,100
sort of defocus things
394
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that we want
395
00:13:13,100 --> 00:13:15,166
uh that are further away from the camera
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as we can see here
397
00:13:17,566 --> 00:13:19,900
so again the Zeebler note is not gonna be able to
398
00:13:19,900 --> 00:13:21,333
get us that really nice Boca
399
00:13:21,333 --> 00:13:23,166
there are quite a few plugins
400
00:13:23,200 --> 00:13:24,600
for nuke the um
401
00:13:24,600 --> 00:13:25,866
Lens Care plugin
402
00:13:25,866 --> 00:13:27,466
the Gen Arts plugin
403
00:13:27,466 --> 00:13:29,033
uh there's a few more that
404
00:13:29,166 --> 00:13:30,000
escaping my
405
00:13:30,000 --> 00:13:31,066
uh memory right now
406
00:13:31,066 --> 00:13:32,066
but they all
407
00:13:32,066 --> 00:13:34,900
are built to create that very expressive
408
00:13:34,900 --> 00:13:36,100
uh very complex
409
00:13:36,100 --> 00:13:37,266
Boca that we
410
00:13:37,266 --> 00:13:38,966
want in our
411
00:13:38,966 --> 00:13:40,966
very short shots however
412
00:13:40,966 --> 00:13:42,566
unless you're really doing a macro
413
00:13:42,566 --> 00:13:43,400
shot or something
414
00:13:43,400 --> 00:13:45,533
that is supposed to be very small
415
00:13:45,533 --> 00:13:47,600
uh you're really not gonna have as much Boca
416
00:13:47,600 --> 00:13:49,166
as we saw in our earlier
417
00:13:49,166 --> 00:13:50,133
photographs
418
00:13:50,133 --> 00:13:51,600
the depth of field is gonna be
419
00:13:51,600 --> 00:13:52,866
slightly smaller
420
00:13:52,866 --> 00:13:54,600
and much more subtle
421
00:13:55,566 --> 00:13:56,800
so that's how we can use
422
00:13:56,800 --> 00:13:58,266
the Z Blur note as
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as alongside
424
00:14:00,700 --> 00:14:02,800
a Z Depth pass to
425
00:14:02,800 --> 00:14:03,766
create a nice
426
00:14:03,766 --> 00:14:04,400
depth of field
427
00:14:04,400 --> 00:14:05,000
effect here
428
00:14:05,000 --> 00:14:06,166
inside of nuke
29213
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