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Now let's take a look at some of the Peripheral menu items.
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At first they look like a bunch of archaeon symbols
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so let's demystify them a little.
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The first thing I'd like you to take a look at is the RGB dropdown menu,
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right here.
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If you don't see it, it might just be hiding itself,
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and you can just slide the window to enlarge it a
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little more and it'll come back.
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So if you have this window slid, this is not the one we're looking for,
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if you slide the window over, this is the tab that we're looking for,
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it says just RGB.
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Now I'll take a quick second to talk about RGB channels.
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Each image that you're working with will contain four
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basic channels by default: a Red, a Blue,
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a Green, and an Alpha channel.
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So if we go up here, we see that we can view our Red channel,
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we can view our Green channel, we can view our Blue channel,
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we can view our Alpha channel.
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We can view the Luminance value, which is the level of brightness in a pixel,
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or we can view our Matte overlay.
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The Matte overlay is just showing the Alpha superimposed over the
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image so that we can see what it's cutting off.
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Now I'm going to turn that off by going back here and selecting RGB,
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and I'm going to scan down here to an example that I've built
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for you to talk about the RGB channels just a little bit so if
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you haven't used them before, this should be helpful.
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So right here I've created a full red constant,
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this just floods the screen with a pixel value of one in the red channel.
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This is a green constant, and this is a blue constant,
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and then I've just made some squares out of them with Roto shapes.
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So if we look at the red constant, I've got a little square of full red,
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and you'll see down here that we have a full 100%
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value of red in the red channel, and nothing in the green or blue channels.
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Same goes for this green; we have a full 100% value
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of green in the green channel, but nothing in the red or the blue channels,
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and likewise the same with the blue: 100% blue,
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0% green, 0% red.
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Now, as I combine them, and combine them again,
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what you'll see here is all of the squares overlapped,
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and if we look here in the red by itself,
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this is a full red pixel with no green and no blue.
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Here we have a full red pixel, a full green pixel,
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and a full blue pixel, and since all those colors are combined,
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they just combine to be white.
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Here we have no red pixel, just a green pixel,
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and a blue pixel, and here we have just a blue pixel.
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So if we go back up to the menu we were looking at before
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and we look at just the red channel, you'll see this is just where red exists.
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If I select green, this is just where green exists.
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If I hit blue, this is where blue exists.
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None of these have an alpha channel, they have different values of luminance,
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so I'll go back to the RGB,
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and now if we want to see the difference on the keyboard,
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we can just use R, G, or B on the keyboard to see the difference.
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So if I look at the green channel here, you'll see,
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if I flip back and forth between them really quick,
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you'll see the area that's affected by green.
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Likewise, if I do the red, if I hit R on the keyboard,
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you'll see the area affected by the red channel.
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If I hit B on the keyboard for blue,
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you'll see the area affected by the blue channel.
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So just keep in mind that R, G,
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and B can be great tools on revealing where the red,
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green, and blue channels are interacting with your image.
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So if we go back up here and we look at this picture of earth,
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we see that this is where the red values are by hitting R on the keyboard,
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this is where the green values are, and this is where the blue values are,
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and if I hit B again, it just takes me back to the original image.
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But you'll see that.
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So if we see that there's a lot of blue in here because it's earth,
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you see a lot of those values show up as white,
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and we might get some reds here in these yellow desert values.
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If I hit R, you'll notice that these values are very white,
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and that is how you view the different channels in your Viewer.
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So I'm going to show you a trick right now that you can use
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your Viewer to view different parts of your comp all at once
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using the ContactSheet Node,
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and I actually didn't know that NUKE contained this
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ContactSheet Node for quite some time, but it's become really helpful in my work.
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So if you hit Tab, and type in ContactSheet,
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and hit Enter, it's going to add this ContactSheet Node to our comp,
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and I'll connect this at the end of the comp here,
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and hit one on it to put it in the Viewer.
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What it's going to do is it's going to take whatever you've
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plugged into it and it's going to thumbnail them out here for
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you to see all the different parts.
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So you can pull out this triangle here,
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and plug it into different parts of the comp,
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and each one of these parts will show up as a thumbnail laid
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out for you so that you can see as many individual pieces of
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the comp as you want all at once.
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And you can imagine how powerful that can be.
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So for example, I delete this, and I hit Tab,
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and add a new one, if we want to see what the end of the comp looks like,
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and we want to see this earth without stars,
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and we want to see what the earth looked like at the
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beginning of the comp before it got its glow,
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we could zoom in here and you can see the different parts.
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In the next clip, we'll take a look at Viewer display modes.
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NUKE has some powerful tools inside of its Viewer panel that allow
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you to AB between two different pieces of your comp and see what
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your work looks like on top to itself.
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