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These are the user uploaded subtitles that are being translated: 1 00:00:00,120 --> 00:00:05,400 Before starting to explore the post-processing  chain, it is important to draw the distinction   2 00:00:05,400 --> 00:00:11,880 between the scene referred and display referred  formats. so imagine you have just rendered your   3 00:00:11,880 --> 00:00:17,880 shiny new lighting setup in Blender and what  you see on screen actually has two layers to it.   4 00:00:17,880 --> 00:00:25,200 a deeper layer that we cannot see directly on our  screens is the data of our render engine, of Cycles,   5 00:00:25,200 --> 00:00:32,460 the unbounded light intensity is stored in the  32-bit format and then the second layer is what   6 00:00:32,460 --> 00:00:39,120 get transferred to our display or we actually see  on screen. that is called a display referred image.   7 00:00:40,500 --> 00:00:44,700 to better get the difference between these  two types of image and how it all ties with   8 00:00:44,700 --> 00:00:52,080 the post-processing chain, let's first save our  image as PNG or jpeg or any other 8-bit format   9 00:00:52,080 --> 00:00:58,920 with 8-bit holding a display referred data in  this case, so let's go with any 8-bit format   10 00:00:58,920 --> 00:01:06,780 like jpeg, PNG, Tiff, by saving the image in one  of these formats we will effectively bake the   11 00:01:06,780 --> 00:01:12,540 color management within the image pixels, it  will be the depth of the deeper data layer,   12 00:01:12,540 --> 00:01:18,660 the layer that held all the high dynamic  range intensities of light in your scene.   13 00:01:19,920 --> 00:01:25,320 actually it's pretty easy to prove that there  is some range of intensities underneath what is   14 00:01:25,320 --> 00:01:31,680 displayed, let's open our color management tab  to get access to exposure slider, it will come   15 00:01:31,680 --> 00:01:37,380 in handy in just a moment, now if we sample the  hottest spot in our render probably generated   16 00:01:37,380 --> 00:01:43,380 by the sun lamp via right clicking on it you  will see that there are intensities there that   17 00:01:43,380 --> 00:01:51,780 go well beyond one, for example the red channel is  as bright as 35 units and these units are not the   18 00:01:51,780 --> 00:01:58,680 display brightnesses that go from black to white,  these values are the unbounded brightnesses of   19 00:01:58,680 --> 00:02:05,940 the actual 3D scene, technically it can go from  zero all the way to infinity and beyond while   20 00:02:05,940 --> 00:02:12,900 our miserable Rec 709 displays are limited to go  from 0 to 1 in terms of intensity and that's it.   21 00:02:14,880 --> 00:02:22,440 now watch the hot spot, it's a really hot bunch of  pixels indeed, now if we start killing the exposure   22 00:02:22,440 --> 00:02:28,800 notice that the hotspot is still hot! why is it  so?! :) because it had the higher intensities right   23 00:02:28,800 --> 00:02:35,220 of the start, the intensity that we have sampled  before and if we sample it now it won't change,   24 00:02:35,220 --> 00:02:43,260 the red channel will still peak around the 35  to 40 units depending on where you sample it.   25 00:02:44,640 --> 00:02:50,280 so even after the reduction of the exposure in  the color management tab, the super bright scene   26 00:02:50,280 --> 00:02:57,180 referred light values still result in super bright  pixels on display after it gets transferred to   27 00:02:57,180 --> 00:03:03,540 our display via the color management system.  the CM letters here stand for color managed.   28 00:03:04,740 --> 00:03:08,760 so that's why this part doesn't  want to get dimmed even when we   29 00:03:08,760 --> 00:03:14,520 reduce the exposure, because it holds an  enormous punch in the scene referred realm. 30 00:03:17,460 --> 00:03:23,520 all right! so what what would be the right way to  save the entire dynamic range of this image then?   31 00:03:24,060 --> 00:03:31,560 there is a special type of image format meant for  storing such data, the scene referred data, glorious   32 00:03:31,560 --> 00:03:40,800 open exr for example, this format can store 32-bit  data with floating point accuracy or half floating   33 00:03:40,800 --> 00:03:46,620 point accuracy if you want to save on the file  size, it has a bunch of very potent compression   34 00:03:46,620 --> 00:03:52,500 codecs that we won't go into right now, but the the  main thing about it (let's keep it short) is that   35 00:03:52,500 --> 00:03:59,100 it can save the whole range of the scene referred  unbounded image data or light data in other words.   36 00:04:00,480 --> 00:04:07,260 and you guessed it, we will need this 32-bit  image fidelity in post processing, if we're   37 00:04:07,260 --> 00:04:11,160 gonna save the file just like we  did and post process it afterwards. 38 00:04:13,200 --> 00:04:19,140 to drive it home let's compare 8-bit display  referral and 32-bit scene referred formats in   39 00:04:19,140 --> 00:04:25,620 Blender compositor and see how it all works. so  I'm gonna open the new blend file, toggle the   40 00:04:25,620 --> 00:04:33,120 compositor right away, N to remove the right  two shelf check Use Nodes, what else... maybe for   41 00:04:33,120 --> 00:04:39,000 convenience's sake I'll create two windows, the  bottom one will be the image editor where we will   42 00:04:39,000 --> 00:04:46,380 preview our compositing chain, now the resolution  should be set to 1920 by 1080 pixels just like our   43 00:04:46,380 --> 00:04:51,900 original scene, it's the best practice to make  sure these two things align perfectly, now Ctrl   44 00:04:51,900 --> 00:04:57,720 Shift clicking on the render layer to create the  viewer node and then opening the viewer node in   45 00:04:57,720 --> 00:05:04,620 the image editor and this is our basic setup for  post processing, now instead of using the render   46 00:05:04,620 --> 00:05:11,760 layers as if we have just rendered something, let's  actually load our 8-bit image via the image node.   47 00:05:13,200 --> 00:05:20,100 so here we have two of these guys, the PNG  and the exr, let's start with the PNG one, so I'm   48 00:05:20,100 --> 00:05:26,400 connecting its image output to the viewer and  you tell me what did go wrong with the image?   49 00:05:27,420 --> 00:05:32,940 can you see this dusty screen effect like the  image got flattened? that's because the filmic   50 00:05:32,940 --> 00:05:39,300 view transform was applied twice technically, first  we baked the display transform right into an 8-bit   51 00:05:39,300 --> 00:05:45,900 image, a PNG in our case and then we applied the  display transform for the second time in this   52 00:05:45,900 --> 00:05:52,080 new blender scene, hence the weird flattening of the  contrast, on top of that we have lost all the wide   53 00:05:52,080 --> 00:05:59,040 dynamic range on saving in the PNG format. now  the litmus test! :) the reduction of the exposure. 54 00:06:01,980 --> 00:06:08,340 remember we had the area of the higher intensities  that spanned across the wide dynamic range and   55 00:06:08,340 --> 00:06:14,400 went all the way to 35 and above? yeah, forget  about it, it was clipped to 1 on saving the   56 00:06:14,400 --> 00:06:21,240 PNG file, it was clipped to display. sadly for us  3D lighting artists the scene referred lighting   57 00:06:21,240 --> 00:06:29,040 data is no more. we technically can do nothing about  it and to make it even more sad it will definitely   58 00:06:29,040 --> 00:06:35,160 affect our post processing options as well. let's  demonstrate it by throwing in the glare node.   59 00:06:36,120 --> 00:06:41,760 the way the glare effect works in Blender is that  it detects the very hot scene referred pixels with   60 00:06:41,760 --> 00:06:49,920 the intensities of 5, 10, 15, you name it and then it  blooms these higher intensity pixels, there are no   61 00:06:49,920 --> 00:06:55,320 more such pixels there they were all trashed,  so there is no more glare as simple as that. 62 00:06:57,840 --> 00:07:05,160 thankfully we have also saved the 32-bit open exr  with the unbounded light values, the scene referred   63 00:07:05,160 --> 00:07:11,940 values, which is important, so let's see how it  behaves instead. let us switch our image to the EXR   64 00:07:12,540 --> 00:07:19,740 and obviously the first thing everyone gonna do  is sample the bright pixels and... woo! we've got our   65 00:07:19,740 --> 00:07:27,480 high intensities back :) [sings: hello brightness my  old frieeeend] ...it's good to see them back!   66 00:07:27,480 --> 00:07:32,880 you can sample any bright area to just  double check if everything is all right,   67 00:07:34,500 --> 00:07:40,380 so that is the result that corresponds 100%  to the Blender render that we made in the   68 00:07:40,380 --> 00:07:47,040 previous tutorial, that is the the wide range of  lighting values intact, we can prove it by our   69 00:07:47,040 --> 00:07:53,940 exposure litmus test, the super bright bunch  of pixels generated by the lens flare... it is   70 00:07:53,940 --> 00:08:00,480 still there. now technically this 32-bit image file  should hold all the intensities we need for post   71 00:08:00,480 --> 00:08:07,020 processing, the full image data intact and so we  can go to building our universal post processing   72 00:08:07,020 --> 00:08:12,240 chain, but first for the sake of completing our  little experiment let's drop in the glare node.   73 00:08:13,380 --> 00:08:20,640 back into compositor, Shift A, Filter, Glare. now it  should absolutely catch those outstanding scene   74 00:08:20,640 --> 00:08:27,660 referred RGB pixels that go above the threshold  of 1 in terms of their intensity and so that   75 00:08:27,660 --> 00:08:34,080 is the major difference between saving the image  before post-processing it in the 8-Bit format such   76 00:08:34,080 --> 00:08:42,720 as PNG, jpeg or Tiff or utilizing one of the scene  referred formats such as open exr which is 32-bit   77 00:08:42,720 --> 00:08:49,440 by default. the scene referred image formats  were created for the computer graphics work,  78 00:08:49,440 --> 00:08:55,740 for storing the light values required for post  processing, so that naturally should be our choice   79 00:08:55,740 --> 00:09:01,920 and incidentally to double down on this point  when we hit F12 to render stuff out in Blender   80 00:09:01,920 --> 00:09:08,640 we render it internally precisely in the 32-bit  scene referred format (just to clarify things). 81 00:09:10,980 --> 00:09:17,220 here I want to pause really quickly and talk about  the alternative backdrop preview options. some   82 00:09:17,220 --> 00:09:22,260 people like to preview the Blender compositor  output not in the separate window such as the   83 00:09:22,260 --> 00:09:26,820 image editor at the bottom of the screen  but right within the Blender compositor one.   84 00:09:27,720 --> 00:09:32,520 in order to see our stuff right there we  just need to check the backdrop button at   85 00:09:32,520 --> 00:09:38,400 the top of the UI then this little preview  can be resized with help of the V or alt V   86 00:09:38,400 --> 00:09:43,140 shortcuts or panned around while holding  Alt and using the middle mouse button,   87 00:09:44,340 --> 00:09:50,400 what we see in the backdrop is actually the output  of the viewer node, so if you don't see anything   88 00:09:50,400 --> 00:09:56,760 you just need to add the viewer first. if it feels  more convenient for you to preview the compositing   89 00:09:56,760 --> 00:10:03,540 chain right in this viewport, I respect your choice  obviously :) don't forget about the viewer though. 90 00:10:06,000 --> 00:10:10,680 my personal preference is quite fluid and  it depends on my mood and on the project,  91 00:10:10,680 --> 00:10:16,620 fluctuates quite a bit, but I think my current vibe  would dictate me to use the image editor instead.   92 00:10:17,760 --> 00:10:22,500 now technically nothing prevents us from jumping  straight into building the post-processing chain. 12845

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