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These are the user uploaded subtitles that are being translated: 1 00:00:02,340 --> 00:00:06,420 [Autogenerated] in this clip, we're going to cover channel packing now. 2 00:00:06,420 --> 00:00:12,430 Channel packing is optimization of multi layered e x. 3 00:00:12,430 --> 00:00:17,810 Our files, the exe are files can be very bloated and very inefficient. 4 00:00:17,930 --> 00:00:20,750 And we're trying to make our compositing work flows as 5 00:00:20,750 --> 00:00:25,680 efficient as possible by using a single xar file that 6 00:00:25,680 --> 00:00:27,780 contains all of our render passes. 7 00:00:27,930 --> 00:00:33,850 But at the same time, when we really examine it, it's very bloated. 8 00:00:34,390 --> 00:00:42,210 Now we have 116 megabytes, and right now we have a lot of inefficiency. 9 00:00:42,210 --> 00:00:44,520 So let's take a look at what we have here, 10 00:00:44,830 --> 00:00:50,820 and I'm going to make this a bit bigger and we have our RGB a depth copter, 11 00:00:50,820 --> 00:00:53,480 shadow, puddle, pass, beauty. 12 00:00:53,560 --> 00:00:56,950 We have a stray layer that's a rogue of misspelling. 13 00:00:57,030 --> 00:01:02,180 We've got to get rid of that roto body diffused body directly. 14 00:01:02,190 --> 00:01:03,590 Reflection spec. 15 00:01:03,590 --> 00:01:05,220 For now, a O. 16 00:01:05,220 --> 00:01:07,310 U V and to multi mats. 17 00:01:07,810 --> 00:01:11,940 Now what we're looking for is inefficiencies. 18 00:01:11,940 --> 00:01:13,710 What can be combined? 19 00:01:13,980 --> 00:01:18,450 Well, for one, if we look at the Alfa channels, look at that. 20 00:01:18,940 --> 00:01:20,030 That's a duplicate. 21 00:01:20,030 --> 00:01:20,670 That's a dupe. 22 00:01:20,670 --> 00:01:21,300 That's a dupe. 23 00:01:21,300 --> 00:01:21,940 That's a dupe. 24 00:01:21,950 --> 00:01:22,770 That's a dupe. 25 00:01:23,440 --> 00:01:24,290 This is empty. 26 00:01:24,290 --> 00:01:25,140 This is empty. 27 00:01:25,140 --> 00:01:26,260 These air empty. 28 00:01:26,620 --> 00:01:29,950 This has a ground and doesn't even need anything. 29 00:01:30,820 --> 00:01:33,350 That shadow is important right there. 30 00:01:34,740 --> 00:01:36,420 And the rotor blades? 31 00:01:36,430 --> 00:01:39,850 Well, do we need those or can we combine those with that? 32 00:01:40,240 --> 00:01:45,840 So there's a lot of duplication right here, But are there other duplications? 33 00:01:46,340 --> 00:01:52,760 Well, what we want to do is we wanna optimize for example, rgb a of the plate. 34 00:01:52,890 --> 00:01:59,740 Couldn't we also store the shadow of the helicopter in the Alfa Channel of here? 35 00:02:00,140 --> 00:02:04,440 Couldn't we also declare that something like the for Nell pass? 36 00:02:04,800 --> 00:02:07,210 If we look at this, let's zoom in on this. 37 00:02:07,590 --> 00:02:11,570 Well, we have a duplicate of the Alfa in another quadrant. 38 00:02:11,830 --> 00:02:16,200 Also, if we look at the Red Channel, the Green Jell or the Blue Channel, 39 00:02:16,210 --> 00:02:18,290 are they not identical? 40 00:02:19,120 --> 00:02:22,050 They're identical because they're all black and white passes. 41 00:02:22,050 --> 00:02:24,680 So what we want to do is you want to look at what 42 00:02:24,690 --> 00:02:28,170 are identical in different passes. 43 00:02:28,900 --> 00:02:37,310 So if we look at each one of these, we do know we need RGB and A for the beauty. 44 00:02:37,840 --> 00:02:41,490 And we do know we want rgb a for the helicopter blades. 45 00:02:41,500 --> 00:02:48,320 But we only need rgb of this we need on Leigh read or 46 00:02:48,330 --> 00:02:53,720 a scaler channel of the for Nell, The spec channel. 47 00:02:53,820 --> 00:02:56,260 I I think I see some color in there. 48 00:02:56,260 --> 00:03:01,500 So we do want rgb of that while rgb of the reflection rgb of the body 49 00:03:01,500 --> 00:03:05,410 direct light because there's a warmth to it in a coolness. 50 00:03:05,410 --> 00:03:09,600 So we have to preserve that The ami and inclusion is merely black and white, 51 00:03:09,600 --> 00:03:11,290 so we could just keep the red. 52 00:03:11,520 --> 00:03:18,030 There on this UV pass are G b Will blues empty so 53 00:03:18,040 --> 00:03:21,080 we don't need the blue on multi? 54 00:03:21,080 --> 00:03:26,100 Matt, we've got RGB, but we have no Alfa and we also have rgb over here. 55 00:03:26,250 --> 00:03:30,720 What we want to do is we want to optimize and depth is 56 00:03:30,720 --> 00:03:33,540 Onley in the one Red Channel as it ISS. 57 00:03:34,030 --> 00:03:37,650 So we've got one here and we've got to here. 58 00:03:38,410 --> 00:03:42,040 And if we think about it, we have an opportunity. 59 00:03:42,290 --> 00:03:47,090 Put four channels in one layer one channel set, 60 00:03:47,530 --> 00:03:49,410 and that's the goal of channel packing. 61 00:03:49,410 --> 00:03:55,910 So let's swing over to the node flow and let's put depth 62 00:03:56,330 --> 00:03:59,850 together with UV because there there's red, 63 00:04:00,540 --> 00:04:03,000 which is it's on Leigh read, 64 00:04:03,000 --> 00:04:06,920 because it is the first channel will stored in blue and 65 00:04:06,920 --> 00:04:09,350 we use red and green for the U V. 66 00:04:09,780 --> 00:04:10,900 All right, so here we are. 67 00:04:10,900 --> 00:04:13,700 We have our body UV over here, 68 00:04:14,340 --> 00:04:19,870 and what we'll do is we'll take this one and will take a shuffle copy, 69 00:04:20,300 --> 00:04:23,040 and we're gonna use a shuffle copy on this instead. 70 00:04:23,690 --> 00:04:28,900 So let's just kind of make sure that we're pulling from the right spot. 71 00:04:28,910 --> 00:04:31,510 So we're gonna grab from input. 72 00:04:31,510 --> 00:04:36,470 One are red and green inputs, and you can see there it iss, 73 00:04:36,640 --> 00:04:40,850 and then we're going to grab input to our depth. 74 00:04:41,440 --> 00:04:42,500 So where is our depth? 75 00:04:42,510 --> 00:04:44,190 There's our copter depth. 76 00:04:44,440 --> 00:04:45,550 So let's grab that. 77 00:04:46,510 --> 00:04:46,940 All right. 78 00:04:47,060 --> 00:04:52,790 So you can see that that is coming into our blue on input to there we go. 79 00:04:53,340 --> 00:04:53,950 Awesome. 80 00:04:54,870 --> 00:05:00,520 So we can also flush away our Alfa so we don't have to store those 81 00:05:00,520 --> 00:05:06,800 extra pixels cause we don't need the Alfa for either the u V or 82 00:05:06,800 --> 00:05:08,860 that and weaken store it somewhere else. 83 00:05:09,940 --> 00:05:13,250 So now, after that, we're going to create a new shuffle, 84 00:05:13,840 --> 00:05:20,450 and that shuffles going to shuffle the rgb a into a brand new layer, 85 00:05:21,040 --> 00:05:28,410 and we're gonna call this layer you ve underscore depth and 86 00:05:28,410 --> 00:05:34,990 let's hit rgb a close and then instead of bringing in a 87 00:05:35,000 --> 00:05:38,620 copy of that one and that one. 88 00:05:38,860 --> 00:05:42,350 Let's just remove these over here like that. 89 00:05:42,940 --> 00:05:45,020 We're going to bring in the new copy None. 90 00:05:50,740 --> 00:05:58,580 Put it right there and we're gonna shuffle straight in and copy not the Alphas, 91 00:05:58,960 --> 00:06:01,110 but the layer copy of UV depth. 92 00:06:02,610 --> 00:06:11,470 And now, if we look at the end of our chain, we can see UV depth is R G. 93 00:06:11,580 --> 00:06:17,420 There's our U V S and B is our depth pass Now that just took two 94 00:06:17,420 --> 00:06:22,570 layers removed duplicate Alfa channels and reduce those two 95 00:06:22,570 --> 00:06:28,830 layers in tow one layer without sacrificing any quality or any 96 00:06:28,830 --> 00:06:31,350 usability in the final end. 97 00:06:31,940 --> 00:06:36,350 And we're going to come over here and I'm going to demonstrate this one here is 98 00:06:36,570 --> 00:06:41,110 Let's take the original plate and combine it with shadows. 99 00:06:41,110 --> 00:06:43,380 Let's make those shadows all one. 100 00:06:43,710 --> 00:06:48,250 So let's bring a shuffle Copy over here, 101 00:06:48,840 --> 00:06:55,020 and we're gonna go back to RGB and A and we're gonna input our first 102 00:06:55,030 --> 00:07:01,170 primary input to and put one and we're gonna grab R G and B. 103 00:07:01,970 --> 00:07:05,750 Now the Alfa Channel is gonna come in on input to, 104 00:07:06,190 --> 00:07:11,170 and we're gonna connect input to to the helicopter shadow And what we 105 00:07:11,170 --> 00:07:15,160 should see is if I had a there's that shadow pass. 106 00:07:15,720 --> 00:07:18,280 So I'm gonna leave this one here for now. 107 00:07:18,280 --> 00:07:25,960 We're gonna get rid of this and this and let's there we go. 108 00:07:25,960 --> 00:07:31,330 Let's move this up here and we're make that the B input right there. 109 00:07:31,330 --> 00:07:36,170 So now this is combining rgb and A into that one thing. 110 00:07:36,670 --> 00:07:39,850 Now let's take that a oh puddle and combine it with the other 111 00:07:39,860 --> 00:07:42,750 AO because we haven't another a over here. 112 00:07:43,340 --> 00:07:48,350 So let's remove this from our flow. 113 00:07:49,190 --> 00:07:50,970 We'll bring this over here, so weaken. 114 00:07:51,300 --> 00:07:55,380 Combine these together and let's combine them with a 115 00:07:55,380 --> 00:08:02,050 shuffle copy and we're gonna leave the primary helicopter 116 00:08:03,330 --> 00:08:09,650 input one will put him into the red, will take input to from green, 117 00:08:10,410 --> 00:08:14,570 and then we're going to keep those other two black for right now. 118 00:08:16,430 --> 00:08:17,280 Let's close that. 119 00:08:17,580 --> 00:08:20,050 So we have our red ao. 120 00:08:20,220 --> 00:08:22,970 We have our green ao and we have blue. 121 00:08:22,970 --> 00:08:24,450 We also have an Alfa. 122 00:08:25,000 --> 00:08:27,250 So what else can we store? 123 00:08:27,740 --> 00:08:28,780 What else? 124 00:08:29,150 --> 00:08:29,590 Well, 125 00:08:29,600 --> 00:08:34,890 let's grab some of the multi map because we have 123456 126 00:08:35,280 --> 00:08:38,380 So if we store four of these in one, 127 00:08:38,669 --> 00:08:42,669 then weaken store the additional two in the other. 128 00:08:42,940 --> 00:08:46,550 We're gonna bring these over to those ao areas, 129 00:08:48,140 --> 00:08:54,550 create another shuffle copy, and we're gonna grab this, 130 00:08:54,550 --> 00:08:55,150 like there. 131 00:08:55,540 --> 00:08:56,050 Okay, 132 00:08:56,640 --> 00:09:03,550 We're gonna grab the the blue and the red from this multi map 133 00:09:03,560 --> 00:09:07,100 will leave the green skids for the next one. 134 00:09:08,230 --> 00:09:09,850 The shuffle copyright Here. 135 00:09:10,440 --> 00:09:12,630 We want this to go. 136 00:09:12,630 --> 00:09:16,160 We want to preserve the red in the green we want to bring. 137 00:09:16,170 --> 00:09:18,670 We want to keep from input to red and green. 138 00:09:18,670 --> 00:09:22,530 And we're gonna grab blue from over here, 139 00:09:22,530 --> 00:09:25,450 which is gonna grab the rotor blades, 140 00:09:25,840 --> 00:09:28,690 and then we're gonna put the red into the Alfa. 141 00:09:29,540 --> 00:09:34,400 So we're gonna grab Red of input number one and put 142 00:09:34,400 --> 00:09:36,870 it out into the Alfa like that. 143 00:09:36,880 --> 00:09:37,850 Close that. 144 00:09:38,730 --> 00:09:44,000 So now we should have read, which is our ale green, 145 00:09:44,180 --> 00:09:47,700 which is our puddle ale blue, which is our rotor blades. 146 00:09:47,860 --> 00:09:53,450 And then if I goto a for Alfa, it should be the red things from the multi map. 147 00:09:54,020 --> 00:09:54,450 Great. 148 00:09:54,460 --> 00:09:58,990 I'm gonna go ahead and I'm gonna pack the rest of these images together. 149 00:09:59,190 --> 00:10:05,020 And I will come back with the video to show you how all this 150 00:10:05,030 --> 00:10:09,010 optimization can save some serious disk space. 151 00:10:09,530 --> 00:10:10,900 I have finished this, 152 00:10:10,910 --> 00:10:16,170 and everything is just copying and shuffling into the new area. 153 00:10:16,170 --> 00:10:19,490 And then we render all back out, 154 00:10:19,710 --> 00:10:24,660 and our new optimized version is now 87 megabytes. 155 00:10:24,660 --> 00:10:29,150 Now that's nearly 30 megabytes per frame. 156 00:10:29,350 --> 00:10:33,060 Smaller now may not seem like a lot, 157 00:10:33,250 --> 00:10:36,540 but when you're dealing with image sequences, 158 00:10:36,620 --> 00:10:41,820 every single frame that you go to in nuke is going to 159 00:10:41,830 --> 00:10:45,110 end up creating a input output. 160 00:10:45,110 --> 00:10:45,910 Slow down. 161 00:10:45,920 --> 00:10:49,480 When you have that sort of discrepancy, 162 00:10:49,740 --> 00:10:52,920 we can see that this layered contact sheet we've got 163 00:10:52,930 --> 00:10:54,950 all these different layers over here, 164 00:10:55,640 --> 00:11:01,910 and you can see how fast it refreshes as it tries to recalculate everything. 165 00:11:02,440 --> 00:11:08,220 And if I click over here, it goes a lot faster because we've optimized. 166 00:11:08,220 --> 00:11:10,850 We've gotten rid of a lot of passes, 167 00:11:10,980 --> 00:11:14,870 and we've combined impact the passes together. 168 00:11:14,870 --> 00:11:19,020 If I hit the a key, you can see there's only one Alfa Channel. 169 00:11:19,290 --> 00:11:22,000 There is one Alfa Channel of the body, 170 00:11:22,000 --> 00:11:25,290 one with Roeder's one with rotors by themselves, 171 00:11:25,850 --> 00:11:26,850 and we have shadows. 172 00:11:26,910 --> 00:11:32,150 We could probably skip this one as well and just combine these two to get that. 173 00:11:32,330 --> 00:11:35,530 But I thought we would leave that end in the last clip. 174 00:11:35,530 --> 00:11:39,690 We're going to take that one image file right here to 87 megabyte file, 175 00:11:39,770 --> 00:11:43,250 and we're gonna do a beautiful composite of the helicopter shot. 14892

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