All language subtitles for 03. Discussing the history of deep compositing

af Afrikaans
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:18,400 --> 00:00:19,333 in this lesson 2 00:00:19,333 --> 00:00:21,366 we'll discuss the origins and history 3 00:00:21,366 --> 00:00:22,833 of deep compositing 4 00:00:23,866 --> 00:00:27,199 so the story of deep compositing begins in 2000 5 00:00:27,200 --> 00:00:29,066 at Pixar Animation Studios 6 00:00:29,800 --> 00:00:34,866 so Pixar was searching for a solution to rendering 7 00:00:35,500 --> 00:00:41,000 self shadows and cash shadows for hair for 8 00:00:41,133 --> 00:00:42,699 and volumetric renders 9 00:00:44,533 --> 00:00:48,866 now this is a Cigraph paper that Pixar published 10 00:00:48,933 --> 00:00:52,233 describing their new Deep Shadow Map technology 11 00:00:54,000 --> 00:00:57,233 so normally 12 00:00:58,766 --> 00:01:00,366 what you would have to do 13 00:01:00,700 --> 00:01:05,166 if you rendered something like a fur or hair object 14 00:01:05,166 --> 00:01:08,266 this is a example as a ball with 50,000 hairs 15 00:01:10,166 --> 00:01:13,433 is that you'd have to use a shadow map 16 00:01:13,566 --> 00:01:16,499 now shadow map has a finite number of pixels 17 00:01:17,800 --> 00:01:23,200 and those pixels have a memory footprint 18 00:01:24,300 --> 00:01:26,466 so if you look at something that you might 19 00:01:26,733 --> 00:01:28,333 find more desirable in production 20 00:01:28,333 --> 00:01:31,366 something like a 5 12 by 5 12 pixel shadow map 21 00:01:31,566 --> 00:01:35,166 you see the result is coarse and grainy 22 00:01:35,166 --> 00:01:37,999 and not really satisfactory for production 23 00:01:38,500 --> 00:01:40,266 so you increase your samples 24 00:01:41,100 --> 00:01:44,000 to something like a 4K by 4K shadow map 25 00:01:44,933 --> 00:01:49,999 and you get a satisfactory image 26 00:01:50,266 --> 00:01:52,566 but the memory hit 27 00:01:52,566 --> 00:01:55,366 and the computational hit is unsatisfactory 28 00:01:56,000 --> 00:01:57,366 it's very large 29 00:01:57,700 --> 00:01:59,666 and if you're doing this all the time 30 00:02:00,066 --> 00:02:01,966 it's going to impact your production 31 00:02:03,300 --> 00:02:04,200 so 32 00:02:06,200 --> 00:02:07,533 this fourth image 33 00:02:07,533 --> 00:02:10,433 you see a 5 tail by 5 tail deep shadow map 34 00:02:11,333 --> 00:02:12,566 now the Deep Shadow map 35 00:02:12,766 --> 00:02:14,666 unlike a normal shadow map of course 36 00:02:14,866 --> 00:02:18,799 has deep slices so it has multiple samples 37 00:02:20,333 --> 00:02:21,133 and 38 00:02:22,933 --> 00:02:26,199 this allows you to get the same self shadowing 39 00:02:26,200 --> 00:02:29,033 and cash shadowing quality 40 00:02:29,366 --> 00:02:30,699 but with a smaller map 41 00:02:32,300 --> 00:02:33,266 so 42 00:02:35,266 --> 00:02:36,599 what Pixar did 43 00:02:39,333 --> 00:02:41,866 he has developed the technology that ended up 44 00:02:42,133 --> 00:02:43,999 becoming deep compositing 45 00:02:44,266 --> 00:02:47,799 to solve a somewhat related issue 46 00:02:47,800 --> 00:02:49,633 because when you think about 47 00:02:51,366 --> 00:02:53,666 the same reasons that we use deep compositing 48 00:02:53,666 --> 00:02:53,999 it's really 49 00:02:54,000 --> 00:02:56,800 the same reasons that Pixar uses deep shadow maps 50 00:02:57,800 --> 00:03:01,800 they use it for dealing with motion blur 51 00:03:01,800 --> 00:03:03,200 dealing with Volumetrics 52 00:03:03,200 --> 00:03:06,800 and dealing with complex occlusions 53 00:03:08,766 --> 00:03:11,599 so at the end of this paper here 54 00:03:11,600 --> 00:03:13,433 you see they give examples of 55 00:03:14,066 --> 00:03:17,599 a shadow map for a heavily motion blurred object 56 00:03:17,966 --> 00:03:21,466 self shadowing and volumetric shadows 57 00:03:22,733 --> 00:03:27,966 so these are really the same examples of 58 00:03:27,966 --> 00:03:32,366 of the types of renders that we would use to 59 00:03:32,900 --> 00:03:34,466 composite with deep anyway 60 00:03:34,466 --> 00:03:36,766 so can see that it's really 61 00:03:36,766 --> 00:03:38,966 the same problem they're trying to solve 62 00:03:39,666 --> 00:03:42,599 and this is something that 63 00:03:43,066 --> 00:03:44,299 that comes into play 64 00:03:44,300 --> 00:03:48,666 and people in the compositing world recognize this 65 00:03:50,133 --> 00:03:51,166 so 66 00:03:52,766 --> 00:03:55,133 Pixar after they publish this paper 67 00:03:55,133 --> 00:03:56,633 they go ahead and they implement 68 00:03:57,133 --> 00:03:59,766 deep shadow maps into their render man software 69 00:04:01,300 --> 00:04:04,566 so deep shadow maps become commercially available 70 00:04:04,700 --> 00:04:06,433 and it uses the format 71 00:04:07,966 --> 00:04:11,466 Detex it's a deep shadow a deep deep texture 72 00:04:12,733 --> 00:04:17,233 and this is the format that Render Man still uses today 73 00:04:19,366 --> 00:04:20,299 so 74 00:04:22,500 --> 00:04:24,300 we jumped to what 75 00:04:24,300 --> 00:04:26,433 a digital in 2,008 76 00:04:27,166 --> 00:04:29,299 and a man named Calm Doncaster 77 00:04:30,400 --> 00:04:34,633 he recognizes what Pixar has done with deep chetamaps 78 00:04:34,766 --> 00:04:38,433 and he thinks that that kind of 79 00:04:40,166 --> 00:04:43,199 depth slicing from a 3D scene 80 00:04:43,366 --> 00:04:47,566 would be a great way to control holdouts in compositing 81 00:04:48,533 --> 00:04:50,299 so he goes and he builds 82 00:04:51,000 --> 00:04:54,266 an implementation of deep compositing in shake 83 00:04:54,266 --> 00:04:55,866 so the time whether was still shake 84 00:04:55,866 --> 00:04:56,966 this would be for nuke 85 00:04:58,700 --> 00:05:00,800 and they use it on the scene 86 00:05:00,966 --> 00:05:03,366 in the day of your stood still 87 00:05:03,666 --> 00:05:07,366 where the truck is dissolved 88 00:05:07,733 --> 00:05:09,099 and it's a volumetric render 89 00:05:09,100 --> 00:05:12,000 and it's a really good example of where you'd use deep 90 00:05:12,800 --> 00:05:15,433 so this was a successful test 91 00:05:15,666 --> 00:05:18,799 so weather decides to keep using deep on 92 00:05:18,900 --> 00:05:21,033 The Lovely Bones in 2,009 93 00:05:21,200 --> 00:05:25,266 and then in a larger capacity on Avatar 94 00:05:26,966 --> 00:05:32,799 now its use on Avatar gets a lot of attention and 95 00:05:34,000 --> 00:05:36,066 people start hearing about you compositing 96 00:05:36,266 --> 00:05:41,233 and this leads to Johanna Sam who 97 00:05:43,700 --> 00:05:46,500 has been aware of Collins work 98 00:05:46,733 --> 00:05:50,966 and he decides to write implementation of 99 00:05:50,966 --> 00:05:53,999 of deep in nuke as nuke 5 100 00:05:55,166 --> 00:05:58,866 and so what Johannes does is 101 00:06:00,133 --> 00:06:04,466 he makes his own nuke plugins 102 00:06:05,133 --> 00:06:06,566 so he has deep nodes 103 00:06:06,900 --> 00:06:09,666 and he publishes videos of him using them 104 00:06:09,666 --> 00:06:12,699 and demonstrating how deep compositing works online 105 00:06:13,300 --> 00:06:14,566 so now everyone 106 00:06:14,866 --> 00:06:16,899 in the industry gets to see how deep compositing works 107 00:06:16,900 --> 00:06:19,500 before they had just heard about it 108 00:06:19,500 --> 00:06:22,666 unless they were witnessing at firsthand at UETA 109 00:06:22,766 --> 00:06:25,066 so now deep compositing becomes 110 00:06:26,533 --> 00:06:30,566 sort of a big deal because now people see the benefits 111 00:06:33,333 --> 00:06:35,433 so what Johannes and Collin 112 00:06:36,666 --> 00:06:38,166 and two other people 113 00:06:38,166 --> 00:06:40,599 Chris Cooper and Daniel Heckenberg 114 00:06:40,600 --> 00:06:44,800 what they do is they decide to write a cigarette paper 115 00:06:44,900 --> 00:06:47,666 that describes deep compositing and 116 00:06:49,666 --> 00:06:50,799 surprisingly 117 00:06:51,166 --> 00:06:55,233 this paper gets rejected by Cigraph 118 00:06:55,366 --> 00:06:56,499 they decide that 119 00:06:56,500 --> 00:06:57,733 it's not gonna be part of the conference 120 00:06:57,733 --> 00:07:00,666 because they say that it's too similar to 121 00:07:00,900 --> 00:07:02,000 Pixar's technology 122 00:07:02,000 --> 00:07:02,800 and it's not 123 00:07:02,966 --> 00:07:04,966 it's not an important development 124 00:07:05,366 --> 00:07:07,733 now the irony here of course 125 00:07:07,733 --> 00:07:09,199 is that deep compositing 126 00:07:09,300 --> 00:07:12,033 ends up becoming a very popular technique 127 00:07:13,666 --> 00:07:14,799 but this paper 128 00:07:16,000 --> 00:07:18,066 is the first time that 129 00:07:18,133 --> 00:07:20,599 people really get to see deep compositing described 130 00:07:20,600 --> 00:07:22,100 from a technical standpoint 131 00:07:23,966 --> 00:07:26,066 so what now 132 00:07:26,533 --> 00:07:28,133 continues to use deep compositing 133 00:07:28,133 --> 00:07:31,599 but they now switch over to nuke in their pipeline 134 00:07:32,066 --> 00:07:35,733 and they use it to a large 135 00:07:35,733 --> 00:07:38,599 large degree on rise of the Final Apes in 2,011 136 00:07:38,733 --> 00:07:42,033 and they get a lot of attention by making a 137 00:07:42,800 --> 00:07:44,966 deep compositing demo video 138 00:07:44,966 --> 00:07:47,966 which some of you may have seen about their work 139 00:07:48,200 --> 00:07:50,433 on rise of the planet of the apes using deep 140 00:07:50,666 --> 00:07:51,666 now at this time 141 00:07:51,666 --> 00:07:55,566 Weta is still using their custom deep pipeline 142 00:07:55,566 --> 00:07:59,899 they're using a format for deep called Open EXR 143 00:08:00,400 --> 00:08:01,800 Deep Z or ODZ 144 00:08:02,066 --> 00:08:05,499 probably ODZ is how they pronounce it 145 00:08:05,766 --> 00:08:10,499 and they use this because they didn't wanna be tied to 146 00:08:10,533 --> 00:08:12,133 the render man native format 147 00:08:12,133 --> 00:08:14,166 they wanted a format that they could use 148 00:08:14,166 --> 00:08:15,699 for other rendering engines as well 149 00:08:15,700 --> 00:08:17,700 and a way to store it um 150 00:08:17,700 --> 00:08:19,366 in an open source format 151 00:08:21,733 --> 00:08:23,499 so at this point 152 00:08:24,300 --> 00:08:30,500 Pixar decides to add deep image output as a feature 153 00:08:30,500 --> 00:08:31,800 natively in Render Man 154 00:08:31,800 --> 00:08:33,500 before it was still a hack 155 00:08:33,533 --> 00:08:37,566 it was still just taking d text deep shadow maps 156 00:08:37,566 --> 00:08:40,299 and using them from the camera's perspective for images 157 00:08:41,100 --> 00:08:43,066 now they add official sport for it 158 00:08:43,066 --> 00:08:44,899 in Render Man Pro Server 16 159 00:08:45,200 --> 00:08:47,566 of course Render Man still uses the DTX format 160 00:08:49,533 --> 00:08:50,866 so now at this point 161 00:08:51,933 --> 00:08:53,799 after Pixar adds official support 162 00:08:53,866 --> 00:08:54,666 the foundry 163 00:08:54,666 --> 00:08:59,166 in Nuke 6.3 decides to add native deep support to nuke 164 00:09:00,266 --> 00:09:04,399 so they make their own deep Nodes 165 00:09:05,333 --> 00:09:07,799 and the first iteration of deep Nodes 166 00:09:08,100 --> 00:09:11,300 only really supported Render Man's Dtex files 167 00:09:13,066 --> 00:09:16,199 they didn't support what they do now 168 00:09:18,066 --> 00:09:21,066 and a lot of studios that used 169 00:09:22,600 --> 00:09:25,166 nuke decided to also started 170 00:09:25,166 --> 00:09:27,066 start to use deep compositing 171 00:09:27,133 --> 00:09:29,166 so now deep compositing is really 172 00:09:29,733 --> 00:09:31,399 exploding in the industry 173 00:09:33,966 --> 00:09:35,233 and critically 174 00:09:36,766 --> 00:09:38,899 the open E XR file format 175 00:09:40,200 --> 00:09:41,500 gets to version 2 176 00:09:41,766 --> 00:09:44,166 and a major part of their update was adding support 177 00:09:44,166 --> 00:09:45,366 for deep image data 178 00:09:46,800 --> 00:09:48,933 so now it's not just Detex files 179 00:09:48,933 --> 00:09:51,333 or other proprietary deep formats 180 00:09:51,333 --> 00:09:54,666 now there's one single format that pipelines can use 181 00:09:55,666 --> 00:09:57,399 to support their deep image data 182 00:09:59,800 --> 00:10:01,200 and in Nuke 8 183 00:10:01,200 --> 00:10:04,200 the foundry had support for Open ex R 2.0 184 00:10:05,000 --> 00:10:06,766 they also had support for 185 00:10:07,000 --> 00:10:09,166 rendering deep image data with the scanline render 186 00:10:09,166 --> 00:10:11,199 and outputting deep data with deep right 187 00:10:11,200 --> 00:10:12,433 prior to this 188 00:10:13,266 --> 00:10:15,466 you could only import data into nuke 189 00:10:15,466 --> 00:10:18,066 you could not output deep data from nuke 190 00:10:18,066 --> 00:10:20,733 so it was really just a one way in 191 00:10:20,733 --> 00:10:21,666 but not out 192 00:10:23,333 --> 00:10:26,366 now go back to the irony of the cigarette paper 193 00:10:26,366 --> 00:10:29,899 being rejected in 2,014 194 00:10:30,966 --> 00:10:32,399 the developers of Deep Compositing 195 00:10:32,400 --> 00:10:34,466 actually won a Technical Achievement award 196 00:10:34,466 --> 00:10:35,766 or a Psychtech Oscar 197 00:10:36,333 --> 00:10:40,699 and this was a huge recognition for them 198 00:10:40,700 --> 00:10:43,200 and it really underscores the contribution 199 00:10:43,200 --> 00:10:47,866 that the industry feels Deep Compositing has had 200 00:10:49,966 --> 00:10:53,233 now today deep compositing is 201 00:10:54,100 --> 00:10:58,933 fairly common in larger studios and high end pipelines 202 00:10:58,933 --> 00:11:01,266 and is supported by most major rendering engines 203 00:11:01,266 --> 00:11:03,433 things like Arnold Houdini's Mantra 204 00:11:03,700 --> 00:11:04,766 Maxwell render 205 00:11:05,000 --> 00:11:07,133 the new red shift pixels 206 00:11:07,133 --> 00:11:08,299 render man of course 207 00:11:08,400 --> 00:11:09,900 V ray through the light 208 00:11:10,766 --> 00:11:11,999 uh there's a few rendering engines 209 00:11:12,000 --> 00:11:13,300 that is not supported by 210 00:11:13,566 --> 00:11:16,399 uh mainly uh 211 00:11:16,400 --> 00:11:18,300 the largest one being Mental Ray 212 00:11:19,766 --> 00:11:21,766 uh and from a compositing standpoint 213 00:11:21,766 --> 00:11:23,799 there are really only two applications 214 00:11:24,166 --> 00:11:25,699 that support deep compositing 215 00:11:25,700 --> 00:11:26,366 and that's of course 216 00:11:26,366 --> 00:11:28,233 nuke and then fusion 217 00:11:28,300 --> 00:11:32,366 um no other 2D applications support deep compositing 218 00:11:32,366 --> 00:11:34,166 so it's still fairly 219 00:11:35,666 --> 00:11:38,999 dedicated to high end pipelines but 220 00:11:41,400 --> 00:11:42,400 maybe in the future 221 00:11:42,400 --> 00:11:45,300 things will spread out and you'll have more options 222 00:11:45,300 --> 00:11:48,933 but we're gonna focus on a nuke in this course 223 00:11:48,933 --> 00:11:51,866 and hopefully this history lesson 224 00:11:51,900 --> 00:11:53,866 is gonna help put things into context 225 00:11:53,866 --> 00:11:56,233 about why certain things are the way they are 226 00:11:56,300 --> 00:11:57,933 why formats are the way they are 227 00:11:57,933 --> 00:12:00,033 why work why workflows are the way they are 228 00:12:00,166 --> 00:12:03,899 and hopefully in your experiences in 229 00:12:03,933 --> 00:12:04,933 in different studios 230 00:12:04,933 --> 00:12:06,699 you might understand sort of 231 00:12:06,900 --> 00:12:08,333 how they got to the pipeline 232 00:12:08,333 --> 00:12:09,399 they got to 16750

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.