All language subtitles for 04. Applying RenderMan and reading deep in NUKE

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These are the user uploaded subtitles that are being translated: 1 00:00:12,266 --> 00:00:13,133 in this lesson 2 00:00:13,133 --> 00:00:14,866 we will learn how to handle deep images 3 00:00:14,866 --> 00:00:16,966 generated in Pixar as Render Man 4 00:00:18,500 --> 00:00:19,566 so let's get started 5 00:00:19,566 --> 00:00:25,599 first thing we wanna do is read in our beauty pass 6 00:00:26,733 --> 00:00:27,799 the render man 7 00:00:28,600 --> 00:00:31,600 render man outputs deep as a separate file 8 00:00:31,600 --> 00:00:34,666 so the beauty pass is in the EXR 9 00:00:36,366 --> 00:00:40,166 let's grab the sphere just a regular read node 10 00:00:42,133 --> 00:00:45,166 view it we can see here we have our render 11 00:00:46,933 --> 00:00:49,266 and now to read in the deep data 12 00:00:49,266 --> 00:00:51,466 we're gonna need to use deep read 13 00:00:52,166 --> 00:00:53,199 cause if you remember 14 00:00:53,666 --> 00:00:56,066 deep read is the only read node 15 00:00:56,066 --> 00:00:57,899 that can read in deep data 16 00:00:59,700 --> 00:01:02,666 regardless of format so deep read 17 00:01:04,866 --> 00:01:07,799 let's grab the corresponding this is sphere 18 00:01:07,800 --> 00:01:09,966 so grab sphere dot dtx 19 00:01:11,966 --> 00:01:14,199 now what's happening here this is an error 20 00:01:15,466 --> 00:01:17,633 we try to view it what does it say 21 00:01:19,800 --> 00:01:20,966 says I can't read it 22 00:01:21,100 --> 00:01:22,966 now this is a problem of course 23 00:01:23,666 --> 00:01:26,699 how are we supposed to read DTEX files 24 00:01:28,400 --> 00:01:33,400 now a quick way to check if this is a problem with nuke 25 00:01:33,400 --> 00:01:40,033 or if this is a corrupt deep file is to use 26 00:01:41,966 --> 00:01:44,499 the PR man render node 27 00:01:44,733 --> 00:01:48,199 this is something that comes stock with nuke 28 00:01:48,666 --> 00:01:50,966 it's not something you have to install separately 29 00:01:53,266 --> 00:01:55,999 now you do need to configure it separately 30 00:01:57,200 --> 00:01:58,566 and that's the key here 31 00:01:59,533 --> 00:02:03,266 so everyone should have this PR man render 32 00:02:03,266 --> 00:02:04,366 what happens 33 00:02:04,500 --> 00:02:06,866 okay now this tells us a lot 34 00:02:06,866 --> 00:02:09,999 this tells us that the dtex file is not corrupt 35 00:02:10,000 --> 00:02:11,300 and that it is in fact a problem 36 00:02:11,300 --> 00:02:16,300 with nuke or with Render Man in in some cases 37 00:02:16,300 --> 00:02:17,233 I'll explain 38 00:02:18,866 --> 00:02:20,199 so what this is saying 39 00:02:20,200 --> 00:02:23,900 is that it can't find a library file 40 00:02:25,566 --> 00:02:27,566 so if you remember from the history lesson 41 00:02:28,400 --> 00:02:31,500 what I said was that Render Man 42 00:02:31,500 --> 00:02:34,100 was the first rendering engine to generate deep data 43 00:02:34,900 --> 00:02:37,400 so what the Foundry did is 44 00:02:38,200 --> 00:02:40,100 instead of writing their own 45 00:02:41,100 --> 00:02:44,766 deep library to decode Dtex d files 46 00:02:45,100 --> 00:02:49,066 the Foundry relies on the Renderman Pro Server 47 00:02:49,466 --> 00:02:50,799 Dtex library 48 00:02:51,733 --> 00:02:54,899 what this means is that in order to read 49 00:02:55,700 --> 00:02:57,466 dtex files in nuke 50 00:02:57,466 --> 00:02:58,699 you need to have Render Man 51 00:02:58,700 --> 00:03:01,200 Pro Server installed on your machine 52 00:03:02,100 --> 00:03:02,866 now what's important is 53 00:03:02,866 --> 00:03:04,399 you don't need to have a license 54 00:03:04,866 --> 00:03:07,299 you could also use non commercial Render Man 55 00:03:07,300 --> 00:03:08,866 if you're doing non commercial work 56 00:03:10,166 --> 00:03:13,433 you just need to have render and Pro Server installed 57 00:03:13,600 --> 00:03:14,566 you don't need to buy it 58 00:03:14,566 --> 00:03:15,199 you don't need a license 59 00:03:15,200 --> 00:03:17,000 just need to install the installer 60 00:03:17,333 --> 00:03:19,399 and configure it correctly on your system 61 00:03:20,366 --> 00:03:21,466 the I want that 62 00:03:21,466 --> 00:03:22,999 configuring Render Man Pro Server 63 00:03:23,000 --> 00:03:24,800 is beyond the scope of this course 64 00:03:25,566 --> 00:03:27,399 but we will do is we will 65 00:03:27,800 --> 00:03:30,900 configure Render Man Pro Server to work with nuke 66 00:03:33,533 --> 00:03:34,833 so if we look here 67 00:03:36,333 --> 00:03:37,366 we can see 68 00:03:39,566 --> 00:03:41,766 there are documents 69 00:03:43,100 --> 00:03:45,433 in the nuke documentation that explain 70 00:03:45,900 --> 00:03:47,666 reading DTX files 71 00:03:50,300 --> 00:03:51,366 and what you'll need to do is 72 00:03:51,366 --> 00:03:53,433 you'll need to set up Render Man Pro Server 73 00:03:56,000 --> 00:03:58,100 so what this explains is that 74 00:03:58,366 --> 00:03:59,999 just like in the error message 75 00:04:01,600 --> 00:04:04,600 there are two environment variables 76 00:04:05,000 --> 00:04:08,833 they need to be concerned with there's R man tree 77 00:04:09,366 --> 00:04:13,699 and then the R man tree Lib stands for library 78 00:04:15,000 --> 00:04:16,600 it's different on Linux 79 00:04:17,166 --> 00:04:18,866 Mac and Windows 80 00:04:19,066 --> 00:04:20,299 I'm on Windows 81 00:04:21,366 --> 00:04:24,066 so I'm going to be showing you how to do it on Windows 82 00:04:26,900 --> 00:04:28,233 so what happens is 83 00:04:29,400 --> 00:04:32,833 when you install and configure Renderman Press Server 84 00:04:34,166 --> 00:04:36,599 Render Man Pro Server uses 85 00:04:37,966 --> 00:04:41,599 the R Man tree environment variable to tell 86 00:04:41,600 --> 00:04:44,500 applications where Render Man Pro Server is located 87 00:04:45,466 --> 00:04:47,033 where it's been installed to 88 00:04:48,933 --> 00:04:50,099 so what we can do 89 00:04:53,366 --> 00:04:54,766 we open Control Panel 90 00:04:55,900 --> 00:04:57,966 I'm on Windows 8 I should mention 91 00:04:58,866 --> 00:05:01,399 but it should be similar for Windows XP and 92 00:05:02,666 --> 00:05:05,499 Windows 8.1 system and security 93 00:05:06,300 --> 00:05:07,666 go to system 94 00:05:09,933 --> 00:05:11,633 Advanced System settings 95 00:05:13,866 --> 00:05:15,899 and now at the bottom here 96 00:05:15,900 --> 00:05:17,633 click on Environment Variables 97 00:05:19,533 --> 00:05:21,399 so what you'll see in this list 98 00:05:23,766 --> 00:05:26,199 we'll see several different Render Man ones 99 00:05:26,200 --> 00:05:27,366 we see R man tree 100 00:05:27,366 --> 00:05:29,133 so Ren Render Man Pro Server 101 00:05:29,133 --> 00:05:31,033 has been installed correctly on this machine 102 00:05:31,800 --> 00:05:33,266 but nuke can't find it 103 00:05:36,133 --> 00:05:39,233 so we need to do is if we look at the instructions 104 00:05:40,900 --> 00:05:44,200 it's talking about path so we need 105 00:05:45,133 --> 00:05:48,099 the path environment variable to be configured 106 00:05:50,900 --> 00:05:52,066 so we go here 107 00:05:52,566 --> 00:05:53,899 we find path 108 00:05:54,200 --> 00:05:55,366 here's path 109 00:05:56,366 --> 00:05:59,966 edit so the way that this works is you never use them 110 00:05:59,966 --> 00:06:02,366 is that these different file paths 111 00:06:02,366 --> 00:06:04,266 are separated by semicolons 112 00:06:04,400 --> 00:06:04,900 as we see here 113 00:06:04,900 --> 00:06:07,700 this is the end of the list as a semicolon 114 00:06:07,700 --> 00:06:08,900 that starts a new path 115 00:06:09,166 --> 00:06:10,966 so when you do is add a semicolon 116 00:06:13,766 --> 00:06:17,433 and then we do percentage 117 00:06:18,766 --> 00:06:21,533 R man tree percentage 118 00:06:21,533 --> 00:06:21,966 what this is 119 00:06:21,966 --> 00:06:23,266 this is an alias 120 00:06:23,666 --> 00:06:25,566 and this will actually point to the 121 00:06:25,566 --> 00:06:27,599 R man tree environment variable 122 00:06:28,000 --> 00:06:29,266 so that we don't have to type out 123 00:06:29,266 --> 00:06:31,099 the entire path again here 124 00:06:34,266 --> 00:06:38,866 we do backslash Lib 125 00:06:41,100 --> 00:06:43,900 press OK press OK again 126 00:06:44,466 --> 00:06:47,266 OK now in order for this to take effect 127 00:06:47,266 --> 00:06:48,699 we need to restart nuke 128 00:06:54,300 --> 00:06:55,566 restarting nuke 129 00:07:03,366 --> 00:07:06,966 okay so now let's try this again 130 00:07:07,600 --> 00:07:10,100 it's create a written PR man note 131 00:07:12,866 --> 00:07:13,733 and there we go 132 00:07:13,733 --> 00:07:15,166 it works we've configured 133 00:07:15,166 --> 00:07:17,166 Renderman Pro Server correctly for nuke 134 00:07:17,700 --> 00:07:21,666 so now what we can do is we go back 135 00:07:21,666 --> 00:07:24,599 we read in sphere 136 00:07:26,500 --> 00:07:27,800 and then we do a deep read 137 00:07:31,333 --> 00:07:34,833 sphere now it reads in perfect 138 00:07:35,933 --> 00:07:37,466 we take a look at these we compare 139 00:07:37,466 --> 00:07:38,733 what do we notice immediately 140 00:07:38,733 --> 00:07:39,599 we notice two things 141 00:07:39,600 --> 00:07:42,866 first of all is that there's no beauty in the deep file 142 00:07:42,866 --> 00:07:43,799 which is expected 143 00:07:43,800 --> 00:07:45,400 and it's also square 144 00:07:45,533 --> 00:07:46,966 now in this case 145 00:07:46,966 --> 00:07:49,233 this is a situation where because 146 00:07:51,533 --> 00:07:54,966 render Man deep shadow maps were normally square 147 00:07:55,866 --> 00:07:56,499 in this case 148 00:07:56,500 --> 00:07:57,833 a lot of pipelines 149 00:07:57,933 --> 00:08:00,399 will still be outputting square deep files 150 00:08:00,400 --> 00:08:02,266 so in this example 151 00:08:02,266 --> 00:08:03,399 I wanted to give you 152 00:08:03,400 --> 00:08:07,066 sort of a real world example of a Render Man deep file 153 00:08:08,466 --> 00:08:11,299 so the first thing you want to do is look at this 154 00:08:11,466 --> 00:08:12,866 it's HD 1080 p 155 00:08:14,300 --> 00:08:15,900 1 point Opix Elastic Ratio 156 00:08:17,200 --> 00:08:22,466 is deep reformat so we need to reformat this deep file 157 00:08:24,333 --> 00:08:26,333 change the route to match 158 00:08:26,333 --> 00:08:28,699 and then it should just snap in there we go 159 00:08:31,766 --> 00:08:34,599 what we're gonna do is change it to distort 160 00:08:37,300 --> 00:08:39,600 there we go okay 161 00:08:40,900 --> 00:08:42,033 so now if we 162 00:08:43,333 --> 00:08:46,999 we wipe what we should see is that these line up 163 00:08:47,000 --> 00:08:48,766 and we can see very clearly 164 00:08:49,100 --> 00:08:50,866 that the reform adding has worked 165 00:08:50,866 --> 00:08:51,966 and they line up 166 00:08:52,366 --> 00:08:53,699 so what do we do next 167 00:08:55,066 --> 00:08:58,399 so we have deep data here to the image data here 168 00:08:59,066 --> 00:09:02,033 so now we need to do deep recolor 169 00:09:02,900 --> 00:09:04,433 this will inject 170 00:09:06,300 --> 00:09:09,766 the deep data into the normal image path 171 00:09:11,700 --> 00:09:12,500 color 172 00:09:13,800 --> 00:09:14,600 depth 173 00:09:16,466 --> 00:09:18,466 view it so there we go 174 00:09:19,166 --> 00:09:21,666 one thing we need to keep track of is that in this case 175 00:09:21,733 --> 00:09:23,066 the alpha channel is being adjusted 176 00:09:23,066 --> 00:09:24,699 it's taken the alpha channel from the deep 177 00:09:24,700 --> 00:09:25,800 which we don't want 178 00:09:25,800 --> 00:09:30,433 so check target input alpha 179 00:09:31,166 --> 00:09:33,699 so now it matches 180 00:09:34,666 --> 00:09:38,766 something else to point out is that most pipelines 181 00:09:38,766 --> 00:09:39,833 when they use the XR 182 00:09:40,933 --> 00:09:43,366 they crop the bounding box automatically 183 00:09:43,700 --> 00:09:45,633 so that all of these extra pixels 184 00:09:46,533 --> 00:09:47,866 are not in the bounding box 185 00:09:49,066 --> 00:09:50,933 they're they're empty pixels 186 00:09:50,933 --> 00:09:52,399 so they're just thrown away 187 00:09:53,166 --> 00:09:55,899 so we want to do is we want to actually 188 00:09:57,200 --> 00:09:58,733 copy the bounding box 189 00:09:58,733 --> 00:10:01,366 from our beauty pass over to our deep 190 00:10:01,600 --> 00:10:03,166 and this is actually a really important thing 191 00:10:03,166 --> 00:10:05,233 because from an efficiency standpoint 192 00:10:05,400 --> 00:10:10,266 we don't want operations to be processed on every pixel 193 00:10:10,666 --> 00:10:13,366 because nuke will only process inside the bounty box 194 00:10:13,366 --> 00:10:14,999 anything outside the bounty box 195 00:10:15,000 --> 00:10:16,500 nuke will not process 196 00:10:17,100 --> 00:10:20,166 so this is actually a significantly faster process 197 00:10:20,166 --> 00:10:25,366 than this so we can do is there's a gizmo 198 00:10:25,366 --> 00:10:27,166 which you can find on Wikipedia 199 00:10:28,533 --> 00:10:33,599 and it's called Deep Copy Bounding Box 200 00:10:38,466 --> 00:10:39,966 so here if we plug in 201 00:10:41,733 --> 00:10:44,999 the image we plug in deep 202 00:10:47,933 --> 00:10:48,866 there we go 203 00:10:48,933 --> 00:10:51,999 so now we compare the EXR bounting box 204 00:10:52,000 --> 00:10:53,133 to the de bounting box 205 00:10:53,133 --> 00:10:54,499 the recolored de bounting box 206 00:10:54,500 --> 00:10:55,900 they now match 207 00:11:00,700 --> 00:11:02,100 and this is the workflow you would use 208 00:11:02,100 --> 00:11:03,600 in this type of scenario 209 00:11:04,266 --> 00:11:05,766 and in this scenario 210 00:11:05,766 --> 00:11:08,266 basically everything that could be different 211 00:11:08,600 --> 00:11:09,600 is different 212 00:11:09,766 --> 00:11:11,199 and I did that on purpose 213 00:11:13,600 --> 00:11:16,066 now we can go and bring in 214 00:11:18,000 --> 00:11:19,966 our other cylinders 215 00:11:24,666 --> 00:11:25,566 cylinder 216 00:11:26,766 --> 00:11:28,366 and then we deep breath in 217 00:11:30,466 --> 00:11:31,999 the cylinder DTX 218 00:11:34,266 --> 00:11:36,433 just want to copy this reformat over 219 00:11:40,300 --> 00:11:43,866 we wanna recolor it using the same recolor settings 220 00:11:48,466 --> 00:11:49,899 got me the boning box 221 00:11:54,666 --> 00:11:58,233 we should see Bonnie Box ends here 222 00:12:00,666 --> 00:12:01,466 perfect 223 00:12:02,933 --> 00:12:05,033 so now we can do is use deep merge 224 00:12:06,700 --> 00:12:08,300 and we can combine these two 225 00:12:10,966 --> 00:12:12,266 if we look at deep merge 226 00:12:13,533 --> 00:12:13,999 there we go 227 00:12:14,000 --> 00:12:15,866 we've now reassembled 228 00:12:17,766 --> 00:12:18,866 the 3D render 229 00:12:19,800 --> 00:12:21,966 so this is how you work with Render Man 15960

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