All language subtitles for 05. Applying OpenEXR 2.0

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These are the user uploaded subtitles that are being translated: 1 00:00:11,566 --> 00:00:12,533 in this lesson 2 00:00:12,533 --> 00:00:16,699 I'm going to introduce you to our project asset 3 00:00:17,266 --> 00:00:21,833 as well as talk about open EXR 2.0 4 00:00:23,066 --> 00:00:24,599 so in our last lesson 5 00:00:24,666 --> 00:00:27,999 we used Render Man Dtex files 6 00:00:28,533 --> 00:00:30,699 to carry our deep information from 7 00:00:31,066 --> 00:00:33,199 lighting into compositing 8 00:00:34,100 --> 00:00:40,033 but most pipelines now probably use EXRS in deep 9 00:00:40,600 --> 00:00:42,333 as we Learned in the history lesson 10 00:00:42,333 --> 00:00:44,366 from EXR 2.0 forward 11 00:00:44,700 --> 00:00:46,600 EXR files now support deep 12 00:00:47,500 --> 00:00:48,433 the deep read 13 00:00:50,000 --> 00:00:55,366 grab this first deep file reads in perfectly 14 00:00:58,333 --> 00:01:01,299 now our project asset for this course 15 00:01:01,333 --> 00:01:05,099 was generated by Luke Bakora at Doodle Picture Studio 16 00:01:07,133 --> 00:01:11,266 and it's a character called Grolo 17 00:01:11,266 --> 00:01:16,033 and Grolo is in a forest environment 18 00:01:16,766 --> 00:01:18,499 lots of leaves trees 19 00:01:21,733 --> 00:01:23,266 so we look at what we have 20 00:01:23,266 --> 00:01:24,899 it's been divided up into 21 00:01:26,166 --> 00:01:27,599 seven different pieces 22 00:01:29,133 --> 00:01:32,166 we have the ground and the ground's deep file 23 00:01:33,100 --> 00:01:36,300 we have the Grolo character himself and his deep file 24 00:01:38,400 --> 00:01:40,633 trees with deep 25 00:01:43,466 --> 00:01:44,466 vegetation 1 26 00:01:44,466 --> 00:01:46,866 which is the foreground vegetation and deep 27 00:01:49,200 --> 00:01:52,433 vegetation 2 which is the background vegetation 28 00:01:54,866 --> 00:01:56,999 and then small ground vegetation 29 00:01:58,533 --> 00:02:00,033 we also have 30 00:02:01,333 --> 00:02:03,933 background which doesn't have any deep 31 00:02:03,933 --> 00:02:05,899 it's more like a matte painting 32 00:02:06,400 --> 00:02:08,833 it's just it goes in the very far background 33 00:02:12,100 --> 00:02:16,300 so now we can do is deep merge this together 34 00:02:17,466 --> 00:02:19,899 I'm actually gonna use tab 35 00:02:19,933 --> 00:02:21,866 that's how I usually do this 36 00:02:21,866 --> 00:02:23,466 I'm not gonna keep going to the menu 37 00:02:23,800 --> 00:02:26,000 you probably know enough about the menu to uh 38 00:02:26,000 --> 00:02:27,200 know how that works 39 00:02:29,133 --> 00:02:31,499 so here's a quick trick if you don't know 40 00:02:32,800 --> 00:02:37,266 if you hold shift and then shift select 41 00:02:39,866 --> 00:02:41,533 all the other nodes you want to plug in 42 00:02:41,533 --> 00:02:43,399 and then press the y key 43 00:02:43,566 --> 00:02:44,766 that's the shortcut to 44 00:02:44,766 --> 00:02:46,699 connect all of them at the same time 45 00:02:47,133 --> 00:02:47,899 so there we go 46 00:02:47,900 --> 00:02:49,166 connected that way 47 00:02:49,166 --> 00:02:51,266 you don't have to plug them all in one at a time 48 00:02:51,266 --> 00:02:53,233 which can be arduous if you have a lot of 49 00:02:53,800 --> 00:02:55,300 a lot of nodes to plug in 50 00:02:56,133 --> 00:02:58,366 so let's take a look at this deep combine 51 00:03:04,133 --> 00:03:05,699 maximize the viewer 52 00:03:10,066 --> 00:03:11,133 so here's our shot 53 00:03:11,133 --> 00:03:13,499 there is no depth of field yet 54 00:03:13,500 --> 00:03:16,800 we're going to add that and the grading is pretty flat 55 00:03:17,000 --> 00:03:18,300 we'll add that as well 56 00:03:18,866 --> 00:03:20,099 if we look at the 57 00:03:22,100 --> 00:03:23,733 the background here we look at the matte 58 00:03:23,733 --> 00:03:27,099 we can see that we're missing the background 59 00:03:27,100 --> 00:03:28,666 as the background's not deep 60 00:03:29,166 --> 00:03:30,866 gonna take the background here now 61 00:03:33,000 --> 00:03:36,466 at this point I'm going to use deep to image 62 00:03:40,533 --> 00:03:42,033 so now this is 2D 63 00:03:45,966 --> 00:03:48,433 press m get a regular merge note 64 00:03:49,766 --> 00:03:51,666 plug the background into B 65 00:03:54,000 --> 00:03:57,233 the CG into a view it and there we go 66 00:03:58,200 --> 00:04:01,633 now we have a complete reconstruction of this asset 67 00:04:02,933 --> 00:04:05,266 so this is the asset we're gonna use in the lessons 68 00:04:05,266 --> 00:04:06,199 moving forward 69 00:04:07,166 --> 00:04:09,499 and I'm really excited to show you all the cool tricks 70 00:04:11,500 --> 00:04:13,566 we have now reached the end of the lesson 71 00:04:13,700 --> 00:04:15,300 we've Learned how to read deep images 72 00:04:15,300 --> 00:04:17,066 using Open E X R 2.0 73 00:04:18,500 --> 00:04:19,600 in the next lesson 74 00:04:19,600 --> 00:04:21,466 we will learn how to generate holdout mats 75 00:04:21,466 --> 00:04:22,633 from deep images 5322

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