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in this lesson
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we will be discussing deep holdouts
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and the workflow associated with it
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in our previous lesson
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we deep merged everything together
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and it seems like a simple and obvious way to do things
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but in the reality of production
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things are never done this way
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the reason they're never done this way is because
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on real shots
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you have a lot of elements
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a lot of frames
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and that means that you have a huge amount of deep data
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the effect of this is that
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when you're trying to composite
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it takes forever
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so we won't be doing things this way
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and I'm gonna show you the solution
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the solution
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is to use
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deep pulled outs
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you can do this two ways
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use deep pulled out or deep merge
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using the hold out function
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so let's find one here let's say for example
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this character Grolo
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what we want to do is
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make a holdout mat
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that allows him to be composited together
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seamlessly as if
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he was never rendered as a complete element
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so what we want to see is what we were seeing before
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when we deep merged everything together
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but we don't want it to be deep
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what you can do
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take for instance
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vegetation vegetation large 1
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because the vegetation
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in this element is in front of Grolo
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Plug Grolo into the main
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let's view this
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and now we can see
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switch to the alpha channel so you can see it clearly
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now you can see that
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the foreground vegetation has been held out
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if I swap this probably won't see much of anything
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let's pick a different element
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maybe the background one
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there we go
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so in this case we can see this is Grolo held out from
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vegetation large 2
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so the way that we do this is
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we want to take all the elements
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except the element we're trying to make a holdout for
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merge them together
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and then subtract the whole element from them
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so for example
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we'll just take this deep merge set it back to combine
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pick everything except the character
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press y look at it
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so with RGP
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so here we have everything except the character
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now we have just the character
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so we're gonna subtract
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this these combined volumes from this volume
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plug the character into main
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plug everything else into holdout
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we end up with
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is this which actually
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ends up looking pretty similar to the first example
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but that's just because of
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where the character sits in the
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in the scene
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and what we need to do is do this
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for every single element
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we need to go through
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and merge everything except the ground
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and then merge everything except the trees etc
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and then we end up with
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holdouts that we can use for each individual element
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I went ahead and did this already
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so if we take a look
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this is what it looks like
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got everything down here
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a lot of criss crossing pipes
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but that's what it looks like
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when you connect everything to everything else
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in every combination
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so if we take a look at what we've got
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we've got the deep
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we've got the AOVs
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we recolor in this particular case
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we compare here
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this is actually a bounding box of 1922 by 18 by 1082
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instead of 1920 by 1080
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the deep had two extra pixels
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in horizontal and vertical
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so I just used a quick deep reformat to format
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just to crop that down
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we merged everything together
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we made a held we made a holdout from it
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so this has been held out
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we go and look now we can see it's not just the beauty
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it's the diffuse color
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lighting raw specular
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all of the other AAVs are held out as well
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so what we're gonna do
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is we're gonna go ahead
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and render these out as precomps
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then we're gonna render out every single channel
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into one XR per element
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we have now reached the end of the lesson
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we've Learned how to generate holdout mats
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from deep images
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in the next lesson
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we will learn how a pre cop work flow
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will speed up our script
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