All language subtitles for 06. Generating deep holdouts

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These are the user uploaded subtitles that are being translated: 1 00:00:10,900 --> 00:00:11,733 in this lesson 2 00:00:11,733 --> 00:00:13,366 we will be discussing deep holdouts 3 00:00:13,366 --> 00:00:15,099 and the workflow associated with it 4 00:00:16,300 --> 00:00:17,700 in our previous lesson 5 00:00:19,066 --> 00:00:20,966 we deep merged everything together 6 00:00:21,000 --> 00:00:24,966 and it seems like a simple and obvious way to do things 7 00:00:24,966 --> 00:00:27,966 but in the reality of production 8 00:00:28,966 --> 00:00:30,666 things are never done this way 9 00:00:30,800 --> 00:00:33,766 the reason they're never done this way is because 10 00:00:34,200 --> 00:00:35,433 on real shots 11 00:00:36,333 --> 00:00:37,799 you have a lot of elements 12 00:00:38,000 --> 00:00:39,833 a lot of frames 13 00:00:40,866 --> 00:00:45,566 and that means that you have a huge amount of deep data 14 00:00:47,466 --> 00:00:48,999 the effect of this is that 15 00:00:49,000 --> 00:00:50,000 when you're trying to composite 16 00:00:50,000 --> 00:00:52,000 it takes forever 17 00:00:53,100 --> 00:00:55,766 so we won't be doing things this way 18 00:00:55,766 --> 00:00:58,899 and I'm gonna show you the solution 19 00:01:01,100 --> 00:01:02,100 the solution 20 00:01:03,900 --> 00:01:05,066 is to use 21 00:01:08,300 --> 00:01:09,600 deep pulled outs 22 00:01:11,766 --> 00:01:13,099 you can do this two ways 23 00:01:13,100 --> 00:01:15,700 use deep pulled out or deep merge 24 00:01:17,900 --> 00:01:19,466 using the hold out function 25 00:01:22,966 --> 00:01:26,233 so let's find one here let's say for example 26 00:01:29,300 --> 00:01:31,266 this character Grolo 27 00:01:32,566 --> 00:01:34,399 what we want to do is 28 00:01:35,466 --> 00:01:36,733 make a holdout mat 29 00:01:36,733 --> 00:01:40,066 that allows him to be composited together 30 00:01:41,166 --> 00:01:42,866 seamlessly as if 31 00:01:44,133 --> 00:01:46,799 he was never rendered as a complete element 32 00:01:47,533 --> 00:01:51,166 so what we want to see is what we were seeing before 33 00:01:51,166 --> 00:01:52,566 when we deep merged everything together 34 00:01:52,566 --> 00:01:54,066 but we don't want it to be deep 35 00:01:57,566 --> 00:01:58,699 what you can do 36 00:02:03,166 --> 00:02:04,499 take for instance 37 00:02:06,766 --> 00:02:09,099 vegetation vegetation large 1 38 00:02:09,100 --> 00:02:11,033 because the vegetation 39 00:02:11,300 --> 00:02:13,166 in this element is in front of Grolo 40 00:02:14,300 --> 00:02:15,900 Plug Grolo into the main 41 00:02:17,000 --> 00:02:18,100 let's view this 42 00:02:18,100 --> 00:02:19,300 and now we can see 43 00:02:19,966 --> 00:02:21,999 switch to the alpha channel so you can see it clearly 44 00:02:22,266 --> 00:02:23,566 now you can see that 45 00:02:24,766 --> 00:02:26,966 the foreground vegetation has been held out 46 00:02:27,866 --> 00:02:31,533 if I swap this probably won't see much of anything 47 00:02:31,533 --> 00:02:33,166 let's pick a different element 48 00:02:35,866 --> 00:02:39,033 maybe the background one 49 00:02:39,333 --> 00:02:40,266 there we go 50 00:02:41,000 --> 00:02:45,800 so in this case we can see this is Grolo held out from 51 00:02:48,500 --> 00:02:50,000 vegetation large 2 52 00:02:51,800 --> 00:02:54,366 so the way that we do this is 53 00:02:54,666 --> 00:02:57,699 we want to take all the elements 54 00:02:58,333 --> 00:03:00,633 except the element we're trying to make a holdout for 55 00:03:01,400 --> 00:03:02,666 merge them together 56 00:03:02,866 --> 00:03:05,966 and then subtract the whole element from them 57 00:03:06,600 --> 00:03:07,900 so for example 58 00:03:11,700 --> 00:03:15,466 we'll just take this deep merge set it back to combine 59 00:03:18,666 --> 00:03:21,233 pick everything except the character 60 00:03:22,000 --> 00:03:24,966 press y look at it 61 00:03:25,700 --> 00:03:27,066 so with RGP 62 00:03:27,600 --> 00:03:29,900 so here we have everything except the character 63 00:03:30,400 --> 00:03:31,966 now we have just the character 64 00:03:33,366 --> 00:03:34,699 so we're gonna subtract 65 00:03:36,166 --> 00:03:39,599 this these combined volumes from this volume 66 00:03:41,666 --> 00:03:43,433 plug the character into main 67 00:03:43,800 --> 00:03:45,766 plug everything else into holdout 68 00:03:48,500 --> 00:03:49,833 we end up with 69 00:03:53,600 --> 00:03:55,500 is this which actually 70 00:03:55,500 --> 00:03:57,133 ends up looking pretty similar to the first example 71 00:03:57,133 --> 00:03:57,866 but that's just because of 72 00:03:57,866 --> 00:03:59,166 where the character sits in the 73 00:03:59,166 --> 00:04:00,166 in the scene 74 00:04:01,733 --> 00:04:04,766 and what we need to do is do this 75 00:04:08,533 --> 00:04:09,999 for every single element 76 00:04:11,000 --> 00:04:12,200 we need to go through 77 00:04:12,366 --> 00:04:14,299 and merge everything except the ground 78 00:04:14,300 --> 00:04:17,466 and then merge everything except the trees etc 79 00:04:18,566 --> 00:04:20,099 and then we end up with 80 00:04:22,000 --> 00:04:24,633 holdouts that we can use for each individual element 81 00:04:27,300 --> 00:04:30,066 I went ahead and did this already 82 00:04:30,066 --> 00:04:32,433 so if we take a look 83 00:04:32,466 --> 00:04:33,899 this is what it looks like 84 00:04:35,100 --> 00:04:36,566 got everything down here 85 00:04:38,100 --> 00:04:39,700 a lot of criss crossing pipes 86 00:04:39,700 --> 00:04:40,966 but that's what it looks like 87 00:04:40,966 --> 00:04:42,866 when you connect everything to everything else 88 00:04:43,866 --> 00:04:45,233 in every combination 89 00:04:47,200 --> 00:04:49,066 so if we take a look at what we've got 90 00:04:52,100 --> 00:04:53,200 we've got the deep 91 00:04:53,800 --> 00:04:55,300 we've got the AOVs 92 00:04:56,766 --> 00:05:00,399 we recolor in this particular case 93 00:05:01,366 --> 00:05:02,299 we compare here 94 00:05:02,300 --> 00:05:07,433 this is actually a bounding box of 1922 by 18 by 1082 95 00:05:08,133 --> 00:05:09,866 instead of 1920 by 1080 96 00:05:10,266 --> 00:05:12,666 the deep had two extra pixels 97 00:05:12,666 --> 00:05:14,299 in horizontal and vertical 98 00:05:15,000 --> 00:05:18,700 so I just used a quick deep reformat to format 99 00:05:19,133 --> 00:05:20,999 just to crop that down 100 00:05:24,533 --> 00:05:26,199 we merged everything together 101 00:05:27,300 --> 00:05:29,300 we made a held we made a holdout from it 102 00:05:29,300 --> 00:05:30,666 so this has been held out 103 00:05:34,133 --> 00:05:38,666 we go and look now we can see it's not just the beauty 104 00:05:39,266 --> 00:05:42,599 it's the diffuse color 105 00:05:44,566 --> 00:05:47,299 lighting raw specular 106 00:05:47,900 --> 00:05:50,366 all of the other AAVs are held out as well 107 00:05:55,466 --> 00:05:56,799 so what we're gonna do 108 00:05:58,133 --> 00:05:59,466 is we're gonna go ahead 109 00:05:59,466 --> 00:06:01,666 and render these out as precomps 110 00:06:02,700 --> 00:06:04,533 then we're gonna render out every single channel 111 00:06:04,533 --> 00:06:07,633 into one XR per element 112 00:06:09,733 --> 00:06:11,699 we have now reached the end of the lesson 113 00:06:11,933 --> 00:06:13,766 we've Learned how to generate holdout mats 114 00:06:13,766 --> 00:06:14,899 from deep images 115 00:06:15,366 --> 00:06:16,666 in the next lesson 116 00:06:16,966 --> 00:06:18,766 we will learn how a pre cop work flow 117 00:06:18,766 --> 00:06:20,099 will speed up our script 8073

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