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in this lesson we will be picking up where we left off
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covering deep pulled out pre ops
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I've gone ahead and set up the
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deep pulled out pre op outputs for
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all six of these deep elements
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we can take a look at how things went
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now if we walk through
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you'll see after the holdout
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and it's important to understand that
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deep holdout outputs 2D image data
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not deep data
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so now after d pulled out
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you can use any regular image processing node
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but what it doesn't do is it doesn't remove
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the deep data layer from the pipe
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so you can see here in the viewer
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the deep date is still there
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now if we try to render with a regular right note
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out to EXR with that deep data in there
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nuclear crash it can't handle it
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now if you wanted to write out deep data
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just simply use deep right
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right out to EXR format
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and it will work just fine
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but in this case
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we don't want to carry deep data
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down into the rest of the composite
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so what I needed to do was use remove node
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and remove the deep layer
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so now everything after this
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there's no more deep
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and something else I ran into was
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for some reason in this render of the CG
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when the deep gets held out
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I mean excuse me
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when the depth gets held out
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the depth layer becomes corrupt
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so what I had to do was remove depth
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and then go and make my own holdout
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so I still used the holdout alpha channel I used
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the resulting alpha channel which is this layer here
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and I use that to basically mask
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I used a multiple operation
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in particular the original depth from the AOV
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so we take a look at that
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see this is the the depth
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and it's not master held out at all
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went through
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in this merge node
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set it to multiply and set the a input to alpha
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the B to depth and the output to depth
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so what it does is it takes the Alpha from the holdout
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and then it multiplies it with the depth
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from the a O V read
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and then I copy it back into the main pipe
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as the depth layer
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so our result now is a working depth pass
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with no errors
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and it renders just fine
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and that's what's been output in this EXR
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and if I go through you'll see there's the beauty
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refractions reflections global Lination raw
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I take you through all the other elements
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see the ground it's been rendered with a holdout
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vegetation large
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1 vegetation large two
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vegetation small
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and the trees
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now let's put these together and check to make sure
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that our holdouts actually worked
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now press m
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make a merge
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select these read nodes
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press Y
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let's view this merge
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and what do we have
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we have reassembled our elements so this is great
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and if we take a look now we can see that
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so we see here
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that we've now reassembled all of our elements
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just as they should be
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using the deep pulled outs
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and if we take a look and check at the
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check for the different AAVs we can see
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okay I know immediately
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I forgot to merge all layers in the merge note here
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also merge all
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otherwise it was just RGBA
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so now we have everything
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diffuse color this is diffuse color for every element
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normals etc
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so now they're all here
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and they've all been reassembled
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and additionally
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something that you might want to do
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is in this work flow
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you might also want to take the alpha from each element
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and create a new layer and
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and use a channel in there as a ID mat
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so that you would have a mat to specifically isolate
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these different elements that you've put together
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so that way you have specific mat mat controls
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like you would if they were discrete elements
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even though they've been merged together
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and that's pretty handy
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it's basically like an object ID thing
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like you would do in um
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rendering out CG
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and in this case I didn't do that
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but that's something that you can
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you can try in your own workflows
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it's something that's pretty common
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so how we've done this
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can see that the deep holdouts
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how would we do something like that
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so I'll give you a quick little demonstration
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let's say we want
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this alpha channel to become an ID mat
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that's what we'll do
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so we move these nodes down
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we'll make a shuffle
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and we're going to take Alpha
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and then we are going to
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go to new
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we call this layer
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call it ID
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character so it's the same name as the element
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just click rgba for auto okay
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and now if we look at what we're going to be outputting
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we see we have an ID mat
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so I go ahead and re render these precomps
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and then I'll show you what this looks like
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once it's been merged together
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I've gone ahead and re rendered our deep
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hold up precomps with the object ID mats
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here they are
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got the character
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ground the trees and let me show you how you
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how you would use these
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maybe you do something like you wanted
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maybe just color correct the character
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press G make a grade node
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and set the mask
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let's do ID character
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it could be any of the channels
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they're all the same
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we'll just pick Alpha
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and then multiply them up
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multiply them down so we can see that
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maybe even changes color
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so we can see where
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this could be a really useful way of doing things
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so this is the workflow that
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we use on all the big films
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and we're gonna be carrying forward with this
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into our next lesson
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