All language subtitles for 07. Discussing deep precomps

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These are the user uploaded subtitles that are being translated: 1 00:00:09,800 --> 00:00:12,766 in this lesson we will be picking up where we left off 2 00:00:12,766 --> 00:00:15,033 covering deep pulled out pre ops 3 00:00:16,933 --> 00:00:19,633 I've gone ahead and set up the 4 00:00:20,000 --> 00:00:22,766 deep pulled out pre op outputs for 5 00:00:23,966 --> 00:00:25,866 all six of these deep elements 6 00:00:27,600 --> 00:00:29,300 we can take a look at how things went 7 00:00:31,000 --> 00:00:32,433 now if we walk through 8 00:00:33,866 --> 00:00:35,566 you'll see after the holdout 9 00:00:35,566 --> 00:00:38,266 and it's important to understand that 10 00:00:38,700 --> 00:00:41,866 deep holdout outputs 2D image data 11 00:00:41,866 --> 00:00:42,699 not deep data 12 00:00:44,366 --> 00:00:46,099 so now after d pulled out 13 00:00:46,100 --> 00:00:50,200 you can use any regular image processing node 14 00:00:51,266 --> 00:00:54,366 but what it doesn't do is it doesn't remove 15 00:00:55,533 --> 00:00:57,566 the deep data layer from the pipe 16 00:00:59,466 --> 00:01:01,066 so you can see here in the viewer 17 00:01:01,300 --> 00:01:02,266 the deep date is still there 18 00:01:02,266 --> 00:01:05,299 now if we try to render with a regular right note 19 00:01:07,400 --> 00:01:11,600 out to EXR with that deep data in there 20 00:01:13,566 --> 00:01:15,866 nuclear crash it can't handle it 21 00:01:17,166 --> 00:01:19,199 now if you wanted to write out deep data 22 00:01:21,066 --> 00:01:22,599 just simply use deep right 23 00:01:23,900 --> 00:01:25,566 right out to EXR format 24 00:01:26,400 --> 00:01:28,033 and it will work just fine 25 00:01:29,200 --> 00:01:30,066 but in this case 26 00:01:30,066 --> 00:01:32,666 we don't want to carry deep data 27 00:01:32,700 --> 00:01:34,566 down into the rest of the composite 28 00:01:37,133 --> 00:01:41,199 so what I needed to do was use remove node 29 00:01:41,600 --> 00:01:43,900 and remove the deep layer 30 00:01:44,400 --> 00:01:46,400 so now everything after this 31 00:01:46,866 --> 00:01:48,033 there's no more deep 32 00:01:49,466 --> 00:01:51,399 and something else I ran into was 33 00:01:52,500 --> 00:01:56,466 for some reason in this render of the CG 34 00:01:57,300 --> 00:01:59,200 when the deep gets held out 35 00:01:59,566 --> 00:02:00,333 I mean excuse me 36 00:02:00,333 --> 00:02:02,299 when the depth gets held out 37 00:02:03,266 --> 00:02:07,466 the depth layer becomes corrupt 38 00:02:07,466 --> 00:02:10,799 so what I had to do was remove depth 39 00:02:10,800 --> 00:02:15,066 and then go and make my own holdout 40 00:02:17,666 --> 00:02:23,266 so I still used the holdout alpha channel I used 41 00:02:24,500 --> 00:02:27,633 the resulting alpha channel which is this layer here 42 00:02:28,500 --> 00:02:32,133 and I use that to basically mask 43 00:02:32,133 --> 00:02:33,466 I used a multiple operation 44 00:02:33,466 --> 00:02:37,666 in particular the original depth from the AOV 45 00:02:38,900 --> 00:02:40,300 so we take a look at that 46 00:02:41,900 --> 00:02:44,033 see this is the the depth 47 00:02:45,100 --> 00:02:48,833 and it's not master held out at all 48 00:02:49,500 --> 00:02:50,466 went through 49 00:02:52,333 --> 00:02:53,666 in this merge node 50 00:02:53,800 --> 00:02:58,866 set it to multiply and set the a input to alpha 51 00:03:00,000 --> 00:03:03,833 the B to depth and the output to depth 52 00:03:04,200 --> 00:03:07,233 so what it does is it takes the Alpha from the holdout 53 00:03:08,533 --> 00:03:11,499 and then it multiplies it with the depth 54 00:03:12,200 --> 00:03:13,800 from the a O V read 55 00:03:15,066 --> 00:03:19,099 and then I copy it back into the main pipe 56 00:03:19,533 --> 00:03:21,199 as the depth layer 57 00:03:22,466 --> 00:03:25,666 so our result now is a working depth pass 58 00:03:26,066 --> 00:03:26,766 with no errors 59 00:03:26,766 --> 00:03:28,099 and it renders just fine 60 00:03:29,866 --> 00:03:32,599 and that's what's been output in this EXR 61 00:03:32,600 --> 00:03:36,766 and if I go through you'll see there's the beauty 62 00:03:38,400 --> 00:03:43,366 refractions reflections global Lination raw 63 00:03:45,300 --> 00:03:47,466 I take you through all the other elements 64 00:03:50,966 --> 00:03:53,599 see the ground it's been rendered with a holdout 65 00:03:57,166 --> 00:03:58,266 vegetation large 66 00:03:58,266 --> 00:04:00,866 1 vegetation large two 67 00:04:03,500 --> 00:04:05,166 vegetation small 68 00:04:06,566 --> 00:04:07,633 and the trees 69 00:04:08,400 --> 00:04:10,333 now let's put these together and check to make sure 70 00:04:10,333 --> 00:04:12,233 that our holdouts actually worked 71 00:04:13,200 --> 00:04:14,000 now press m 72 00:04:14,000 --> 00:04:15,200 make a merge 73 00:04:18,266 --> 00:04:19,899 select these read nodes 74 00:04:22,466 --> 00:04:23,466 press Y 75 00:04:25,300 --> 00:04:26,833 let's view this merge 76 00:04:28,333 --> 00:04:29,433 and what do we have 77 00:04:30,733 --> 00:04:34,799 we have reassembled our elements so this is great 78 00:04:35,133 --> 00:04:37,799 and if we take a look now we can see that 79 00:04:45,733 --> 00:04:46,466 so we see here 80 00:04:46,466 --> 00:04:49,366 that we've now reassembled all of our elements 81 00:04:49,366 --> 00:04:50,533 just as they should be 82 00:04:50,533 --> 00:04:52,099 using the deep pulled outs 83 00:04:53,500 --> 00:04:54,866 and if we take a look and check at the 84 00:04:54,866 --> 00:04:57,199 check for the different AAVs we can see 85 00:04:58,800 --> 00:05:00,400 okay I know immediately 86 00:05:00,400 --> 00:05:04,300 I forgot to merge all layers in the merge note here 87 00:05:04,300 --> 00:05:06,533 also merge all 88 00:05:06,533 --> 00:05:07,966 otherwise it was just RGBA 89 00:05:07,966 --> 00:05:09,466 so now we have everything 90 00:05:11,300 --> 00:05:14,966 diffuse color this is diffuse color for every element 91 00:05:16,333 --> 00:05:18,066 normals etc 92 00:05:18,066 --> 00:05:19,566 so now they're all here 93 00:05:19,566 --> 00:05:21,299 and they've all been reassembled 94 00:05:24,366 --> 00:05:25,699 and additionally 95 00:05:25,766 --> 00:05:29,033 something that you might want to do 96 00:05:30,366 --> 00:05:31,566 is in this work flow 97 00:05:31,566 --> 00:05:36,966 you might also want to take the alpha from each element 98 00:05:37,500 --> 00:05:40,766 and create a new layer and 99 00:05:40,766 --> 00:05:43,599 and use a channel in there as a ID mat 100 00:05:43,700 --> 00:05:47,466 so that you would have a mat to specifically isolate 101 00:05:48,133 --> 00:05:50,833 these different elements that you've put together 102 00:05:51,900 --> 00:05:55,400 so that way you have specific mat mat controls 103 00:05:55,866 --> 00:05:58,633 like you would if they were discrete elements 104 00:06:00,100 --> 00:06:02,200 even though they've been merged together 105 00:06:02,366 --> 00:06:03,599 and that's pretty handy 106 00:06:03,600 --> 00:06:05,333 it's basically like an object ID thing 107 00:06:05,333 --> 00:06:07,166 like you would do in um 108 00:06:07,300 --> 00:06:08,600 rendering out CG 109 00:06:09,400 --> 00:06:11,700 and in this case I didn't do that 110 00:06:11,700 --> 00:06:13,266 but that's something that you can 111 00:06:13,400 --> 00:06:15,366 you can try in your own workflows 112 00:06:15,366 --> 00:06:16,866 it's something that's pretty common 113 00:06:20,766 --> 00:06:22,166 so how we've done this 114 00:06:25,200 --> 00:06:28,300 can see that the deep holdouts 115 00:06:33,400 --> 00:06:34,966 how would we do something like that 116 00:06:35,100 --> 00:06:37,000 so I'll give you a quick little demonstration 117 00:06:38,866 --> 00:06:40,066 let's say we want 118 00:06:42,600 --> 00:06:46,000 this alpha channel to become an ID mat 119 00:06:47,400 --> 00:06:48,600 that's what we'll do 120 00:06:50,066 --> 00:06:51,666 so we move these nodes down 121 00:06:53,100 --> 00:06:55,433 we'll make a shuffle 122 00:06:59,166 --> 00:07:01,299 and we're going to take Alpha 123 00:07:03,733 --> 00:07:05,766 and then we are going to 124 00:07:07,566 --> 00:07:08,899 go to new 125 00:07:10,400 --> 00:07:11,866 we call this layer 126 00:07:16,900 --> 00:07:18,266 call it ID 127 00:07:21,166 --> 00:07:25,033 character so it's the same name as the element 128 00:07:26,300 --> 00:07:29,500 just click rgba for auto okay 129 00:07:31,333 --> 00:07:34,066 and now if we look at what we're going to be outputting 130 00:07:34,466 --> 00:07:36,999 we see we have an ID mat 131 00:07:39,333 --> 00:07:41,066 so I go ahead and re render these precomps 132 00:07:41,066 --> 00:07:42,999 and then I'll show you what this looks like 133 00:07:43,000 --> 00:07:44,466 once it's been merged together 134 00:07:44,933 --> 00:07:47,966 I've gone ahead and re rendered our deep 135 00:07:47,966 --> 00:07:50,666 hold up precomps with the object ID mats 136 00:07:52,900 --> 00:07:53,966 here they are 137 00:07:54,966 --> 00:07:56,499 got the character 138 00:07:56,600 --> 00:07:59,566 ground the trees and let me show you how you 139 00:07:59,566 --> 00:08:00,799 how you would use these 140 00:08:01,100 --> 00:08:03,200 maybe you do something like you wanted 141 00:08:03,200 --> 00:08:05,066 maybe just color correct the character 142 00:08:05,933 --> 00:08:07,699 press G make a grade node 143 00:08:09,533 --> 00:08:12,299 and set the mask 144 00:08:14,466 --> 00:08:16,066 let's do ID character 145 00:08:16,066 --> 00:08:17,266 it could be any of the channels 146 00:08:17,266 --> 00:08:18,099 they're all the same 147 00:08:18,100 --> 00:08:19,500 we'll just pick Alpha 148 00:08:21,500 --> 00:08:24,566 and then multiply them up 149 00:08:25,200 --> 00:08:28,400 multiply them down so we can see that 150 00:08:29,000 --> 00:08:30,600 maybe even changes color 151 00:08:33,166 --> 00:08:33,999 so we can see where 152 00:08:34,000 --> 00:08:37,233 this could be a really useful way of doing things 153 00:08:41,566 --> 00:08:43,699 so this is the workflow that 154 00:08:43,700 --> 00:08:45,866 we use on all the big films 155 00:08:47,700 --> 00:08:49,933 and we're gonna be carrying forward with this 156 00:08:49,933 --> 00:08:51,266 into our next lesson 10954

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