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in this lesson
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we will learn how to make any image a deep image
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so now that we've Learned
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quite a bit about deep compositing
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you might want to take any image
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say for example
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some stock footage that you have in your library
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and use it in deep composite
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it was when I say stock footage
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I mean stock elements
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things like explosions fire
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sparks smoke fog
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so what I've done is I've rendered
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some CG fog ground fog for our Grolo scene
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you take a look at it
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this is the element and
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of course the first thing you'll notice is
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story of a compositor's life
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it's not a very good CGI element
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so this is from Render Man
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gone through and done the same setup
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that I showed you in the Render Man lesson
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what I want to point out is that this is a
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volume render
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this is actually volumetric
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it's not geometric
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if I show you the deep samples
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for instance at this particular pixel
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we have an astounding 603 samples
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just at this one pixel
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and if I move around
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can see there's over 500
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there's hundreds and hundreds
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and hundreds of samples on every pixel
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what this means is that
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this render
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this deep render
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takes up a huge amount of storage space huge
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I've rendered it 1/4 size
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but the full size was over 6 gigs
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6 gigabytes for a single frame
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let's take a look at how this actually looks
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in our composite
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enable this deep merge so here
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you can see that it quite beautifully actually
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integrates into the scene
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unfortunately
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it's not really the element we want
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so let's go ahead and see what we can do
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let's say we've gone into our elements library
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and we've found this perfect fog element
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in this case
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it's just some noise that I'm generating procedurally
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here in nuke with a noise note
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default settings
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and we have a few options here
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if we wanna make this deep
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and these are the same things you do for any image
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got two nodes that nuke gives you
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deep from frames and deep from image
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let me plug this in
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deep from image
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this is what we get
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make the viewer a little bit bigger for you
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open up the properties panel deep from image
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we don't have very many options here
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so in this case
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by default this is unchecked
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so it goes all the way in the background
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not a particularly useful thing for us
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specifies Z
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so now I have a distance from camera that I can set
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I move this up and down
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we can see that
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it changes where the plane is in the scene
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but it's just that it's just a plane
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so for something like atmospherics
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and fog in particular
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you wouldn't
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this wouldn't work
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you wouldn't
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you wouldn't believe this is fog
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obviously fog completely envelops everything smoothly
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so as a tool
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deep from image is
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not going to be suitable for this particular task
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let's try deep from frames
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so this looks much better
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we can see that there's more
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atmosphere in the background
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and less as we move forward in space towards the camera
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look at the settings
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it gives us quite a few more settings
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so in this what's really interesting
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for our atmospherics here
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is that it gives z min and Z max
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so the min max
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would be the density and distance from camera
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as I take this
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say move this around a little bit the min
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let's make it 100
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or just maybe 75
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so now it's gotten closer to the camera
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and we can see
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that there's now more density in front of the character
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take it all the way down to say one
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can see now it's looking pretty two dimensional
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because we just got
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everything up front over the character
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there's nothing really coming out of it
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let's go back to 1:75
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see now it recedes much better
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let's go with the Max
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just look at 500 instead of 5,000
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so here immediately much
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much more dense in the midiground
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but still not going in front of the character and not
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certainly not going into the extreme foreground here
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so you can see this is adding much
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much more flexibility for our atmospherics
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and using
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using stock elements is something that's really common
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in a deep compositing shot
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because it is so easy to integrate something like this
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with atmosphere
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it's something that we did all the time
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on Godzilla and Guardians of the galaxy
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and it's just
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it's something that we use in almost every single shot
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we just
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get this up to 1,000
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and I'll just push this back to 5,000
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just so you can see the different looks that we get
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here we go
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so something that's popular
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is a tool that I've ever called deep extrude
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what deep Extrude is just plug it in
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you can see we get the same result with these settings
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is sort of a simplification
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at least from the user's perspective
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of what deep from frames does
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you're not concerned with how many frames you're
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trying to extrapolate depth from
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or anything like that is really
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you just plug in your stock image
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say how far away you want
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the plane to be from the camera
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and then how much you want to have it fall off
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which is blend
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the blend essentially
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if you think about it in 3D space there is
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a plane or a card
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being projected in the camera's frustum
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and then it just
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its maximum density at that distance
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in this case 175 units
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and it just falls off
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to become more and more transparent
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in this case for at a distance of 5,000 units
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it becomes completely transparent
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so it's a really simple way to do atmosphere
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for instance if I just bring these down you can see
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lends less and less
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if I move this to 75
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the plane moves forward and now
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it's coming past the most foreground plants in our shot
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set this back to where it was
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I'm gonna include this with the project files
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so that you can take advantage of this
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I'll show you inside this group
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it's actually really simple
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just take deeper image
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and then we just use a couple deep expression nodes
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to just create a few knobs
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and they just give us some additional controls
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that don't really exist by default
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to give us that extra usability
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this is what I usually use
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this is what a lot of my
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lot of my colleagues use
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it's just a much more user friendly
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way to convert something into deep
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and so I should point out
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about things that have been converted to deep like this
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is that they are not equivalent
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to something that has been natively rendered in deep
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something from a CG rendering in general
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from the scandal render
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note this is not as accurate as fewer samples
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and it's not
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it's not as good
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it's not something that sophisticated
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so if if we were to convert the character
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just a 2D image of the character
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we wouldn't have all of the
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contours in the shape of the character
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in the deep volume
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it would just be a 2D image
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that then is just stretched out evenly
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towards the camera so really
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converting images to deep is much more successful
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when you have something that requires a very even
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amount of depth
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something like atmosphere
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which is why it's very popular for atmosphere
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I'm gonna go ahead
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and integrate this into our shot setup
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and make a holdout
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and then show you what that looks like
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we have now reached the end of the lesson we Learned
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how to convert regular images into deep images
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in the next lesson
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we will learn how to merge converted deep images
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with native deep images
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