All language subtitles for 09. Converting images to deep

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These are the user uploaded subtitles that are being translated: 1 00:00:12,766 --> 00:00:13,566 in this lesson 2 00:00:13,566 --> 00:00:16,266 we will learn how to make any image a deep image 3 00:00:17,900 --> 00:00:18,766 so now that we've Learned 4 00:00:18,766 --> 00:00:20,699 quite a bit about deep compositing 5 00:00:20,900 --> 00:00:24,233 you might want to take any image 6 00:00:24,500 --> 00:00:25,866 say for example 7 00:00:26,466 --> 00:00:29,833 some stock footage that you have in your library 8 00:00:30,466 --> 00:00:31,966 and use it in deep composite 9 00:00:31,966 --> 00:00:33,166 it was when I say stock footage 10 00:00:33,166 --> 00:00:34,199 I mean stock elements 11 00:00:34,200 --> 00:00:36,733 things like explosions fire 12 00:00:36,733 --> 00:00:39,599 sparks smoke fog 13 00:00:42,533 --> 00:00:45,366 so what I've done is I've rendered 14 00:00:46,733 --> 00:00:51,033 some CG fog ground fog for our Grolo scene 15 00:00:51,366 --> 00:00:52,599 you take a look at it 16 00:00:57,966 --> 00:01:00,299 this is the element and 17 00:01:02,266 --> 00:01:04,433 of course the first thing you'll notice is 18 00:01:04,900 --> 00:01:06,566 story of a compositor's life 19 00:01:06,566 --> 00:01:08,299 it's not a very good CGI element 20 00:01:12,600 --> 00:01:14,100 so this is from Render Man 21 00:01:14,800 --> 00:01:16,600 gone through and done the same setup 22 00:01:16,600 --> 00:01:19,200 that I showed you in the Render Man lesson 23 00:01:21,133 --> 00:01:23,233 what I want to point out is that this is a 24 00:01:23,300 --> 00:01:24,466 volume render 25 00:01:24,466 --> 00:01:25,999 this is actually volumetric 26 00:01:26,000 --> 00:01:27,766 it's not geometric 27 00:01:29,666 --> 00:01:32,699 if I show you the deep samples 28 00:01:33,333 --> 00:01:35,666 for instance at this particular pixel 29 00:01:36,800 --> 00:01:41,066 we have an astounding 603 samples 30 00:01:41,766 --> 00:01:43,999 just at this one pixel 31 00:01:45,200 --> 00:01:46,666 and if I move around 32 00:01:48,966 --> 00:01:51,099 can see there's over 500 33 00:01:51,100 --> 00:01:52,666 there's hundreds and hundreds 34 00:01:52,666 --> 00:01:54,866 and hundreds of samples on every pixel 35 00:01:55,900 --> 00:01:57,766 what this means is that 36 00:01:59,133 --> 00:02:00,099 this render 37 00:02:00,100 --> 00:02:01,233 this deep render 38 00:02:01,600 --> 00:02:04,866 takes up a huge amount of storage space huge 39 00:02:05,733 --> 00:02:09,166 I've rendered it 1/4 size 40 00:02:09,466 --> 00:02:12,966 but the full size was over 6 gigs 41 00:02:14,400 --> 00:02:17,200 6 gigabytes for a single frame 42 00:02:19,600 --> 00:02:22,633 let's take a look at how this actually looks 43 00:02:22,800 --> 00:02:24,233 in our composite 44 00:02:26,500 --> 00:02:29,800 enable this deep merge so here 45 00:02:32,533 --> 00:02:35,666 you can see that it quite beautifully actually 46 00:02:35,666 --> 00:02:37,599 integrates into the scene 47 00:02:38,200 --> 00:02:38,866 unfortunately 48 00:02:38,866 --> 00:02:40,833 it's not really the element we want 49 00:02:41,733 --> 00:02:44,933 so let's go ahead and see what we can do 50 00:02:44,933 --> 00:02:47,133 let's say we've gone into our elements library 51 00:02:47,133 --> 00:02:51,166 and we've found this perfect fog element 52 00:02:51,166 --> 00:02:51,899 in this case 53 00:02:51,900 --> 00:02:56,700 it's just some noise that I'm generating procedurally 54 00:02:56,700 --> 00:02:58,566 here in nuke with a noise note 55 00:03:01,166 --> 00:03:02,499 default settings 56 00:03:02,600 --> 00:03:03,866 and we have a few options here 57 00:03:03,866 --> 00:03:05,233 if we wanna make this deep 58 00:03:06,333 --> 00:03:08,866 and these are the same things you do for any image 59 00:03:12,100 --> 00:03:14,366 got two nodes that nuke gives you 60 00:03:14,466 --> 00:03:17,266 deep from frames and deep from image 61 00:03:19,866 --> 00:03:21,366 let me plug this in 62 00:03:24,066 --> 00:03:25,766 deep from image 63 00:03:27,266 --> 00:03:28,566 this is what we get 64 00:03:29,066 --> 00:03:30,999 make the viewer a little bit bigger for you 65 00:03:36,400 --> 00:03:39,233 open up the properties panel deep from image 66 00:03:39,500 --> 00:03:41,433 we don't have very many options here 67 00:03:42,466 --> 00:03:43,566 so in this case 68 00:03:45,400 --> 00:03:46,966 by default this is unchecked 69 00:03:46,966 --> 00:03:48,866 so it goes all the way in the background 70 00:03:48,900 --> 00:03:51,500 not a particularly useful thing for us 71 00:03:52,166 --> 00:03:53,399 specifies Z 72 00:03:55,066 --> 00:03:58,699 so now I have a distance from camera that I can set 73 00:04:00,700 --> 00:04:01,766 I move this up and down 74 00:04:01,766 --> 00:04:02,866 we can see that 75 00:04:05,600 --> 00:04:08,266 it changes where the plane is in the scene 76 00:04:08,266 --> 00:04:13,266 but it's just that it's just a plane 77 00:04:14,766 --> 00:04:17,533 so for something like atmospherics 78 00:04:17,533 --> 00:04:19,099 and fog in particular 79 00:04:19,133 --> 00:04:19,933 you wouldn't 80 00:04:20,866 --> 00:04:21,733 this wouldn't work 81 00:04:21,733 --> 00:04:22,166 you wouldn't 82 00:04:22,166 --> 00:04:23,699 you wouldn't believe this is fog 83 00:04:23,700 --> 00:04:26,866 obviously fog completely envelops everything smoothly 84 00:04:28,933 --> 00:04:29,699 so as a tool 85 00:04:29,700 --> 00:04:30,933 deep from image is 86 00:04:30,933 --> 00:04:34,566 not going to be suitable for this particular task 87 00:04:34,733 --> 00:04:36,466 let's try deep from frames 88 00:04:42,100 --> 00:04:43,600 so this looks much better 89 00:04:43,600 --> 00:04:44,866 we can see that there's more 90 00:04:44,866 --> 00:04:46,299 atmosphere in the background 91 00:04:46,466 --> 00:04:50,099 and less as we move forward in space towards the camera 92 00:04:51,566 --> 00:04:52,833 look at the settings 93 00:04:53,566 --> 00:04:55,633 it gives us quite a few more settings 94 00:04:57,100 --> 00:04:58,733 so in this what's really interesting 95 00:04:58,733 --> 00:04:59,899 for our atmospherics here 96 00:04:59,900 --> 00:05:02,833 is that it gives z min and Z max 97 00:05:03,900 --> 00:05:05,200 so the min max 98 00:05:05,400 --> 00:05:08,266 would be the density and distance from camera 99 00:05:10,500 --> 00:05:11,833 as I take this 100 00:05:12,166 --> 00:05:14,433 say move this around a little bit the min 101 00:05:19,800 --> 00:05:21,466 let's make it 100 102 00:05:22,966 --> 00:05:24,866 or just maybe 75 103 00:05:26,733 --> 00:05:28,533 so now it's gotten closer to the camera 104 00:05:28,533 --> 00:05:29,133 and we can see 105 00:05:29,133 --> 00:05:32,233 that there's now more density in front of the character 106 00:05:32,700 --> 00:05:36,166 take it all the way down to say one 107 00:05:37,966 --> 00:05:41,133 can see now it's looking pretty two dimensional 108 00:05:41,133 --> 00:05:42,466 because we just got 109 00:05:43,700 --> 00:05:45,400 everything up front over the character 110 00:05:45,400 --> 00:05:47,466 there's nothing really coming out of it 111 00:05:48,100 --> 00:05:50,866 let's go back to 1:75 112 00:05:51,200 --> 00:05:53,000 see now it recedes much better 113 00:05:54,733 --> 00:05:56,699 let's go with the Max 114 00:05:56,700 --> 00:06:00,400 just look at 500 instead of 5,000 115 00:06:01,166 --> 00:06:03,399 so here immediately much 116 00:06:03,400 --> 00:06:05,200 much more dense in the midiground 117 00:06:05,300 --> 00:06:09,066 but still not going in front of the character and not 118 00:06:09,066 --> 00:06:11,699 certainly not going into the extreme foreground here 119 00:06:11,866 --> 00:06:13,566 so you can see this is adding much 120 00:06:13,566 --> 00:06:16,433 much more flexibility for our atmospherics 121 00:06:17,766 --> 00:06:19,233 and using 122 00:06:22,733 --> 00:06:26,366 using stock elements is something that's really common 123 00:06:26,600 --> 00:06:27,933 in a deep compositing shot 124 00:06:27,933 --> 00:06:30,666 because it is so easy to integrate something like this 125 00:06:30,666 --> 00:06:31,633 with atmosphere 126 00:06:32,166 --> 00:06:34,199 it's something that we did all the time 127 00:06:34,300 --> 00:06:36,900 on Godzilla and Guardians of the galaxy 128 00:06:36,900 --> 00:06:37,700 and it's just 129 00:06:38,533 --> 00:06:40,699 it's something that we use in almost every single shot 130 00:06:42,133 --> 00:06:42,966 we just 131 00:06:44,366 --> 00:06:46,033 get this up to 1,000 132 00:06:46,800 --> 00:06:48,700 and I'll just push this back to 5,000 133 00:06:48,700 --> 00:06:51,100 just so you can see the different looks that we get 134 00:06:58,700 --> 00:06:59,633 here we go 135 00:07:02,566 --> 00:07:04,166 so something that's popular 136 00:07:06,533 --> 00:07:10,699 is a tool that I've ever called deep extrude 137 00:07:12,533 --> 00:07:15,466 what deep Extrude is just plug it in 138 00:07:15,466 --> 00:07:18,466 you can see we get the same result with these settings 139 00:07:21,800 --> 00:07:24,300 is sort of a simplification 140 00:07:24,300 --> 00:07:26,000 at least from the user's perspective 141 00:07:26,000 --> 00:07:27,700 of what deep from frames does 142 00:07:27,800 --> 00:07:30,866 you're not concerned with how many frames you're 143 00:07:31,300 --> 00:07:32,666 trying to extrapolate depth from 144 00:07:32,666 --> 00:07:33,666 or anything like that is really 145 00:07:33,666 --> 00:07:36,299 you just plug in your stock image 146 00:07:38,600 --> 00:07:41,166 say how far away you want 147 00:07:41,300 --> 00:07:43,033 the plane to be from the camera 148 00:07:43,466 --> 00:07:46,766 and then how much you want to have it fall off 149 00:07:46,766 --> 00:07:48,033 which is blend 150 00:07:49,066 --> 00:07:50,566 the blend essentially 151 00:07:51,200 --> 00:07:54,500 if you think about it in 3D space there is 152 00:07:55,766 --> 00:07:58,566 a plane or a card 153 00:07:58,566 --> 00:08:00,699 being projected in the camera's frustum 154 00:08:02,800 --> 00:08:04,566 and then it just 155 00:08:04,866 --> 00:08:08,399 its maximum density at that distance 156 00:08:08,400 --> 00:08:10,533 in this case 175 units 157 00:08:10,533 --> 00:08:11,533 and it just falls off 158 00:08:11,533 --> 00:08:14,166 to become more and more transparent 159 00:08:16,066 --> 00:08:19,499 in this case for at a distance of 5,000 units 160 00:08:19,500 --> 00:08:20,866 it becomes completely transparent 161 00:08:20,866 --> 00:08:23,833 so it's a really simple way to do atmosphere 162 00:08:26,266 --> 00:08:30,699 for instance if I just bring these down you can see 163 00:08:35,866 --> 00:08:37,166 lends less and less 164 00:08:41,333 --> 00:08:43,966 if I move this to 75 165 00:08:44,800 --> 00:08:46,700 the plane moves forward and now 166 00:08:46,800 --> 00:08:51,266 it's coming past the most foreground plants in our shot 167 00:08:51,500 --> 00:08:53,233 set this back to where it was 168 00:08:58,700 --> 00:09:03,900 I'm gonna include this with the project files 169 00:09:03,900 --> 00:09:05,800 so that you can take advantage of this 170 00:09:05,800 --> 00:09:08,066 I'll show you inside this group 171 00:09:08,066 --> 00:09:09,599 it's actually really simple 172 00:09:11,666 --> 00:09:12,966 just take deeper image 173 00:09:12,966 --> 00:09:16,666 and then we just use a couple deep expression nodes 174 00:09:18,766 --> 00:09:20,833 to just create a few knobs 175 00:09:22,533 --> 00:09:24,599 and they just give us some additional controls 176 00:09:24,600 --> 00:09:27,166 that don't really exist by default 177 00:09:28,300 --> 00:09:30,200 to give us that extra usability 178 00:09:31,700 --> 00:09:32,766 this is what I usually use 179 00:09:32,766 --> 00:09:34,199 this is what a lot of my 180 00:09:34,500 --> 00:09:35,833 lot of my colleagues use 181 00:09:37,000 --> 00:09:39,766 it's just a much more user friendly 182 00:09:39,966 --> 00:09:41,833 way to convert something into deep 183 00:09:42,566 --> 00:09:44,599 and so I should point out 184 00:09:44,600 --> 00:09:47,000 about things that have been converted to deep like this 185 00:09:47,000 --> 00:09:50,966 is that they are not equivalent 186 00:09:50,966 --> 00:09:54,199 to something that has been natively rendered in deep 187 00:09:54,200 --> 00:09:57,500 something from a CG rendering in general 188 00:09:57,500 --> 00:09:58,300 from the scandal render 189 00:09:58,300 --> 00:10:03,033 note this is not as accurate as fewer samples 190 00:10:03,900 --> 00:10:04,666 and it's not 191 00:10:04,666 --> 00:10:05,899 it's not as good 192 00:10:05,966 --> 00:10:08,166 it's not something that sophisticated 193 00:10:08,733 --> 00:10:11,599 so if if we were to convert the character 194 00:10:12,700 --> 00:10:14,400 just a 2D image of the character 195 00:10:14,400 --> 00:10:16,266 we wouldn't have all of the 196 00:10:17,000 --> 00:10:19,300 contours in the shape of the character 197 00:10:19,300 --> 00:10:20,700 in the deep volume 198 00:10:20,800 --> 00:10:22,900 it would just be a 2D image 199 00:10:22,900 --> 00:10:26,033 that then is just stretched out evenly 200 00:10:26,800 --> 00:10:29,666 towards the camera so really 201 00:10:31,500 --> 00:10:35,166 converting images to deep is much more successful 202 00:10:35,166 --> 00:10:38,366 when you have something that requires a very even 203 00:10:39,133 --> 00:10:39,966 amount of depth 204 00:10:39,966 --> 00:10:41,599 something like atmosphere 205 00:10:41,766 --> 00:10:44,699 which is why it's very popular for atmosphere 206 00:10:45,733 --> 00:10:46,733 I'm gonna go ahead 207 00:10:46,733 --> 00:10:49,266 and integrate this into our shot setup 208 00:10:49,966 --> 00:10:51,366 and make a holdout 209 00:10:51,500 --> 00:10:53,700 and then show you what that looks like 210 00:10:55,333 --> 00:10:58,099 we have now reached the end of the lesson we Learned 211 00:10:58,100 --> 00:11:00,633 how to convert regular images into deep images 212 00:11:01,100 --> 00:11:02,266 in the next lesson 213 00:11:02,266 --> 00:11:04,699 we will learn how to merge converted deep images 214 00:11:04,700 --> 00:11:06,300 with native deep images 15155

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