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These are the user uploaded subtitles that are being translated: 1 00:00:11,933 --> 00:00:12,766 in this lesson 2 00:00:12,766 --> 00:00:13,999 we will finish our composite 3 00:00:14,000 --> 00:00:15,366 and review what we have Learned 4 00:00:18,366 --> 00:00:19,533 in our previous lessons 5 00:00:19,533 --> 00:00:21,366 we've made it up to this point 6 00:00:21,566 --> 00:00:25,833 where we have our CG renders composited 7 00:00:27,166 --> 00:00:28,699 we've made holdouts 8 00:00:30,266 --> 00:00:32,533 we've added a rain particle system 9 00:00:32,533 --> 00:00:33,966 and integrated it with deep 10 00:00:34,800 --> 00:00:36,200 and we've added fog 11 00:00:36,733 --> 00:00:39,666 to replace our bad atmospheric volumetric render 12 00:00:39,666 --> 00:00:40,599 from Render Man 13 00:00:42,933 --> 00:00:44,966 I'll show you what this looks like now 14 00:00:47,366 --> 00:00:49,833 we have our background 15 00:00:50,800 --> 00:00:53,000 and then we have all of our CG 16 00:00:55,200 --> 00:00:56,600 deep holdouts 17 00:00:58,933 --> 00:00:59,733 and over here on the right 18 00:00:59,733 --> 00:01:02,099 we have our rain and our fog holdouts 19 00:01:02,566 --> 00:01:04,899 and this is where we left off last time 20 00:01:04,900 --> 00:01:07,800 with this node tree 21 00:01:08,066 --> 00:01:10,066 I've organized this a bit since 22 00:01:12,566 --> 00:01:14,066 so as we come down here 23 00:01:15,766 --> 00:01:18,433 all the different holdouts are being merged together 24 00:01:20,500 --> 00:01:23,433 they're labeled they're merged with an over 25 00:01:25,266 --> 00:01:28,999 it's important to mention that I'm merging all 26 00:01:29,133 --> 00:01:31,166 so under also merge all 27 00:01:31,900 --> 00:01:32,600 and if remember 28 00:01:32,600 --> 00:01:34,866 a great way to keep track of what you're doing 29 00:01:34,866 --> 00:01:36,299 is to use labels 30 00:01:37,333 --> 00:01:39,099 so not only am I labeling 31 00:01:39,366 --> 00:01:43,599 what the element is called upstream that were merging 32 00:01:43,800 --> 00:01:48,333 but I'm also adding in the little expression value 33 00:01:48,333 --> 00:01:48,999 and then the knob 34 00:01:49,000 --> 00:01:50,466 in this case also merge 35 00:01:50,466 --> 00:01:51,099 which of course 36 00:01:51,100 --> 00:01:54,000 allows us to see beyond 37 00:01:55,266 --> 00:01:59,033 RGBA what's being merged which is very helpful 38 00:02:01,400 --> 00:02:03,566 and this script follows uh 39 00:02:04,200 --> 00:02:06,166 the theory of beast blind compositing 40 00:02:06,166 --> 00:02:08,099 which is something that I haven't discussed yet 41 00:02:08,100 --> 00:02:09,566 but now is a great time 42 00:02:10,300 --> 00:02:11,900 so in Beast blind compositing 43 00:02:11,900 --> 00:02:15,066 it's something that you may be familiar with 44 00:02:16,000 --> 00:02:18,566 basically the theory is that in nuke 45 00:02:18,933 --> 00:02:20,599 when you disable a node 46 00:02:20,733 --> 00:02:22,499 it disables the a input 47 00:02:22,500 --> 00:02:24,800 and the B input becomes a pass through 48 00:02:26,700 --> 00:02:28,633 and you tend to work from back to front 49 00:02:29,566 --> 00:02:34,399 so the root of this composite is actually 50 00:02:35,266 --> 00:02:36,199 the background 51 00:02:39,533 --> 00:02:42,799 so if I disable this merge 52 00:02:45,866 --> 00:02:48,966 and the others separately 53 00:02:49,133 --> 00:02:52,599 then you'll just see the background 54 00:02:53,200 --> 00:02:55,900 if I enable it now 55 00:02:55,900 --> 00:02:57,866 the CG from the apipes flowing through 56 00:02:58,466 --> 00:03:00,699 so to make this a little bit more articulate 57 00:03:00,866 --> 00:03:02,666 I'll step through it like this 58 00:03:05,466 --> 00:03:06,899 so we have on this 59 00:03:08,266 --> 00:03:09,699 just the character 60 00:03:11,700 --> 00:03:13,400 they're gonna merge the ground 61 00:03:16,133 --> 00:03:17,766 large vegetation 1 62 00:03:17,933 --> 00:03:19,699 large vegetation 2 63 00:03:21,533 --> 00:03:24,699 vegetation small and trees 64 00:03:26,200 --> 00:03:28,900 so as you can see if you just toggle the disabled 65 00:03:29,000 --> 00:03:31,333 everything else still works 66 00:03:31,333 --> 00:03:33,566 if you were to connect these in the other way 67 00:03:33,566 --> 00:03:35,566 let me swap the inputs here 68 00:03:36,900 --> 00:03:38,200 it would still look the same 69 00:03:38,200 --> 00:03:39,500 but if you disabled it 70 00:03:39,500 --> 00:03:40,866 it would follow the B pipe 71 00:03:40,866 --> 00:03:41,899 which means that 72 00:03:42,866 --> 00:03:45,333 only the small vegetation would become visible 73 00:03:45,333 --> 00:03:46,533 you can see it's highlight yellow 74 00:03:46,533 --> 00:03:49,433 because it's where the data is flowing through so only 75 00:03:50,900 --> 00:03:53,200 only this element would now be visible 76 00:03:53,533 --> 00:03:54,566 so this is really efficient 77 00:03:54,566 --> 00:03:56,099 because as you go through your composite 78 00:03:56,100 --> 00:03:57,966 you can just toggle things on and off 79 00:03:58,100 --> 00:04:00,666 toggle different layers and very intuitively 80 00:04:02,400 --> 00:04:04,633 manage what's being rendered 81 00:04:05,966 --> 00:04:07,566 so once you put together the 82 00:04:08,566 --> 00:04:09,833 the Grillo CG 83 00:04:10,533 --> 00:04:12,199 it goes into this template here 84 00:04:12,200 --> 00:04:14,533 now some of you might be familiar with CG 85 00:04:14,533 --> 00:04:15,899 multipass compositing 86 00:04:17,133 --> 00:04:20,399 basically what's happening here is the CG was rendered 87 00:04:20,400 --> 00:04:22,766 in a rendering engine called redshift 88 00:04:23,500 --> 00:04:25,100 which is a uh 89 00:04:25,100 --> 00:04:26,800 fairly new uh 90 00:04:26,800 --> 00:04:27,966 GPU accelerated 91 00:04:27,966 --> 00:04:29,366 uh bias render 92 00:04:30,600 --> 00:04:34,800 and what this template does is it takes the standard 93 00:04:35,400 --> 00:04:38,200 a 0 VS that are output from that render 94 00:04:38,500 --> 00:04:43,700 and it allows you to rebuild the beauty pass 95 00:04:44,600 --> 00:04:45,366 the whole purpose of this 96 00:04:45,366 --> 00:04:46,599 is just having the flexibility 97 00:04:46,600 --> 00:04:49,500 to be able to change colors or 98 00:04:49,500 --> 00:04:51,466 or more likely 99 00:04:51,466 --> 00:04:54,733 change the amount of specular reflections 100 00:04:54,733 --> 00:04:55,766 refractions 101 00:04:58,333 --> 00:04:59,699 so I won't go into technical detail 102 00:04:59,700 --> 00:05:02,500 about how this is particular to redshift 103 00:05:02,500 --> 00:05:04,166 it's fairly similar in theory 104 00:05:04,166 --> 00:05:06,066 to other rendering engines like Render Man 105 00:05:06,066 --> 00:05:08,699 but every rendering engine is different 106 00:05:08,700 --> 00:05:09,500 so for your situation 107 00:05:09,500 --> 00:05:11,166 this might not necessarily apply 108 00:05:11,733 --> 00:05:13,799 something to point out is that here 109 00:05:14,533 --> 00:05:16,066 check for missing passes 110 00:05:16,366 --> 00:05:17,866 basically what's happening is 111 00:05:17,866 --> 00:05:19,666 all of these passes are being combined 112 00:05:19,666 --> 00:05:22,199 they should reconstruct the beauty but 113 00:05:22,200 --> 00:05:23,666 and they're being subtracted 114 00:05:23,666 --> 00:05:25,633 from the incoming beauty pass 115 00:05:25,900 --> 00:05:28,800 so if all the passes don't exist 116 00:05:28,900 --> 00:05:30,300 they won't all be subtracted 117 00:05:30,300 --> 00:05:32,500 which means something will be left behind 118 00:05:33,333 --> 00:05:34,666 in this operation 119 00:05:35,000 --> 00:05:38,000 and then you'll be able to see which a O V 120 00:05:38,700 --> 00:05:40,333 was not included in the template 121 00:05:40,333 --> 00:05:41,499 and which needs to be 122 00:05:44,066 --> 00:05:47,333 and then finally the alpha channel gets copied back in 123 00:05:47,333 --> 00:05:48,666 because the AOVs 124 00:05:49,266 --> 00:05:50,566 we don't use these alpha channels 125 00:05:50,566 --> 00:05:51,566 when we merge these together 126 00:05:51,566 --> 00:05:52,666 these just RGB 127 00:05:53,933 --> 00:05:59,299 and then I strip out everything except RGBA 128 00:05:59,800 --> 00:06:01,100 the object IDS 129 00:06:02,266 --> 00:06:05,233 and the normal 130 00:06:05,466 --> 00:06:07,266 the position and the depth because those 131 00:06:07,266 --> 00:06:09,433 are things that could be useful downstream 132 00:06:10,000 --> 00:06:11,900 and I actually do use them in a few cases 133 00:06:17,000 --> 00:06:19,766 so what I decided to do is because we've added 134 00:06:22,466 --> 00:06:23,933 that it rain and atmospherics 135 00:06:23,933 --> 00:06:25,499 I thought we should make this look 136 00:06:25,500 --> 00:06:28,300 a little bit more cloudy 137 00:06:30,000 --> 00:06:33,966 overcast gloomy like a rainy day 138 00:06:37,466 --> 00:06:38,833 so the first thing I did 139 00:06:41,366 --> 00:06:44,199 was just decide to try to get there through grading 140 00:06:44,533 --> 00:06:45,833 that's pretty fast 141 00:06:47,533 --> 00:06:48,699 so this grade 142 00:06:49,500 --> 00:06:51,566 basically just pulled some of the green out 143 00:06:51,866 --> 00:06:52,999 made it more blue 144 00:06:53,000 --> 00:06:54,900 made it a little bit less contrasty 145 00:06:55,366 --> 00:06:57,666 because if it's an overcast day 146 00:06:57,666 --> 00:06:58,599 you don't have direct sunlight 147 00:06:58,600 --> 00:07:00,266 so there's a little bit less contrast 148 00:07:03,100 --> 00:07:05,800 additive in yet just a simple roto shape 149 00:07:06,533 --> 00:07:08,566 this really brought out the uh 150 00:07:08,566 --> 00:07:09,266 the composition 151 00:07:09,266 --> 00:07:11,266 to really focus your attention at the center 152 00:07:11,266 --> 00:07:13,699 and make things a little bit darker around the edges 153 00:07:14,066 --> 00:07:15,899 really help things look a little bit 154 00:07:16,766 --> 00:07:18,366 more like they're in shadow 155 00:07:21,066 --> 00:07:21,733 at the end here 156 00:07:21,733 --> 00:07:22,966 I'm adding some grain 157 00:07:25,700 --> 00:07:27,600 to help it look more photographic 158 00:07:27,600 --> 00:07:31,000 I'll get the focus at the end because it's PG bouquet 159 00:07:31,000 --> 00:07:33,166 and it's very slow to render 160 00:07:33,933 --> 00:07:36,233 so something that I wasn't too happy with is 161 00:07:36,600 --> 00:07:38,600 I wasn't too happy with 162 00:07:39,600 --> 00:07:41,366 the way that these plants looked 163 00:07:41,566 --> 00:07:42,399 so I went ahead 164 00:07:42,400 --> 00:07:45,100 and I used the object IDS that we made before 165 00:07:45,333 --> 00:07:46,299 to isolate them 166 00:07:46,300 --> 00:07:48,166 and I graded them down 167 00:07:48,566 --> 00:07:49,533 made them a little bit darker 168 00:07:49,533 --> 00:07:50,633 a little bit more blue 169 00:07:51,500 --> 00:07:54,133 so these are just some grades they do 170 00:07:54,133 --> 00:07:56,199 the same kind of grading that's being done overall 171 00:07:56,200 --> 00:07:58,566 but just specifically to these plants 172 00:07:58,566 --> 00:08:01,899 and I mask them with the object IDS that we're using 173 00:08:02,700 --> 00:08:03,533 so you can see here 174 00:08:03,533 --> 00:08:05,866 this is the ground vegetation 175 00:08:07,300 --> 00:08:07,800 I just thought 176 00:08:07,800 --> 00:08:10,166 this made everything just sit in a lot better 177 00:08:11,400 --> 00:08:12,700 and then I thought that 178 00:08:14,166 --> 00:08:15,666 the highlights on Girlo's eyes 179 00:08:15,666 --> 00:08:16,966 were just a little bit too hot 180 00:08:16,966 --> 00:08:18,266 and a little bit too white 181 00:08:19,933 --> 00:08:22,033 so what I did is I used the 182 00:08:25,166 --> 00:08:28,466 luminance for the eye reflections 183 00:08:31,500 --> 00:08:34,166 to sort of isolate this highlight here 184 00:08:37,400 --> 00:08:38,500 and then I went ahead and 185 00:08:43,366 --> 00:08:44,966 graded this one down 186 00:08:48,700 --> 00:08:50,266 so we just look here 187 00:08:51,700 --> 00:08:52,866 pretty subtle difference 188 00:08:52,866 --> 00:08:54,099 but I think it helps 189 00:08:54,466 --> 00:08:55,599 and in this case 190 00:08:55,600 --> 00:08:56,833 what I did was 191 00:08:57,166 --> 00:09:01,066 I used the position pass to make a position mat 192 00:09:01,066 --> 00:09:02,533 and if you never use position mats before 193 00:09:02,533 --> 00:09:03,866 it just uses the 194 00:09:04,166 --> 00:09:07,699 values of the position pass to generate 195 00:09:09,500 --> 00:09:10,766 a new mat 196 00:09:12,866 --> 00:09:16,099 so this is really cool if you've never used this before 197 00:09:16,100 --> 00:09:18,166 I recommend looking into the technique 198 00:09:22,800 --> 00:09:25,200 it's a bit more pretty subtle as well 199 00:09:25,200 --> 00:09:26,900 just bring down these highlights 200 00:09:27,466 --> 00:09:29,566 they were very bright way over 1 201 00:09:29,566 --> 00:09:31,699 now they're little bit more subdued 202 00:09:33,266 --> 00:09:35,166 so that's starting to look pretty good 203 00:09:38,400 --> 00:09:40,900 and the last thing I did was 204 00:09:43,666 --> 00:09:45,166 grabbed PG bouquet 205 00:09:48,366 --> 00:09:51,966 and I rendered out a deep precomp 206 00:09:52,133 --> 00:09:54,499 took everything every volume made a 207 00:09:54,500 --> 00:09:55,766 made a single precomp of it 208 00:09:55,766 --> 00:09:58,066 and then just fed it back in at the bottom here 209 00:10:01,800 --> 00:10:02,866 and the appager value 210 00:10:02,866 --> 00:10:04,566 I decided to use was F11 211 00:10:05,900 --> 00:10:06,466 for the camera 212 00:10:06,466 --> 00:10:12,666 I thought that was a nice photographic value so this is 213 00:10:14,733 --> 00:10:17,566 where we end up this is our final composite 214 00:10:20,566 --> 00:10:22,133 we've reached the end of the course 215 00:10:22,133 --> 00:10:23,466 I hope you enjoyed it 216 00:10:23,666 --> 00:10:25,366 good luck with all of your deep adventures 217 00:10:25,366 --> 00:10:26,666 and happy compositing 15215

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