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hello everybody and welcome to class 7 of Nuke 2 14
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class 7 is the first part of a two part class
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involving channels and layers in multipass compositing
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uh the first class is gonna be a little less
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production heavy than uh
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than we're used to
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but it's really just to get kind of a foundation
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and firm understanding of
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of what channels are and how nuke works with them
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or rather how you can work with them in nuke and uh
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really get the most out of the software in order to um
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in order to composite efficiently and effectively
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and the second part of
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the class is gonna be building on all of that knowledge
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and all of the knowledge that we've built on so far um
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to do some multi pass compositing with some 3D images
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that contain a bunch of different render passes that
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are common to a lot of different 3D applications
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so uh let's just jump right in
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um I've just prepared a quick little uh
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teapot example
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um just to show you that uh
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just to show you the basic channels that that new
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that new comes with um
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the ones that were all used to and the ones that uh
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that are common to pretty much every single image uh
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format and compositing software
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the red green
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blue and alpha channels
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uh and a channel is
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is really just basically a
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way of differentiating between different sets of data
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um so those red
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green and blue channels are the ones that
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that new kind of reserves for
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the ones that get displayed and
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the ones that you're looking at constantly it always
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it's always displaying the red
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green and blue channels
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um by default unless you
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you tell otherwise um
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but we'll get to that in a little bit
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so if I quickly
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use the hot keys and jump between the red
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green and blue channels
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I've split up the
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the teapot into its red
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green and blue channels and
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and laid them out on some cards just so we can see them
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and I also went ahead and made
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an alpha channel for the teapot
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so that we can discuss
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discuss a little easier so
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so anyway let's just take a look at the
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at the teapot here um
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and so what I've done is I've used a Kia to
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to generate an alpha channel
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um that we used to
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and then a roto node
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just to generate a quick garbage mat of uh
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of the inside of the teapot
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so we have a solid channel to deal with and uh
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so the first thing that we use all the time
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um it's called the pre melted node um
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and actually uh
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this is also kind of prompted uh
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from some of the discussions that we've been having on
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the forums involving um
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overs and pre multiplies and stuff like that
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um so this is a great example of what
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pre multiply actually does is it uh
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it takes the RGB channels that uh
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that we have coming from our image red
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green and blue
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and it multiplies them by the alpha channel which uh
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which I have to find with that Kia
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so uh if we zoom in really close here
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where this alpha channel is uh
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is one right here
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um and the uh
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and the RGB channels are point five
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point four and point four
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um since that alpha channel is one
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oops um when we pre multiply it
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those RGB values stay exactly the same however
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uh let's pick a point um
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where our alpha is
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okay right here
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point zero four
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so what it's going to do when I go through
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the pre multiply node
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is it's actually going to multiply each one of these
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RGB values by point zero four
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so as you can imagine
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it's probably gonna get pretty dark
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um so here we have yeah
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point zero three
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point zero three
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point zero three from what used to be point eight
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point eight
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point eight
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so that's just
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uh you know
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that's exactly what pre multiply is doing
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it's just multiplication
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if you go into the node
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you can see that it's saying um
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the multiply option here is
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which channels would you like to multiply
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in this case
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the RGB channels
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and which channel would you like to multiply it by
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the alpha channel
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so that's the
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that's the most basic way
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um to use a pre multiply note
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and then if we wanted to put it over oops
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if we wanted to put it over something like uh
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a big red something for instance we use the merge node
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and uh let's just make it the same format as our image
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here we go so if we look at that now um
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it's put that pre multiplied image over the uh
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uh over the red background
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uh if we plug that into the non pre multiplied version
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since it doesn't
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it's not pre multiplied yet
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it's putting the entire image over over the uh
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over the red
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um so that's why the
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the merge doesn't work properly
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unless you pre multiply first
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um cause if we look at the tool tip
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the over is doing oops
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the over is doing um
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where's over there it is a plus b times 1 minus a
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so it's uh before it does anything
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remember your order of operations
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um pemdas um
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parentheses
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um multiplication
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um division
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addition and subtraction
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so um what it's doing first is
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the multiplication inside that parentheses
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so 1 times a
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so um excuse me
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so 1 minus a
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so it's taking the basically the inverse of the alpha
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and then multiplying the product of a and B
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or excuse me
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the sum of a and B
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so then what I've done is uh
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is I've split it up into its constituent elements
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if you will
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um so this shuffle um just takes the red channel and uh
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gets rid of everything else except the alpha channel
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so now I've I've just got my red and this
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shuffle does the green and this shuffle does the blue
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and then I just put them all on cards and laid them out
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and then if we do a plus
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we can see them on top of each other like that
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so if I were to
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get rid of these
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cards and just so we're looking at it in 2D again
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it's basically going to look
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if I just add them all back together
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we get uh the exact same image
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so just as an example
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let's try and uh isolate those leaves and uh
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and grade them so I'm gonna make a new roto node and uh
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just uh wrote all these uh wrote all these green bits
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just for now so I can see through it
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I'm gonna change it to alpha
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and do the next leaf
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and The Last Leaf
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cool so now that's going on top of the alpha channel
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that exists already
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so we can't see it quite yet
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but instead of
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outputing to the alpha channel
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I'm gonna tell it to
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output to a new layer
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so we're gonna make it
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leaves dot mat
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cool so if I I still can't see it
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so if I wanna look at it
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I can use these menus in the upper left
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and this is the uh
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these three things choose which layer and which channel
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your viewer is looking at
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so if I go to leaves now you can see it's uh
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it's highlighting in red
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it takes the first channel that exists in uh
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that particular layer and assigns it red
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the second layer
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the second channel in that layer will be green
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and the third will be blue um
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and that's just in terms of reviewer
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it doesn't actually um
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mean anything in terms of um
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how it actually outputs
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but that's just how new
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uh likes to look at
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at channels inside of a layer
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so anyway um
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now we have our leaves mat
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um existing on its own layer and its own channel
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I'll switch back to RGBA
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and uh now if I wanna change the color of that stuff um
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I can just instead of dragging a new mask input and uh
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and setting it up the way we're used to
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kinda something like uh
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something like that
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um if that were still the uh
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alpha channel
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um so we can
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you know crank on it that way um
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but instead of doing that
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because that can kinda get a little messy
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and makes your comps big um
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I'm gonna go back and put it in line and uh
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assign it to output to the leaves layer
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and then in the mask input without dragging a new um
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without dragging that arrow out
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uh into another note
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I'm gonna tell it to use the leaves channel
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that exists in this pipe as the mask for that grade
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so now I can push and pull on those uh
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on those leaves all I want
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make them warmer or bluer or more red or whatever
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reds reds nice
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let's do that um
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so there we go now uh
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you can also manipulate that channel um
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let's do that before it goes into the grade
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so instead of grading the RGB channels
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I'm gonna tell it to grade the leaves channel and uh
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if you do that
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you can see it
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it changes um
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it changes the map before it gets into the uh
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into the grade that's grading the RGB channels
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so let's you can also do that with
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with all kinds of other nodes that operate on channels
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which is basically all of them
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so in for with a filter
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a road node
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we can erode that channel up or down
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depending on what the situation demands before it
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gets into the grade that way too so
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so I definitely encourage you to
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to try and work this way as much as possible
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it makes your comps way cleaner and way
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way easier to understand and it uh
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it nicely puts um
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what it's doing in the tool tip or
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or in the uh
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in the title of the node
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so you can see that the 1 in parentheses um
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is the one it's operating on
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or the one that it's outputting to
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and this when there's a slash in there
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that means it's being masked by particular channel um
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and if you invert that
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it puts a little tilde in front of it
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um in front of the mask
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so you can see that it's
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um you know
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it's inverting the mat and using that to uh
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to be the mask
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so now let's just have a little fun and uh
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I just found it a little table image
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and let's put that on uh
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on top of it uh
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so the great thing about leaving
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the alpha channel alone is it still exists as
277
00:11:47,600 --> 00:11:48,766
it still exists
278
00:11:48,766 --> 00:11:51,200
so we can pre multiply that
279
00:11:52,533 --> 00:11:55,500
and let's just erode that alpha channel too
280
00:11:58,666 --> 00:12:00,200
by one great
281
00:12:03,366 --> 00:12:05,000
so that left eye leaves alone
282
00:12:05,000 --> 00:12:09,633
and then we can merge it on top of the table
283
00:12:15,533 --> 00:12:16,866
and let's move it
284
00:12:19,600 --> 00:12:20,400
oops
285
00:12:23,666 --> 00:12:25,033
on top of the table
286
00:12:28,333 --> 00:12:30,166
let's just make that uh
287
00:12:36,666 --> 00:12:38,000
so we can see it
288
00:13:13,966 --> 00:13:16,966
so let's say we wanted to add a shadow to the uh
289
00:13:16,966 --> 00:13:18,366
to the table right here
290
00:13:18,400 --> 00:13:20,700
uh no problem at all um
291
00:13:22,533 --> 00:13:24,900
what we can do is we can use the uh
292
00:13:24,900 --> 00:13:28,166
the table image itself and uh
293
00:13:28,566 --> 00:13:32,266
and and use that as a way to um
294
00:13:32,266 --> 00:13:34,766
make a make a shadow
295
00:13:34,766 --> 00:13:37,433
so let's go ahead and make a new layer
296
00:13:37,600 --> 00:13:39,100
and we'll call this uh
297
00:13:40,600 --> 00:13:42,300
shadow mat
298
00:13:45,300 --> 00:13:46,500
but we don't actually wanna look at it
299
00:13:46,500 --> 00:13:48,000
we just wanted to create it
300
00:13:48,533 --> 00:13:51,366
and we're gonna copy the alpha coming out
301
00:13:51,366 --> 00:13:54,866
of the um teapot into the shadow mat
302
00:13:58,933 --> 00:14:03,766
and use a grade and have it masked by the shadow mat
303
00:14:04,666 --> 00:14:05,500
and then we'll multiply
304
00:14:05,500 --> 00:14:06,800
we're not gonna see anything yet
305
00:14:06,800 --> 00:14:10,900
um cause I added this transform which we have to
306
00:14:11,566 --> 00:14:14,033
oops make it uh
307
00:14:15,933 --> 00:14:18,466
negative height there we go now we can see it oops
308
00:14:20,900 --> 00:14:22,300
and just we're just
309
00:14:22,300 --> 00:14:24,533
trying to get something really quick and let's pretend
310
00:14:24,533 --> 00:14:27,066
well actually let's see the light is coming from
311
00:14:27,500 --> 00:14:28,600
the front of the table
312
00:14:28,866 --> 00:14:31,766
so what I actually wanna do is
313
00:14:32,900 --> 00:14:34,466
something like that
314
00:14:38,766 --> 00:14:43,466
here we go and I can blur that before it gets there
315
00:14:46,866 --> 00:14:47,666
cool
316
00:14:54,066 --> 00:14:55,366
so uh really
317
00:14:55,366 --> 00:14:57,133
I actually kind of skipped over what I did with
318
00:14:57,133 --> 00:14:57,700
the copy note
319
00:14:57,700 --> 00:15:02,100
the copy note is a way of copying one channel or
320
00:15:02,100 --> 00:15:03,400
or multiple channels really
321
00:15:03,400 --> 00:15:05,000
or uh a layer
322
00:15:05,000 --> 00:15:07,300
which is and a layer is a collection of channels
323
00:15:07,400 --> 00:15:09,166
uh into another pipe
324
00:15:09,166 --> 00:15:12,300
so uh what that does is it takes the a
325
00:15:12,733 --> 00:15:15,366
and puts it into the B um
326
00:15:16,600 --> 00:15:17,966
and you can just read it like a sentence
327
00:15:17,966 --> 00:15:20,333
so what we've done is we're copying channel
328
00:15:20,333 --> 00:15:22,600
rgba dot Alpha to
329
00:15:23,133 --> 00:15:24,900
uh shadow dot MT
330
00:15:25,866 --> 00:15:29,533
so then now that exists in in this pipe and we've
331
00:15:29,533 --> 00:15:31,766
transformed it and blurred it before it got in there
332
00:15:31,766 --> 00:15:33,833
so that's why um
333
00:15:34,133 --> 00:15:35,200
why it looks like that
334
00:15:35,200 --> 00:15:36,766
and then when we merge it on top
335
00:15:36,766 --> 00:15:38,566
it goes on top of everything
336
00:15:38,600 --> 00:15:39,600
and there we go
337
00:15:44,466 --> 00:15:45,966
and now we can use that
338
00:15:46,666 --> 00:15:48,300
and then we can use that mask to do
339
00:15:48,300 --> 00:15:49,666
any number of other things
340
00:15:49,966 --> 00:15:51,300
um down the stream
341
00:15:51,566 --> 00:15:54,900
so how about we put this table someplace useful
342
00:15:54,900 --> 00:15:59,200
um I got a little yard image of Google Images
343
00:15:59,200 --> 00:16:01,900
so let's put it right in front there
344
00:16:02,400 --> 00:16:04,900
for no particular reason um
345
00:16:06,800 --> 00:16:08,866
so we'll just go a over B
346
00:16:09,966 --> 00:16:11,566
and of course that didn't work quite right
347
00:16:11,566 --> 00:16:18,266
I have to reform at that to HD and uh
348
00:16:18,400 --> 00:16:20,133
you know the alpha channel is is completely wrong
349
00:16:20,133 --> 00:16:21,166
so let's uh
350
00:16:21,466 --> 00:16:23,266
let's give this an alpha channel
351
00:16:25,200 --> 00:16:27,366
that should be relatively straightforward
352
00:16:45,900 --> 00:16:48,400
pre multiply here we go
353
00:16:50,066 --> 00:16:51,633
now we've got that over that
354
00:16:52,066 --> 00:16:55,366
and uh let's go ahead and ero oops
355
00:16:55,933 --> 00:16:59,366
erode that uh that table alpha just a tiny bit
356
00:17:01,166 --> 00:17:01,966
nice
357
00:17:03,933 --> 00:17:05,100
and then uh
358
00:17:07,300 --> 00:17:09,900
move that guy up a little bit
359
00:17:16,800 --> 00:17:19,366
move the holster bang down a little bit cool
360
00:17:19,366 --> 00:17:24,266
and we can do the same process for the for the table
361
00:17:24,333 --> 00:17:26,066
so let's go ahead and do that
362
00:17:30,200 --> 00:17:32,900
and we need a new channel called
363
00:17:38,066 --> 00:17:40,066
well actually we can use the same channel
364
00:17:40,600 --> 00:17:42,400
so instead of making a new channel
365
00:17:42,400 --> 00:17:45,500
cause I wanna name it shadow Dot Matt again
366
00:17:45,500 --> 00:17:46,866
um but that one already exists
367
00:17:46,866 --> 00:17:50,400
I'm gonna copy it into the same channel name
368
00:17:50,400 --> 00:17:52,666
but this time it exists in a different pipe
369
00:17:52,666 --> 00:17:54,400
so it doesn't really have any concept of
370
00:17:54,400 --> 00:17:55,733
of what was going on
371
00:17:55,733 --> 00:17:57,200
um upstream
372
00:17:57,200 --> 00:17:59,900
so actually I can even copy this grade node
373
00:18:01,600 --> 00:18:02,500
and there we go
374
00:18:02,500 --> 00:18:06,600
see it's it's doing um the same kind of deal uh
375
00:18:07,466 --> 00:18:10,400
and now the same thing that we did before
376
00:18:14,766 --> 00:18:16,366
and scale
377
00:18:19,166 --> 00:18:20,400
look at it there
378
00:18:42,400 --> 00:18:43,466
so obviously
379
00:18:43,466 --> 00:18:46,800
you know I'm not gonna spend too much time on this um
380
00:18:49,000 --> 00:18:50,300
but you get the idea
381
00:18:57,566 --> 00:18:59,066
cool uh
382
00:19:02,100 --> 00:19:05,166
so the other thing that channels are useful for is a
383
00:19:05,366 --> 00:19:07,366
lot of nodes depend on
384
00:19:08,100 --> 00:19:12,533
depend on arbitrary channels to define other things um
385
00:19:12,533 --> 00:19:14,800
things like motion blur and uh
386
00:19:14,800 --> 00:19:18,300
distortion and all kinds of stuff like that so um
387
00:19:18,366 --> 00:19:20,033
just for fun
388
00:19:20,100 --> 00:19:22,100
uh let's pretend this teapot has uh
389
00:19:22,100 --> 00:19:25,300
boiling water in it and we can actually add some uh
390
00:19:25,566 --> 00:19:28,133
some distortion to um
391
00:19:28,133 --> 00:19:30,766
heat distortion or something like that to the uh
392
00:19:30,766 --> 00:19:32,266
to the background to make it
393
00:19:32,266 --> 00:19:33,366
make believe that there's uh
394
00:19:33,366 --> 00:19:35,066
water boiling in this uh
395
00:19:35,300 --> 00:19:36,366
in this pipe so uh
396
00:19:36,366 --> 00:19:37,066
we start with
397
00:19:37,066 --> 00:19:38,733
let me just start with a I distort node
398
00:19:38,733 --> 00:19:40,266
that's how you introduce um
399
00:19:40,266 --> 00:19:41,833
distortion into anything
400
00:19:41,933 --> 00:19:44,566
um so by default it doesn't do anything um
401
00:19:44,566 --> 00:19:45,666
because it needs well
402
00:19:45,666 --> 00:19:46,133
first of all
403
00:19:46,133 --> 00:19:50,400
that the channels option in the I distort node um let
404
00:19:50,400 --> 00:19:53,066
you know what channels that it's going to operate on
405
00:19:53,066 --> 00:19:56,000
and the UV channels define
406
00:19:56,166 --> 00:19:59,966
how much distortion takes place at a particular pixel
407
00:20:00,666 --> 00:20:01,666
and really what that is
408
00:20:01,666 --> 00:20:03,066
it's not like amount
409
00:20:03,166 --> 00:20:05,566
amount of distortion is a little misleading um
410
00:20:05,566 --> 00:20:07,766
the U is how much it's gonna move a pixel
411
00:20:07,966 --> 00:20:09,466
um to the left or right
412
00:20:09,533 --> 00:20:12,300
and the V is how much it's going to move a pixel
413
00:20:12,500 --> 00:20:14,666
um up or down um
414
00:20:14,666 --> 00:20:16,066
so if we um
415
00:20:16,066 --> 00:20:18,366
a common trick is to use something uh
416
00:20:18,366 --> 00:20:19,400
like a noise function
417
00:20:19,400 --> 00:20:22,066
so luckily new comes with a uh
418
00:20:22,133 --> 00:20:25,466
with a noise node and it outputs the rgba by default
419
00:20:25,466 --> 00:20:26,166
so that's fine
420
00:20:26,166 --> 00:20:29,300
because that's gonna allow us to kinda tweak it and uh
421
00:20:29,600 --> 00:20:30,733
and adjust its size
422
00:20:30,733 --> 00:20:32,566
and get it right before we use it as a
423
00:20:32,566 --> 00:20:33,866
as UV channels
424
00:20:33,966 --> 00:20:35,133
um so that's
425
00:20:35,133 --> 00:20:36,866
that's kind of cool um
426
00:20:38,500 --> 00:20:40,666
that'll be about the right size right around there
427
00:20:40,733 --> 00:20:43,000
and uh to animate that to make it move
428
00:20:43,000 --> 00:20:45,466
cause right now in time it just stays put
429
00:20:45,466 --> 00:20:47,800
you use the uh the Z attribute
430
00:20:47,800 --> 00:20:53,066
so I'll set it at uh at 0 on frame 1 and um
431
00:20:54,133 --> 00:20:58,233
make it fairly frequent so on frame 100 it uh
432
00:20:58,466 --> 00:21:00,700
it's at uh a depth of 100
433
00:21:03,800 --> 00:21:05,666
see that that's a little too frequent actually
434
00:21:05,666 --> 00:21:06,666
so let's change that
435
00:21:06,666 --> 00:21:09,633
let's make it half as much so we go down to fifty
436
00:21:13,166 --> 00:21:15,400
still too much ouch okay
437
00:21:20,333 --> 00:21:20,900
there we go
438
00:21:20,900 --> 00:21:23,833
that looks like bubbly kinda stuff cool
439
00:21:24,166 --> 00:21:26,866
and so what that's gonna do is uh
440
00:21:26,933 --> 00:21:29,600
we'll make another layer and we'll call this one
441
00:21:30,133 --> 00:21:33,333
distort dot u oops
442
00:21:33,333 --> 00:21:36,266
and distort dot u and v
443
00:21:38,333 --> 00:21:39,600
great so this is gonna
444
00:21:39,600 --> 00:21:41,700
this noise is gonna define the uh
445
00:21:41,700 --> 00:21:44,066
the horizontal distortion and then uh
446
00:21:44,066 --> 00:21:47,166
we can copy it and have the next one
447
00:21:47,366 --> 00:21:50,200
define the V distortion and to make them different
448
00:21:50,200 --> 00:21:51,533
I'll just uh
449
00:21:51,533 --> 00:21:53,600
I'll just change the um
450
00:21:55,133 --> 00:21:57,066
change the values in the
451
00:21:57,066 --> 00:21:59,433
z so that it animates differently
452
00:22:00,966 --> 00:22:01,766
cool
453
00:22:03,400 --> 00:22:06,100
so now when I look through the distort node here
454
00:22:06,100 --> 00:22:08,700
and I tell it to use the distort channels
455
00:22:08,900 --> 00:22:10,066
I'll just have them
456
00:22:10,300 --> 00:22:13,700
scale up a little bit so you can see what's going on um
457
00:22:14,933 --> 00:22:16,300
so now it's it's uh
458
00:22:16,300 --> 00:22:17,900
it's moving those uh
459
00:22:18,800 --> 00:22:19,800
moving those pixels
460
00:22:19,800 --> 00:22:21,900
based on the amount of noise that we plugged in
461
00:22:21,900 --> 00:22:24,566
so if I if I disable the V for instance
462
00:22:24,566 --> 00:22:26,766
now it's only doing horizontal distortion
463
00:22:27,366 --> 00:22:29,700
and same thing if I if I do uh
464
00:22:29,700 --> 00:22:31,166
if I disable the U channel
465
00:22:31,166 --> 00:22:32,966
it's only doing vertical distortion
466
00:22:33,500 --> 00:22:35,966
and uh we can have a little fun with that distort note
467
00:22:35,966 --> 00:22:37,900
so you can see exactly what's going on
468
00:22:38,000 --> 00:22:42,366
um I'll just make a quick roto shape here
469
00:22:42,466 --> 00:22:43,633
and another one
470
00:22:45,700 --> 00:22:48,066
here oops I lost it
471
00:22:52,400 --> 00:22:53,233
there it is
472
00:22:54,166 --> 00:22:58,100
and tell it to use the distort channels and I'll tell
473
00:22:58,100 --> 00:23:05,633
uh this one to only do u and this one to only do v
474
00:23:09,800 --> 00:23:12,566
so there now you can see that uh
475
00:23:17,066 --> 00:23:18,366
now you can see that the
476
00:23:18,366 --> 00:23:20,366
the one that was doing U is moving
477
00:23:20,800 --> 00:23:22,800
horizontally and the one that's doing V
478
00:23:22,800 --> 00:23:24,066
is moving vertically
479
00:23:24,100 --> 00:23:26,000
so that's kind of cool um
480
00:23:26,300 --> 00:23:28,033
but I don't actually wanna do that
481
00:23:30,600 --> 00:23:34,100
those back in line and now uh
482
00:23:34,100 --> 00:23:41,433
we want to mask it to just the area of the um of the
483
00:23:41,666 --> 00:23:43,966
of where we want the distortion actually take place
484
00:23:44,133 --> 00:23:46,966
so I'm gonna make a roto node
485
00:23:48,100 --> 00:23:51,000
look through our bottom here and uh
486
00:23:51,000 --> 00:23:53,466
for the time being I'm just gonna tell it to use Alpha
487
00:23:53,466 --> 00:23:55,266
so again I can see through it
488
00:23:58,133 --> 00:24:00,433
something like that maybe
489
00:24:02,800 --> 00:24:06,166
and then this is one of the only times I'll ever use
490
00:24:06,700 --> 00:24:10,966
the uh the blur function of the of the roto node
491
00:24:11,133 --> 00:24:12,833
um just to do something quick
492
00:24:13,166 --> 00:24:16,400
um so cool now I'll uh
493
00:24:18,466 --> 00:24:21,366
now I wanna actually I wanna keep this the same
494
00:24:21,366 --> 00:24:24,500
on the same layer as our other distort channels um
495
00:24:24,500 --> 00:24:26,700
so I'm gonna go distort
496
00:24:28,200 --> 00:24:29,366
and it fills in um
497
00:24:29,366 --> 00:24:34,866
what's already there and I'm gonna name it uh mat MT
498
00:24:38,466 --> 00:24:39,766
since it was on the same layer
499
00:24:39,766 --> 00:24:41,300
it automatically filled in
500
00:24:41,300 --> 00:24:43,633
um it's also affecting the U and the V
501
00:24:43,666 --> 00:24:44,966
so I'm just gonna uncheck those
502
00:24:44,966 --> 00:24:46,933
so now it's not gonna affect the uh
503
00:24:46,933 --> 00:24:48,766
the actual distortion at all
504
00:24:48,766 --> 00:24:51,100
um which uh
505
00:24:53,566 --> 00:24:56,933
so that leaves me with just telling the distort node to
506
00:24:56,933 --> 00:24:59,266
use the distort MT as a mask
507
00:25:02,566 --> 00:25:03,666
so there we go
508
00:25:03,800 --> 00:25:07,333
cool and uh let's just turn that down quite a bit
509
00:25:07,333 --> 00:25:10,700
cause that's obviously a ton
510
00:25:12,166 --> 00:25:12,966
cool
511
00:25:14,500 --> 00:25:15,366
so there we go
512
00:25:15,366 --> 00:25:18,600
um that I hope you um
513
00:25:18,733 --> 00:25:20,900
Learned a little bit about how to use channels
514
00:25:20,900 --> 00:25:23,166
um a little more efficiently and
515
00:25:23,166 --> 00:25:24,200
and effectively
516
00:25:24,266 --> 00:25:28,233
um without having tons of different arrows and pipes
517
00:25:28,300 --> 00:25:30,100
and everything going all which way
518
00:25:30,200 --> 00:25:32,200
and different types of mask inputs and all
519
00:25:32,200 --> 00:25:33,766
that stuff um
520
00:25:33,766 --> 00:25:36,000
using channels efficiently will
521
00:25:36,200 --> 00:25:37,600
not only produce cleaner comps
522
00:25:37,600 --> 00:25:39,166
it will produce more efficient comps
523
00:25:39,166 --> 00:25:40,466
so now we're gonna take a look
524
00:25:40,466 --> 00:25:42,766
at a 3D scene rendered out of V ray
525
00:25:42,766 --> 00:25:43,866
and the great thing about V
526
00:25:43,866 --> 00:25:45,900
ray and other robust renderers
527
00:25:45,966 --> 00:25:49,733
is that you can also decide to have it output
528
00:25:49,733 --> 00:25:52,266
um all the constituent passes that
529
00:25:52,266 --> 00:25:54,966
that made up that final image and uh
530
00:25:54,966 --> 00:25:55,733
and V ray and
531
00:25:55,733 --> 00:25:57,366
and other renders will uh
532
00:25:57,366 --> 00:25:58,733
render it out in uh
533
00:25:58,733 --> 00:26:00,366
in layers into an EXR
534
00:26:00,666 --> 00:26:03,000
because of the way we have V ray set up um
535
00:26:03,000 --> 00:26:04,666
we have to change the color space
536
00:26:04,666 --> 00:26:07,166
um to SRGV so that it knows um
537
00:26:07,166 --> 00:26:09,700
it knows how to convert everything and uh
538
00:26:09,700 --> 00:26:10,766
let's just take a quick look
539
00:26:10,766 --> 00:26:12,200
at some of the passes that come out of it
540
00:26:12,200 --> 00:26:13,800
we have things like uh
541
00:26:13,800 --> 00:26:15,100
we have the depth channel
542
00:26:16,000 --> 00:26:18,766
we've got the global illumination
543
00:26:18,766 --> 00:26:19,800
the diffuse
544
00:26:20,766 --> 00:26:21,833
the lighting
545
00:26:22,333 --> 00:26:25,066
and the normals and all kinds of stuff like that
546
00:26:25,066 --> 00:26:27,800
so now let's just take a let's uh
547
00:26:27,800 --> 00:26:30,300
let's see how to put that stuff together so that we can
548
00:26:30,300 --> 00:26:33,800
manipulate everything um and uh
549
00:26:34,933 --> 00:26:36,400
and put it all back together
550
00:26:36,866 --> 00:26:39,066
so now let's take a look at how to put um
551
00:26:39,066 --> 00:26:40,500
all these passes together so that we
552
00:26:40,500 --> 00:26:43,733
can change each of them independently and uh
553
00:26:43,733 --> 00:26:45,366
engrade them and get uh
554
00:26:45,366 --> 00:26:46,500
the look that we want
555
00:26:48,566 --> 00:26:50,900
so I'm gonna get rid of that color space node for
556
00:26:50,900 --> 00:26:53,300
for now um so it's gonna look a little washed
557
00:26:53,300 --> 00:26:55,300
out just because it's not in the right color space
558
00:26:55,300 --> 00:26:56,200
but it's okay
559
00:26:56,200 --> 00:26:57,566
we can still work with it
560
00:26:58,000 --> 00:27:00,533
so let's just shuffle out the uh
561
00:27:00,533 --> 00:27:01,666
let's start with um
562
00:27:01,666 --> 00:27:02,500
the direct lighting
563
00:27:02,500 --> 00:27:05,266
so um the direct light um
564
00:27:05,333 --> 00:27:07,300
is basically uh
565
00:27:07,900 --> 00:27:08,866
is basically
566
00:27:09,166 --> 00:27:11,133
one bounce of light before it hits the camera
567
00:27:11,133 --> 00:27:13,000
so we're basically looking at
568
00:27:13,100 --> 00:27:15,066
or we're going to be creating the
569
00:27:15,066 --> 00:27:16,100
the light that
570
00:27:16,100 --> 00:27:18,066
um that comes directly from
571
00:27:18,066 --> 00:27:19,166
from all the light sources
572
00:27:19,166 --> 00:27:21,433
so that's not gonna be any kind of like
573
00:27:21,666 --> 00:27:23,533
um color bleeding from uh
574
00:27:23,533 --> 00:27:24,966
from one object to the other
575
00:27:24,966 --> 00:27:27,066
so that consists of the diffuse pass
576
00:27:27,066 --> 00:27:28,100
which is basically just
577
00:27:28,100 --> 00:27:31,266
all the image textures mapped onto um
578
00:27:31,266 --> 00:27:34,433
the geometry without any consideration for the lights
579
00:27:34,500 --> 00:27:35,466
um so if you look here
580
00:27:35,466 --> 00:27:37,533
there's no kind of shading or anything like that
581
00:27:37,533 --> 00:27:38,566
having to do with uh
582
00:27:38,566 --> 00:27:39,633
with the lights
583
00:27:40,733 --> 00:27:43,600
um and the way we calculate um
584
00:27:43,600 --> 00:27:47,833
the first bounce lighting is we multiply that oops
585
00:27:49,266 --> 00:27:50,066
by
586
00:27:51,933 --> 00:27:53,000
the lighting
587
00:27:53,000 --> 00:27:55,666
raw light so the raw light is basically uh
588
00:27:55,666 --> 00:27:58,166
just a grayscale representation of uh
589
00:27:58,166 --> 00:28:00,600
the intensity and colour of the
590
00:28:00,600 --> 00:28:02,266
of the light um
591
00:28:03,000 --> 00:28:05,000
coming from light sources uh
592
00:28:05,000 --> 00:28:05,966
so here the light
593
00:28:05,966 --> 00:28:07,933
coming from the windows is bouncing on the ground
594
00:28:07,933 --> 00:28:09,500
and that's kind of a yellower
595
00:28:09,733 --> 00:28:11,866
yellowish hue and the uh
596
00:28:11,866 --> 00:28:13,966
the moonlight or sunlight or whatever that uh
597
00:28:13,966 --> 00:28:16,833
that I'd put up here is lighting the rest of the scene
598
00:28:17,500 --> 00:28:19,900
so if we multiply those together
599
00:28:19,900 --> 00:28:22,633
you can use a merge node and change it to multiply
600
00:28:23,533 --> 00:28:24,900
and just oops
601
00:28:24,900 --> 00:28:26,300
multiply them together
602
00:28:28,333 --> 00:28:29,766
and there we have the lighting pass
603
00:28:29,766 --> 00:28:32,600
and if I shuffle out that lighting pass
604
00:28:40,300 --> 00:28:41,766
we can see that
605
00:28:41,766 --> 00:28:43,833
when I switch back and forth between them
606
00:28:44,966 --> 00:28:46,066
let that load up
607
00:28:54,200 --> 00:28:56,633
they're in fact exactly the same
608
00:28:56,766 --> 00:28:59,366
so now if you zoom in a little closer
609
00:28:59,366 --> 00:29:01,666
you can see that there's some errors around the edges
610
00:29:01,666 --> 00:29:03,500
and that's because um
611
00:29:04,100 --> 00:29:05,966
that's because we first have to unpree
612
00:29:05,966 --> 00:29:09,366
multiply this by the alpha channel so uh
613
00:29:10,700 --> 00:29:12,800
see when I look through the one that I've done
614
00:29:12,800 --> 00:29:14,533
it's eating in on it a little bit
615
00:29:14,533 --> 00:29:17,766
so let's just go ahead and unpreemult oops
616
00:29:18,166 --> 00:29:19,300
before all the shuffles
617
00:29:19,300 --> 00:29:23,766
let's unpree multiply all the passes
618
00:29:23,766 --> 00:29:25,833
all the layers all
619
00:29:27,700 --> 00:29:31,633
so now we have exactly the same thing
620
00:29:34,700 --> 00:29:35,500
great
621
00:29:38,766 --> 00:29:40,600
so that took care of the direct light
622
00:29:41,133 --> 00:29:42,333
and now we need the uh
623
00:29:42,333 --> 00:29:44,400
the indirect light or global illumination
624
00:29:44,400 --> 00:29:46,466
so if we shuffle out
625
00:29:51,066 --> 00:29:55,000
the um the Ra Global illumination
626
00:29:58,933 --> 00:30:00,866
and we uh multiply that
627
00:30:06,133 --> 00:30:09,200
by our diffuse
628
00:30:12,566 --> 00:30:15,100
and uh that gives us indirect light
629
00:30:15,100 --> 00:30:17,466
which is basically light that uh
630
00:30:17,533 --> 00:30:19,300
light that comes from um
631
00:30:19,300 --> 00:30:21,400
light bouncing off of other surfaces
632
00:30:21,400 --> 00:30:25,233
um so it's a little difficult to see but um
633
00:30:25,533 --> 00:30:26,800
if it were a little more extreme
634
00:30:26,800 --> 00:30:29,866
you'd see some red bleed on uh on this surface
635
00:30:30,000 --> 00:30:31,166
if we look at the ragi
636
00:30:31,166 --> 00:30:31,700
here you go
637
00:30:31,700 --> 00:30:33,700
you can see the red bleed in this corner
638
00:30:33,700 --> 00:30:36,200
that's coming from the red coloration of the uh
639
00:30:36,200 --> 00:30:38,600
of the bricks on the chimney and it
640
00:30:38,600 --> 00:30:40,000
it just contributes a little bit
641
00:30:40,000 --> 00:30:41,166
it's not uh
642
00:30:41,166 --> 00:30:44,900
not a ton but as you can see from just the direct light
643
00:30:45,000 --> 00:30:48,266
um it does add quite a bit
644
00:30:48,300 --> 00:30:51,833
so and we can prove that as well if we
645
00:30:52,533 --> 00:30:54,866
shuffle in our computer gi
646
00:30:59,666 --> 00:31:01,500
so those are exactly the same
647
00:31:02,900 --> 00:31:03,900
fantastic
648
00:31:05,866 --> 00:31:09,433
and now to put those two together um light is additive
649
00:31:10,866 --> 00:31:14,500
so all we have to do oops is add a
650
00:31:18,533 --> 00:31:21,466
uh a merge node and have it do addition
651
00:31:21,466 --> 00:31:22,500
so that's a plus
652
00:31:29,700 --> 00:31:32,366
there we go now we have our um
653
00:31:34,766 --> 00:31:37,366
now we have our direct light
654
00:31:37,700 --> 00:31:39,166
and our global illumination
655
00:31:39,166 --> 00:31:43,200
our indirect light added with our um
656
00:31:43,733 --> 00:31:48,266
added together to produce our overall lighting great
657
00:31:49,333 --> 00:31:51,066
and now we just need to add um
658
00:31:51,066 --> 00:31:53,566
all the other ones together to create that final beauty
659
00:31:53,566 --> 00:31:56,800
pass so let's shuffle out the
660
00:32:00,766 --> 00:32:03,766
um let's shuffle out the reflection
661
00:32:03,766 --> 00:32:05,766
cause that's getting this nice uh
662
00:32:05,766 --> 00:32:08,833
this nice moonlight uh reflection on there
663
00:32:09,266 --> 00:32:11,000
so that's also a plus
664
00:32:11,000 --> 00:32:12,866
I'll just copy this one
665
00:32:16,600 --> 00:32:17,566
there we go
666
00:32:18,900 --> 00:32:20,500
now we have some nice shine on that house
667
00:32:20,500 --> 00:32:21,700
that looks kind of nice
668
00:32:26,800 --> 00:32:28,166
and then um
669
00:32:28,166 --> 00:32:30,566
we kinda missed what's going on inside the windows
670
00:32:30,566 --> 00:32:32,100
that's coming from the uh
671
00:32:32,100 --> 00:32:33,600
from the self illumination
672
00:32:35,100 --> 00:32:37,400
because uh the uh
673
00:32:37,400 --> 00:32:38,666
the lights inside the house
674
00:32:38,666 --> 00:32:42,133
uh or the the bright area inside the house is uh
675
00:32:42,133 --> 00:32:43,566
is in fact um
676
00:32:43,566 --> 00:32:44,966
the light source that I made visible
677
00:32:44,966 --> 00:32:47,000
it's a big area light um
678
00:32:47,000 --> 00:32:49,900
that's emitting light and I just told it to be visible
679
00:32:50,100 --> 00:32:54,100
so if we just shuffle out that uh self illumination
680
00:32:57,933 --> 00:33:01,100
now we get just those lights and just like before
681
00:33:01,200 --> 00:33:03,166
it's all additive so
682
00:33:04,533 --> 00:33:10,200
A+B gets a snap so I take a look
683
00:33:10,400 --> 00:33:12,500
we're getting pretty close
684
00:33:14,000 --> 00:33:16,600
in fact I would say that's about it
685
00:33:16,666 --> 00:33:20,566
um so if you have any other kind of passes like uh
686
00:33:20,600 --> 00:33:21,966
like refraction
687
00:33:22,066 --> 00:33:24,766
um there is refraction uh in
688
00:33:24,766 --> 00:33:28,266
there's a fraction layer in this uh in this image
689
00:33:30,300 --> 00:33:31,766
um except it's empty
690
00:33:31,766 --> 00:33:33,600
so if I go to it refract
691
00:33:34,200 --> 00:33:35,133
you know it's black
692
00:33:35,133 --> 00:33:37,566
because I didn't have any refractive surfaces
693
00:33:37,600 --> 00:33:39,133
um in the scene
694
00:33:39,133 --> 00:33:41,300
it didn't have anything to output to
695
00:33:41,700 --> 00:33:43,300
or didn't have anything to output
696
00:33:43,366 --> 00:33:45,533
uh so if you have any other uh
697
00:33:45,533 --> 00:33:47,433
passes in fact um
698
00:33:47,700 --> 00:33:49,166
the specular light does
699
00:33:49,166 --> 00:33:50,300
does have some value in it
700
00:33:50,300 --> 00:33:53,100
so but just like everything else light is additive
701
00:33:53,166 --> 00:33:56,066
so all we have to do is just add it together
702
00:33:57,766 --> 00:34:00,833
so that didn't make a huge difference
703
00:34:01,533 --> 00:34:04,100
but you know it's there so we should
704
00:34:04,100 --> 00:34:05,866
we should definitely add it
705
00:34:08,166 --> 00:34:09,400
so then when you're all done
706
00:34:09,400 --> 00:34:13,066
all you have to do is just premult everything by the
707
00:34:13,466 --> 00:34:14,400
Alpha channel
708
00:34:15,933 --> 00:34:18,300
oops okay but uh
709
00:34:18,300 --> 00:34:20,266
so our alpha channel got a little screwed up
710
00:34:20,266 --> 00:34:21,733
because we're doing all these shuffles
711
00:34:21,733 --> 00:34:23,800
it kinda lost track of the alpha channel
712
00:34:23,966 --> 00:34:25,500
so um rather than
713
00:34:25,500 --> 00:34:28,500
try and go through this rat's nest of merges
714
00:34:28,500 --> 00:34:31,500
and make sure that the correct alpha channel is getting
715
00:34:31,500 --> 00:34:33,300
shuffled all the way down through the pipe
716
00:34:33,400 --> 00:34:35,033
um what you can do
717
00:34:35,400 --> 00:34:38,600
is just copy the original alpha channel
718
00:34:40,100 --> 00:34:41,100
back down
719
00:34:42,933 --> 00:34:43,900
and there we go
720
00:34:44,800 --> 00:34:47,866
so now if I look at the top and bottom
721
00:34:49,866 --> 00:34:52,866
1 2 exactly the same
722
00:34:52,866 --> 00:34:54,266
and then I can just uh
723
00:34:54,400 --> 00:34:56,800
at this point I would uh
724
00:34:56,900 --> 00:34:58,133
add my color space node to
725
00:34:58,133 --> 00:34:59,800
put it back into the right place
726
00:35:01,200 --> 00:35:05,266
so now what we can do is uh is add grade nodes in um
727
00:35:06,333 --> 00:35:09,433
in key places that we want to be able to change the uh
728
00:35:10,133 --> 00:35:12,933
uh that we want to be able to change the image
729
00:35:12,933 --> 00:35:14,333
so uh let's see
730
00:35:14,333 --> 00:35:15,900
so this is our
731
00:35:17,133 --> 00:35:18,066
so this is why
732
00:35:18,066 --> 00:35:20,366
you should stay organised while you're compositing
733
00:35:20,366 --> 00:35:23,800
so why don't I just go ahead and do that really quick
734
00:35:24,533 --> 00:35:25,966
so now I'm a little more organized
735
00:35:25,966 --> 00:35:28,633
I organized it all and
736
00:35:29,466 --> 00:35:31,600
I laid it all out so it's a little easier to follow
737
00:35:31,600 --> 00:35:33,933
and I also went ahead and named all of these
738
00:35:33,933 --> 00:35:36,833
shuffle notes so that I know what each one is doing
739
00:35:37,066 --> 00:35:40,200
so now I can add my grades at key points and
740
00:35:40,500 --> 00:35:41,766
and name them all
741
00:35:43,000 --> 00:35:45,566
you know appropriately so that I can
742
00:35:45,666 --> 00:35:46,600
keep track of them later
743
00:35:46,600 --> 00:35:48,833
so this is the self illumination grade
744
00:35:51,166 --> 00:35:55,600
um now I could add grade nodes um
745
00:35:55,733 --> 00:35:57,766
you know underneath each of these
746
00:35:57,866 --> 00:36:01,666
but it would be great actually if I could um
747
00:36:02,500 --> 00:36:05,500
if I could label each of these um
748
00:36:06,333 --> 00:36:08,733
if I could adjust the whole um
749
00:36:08,733 --> 00:36:10,666
GI contribution all at once
750
00:36:10,666 --> 00:36:13,800
so let's make this the GI grade
751
00:36:16,200 --> 00:36:17,900
this is the Raji I grade
752
00:36:22,400 --> 00:36:23,700
my diffuse grade
753
00:36:28,666 --> 00:36:29,466
my
754
00:36:31,600 --> 00:36:32,500
raw oops
755
00:36:37,066 --> 00:36:38,066
raw light grade
756
00:36:43,400 --> 00:36:45,066
my reflect grid
757
00:36:49,600 --> 00:36:50,500
and my
758
00:36:53,533 --> 00:36:54,566
specgrade
759
00:36:57,766 --> 00:36:59,600
and also this is my
760
00:37:03,400 --> 00:37:07,000
di which is direct illumination grid
761
00:37:11,333 --> 00:37:14,300
so now when I look at the end of that
762
00:37:15,100 --> 00:37:17,500
let's say I wanted to make the scene
763
00:37:17,533 --> 00:37:20,466
overall just be a little more blue
764
00:37:20,600 --> 00:37:22,466
there's a bunch of different places I can do that
765
00:37:22,466 --> 00:37:25,300
so why don't we try the direct illumination
766
00:37:25,566 --> 00:37:27,166
uh and make that a little more blue
767
00:37:27,166 --> 00:37:30,433
so I'm gonna multiply and make it just a little cooler
768
00:37:30,466 --> 00:37:32,800
so now this is changing the overall lighting
769
00:37:33,533 --> 00:37:35,533
of the scene so I can really push it and
770
00:37:35,533 --> 00:37:38,266
and you can see what's happening um
771
00:37:38,266 --> 00:37:40,566
I can make it overall brighter overall
772
00:37:40,566 --> 00:37:42,500
not brighter whatever
773
00:37:42,800 --> 00:37:44,666
so let's let's stick with blue
774
00:37:45,400 --> 00:37:48,400
and uh change that reflect Grade 2
775
00:37:48,400 --> 00:37:50,866
let's make that blue
776
00:37:53,933 --> 00:37:54,966
little more blue
777
00:37:55,500 --> 00:37:58,433
and I kind of want those lights to be um
778
00:37:58,666 --> 00:38:00,566
to be a little warmer
779
00:38:00,566 --> 00:38:01,733
so let's change that self
780
00:38:01,733 --> 00:38:03,300
illumination grade a little bit
781
00:38:05,866 --> 00:38:07,166
now those are a little lighter
782
00:38:12,566 --> 00:38:13,466
and
783
00:38:14,733 --> 00:38:17,166
I kind of lost a little warmth of these lights a little
784
00:38:17,166 --> 00:38:19,333
bit so actually
785
00:38:19,333 --> 00:38:20,433
why don't I
786
00:38:25,400 --> 00:38:27,900
just turn the gamma of that down a little bit
787
00:38:28,866 --> 00:38:31,433
so by doing that I get a little um
788
00:38:31,800 --> 00:38:36,200
warmth back in there and I can make the gi
789
00:38:37,466 --> 00:38:38,500
compensate
790
00:38:43,700 --> 00:38:45,366
by having that go a little more blue
791
00:38:47,300 --> 00:38:48,100
cool
792
00:39:10,166 --> 00:39:12,266
great so that's starting to look kinda nice
793
00:39:12,266 --> 00:39:16,766
um but I kinda wanna get a little more uh
794
00:39:16,766 --> 00:39:18,533
speculation out of that and I kinda
795
00:39:18,533 --> 00:39:20,900
don't wanna have to go back into 3D to fix it
796
00:39:20,900 --> 00:39:23,066
so if I take a look at this uh
797
00:39:23,366 --> 00:39:24,300
at this spec pass
798
00:39:24,300 --> 00:39:26,466
that's kinda giving me a little bit of what I want
799
00:39:26,566 --> 00:39:28,866
so why don't I just try and
800
00:39:35,366 --> 00:39:37,166
and brighten that up a little bit
801
00:39:37,500 --> 00:39:40,166
there we go now I kind of have little sparklies
802
00:39:40,200 --> 00:39:45,800
um on my whoops on my on my house
803
00:39:46,800 --> 00:39:49,000
maybe mix that back down a little bit
804
00:39:51,066 --> 00:39:51,866
cool
805
00:39:53,500 --> 00:39:55,233
that's starting to look a little spooky
806
00:39:57,300 --> 00:39:58,600
and um
807
00:40:01,800 --> 00:40:02,900
a nice little uh
808
00:40:02,900 --> 00:40:05,500
a nice little trick to take the edge off of uh
809
00:40:06,300 --> 00:40:10,200
off of some of this uh CG is to use a softened node
810
00:40:10,200 --> 00:40:14,033
it's just uh a different type of blur
811
00:40:15,266 --> 00:40:17,466
and it kind of just melts the channels a little bit
812
00:40:17,466 --> 00:40:18,666
and creates a little
813
00:40:19,300 --> 00:40:20,266
well it creates
814
00:40:20,266 --> 00:40:22,133
it softens it basically
815
00:40:22,133 --> 00:40:23,100
it's kind of like a
816
00:40:23,100 --> 00:40:24,366
like this kind of softening
817
00:40:24,366 --> 00:40:26,066
that happens with a soft lens
818
00:40:26,466 --> 00:40:28,500
right now it's a little heavy handed
819
00:40:28,533 --> 00:40:30,766
but if I turn it down to
820
00:40:31,666 --> 00:40:32,700
the right amount
821
00:40:34,133 --> 00:40:36,366
you know we can kind of get a nice effect
822
00:40:36,766 --> 00:40:38,566
so it's a little different than a blur
823
00:40:41,566 --> 00:40:43,233
just turn that on and off
824
00:40:45,133 --> 00:40:45,966
that's nice
825
00:40:45,966 --> 00:40:46,533
so let's say
826
00:40:46,533 --> 00:40:48,800
I wanted to have a little more control over the shadows
827
00:40:48,933 --> 00:40:51,466
well luckily I rendered out a shadow pass as well
828
00:40:52,100 --> 00:40:55,700
it can't really fit neatly anywhere in here right now
829
00:40:55,700 --> 00:40:59,066
so we kind of have to go back into this thing and
830
00:41:00,133 --> 00:41:01,133
and adjust it that way
831
00:41:01,133 --> 00:41:02,900
so let's um
832
00:41:03,000 --> 00:41:06,333
let's first take a look at that shuffle at at that uh
833
00:41:06,333 --> 00:41:07,566
at that shadow pass
834
00:41:07,566 --> 00:41:09,833
and we're gonna wanna use the raw shadow
835
00:41:10,466 --> 00:41:12,866
so this is basically uh
836
00:41:12,866 --> 00:41:14,166
a map that uh
837
00:41:14,166 --> 00:41:15,300
that has the
838
00:41:16,366 --> 00:41:18,666
the shattered areas um
839
00:41:18,900 --> 00:41:23,566
bright and the non shattered areas are dark so um
840
00:41:24,200 --> 00:41:25,400
instead of like
841
00:41:25,400 --> 00:41:27,666
like the way we did shadows in the
842
00:41:27,666 --> 00:41:29,766
in the previous example with the teapot
843
00:41:29,766 --> 00:41:33,366
um we just kind of took that map and made it darker
844
00:41:33,366 --> 00:41:37,100
um we can certainly use this as a mask for the shadows
845
00:41:37,100 --> 00:41:39,000
but rather than doing that um
846
00:41:39,000 --> 00:41:42,266
we kind of wanna use it inside this uh
847
00:41:42,266 --> 00:41:43,400
this assembly
848
00:41:43,533 --> 00:41:46,100
um process so uh
849
00:41:46,766 --> 00:41:49,233
the place that that goes is um
850
00:41:49,466 --> 00:41:50,800
is it modifies the
851
00:41:50,800 --> 00:41:52,633
the raw light pass
852
00:41:52,666 --> 00:41:54,333
so if we add those two together
853
00:41:54,333 --> 00:41:56,066
I can just show you real quick
854
00:41:56,066 --> 00:41:57,300
like if we look here
855
00:41:57,300 --> 00:42:00,333
this area that's in shadow is defined by this area
856
00:42:00,333 --> 00:42:01,900
that's bright in the shadow pass
857
00:42:01,900 --> 00:42:05,166
so if we add those together with a merge node
858
00:42:10,500 --> 00:42:14,500
there now we have the raw light pass without shadows
859
00:42:15,133 --> 00:42:16,266
which is pretty cool
860
00:42:16,500 --> 00:42:19,633
um and then we can um
861
00:42:22,366 --> 00:42:25,100
plug that into our pipeline
862
00:42:29,366 --> 00:42:30,633
don't forget to name it
863
00:42:37,466 --> 00:42:38,566
and look at the bottom
864
00:42:39,366 --> 00:42:40,566
so now our scene doesn't have
865
00:42:40,566 --> 00:42:42,300
any shadows in it whatsoever
866
00:42:43,333 --> 00:42:45,266
so if we wanna dial the shadows up and down
867
00:42:45,266 --> 00:42:48,266
we can just mix that plus back and forth and that kinda
868
00:42:48,266 --> 00:42:49,500
that that'll uh
869
00:42:49,966 --> 00:42:51,900
that'll affect the shadows for us
870
00:42:51,900 --> 00:42:52,900
so we can kinda
871
00:42:53,200 --> 00:42:55,100
change how intense those are
872
00:42:55,300 --> 00:42:57,166
so that's cool um
873
00:42:57,900 --> 00:42:59,933
so that's kind of close to the look that
874
00:42:59,933 --> 00:43:00,766
that we're going for
875
00:43:00,766 --> 00:43:02,066
for the CG element
876
00:43:02,133 --> 00:43:03,466
and this is actually where we're gonna
877
00:43:03,466 --> 00:43:05,533
leave off class 7 um
878
00:43:05,533 --> 00:43:07,933
and we're gonna do the rest of this comp in Class 8
879
00:43:07,933 --> 00:43:11,100
once we've once I've rendered this scene out and
880
00:43:11,200 --> 00:43:12,366
and we have a sequence to look at
881
00:43:12,366 --> 00:43:14,800
cause right now this is just a still um
882
00:43:14,800 --> 00:43:17,833
so in the next class we're going to take this um
883
00:43:17,966 --> 00:43:20,766
this big setup that we've done um
884
00:43:20,900 --> 00:43:22,566
and we're gonna make it into a
885
00:43:22,566 --> 00:43:25,000
gizmo that fits into a pipeline um
886
00:43:25,000 --> 00:43:26,466
and we're also have a special treat
887
00:43:26,466 --> 00:43:28,100
Sean is going to uh
888
00:43:28,100 --> 00:43:30,700
give us give a little presentation on um
889
00:43:30,700 --> 00:43:33,533
this on the render farm that we use at zero um
890
00:43:33,533 --> 00:43:35,500
which we call zinc um
891
00:43:35,500 --> 00:43:37,533
and so he's gonna talk a little bit about that
892
00:43:37,533 --> 00:43:38,366
because we think it's
893
00:43:38,366 --> 00:43:41,766
a pretty cool tool that we've been innovating um
894
00:43:41,866 --> 00:43:43,733
innovating over the past um
895
00:43:43,733 --> 00:43:46,366
over the past many months and uh
896
00:43:46,533 --> 00:43:47,466
we really look forward to
897
00:43:47,466 --> 00:43:48,566
to sharing it with everybody
898
00:43:48,566 --> 00:43:49,733
because it's something that
899
00:43:49,733 --> 00:43:51,166
uh that's gonna go public
900
00:43:51,166 --> 00:43:52,800
uh eventually and uh
901
00:43:52,800 --> 00:43:54,766
hopefully everybody will get to use it
902
00:43:54,766 --> 00:43:56,733
so I hope you've enjoyed the
903
00:43:56,733 --> 00:43:57,500
enjoyed the class
904
00:43:57,500 --> 00:43:59,300
have a little firmer understanding of
905
00:43:59,300 --> 00:44:02,200
of how channels work and how to uh
906
00:44:02,200 --> 00:44:04,566
and how to manipulate them and uh
907
00:44:04,566 --> 00:44:06,100
look forward to the next class
908
00:44:06,100 --> 00:44:07,766
it's gonna be a lot of fun thanks
64566
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