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These are the user uploaded subtitles that are being translated: 1 00:00:05,766 --> 00:00:10,100 hello everybody and welcome to class 7 of Nuke 2 14 2 00:00:10,100 --> 00:00:13,400 class 7 is the first part of a two part class 3 00:00:13,400 --> 00:00:17,600 involving channels and layers in multipass compositing 4 00:00:17,600 --> 00:00:19,700 uh the first class is gonna be a little less 5 00:00:19,700 --> 00:00:21,400 production heavy than uh 6 00:00:21,400 --> 00:00:22,566 than we're used to 7 00:00:22,566 --> 00:00:24,866 but it's really just to get kind of a foundation 8 00:00:24,866 --> 00:00:25,733 and firm understanding of 9 00:00:25,733 --> 00:00:28,900 of what channels are and how nuke works with them 10 00:00:29,000 --> 00:00:32,600 or rather how you can work with them in nuke and uh 11 00:00:32,600 --> 00:00:36,800 really get the most out of the software in order to um 12 00:00:37,000 --> 00:00:40,433 in order to composite efficiently and effectively 13 00:00:40,500 --> 00:00:41,266 and the second part of 14 00:00:41,266 --> 00:00:43,366 the class is gonna be building on all of that knowledge 15 00:00:43,366 --> 00:00:46,500 and all of the knowledge that we've built on so far um 16 00:00:46,500 --> 00:00:49,533 to do some multi pass compositing with some 3D images 17 00:00:49,533 --> 00:00:52,166 that contain a bunch of different render passes that 18 00:00:52,166 --> 00:00:54,766 are common to a lot of different 3D applications 19 00:00:55,000 --> 00:00:56,600 so uh let's just jump right in 20 00:00:56,600 --> 00:00:59,966 um I've just prepared a quick little uh 21 00:00:59,966 --> 00:01:01,200 teapot example 22 00:01:01,200 --> 00:01:03,133 um just to show you that uh 23 00:01:03,133 --> 00:01:05,666 just to show you the basic channels that that new 24 00:01:05,666 --> 00:01:07,300 that new comes with um 25 00:01:07,300 --> 00:01:10,266 the ones that were all used to and the ones that uh 26 00:01:10,366 --> 00:01:13,400 that are common to pretty much every single image uh 27 00:01:13,400 --> 00:01:15,300 format and compositing software 28 00:01:15,300 --> 00:01:15,933 the red green 29 00:01:15,933 --> 00:01:17,300 blue and alpha channels 30 00:01:17,533 --> 00:01:19,066 uh and a channel is 31 00:01:19,066 --> 00:01:20,733 is really just basically a 32 00:01:20,733 --> 00:01:23,500 way of differentiating between different sets of data 33 00:01:23,800 --> 00:01:24,866 um so those red 34 00:01:24,866 --> 00:01:27,633 green and blue channels are the ones that 35 00:01:27,866 --> 00:01:29,466 that new kind of reserves for 36 00:01:29,466 --> 00:01:31,500 the ones that get displayed and 37 00:01:31,533 --> 00:01:34,466 the ones that you're looking at constantly it always 38 00:01:34,766 --> 00:01:36,000 it's always displaying the red 39 00:01:36,000 --> 00:01:37,133 green and blue channels 40 00:01:37,133 --> 00:01:38,866 um by default unless you 41 00:01:38,866 --> 00:01:40,100 you tell otherwise um 42 00:01:40,100 --> 00:01:41,966 but we'll get to that in a little bit 43 00:01:41,966 --> 00:01:43,166 so if I quickly 44 00:01:43,166 --> 00:01:44,866 use the hot keys and jump between the red 45 00:01:44,866 --> 00:01:45,733 green and blue channels 46 00:01:45,733 --> 00:01:46,800 I've split up the 47 00:01:46,800 --> 00:01:48,100 the teapot into its red 48 00:01:48,100 --> 00:01:49,200 green and blue channels and 49 00:01:49,200 --> 00:01:51,900 and laid them out on some cards just so we can see them 50 00:01:52,166 --> 00:01:54,866 and I also went ahead and made 51 00:01:55,933 --> 00:01:57,600 an alpha channel for the teapot 52 00:01:57,966 --> 00:01:59,433 so that we can discuss 53 00:02:00,466 --> 00:02:02,600 discuss a little easier so 54 00:02:03,933 --> 00:02:05,966 so anyway let's just take a look at the 55 00:02:05,966 --> 00:02:08,466 at the teapot here um 56 00:02:08,666 --> 00:02:11,666 and so what I've done is I've used a Kia to 57 00:02:11,666 --> 00:02:13,400 to generate an alpha channel 58 00:02:13,700 --> 00:02:15,400 um that we used to 59 00:02:15,400 --> 00:02:16,533 and then a roto node 60 00:02:16,533 --> 00:02:19,366 just to generate a quick garbage mat of uh 61 00:02:19,366 --> 00:02:20,500 of the inside of the teapot 62 00:02:20,500 --> 00:02:23,533 so we have a solid channel to deal with and uh 63 00:02:23,533 --> 00:02:26,066 so the first thing that we use all the time 64 00:02:26,066 --> 00:02:28,633 um it's called the pre melted node um 65 00:02:28,966 --> 00:02:30,466 and actually uh 66 00:02:31,166 --> 00:02:33,666 this is also kind of prompted uh 67 00:02:34,266 --> 00:02:36,466 from some of the discussions that we've been having on 68 00:02:36,466 --> 00:02:38,266 the forums involving um 69 00:02:38,266 --> 00:02:40,666 overs and pre multiplies and stuff like that 70 00:02:40,700 --> 00:02:43,400 um so this is a great example of what 71 00:02:43,400 --> 00:02:46,066 pre multiply actually does is it uh 72 00:02:46,066 --> 00:02:48,566 it takes the RGB channels that uh 73 00:02:48,566 --> 00:02:50,666 that we have coming from our image red 74 00:02:50,666 --> 00:02:51,600 green and blue 75 00:02:51,666 --> 00:02:54,666 and it multiplies them by the alpha channel which uh 76 00:02:54,666 --> 00:02:56,266 which I have to find with that Kia 77 00:02:56,400 --> 00:02:58,766 so uh if we zoom in really close here 78 00:02:58,766 --> 00:03:01,066 where this alpha channel is uh 79 00:03:01,066 --> 00:03:02,633 is one right here 80 00:03:03,133 --> 00:03:05,233 um and the uh 81 00:03:05,300 --> 00:03:07,966 and the RGB channels are point five 82 00:03:07,966 --> 00:03:10,000 point four and point four 83 00:03:10,133 --> 00:03:12,433 um since that alpha channel is one 84 00:03:12,966 --> 00:03:15,500 oops um when we pre multiply it 85 00:03:15,500 --> 00:03:19,100 those RGB values stay exactly the same however 86 00:03:19,100 --> 00:03:21,166 uh let's pick a point um 87 00:03:21,500 --> 00:03:23,500 where our alpha is 88 00:03:23,500 --> 00:03:24,200 okay right here 89 00:03:24,200 --> 00:03:25,400 point zero four 90 00:03:25,400 --> 00:03:27,166 so what it's going to do when I go through 91 00:03:27,166 --> 00:03:28,300 the pre multiply node 92 00:03:28,300 --> 00:03:31,566 is it's actually going to multiply each one of these 93 00:03:31,566 --> 00:03:33,733 RGB values by point zero four 94 00:03:33,733 --> 00:03:34,966 so as you can imagine 95 00:03:34,966 --> 00:03:36,966 it's probably gonna get pretty dark 96 00:03:37,133 --> 00:03:39,000 um so here we have yeah 97 00:03:39,000 --> 00:03:39,900 point zero three 98 00:03:39,900 --> 00:03:40,566 point zero three 99 00:03:40,566 --> 00:03:43,466 point zero three from what used to be point eight 100 00:03:43,466 --> 00:03:43,966 point eight 101 00:03:43,966 --> 00:03:44,800 point eight 102 00:03:45,200 --> 00:03:45,966 so that's just 103 00:03:45,966 --> 00:03:46,966 uh you know 104 00:03:46,966 --> 00:03:48,733 that's exactly what pre multiply is doing 105 00:03:48,733 --> 00:03:49,933 it's just multiplication 106 00:03:49,933 --> 00:03:51,000 if you go into the node 107 00:03:51,000 --> 00:03:53,800 you can see that it's saying um 108 00:03:53,800 --> 00:03:55,733 the multiply option here is 109 00:03:55,733 --> 00:03:57,766 which channels would you like to multiply 110 00:03:58,700 --> 00:03:59,300 in this case 111 00:03:59,300 --> 00:04:00,500 the RGB channels 112 00:04:00,733 --> 00:04:03,600 and which channel would you like to multiply it by 113 00:04:04,000 --> 00:04:05,000 the alpha channel 114 00:04:05,000 --> 00:04:05,900 so that's the 115 00:04:05,900 --> 00:04:07,300 that's the most basic way 116 00:04:07,300 --> 00:04:09,300 um to use a pre multiply note 117 00:04:09,300 --> 00:04:12,400 and then if we wanted to put it over oops 118 00:04:12,400 --> 00:04:15,500 if we wanted to put it over something like uh 119 00:04:17,400 --> 00:04:22,800 a big red something for instance we use the merge node 120 00:04:25,933 --> 00:04:29,733 and uh let's just make it the same format as our image 121 00:04:29,733 --> 00:04:33,166 here we go so if we look at that now um 122 00:04:33,166 --> 00:04:37,233 it's put that pre multiplied image over the uh 123 00:04:37,933 --> 00:04:40,266 uh over the red background 124 00:04:40,400 --> 00:04:43,300 uh if we plug that into the non pre multiplied version 125 00:04:43,566 --> 00:04:44,466 since it doesn't 126 00:04:44,466 --> 00:04:46,100 it's not pre multiplied yet 127 00:04:46,266 --> 00:04:49,166 it's putting the entire image over over the uh 128 00:04:49,166 --> 00:04:50,066 over the red 129 00:04:50,133 --> 00:04:51,600 um so that's why the 130 00:04:51,600 --> 00:04:53,000 the merge doesn't work properly 131 00:04:53,000 --> 00:04:54,833 unless you pre multiply first 132 00:04:55,000 --> 00:04:58,666 um cause if we look at the tool tip 133 00:04:58,766 --> 00:05:00,766 the over is doing oops 134 00:05:02,733 --> 00:05:04,300 the over is doing um 135 00:05:04,300 --> 00:05:07,166 where's over there it is a plus b times 1 minus a 136 00:05:07,166 --> 00:05:09,366 so it's uh before it does anything 137 00:05:09,366 --> 00:05:11,066 remember your order of operations 138 00:05:11,066 --> 00:05:13,100 um pemdas um 139 00:05:13,100 --> 00:05:14,100 parentheses 140 00:05:14,333 --> 00:05:15,833 um multiplication 141 00:05:16,600 --> 00:05:18,100 um division 142 00:05:18,133 --> 00:05:20,300 addition and subtraction 143 00:05:20,400 --> 00:05:22,466 so um what it's doing first is 144 00:05:22,466 --> 00:05:24,333 the multiplication inside that parentheses 145 00:05:24,333 --> 00:05:25,866 so 1 times a 146 00:05:25,900 --> 00:05:28,566 so um excuse me 147 00:05:28,566 --> 00:05:29,500 so 1 minus a 148 00:05:29,500 --> 00:05:32,633 so it's taking the basically the inverse of the alpha 149 00:05:33,600 --> 00:05:36,200 and then multiplying the product of a and B 150 00:05:36,200 --> 00:05:36,900 or excuse me 151 00:05:36,900 --> 00:05:38,100 the sum of a and B 152 00:05:39,466 --> 00:05:41,566 so then what I've done is uh 153 00:05:41,566 --> 00:05:45,500 is I've split it up into its constituent elements 154 00:05:45,500 --> 00:05:46,333 if you will 155 00:05:46,333 --> 00:05:50,700 um so this shuffle um just takes the red channel and uh 156 00:05:50,700 --> 00:05:52,766 gets rid of everything else except the alpha channel 157 00:05:52,766 --> 00:05:56,133 so now I've I've just got my red and this 158 00:05:56,133 --> 00:06:00,366 shuffle does the green and this shuffle does the blue 159 00:06:01,133 --> 00:06:04,966 and then I just put them all on cards and laid them out 160 00:06:06,500 --> 00:06:08,033 and then if we do a plus 161 00:06:08,800 --> 00:06:10,933 we can see them on top of each other like that 162 00:06:10,933 --> 00:06:12,633 so if I were to 163 00:06:13,400 --> 00:06:14,400 get rid of these 164 00:06:14,466 --> 00:06:17,400 cards and just so we're looking at it in 2D again 165 00:06:18,133 --> 00:06:19,533 it's basically going to look 166 00:06:19,533 --> 00:06:21,900 if I just add them all back together 167 00:06:22,533 --> 00:06:25,300 we get uh the exact same image 168 00:06:25,700 --> 00:06:26,866 so just as an example 169 00:06:26,866 --> 00:06:29,600 let's try and uh isolate those leaves and uh 170 00:06:29,600 --> 00:06:33,600 and grade them so I'm gonna make a new roto node and uh 171 00:06:34,600 --> 00:06:38,800 just uh wrote all these uh wrote all these green bits 172 00:06:48,166 --> 00:06:49,600 just for now so I can see through it 173 00:06:49,600 --> 00:06:51,033 I'm gonna change it to alpha 174 00:07:12,200 --> 00:07:14,366 and do the next leaf 175 00:07:31,000 --> 00:07:32,266 and The Last Leaf 176 00:07:48,000 --> 00:07:51,600 cool so now that's going on top of the alpha channel 177 00:07:51,600 --> 00:07:52,466 that exists already 178 00:07:52,466 --> 00:07:53,800 so we can't see it quite yet 179 00:07:53,800 --> 00:07:55,066 but instead of 180 00:07:55,166 --> 00:07:56,533 outputing to the alpha channel 181 00:07:56,533 --> 00:07:58,000 I'm gonna tell it to 182 00:07:58,166 --> 00:08:00,700 output to a new layer 183 00:08:02,133 --> 00:08:03,500 so we're gonna make it 184 00:08:05,266 --> 00:08:07,400 leaves dot mat 185 00:08:08,466 --> 00:08:10,933 cool so if I I still can't see it 186 00:08:10,933 --> 00:08:11,966 so if I wanna look at it 187 00:08:11,966 --> 00:08:14,366 I can use these menus in the upper left 188 00:08:14,366 --> 00:08:16,166 and this is the uh 189 00:08:16,533 --> 00:08:19,133 these three things choose which layer and which channel 190 00:08:19,133 --> 00:08:20,366 your viewer is looking at 191 00:08:20,366 --> 00:08:23,566 so if I go to leaves now you can see it's uh 192 00:08:23,566 --> 00:08:25,300 it's highlighting in red 193 00:08:25,300 --> 00:08:28,866 it takes the first channel that exists in uh 194 00:08:28,866 --> 00:08:31,366 that particular layer and assigns it red 195 00:08:31,400 --> 00:08:32,533 the second layer 196 00:08:32,533 --> 00:08:34,466 the second channel in that layer will be green 197 00:08:34,466 --> 00:08:36,766 and the third will be blue um 198 00:08:37,100 --> 00:08:38,533 and that's just in terms of reviewer 199 00:08:38,533 --> 00:08:40,066 it doesn't actually um 200 00:08:40,066 --> 00:08:41,900 mean anything in terms of um 201 00:08:41,900 --> 00:08:42,966 how it actually outputs 202 00:08:42,966 --> 00:08:44,000 but that's just how new 203 00:08:44,000 --> 00:08:45,100 uh likes to look at 204 00:08:45,100 --> 00:08:46,900 at channels inside of a layer 205 00:08:46,900 --> 00:08:48,466 so anyway um 206 00:08:48,533 --> 00:08:49,800 now we have our leaves mat 207 00:08:49,800 --> 00:08:53,033 um existing on its own layer and its own channel 208 00:08:53,166 --> 00:08:55,266 I'll switch back to RGBA 209 00:08:56,500 --> 00:09:01,100 and uh now if I wanna change the color of that stuff um 210 00:09:01,100 --> 00:09:04,733 I can just instead of dragging a new mask input and uh 211 00:09:04,733 --> 00:09:06,100 and setting it up the way we're used to 212 00:09:06,100 --> 00:09:07,900 kinda something like uh 213 00:09:07,900 --> 00:09:09,166 something like that 214 00:09:09,533 --> 00:09:12,266 um if that were still the uh 215 00:09:13,166 --> 00:09:14,100 alpha channel 216 00:09:15,500 --> 00:09:17,100 um so we can 217 00:09:17,100 --> 00:09:19,000 you know crank on it that way um 218 00:09:19,000 --> 00:09:19,900 but instead of doing that 219 00:09:19,900 --> 00:09:21,733 because that can kinda get a little messy 220 00:09:21,733 --> 00:09:24,566 and makes your comps big um 221 00:09:25,200 --> 00:09:28,233 I'm gonna go back and put it in line and uh 222 00:09:29,300 --> 00:09:33,566 assign it to output to the leaves layer 223 00:09:34,100 --> 00:09:38,000 and then in the mask input without dragging a new um 224 00:09:38,000 --> 00:09:39,700 without dragging that arrow out 225 00:09:39,866 --> 00:09:40,900 uh into another note 226 00:09:40,900 --> 00:09:43,133 I'm gonna tell it to use the leaves channel 227 00:09:43,133 --> 00:09:47,100 that exists in this pipe as the mask for that grade 228 00:09:47,100 --> 00:09:49,666 so now I can push and pull on those uh 229 00:09:50,066 --> 00:09:51,166 on those leaves all I want 230 00:09:51,166 --> 00:09:55,633 make them warmer or bluer or more red or whatever 231 00:09:55,766 --> 00:09:56,600 reds reds nice 232 00:09:56,600 --> 00:09:58,133 let's do that um 233 00:09:58,133 --> 00:10:00,266 so there we go now uh 234 00:10:00,866 --> 00:10:04,200 you can also manipulate that channel um 235 00:10:04,200 --> 00:10:06,266 let's do that before it goes into the grade 236 00:10:06,266 --> 00:10:08,133 so instead of grading the RGB channels 237 00:10:08,133 --> 00:10:12,866 I'm gonna tell it to grade the leaves channel and uh 238 00:10:13,500 --> 00:10:14,400 if you do that 239 00:10:14,400 --> 00:10:14,933 you can see it 240 00:10:14,933 --> 00:10:16,533 it changes um 241 00:10:16,533 --> 00:10:19,400 it changes the map before it gets into the uh 242 00:10:20,133 --> 00:10:23,700 into the grade that's grading the RGB channels 243 00:10:23,766 --> 00:10:26,133 so let's you can also do that with 244 00:10:26,133 --> 00:10:28,766 with all kinds of other nodes that operate on channels 245 00:10:28,766 --> 00:10:30,400 which is basically all of them 246 00:10:30,400 --> 00:10:33,000 so in for with a filter 247 00:10:33,000 --> 00:10:34,033 a road node 248 00:10:34,800 --> 00:10:39,033 we can erode that channel up or down 249 00:10:39,366 --> 00:10:41,766 depending on what the situation demands before it 250 00:10:41,766 --> 00:10:44,400 gets into the grade that way too so 251 00:10:45,100 --> 00:10:46,333 so I definitely encourage you to 252 00:10:46,333 --> 00:10:48,566 to try and work this way as much as possible 253 00:10:48,566 --> 00:10:50,966 it makes your comps way cleaner and way 254 00:10:50,966 --> 00:10:53,400 way easier to understand and it uh 255 00:10:53,400 --> 00:10:55,100 it nicely puts um 256 00:10:55,100 --> 00:10:56,933 what it's doing in the tool tip or 257 00:10:56,933 --> 00:10:58,266 or in the uh 258 00:10:58,766 --> 00:11:00,200 in the title of the node 259 00:11:00,200 --> 00:11:03,733 so you can see that the 1 in parentheses um 260 00:11:03,733 --> 00:11:05,366 is the one it's operating on 261 00:11:05,866 --> 00:11:07,600 or the one that it's outputting to 262 00:11:07,866 --> 00:11:10,500 and this when there's a slash in there 263 00:11:10,500 --> 00:11:14,600 that means it's being masked by particular channel um 264 00:11:15,266 --> 00:11:16,700 and if you invert that 265 00:11:16,700 --> 00:11:18,466 it puts a little tilde in front of it 266 00:11:18,466 --> 00:11:19,700 um in front of the mask 267 00:11:19,700 --> 00:11:20,900 so you can see that it's 268 00:11:20,900 --> 00:11:21,866 um you know 269 00:11:21,866 --> 00:11:24,600 it's inverting the mat and using that to uh 270 00:11:24,600 --> 00:11:25,700 to be the mask 271 00:11:32,133 --> 00:11:34,300 so now let's just have a little fun and uh 272 00:11:34,300 --> 00:11:36,066 I just found it a little table image 273 00:11:36,066 --> 00:11:37,700 and let's put that on uh 274 00:11:37,933 --> 00:11:40,000 on top of it uh 275 00:11:41,800 --> 00:11:43,600 so the great thing about leaving 276 00:11:43,600 --> 00:11:47,200 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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