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These are the user uploaded subtitles that are being translated: 1 00:00:05,666 --> 00:00:06,600 hello everybody 2 00:00:06,600 --> 00:00:10,200 and welcome to class 8 of Nuke 2 14 3 00:00:10,533 --> 00:00:13,166 uh this is a continuation of class 7 4 00:00:13,166 --> 00:00:14,500 which was on multipass 5 00:00:14,500 --> 00:00:16,566 compositing and channel management 6 00:00:17,100 --> 00:00:19,866 so before we pick up where we left off last class 7 00:00:19,900 --> 00:00:23,266 we're going to have a short presentation from Sean uh 8 00:00:23,266 --> 00:00:25,233 about the render manager 9 00:00:25,300 --> 00:00:27,466 and render farm that we use at zero 10 00:00:27,566 --> 00:00:28,433 called zinc 11 00:00:28,666 --> 00:00:30,500 so uh I'm just gonna 12 00:00:30,700 --> 00:00:32,733 hand it off to Sean and uh 13 00:00:32,733 --> 00:00:35,133 meet you back here after after that 14 00:00:35,133 --> 00:00:35,700 hello everyone 15 00:00:35,700 --> 00:00:37,066 this is Sean Devereux 16 00:00:37,466 --> 00:00:39,100 coming in for a 17 00:00:39,366 --> 00:00:41,766 quick look at rendering and really 18 00:00:41,766 --> 00:00:44,000 the collaboration involved with rendering on any job 19 00:00:44,500 --> 00:00:46,766 it's been a lot of fun and a very unique experience 20 00:00:46,766 --> 00:00:48,466 for me to be behind the scenes this term 21 00:00:48,733 --> 00:00:50,433 but I really enjoyed 22 00:00:50,533 --> 00:00:52,266 watching Jeremy's and Charles classes 23 00:00:52,266 --> 00:00:52,933 they've been 24 00:00:52,933 --> 00:00:53,600 truly great 25 00:00:53,600 --> 00:00:56,200 and I'm glad I'm a small part of it this term and 26 00:00:56,400 --> 00:00:58,433 still keep my eye close in the forums and 27 00:00:58,933 --> 00:01:00,566 really seeing the great feedback and questions 28 00:01:00,566 --> 00:01:01,100 you guys are asking 29 00:01:01,100 --> 00:01:02,533 it's been a great term so far 30 00:01:02,533 --> 00:01:03,933 so to get started 31 00:01:03,933 --> 00:01:06,366 let's just mention briefly what rendering software is 32 00:01:06,366 --> 00:01:08,366 so when you render something 33 00:01:09,066 --> 00:01:10,266 you can do it locally on your own machine 34 00:01:10,266 --> 00:01:11,666 which I'm sure a lot of us do 35 00:01:11,966 --> 00:01:13,800 um but for most studios you need 36 00:01:13,800 --> 00:01:15,600 the ability to render on lots of different machines 37 00:01:15,600 --> 00:01:17,400 that aren't the artist workstations 38 00:01:17,400 --> 00:01:18,066 and for that 39 00:01:18,066 --> 00:01:20,366 you need render management and you need the machines 40 00:01:20,366 --> 00:01:23,000 so before we get into what zero uses 41 00:01:23,000 --> 00:01:23,866 which is zinc 42 00:01:23,900 --> 00:01:24,966 I'll just introduce you guys to a 43 00:01:24,966 --> 00:01:26,700 couple of the websites where you can find 44 00:01:26,700 --> 00:01:28,400 some of the other render managers 45 00:01:28,400 --> 00:01:30,166 so you have Pixar's tractor 46 00:01:30,166 --> 00:01:33,366 which is been internal with Pixar for quite some time 47 00:01:33,366 --> 00:01:35,300 but only recently released publicly 48 00:01:35,500 --> 00:01:36,133 very powerful 49 00:01:36,133 --> 00:01:37,933 made for massive massive 50 00:01:37,933 --> 00:01:39,266 massive render farms 51 00:01:39,700 --> 00:01:40,966 and very powerful tool 52 00:01:40,966 --> 00:01:42,966 you have deadline 5 53 00:01:42,966 --> 00:01:44,266 which is very popular 54 00:01:44,266 --> 00:01:45,900 and I've used it many different studios 55 00:01:45,900 --> 00:01:47,533 I've worked in the past very 56 00:01:47,533 --> 00:01:50,066 very good tool at managing all your local resources 57 00:01:50,566 --> 00:01:51,500 and then there's Q 58 00:01:51,500 --> 00:01:53,000 which is also um very 59 00:01:53,000 --> 00:01:55,266 very powerful and been around for quite some time 60 00:01:55,266 --> 00:01:56,900 one of the first publicly available render managers 61 00:01:56,900 --> 00:01:58,900 I believe so there's others 62 00:01:58,900 --> 00:02:00,933 there is stuff out there for those of you that are 63 00:02:00,933 --> 00:02:03,366 looking to start your own studio and need guidance 64 00:02:03,733 --> 00:02:05,200 but today we're gonna talk about zinc 65 00:02:05,766 --> 00:02:06,966 and go over briefly 66 00:02:07,000 --> 00:02:07,700 for full disclosure 67 00:02:07,700 --> 00:02:08,866 I should mention that 68 00:02:09,966 --> 00:02:10,600 a company I own 69 00:02:10,600 --> 00:02:11,366 also Creates 70 00:02:11,366 --> 00:02:12,400 Inc it was a 71 00:02:12,700 --> 00:02:14,033 initially created at zero 72 00:02:14,166 --> 00:02:16,100 and it was so successful for us that we've 73 00:02:16,100 --> 00:02:17,266 started a new company 74 00:02:17,466 --> 00:02:19,166 to offer zinc to the public 75 00:02:19,166 --> 00:02:21,200 and it should be available publicly for all 76 00:02:21,200 --> 00:02:23,400 um by the end of 2011 77 00:02:23,533 --> 00:02:24,266 and currently 78 00:02:24,266 --> 00:02:25,433 if you go to 79 00:02:25,500 --> 00:02:26,266 Zinc Render 80 00:02:26,266 --> 00:02:27,100 com you can 81 00:02:27,266 --> 00:02:28,566 sign up to be invited to use it 82 00:02:28,566 --> 00:02:30,200 we're doing right now invitation only users 83 00:02:30,200 --> 00:02:31,200 so we can kind of 84 00:02:31,200 --> 00:02:32,900 grow the product organically and 85 00:02:33,066 --> 00:02:34,666 make sure we can fill all our customers needs 86 00:02:34,666 --> 00:02:36,233 before we roll out 87 00:02:36,266 --> 00:02:37,366 to the entire world 88 00:02:37,400 --> 00:02:39,300 so what we're looking at is zinc 89 00:02:39,300 --> 00:02:40,366 is 0 V effects 90 00:02:40,366 --> 00:02:41,366 account of zinc 91 00:02:41,366 --> 00:02:42,000 and when you launch it 92 00:02:42,000 --> 00:02:42,900 it's very basic 93 00:02:42,900 --> 00:02:43,666 kind of like new kids 94 00:02:43,666 --> 00:02:45,233 there's nothing really to look at right away 95 00:02:45,600 --> 00:02:48,500 so we have the ability here to show completed jobs 96 00:02:48,500 --> 00:02:50,000 and you can see now we have 97 00:02:50,000 --> 00:02:51,700 all the different jobs that we've launched 98 00:02:52,000 --> 00:02:53,700 since this last development cycle and 99 00:02:53,966 --> 00:02:56,033 I can go ahead and expand this down 100 00:02:57,133 --> 00:02:58,200 you can see this is our 101 00:02:58,300 --> 00:03:00,466 list of jobs that have been run 102 00:03:00,900 --> 00:03:02,966 and let's go and click on one of those 103 00:03:03,066 --> 00:03:05,500 and you'll see on the right is 104 00:03:06,966 --> 00:03:08,000 finished job that was 105 00:03:08,000 --> 00:03:08,733 this was a very quick one 106 00:03:08,733 --> 00:03:10,466 only had one instance being 107 00:03:10,466 --> 00:03:13,266 or two instances being used as you can see here and 108 00:03:14,100 --> 00:03:15,333 the frames are under 15 frame trucks 109 00:03:15,333 --> 00:03:17,266 so not a very long job 110 00:03:17,300 --> 00:03:18,900 um but it was all done on the farm 111 00:03:18,900 --> 00:03:21,966 and the CPUs that zinc uses are on the cloud 112 00:03:22,133 --> 00:03:24,900 so there's no local assets at zero 113 00:03:25,100 --> 00:03:27,400 um but when we kick off a job 114 00:03:27,400 --> 00:03:29,766 it checks or it checks the 115 00:03:29,766 --> 00:03:31,600 files to see if it needs to upload them 116 00:03:31,600 --> 00:03:33,166 if they're not already on the cloud 117 00:03:33,300 --> 00:03:35,766 and if they already on the cloud it simply renders 118 00:03:35,800 --> 00:03:37,366 and I'll show you guys that in a second 119 00:03:37,533 --> 00:03:39,100 so here's where all the job details will be 120 00:03:39,100 --> 00:03:40,700 they'll tell you what the actual script name 121 00:03:40,700 --> 00:03:41,600 it's running 122 00:03:41,600 --> 00:03:43,266 it'll tell you the software 123 00:03:43,700 --> 00:03:44,866 what it was created etcetera 124 00:03:44,866 --> 00:03:47,366 how many instances or render nodes it's currently using 125 00:03:48,066 --> 00:03:49,133 and of course 126 00:03:49,133 --> 00:03:49,800 at this point it's done 127 00:03:49,800 --> 00:03:51,600 but we have status bars here for the upload 128 00:03:51,600 --> 00:03:52,600 and the render 129 00:03:52,766 --> 00:03:54,200 and I'll go into a little bit more detail thereafter 130 00:03:54,200 --> 00:03:56,433 so what here on the right is our job details window 131 00:03:56,566 --> 00:03:58,266 on the left is our jobs window 132 00:03:59,133 --> 00:04:00,133 and down here 133 00:04:00,133 --> 00:04:02,200 all those nothing in there right now is our instances 134 00:04:02,200 --> 00:04:03,533 this is what actually render 135 00:04:03,533 --> 00:04:05,000 this would show us if we had 136 00:04:05,333 --> 00:04:06,900 several instances rendering 137 00:04:06,900 --> 00:04:07,866 say hundreds even 138 00:04:07,866 --> 00:04:09,733 they would all be listed here as individual machines 139 00:04:09,733 --> 00:04:11,300 and we would see what job they're working on 140 00:04:11,300 --> 00:04:13,033 I'll show you guys that in a second as well 141 00:04:13,666 --> 00:04:15,633 so if we go ahead and 142 00:04:16,500 --> 00:04:17,833 look at a different job 143 00:04:19,133 --> 00:04:21,166 you'll see this is a my 2,011 job 144 00:04:21,166 --> 00:04:22,033 for example 145 00:04:22,200 --> 00:04:23,266 and the renderers V Ray 146 00:04:23,266 --> 00:04:24,300 as we can see here 147 00:04:25,266 --> 00:04:26,700 and now because it's on the cloud 148 00:04:26,700 --> 00:04:29,066 we always have to upload the files 149 00:04:29,066 --> 00:04:31,200 and away we've got around the band with for that 150 00:04:31,200 --> 00:04:32,900 because obviously every time you 151 00:04:33,166 --> 00:04:34,133 if you had to wait for uploading 152 00:04:34,133 --> 00:04:35,266 every time you had to render 153 00:04:35,466 --> 00:04:36,933 you know most cases are a lot of cases 154 00:04:36,933 --> 00:04:38,400 the render will be done before the uploads done 155 00:04:38,400 --> 00:04:39,533 depending how big the files are 156 00:04:39,533 --> 00:04:40,800 especially for 2D jobs 157 00:04:40,800 --> 00:04:42,666 and we do use this for nuke as well 158 00:04:42,700 --> 00:04:44,700 so we created this function called upload only 159 00:04:44,700 --> 00:04:45,966 or upload files 160 00:04:46,100 --> 00:04:47,266 and if I click on that 161 00:04:47,266 --> 00:04:49,300 I simply browse to a 162 00:04:51,866 --> 00:04:53,266 new script or my script 163 00:04:56,500 --> 00:04:57,500 right here is good 164 00:04:57,800 --> 00:04:59,233 and I'm gonna go ahead and click upload 165 00:05:01,133 --> 00:05:02,700 and a job will appear right at the top 166 00:05:03,000 --> 00:05:04,166 and you'll see that it's 167 00:05:04,166 --> 00:05:05,900 the status bar is already fully green 168 00:05:05,966 --> 00:05:07,500 because it doesn't have to upload anything 169 00:05:07,500 --> 00:05:08,700 we've already uploaded all the files 170 00:05:08,700 --> 00:05:09,833 social with this job 171 00:05:10,000 --> 00:05:13,066 and what we typically do when a job starts 172 00:05:13,166 --> 00:05:14,200 either have a coordinator 173 00:05:14,200 --> 00:05:16,100 production coordinator or the artist themselves 174 00:05:16,266 --> 00:05:18,500 read all the images or plates that we need into nuke 175 00:05:18,500 --> 00:05:21,466 or Maya if there are Maya artist and launch 176 00:05:21,466 --> 00:05:22,133 save that script 177 00:05:22,133 --> 00:05:23,300 and then do the upload job 178 00:05:23,300 --> 00:05:24,500 so that everything will be uploaded 179 00:05:24,500 --> 00:05:25,700 so by the time that 180 00:05:26,066 --> 00:05:26,866 we're ready to render 181 00:05:26,866 --> 00:05:27,600 everything's been uploaded 182 00:05:27,600 --> 00:05:28,866 so even if for example 183 00:05:28,866 --> 00:05:30,333 if you're working on a new comp and you 184 00:05:30,333 --> 00:05:32,666 have three or four layers of photographs plates 185 00:05:32,766 --> 00:05:34,000 if you start that upload job 186 00:05:34,000 --> 00:05:35,333 by the time you've done your comp work 187 00:05:35,333 --> 00:05:36,100 and you're ready to render 188 00:05:36,100 --> 00:05:37,333 say three or four hours later 189 00:05:37,333 --> 00:05:38,366 your first version 190 00:05:38,533 --> 00:05:39,633 the upload's complete 191 00:05:39,700 --> 00:05:42,100 and you're ready to just start and start grabbing CPU 192 00:05:42,100 --> 00:05:43,666 so you can see this job's already marked is done 193 00:05:43,666 --> 00:05:45,300 because all I did was check to see 194 00:05:45,500 --> 00:05:47,200 that these frames were up there 195 00:05:47,200 --> 00:05:50,000 and if we look at our job controls and see our job log 196 00:05:50,066 --> 00:05:52,000 it'll tell us what files were updated 197 00:05:52,133 --> 00:05:53,900 and what files were confirmed 198 00:05:53,900 --> 00:05:55,833 so it says it detected an image sequence 199 00:05:56,466 --> 00:05:59,000 and detected several image sequences 200 00:05:59,000 --> 00:06:00,466 and just confirmed they were all there 201 00:06:00,600 --> 00:06:01,866 it found one changed file 202 00:06:01,866 --> 00:06:03,466 which was the actual new script itself 203 00:06:03,466 --> 00:06:04,566 which would make sense 204 00:06:04,866 --> 00:06:06,766 cause it was saved after the last render 205 00:06:07,066 --> 00:06:08,200 and everything was there 206 00:06:08,200 --> 00:06:10,266 so it uploaded that one file and it's done 207 00:06:11,766 --> 00:06:13,366 so although we pre uploaded the files 208 00:06:13,366 --> 00:06:15,966 we don't necessarily have to um 209 00:06:15,966 --> 00:06:17,133 if it was a CG job 210 00:06:17,133 --> 00:06:17,466 for example 211 00:06:17,466 --> 00:06:18,466 Maya and the only 212 00:06:18,466 --> 00:06:19,733 you might only have textures 213 00:06:19,733 --> 00:06:20,333 if anything at all 214 00:06:20,333 --> 00:06:22,566 to upload beyond the actual mycing itself 215 00:06:22,566 --> 00:06:25,200 so you don't have to do a separate upload 216 00:06:25,733 --> 00:06:26,733 the launch job 217 00:06:26,733 --> 00:06:27,800 as you'll see here 218 00:06:27,900 --> 00:06:29,600 will do all the upload for you but again 219 00:06:29,600 --> 00:06:30,700 if it's a lot of fast upload 220 00:06:30,700 --> 00:06:32,666 you're gonna wait hours for your editor to start 221 00:06:32,766 --> 00:06:35,600 where if you hadn't uploaded them first obviously 222 00:06:35,600 --> 00:06:37,566 you can just get right away if they're already uploaded 223 00:06:37,566 --> 00:06:40,666 so I'm gonna go back and launch a comp now 224 00:06:40,666 --> 00:06:41,566 that actually Jeremy did 225 00:06:41,566 --> 00:06:42,800 so it's in his work directory 226 00:06:43,533 --> 00:06:46,200 go ahead and grab this and you'll see that um 227 00:06:46,200 --> 00:06:47,766 this is a new scripted audio text 228 00:06:47,766 --> 00:06:50,033 whether you're giving a new script or my script 229 00:06:50,166 --> 00:06:51,066 and I have the choice of 230 00:06:51,066 --> 00:06:53,533 how many instances I want to run um 231 00:06:53,533 --> 00:06:54,566 this is just demo purposes 232 00:06:54,566 --> 00:06:55,766 so I'm just gonna give it uh 233 00:06:55,766 --> 00:06:58,600 5 and I have two flavors currently uh 234 00:06:58,800 --> 00:07:01,866 8 cores at 2.5 gigahertz with 7 gigabytes of RAM 235 00:07:01,866 --> 00:07:06,566 or 8 cores with 68 gigabytes of RAM at 3.25 gigahertz 236 00:07:06,566 --> 00:07:07,866 this is a relatively light job 237 00:07:07,866 --> 00:07:09,400 so I'm gonna go ahead and keep it at the 238 00:07:09,600 --> 00:07:11,766 7 gigs of RAM and a little bit less power 239 00:07:11,766 --> 00:07:14,300 uh gigahertz wise um 240 00:07:14,500 --> 00:07:16,100 the difference between zinc and 241 00:07:16,500 --> 00:07:19,733 the other random managers I mentioned is that 0 242 00:07:19,733 --> 00:07:21,400 this isn't using its own local render farm 243 00:07:21,400 --> 00:07:22,666 it's using renders 244 00:07:22,966 --> 00:07:24,366 render machines on the cloud 245 00:07:24,566 --> 00:07:27,066 and we only pay for them as we use them 246 00:07:27,133 --> 00:07:29,100 so that's why there's even the option of 247 00:07:29,100 --> 00:07:30,200 the slow machine or faster machine 248 00:07:30,200 --> 00:07:32,766 because the faster machine is slightly more expensive 249 00:07:33,466 --> 00:07:34,533 and in this case just not need it 250 00:07:34,533 --> 00:07:36,966 so we'll go ahead and go with the lower cost machines 251 00:07:37,600 --> 00:07:38,700 the frame range is correct 252 00:07:38,700 --> 00:07:40,300 I'll frame step it every 253 00:07:40,300 --> 00:07:40,800 every frame 254 00:07:40,800 --> 00:07:41,600 which is fine 255 00:07:41,733 --> 00:07:43,700 I if I had multiple right notes in here 256 00:07:43,700 --> 00:07:45,400 I could select one or all of them 257 00:07:45,500 --> 00:07:47,366 and I'm gonna just go ahead and select the node 258 00:07:47,366 --> 00:07:49,300 and I'll keep the chunk size at actually 259 00:07:49,300 --> 00:07:51,433 just keep the chunk size of gonna chunk size to 2 260 00:07:51,933 --> 00:07:53,466 and I'm gonna go ahead and watch the job 261 00:07:56,600 --> 00:07:57,700 and you'll see right at the top 262 00:07:57,700 --> 00:07:59,300 it should appear right here really quickly 263 00:07:59,300 --> 00:08:00,366 so it already has 264 00:08:00,533 --> 00:08:01,700 and while I was recording this 265 00:08:01,700 --> 00:08:04,366 Jeremy actually kicked off a job for a 266 00:08:05,100 --> 00:08:06,100 project we're working on as well 267 00:08:06,100 --> 00:08:06,900 so we're actually 268 00:08:06,900 --> 00:08:09,066 actively using this in production as I'm recording 269 00:08:09,933 --> 00:08:11,633 and that's when Jeremy's job is going 270 00:08:13,366 --> 00:08:14,133 and here's my job 271 00:08:14,133 --> 00:08:16,433 so we have the upload has been confirmed 272 00:08:16,466 --> 00:08:18,033 which makes sense because it 273 00:08:18,533 --> 00:08:19,066 we did the upload 274 00:08:19,066 --> 00:08:19,533 only part of it 275 00:08:19,533 --> 00:08:21,800 it already had verify they were there um 276 00:08:21,800 --> 00:08:22,933 it does recheck every time though 277 00:08:22,933 --> 00:08:24,633 even though we just run an upload job 278 00:08:25,133 --> 00:08:26,133 and it verify they were all there 279 00:08:26,133 --> 00:08:27,566 it checks it right away again to make sure none of 280 00:08:27,566 --> 00:08:28,966 the files have changed um 281 00:08:28,966 --> 00:08:30,566 cause although nothing was reuploaded 282 00:08:30,566 --> 00:08:33,000 who it's something possibly could get corrupted 283 00:08:33,533 --> 00:08:35,166 anything could have changed um 284 00:08:35,166 --> 00:08:35,933 so it just wants to 285 00:08:35,933 --> 00:08:37,466 verify that before it starts rendering 286 00:08:37,466 --> 00:08:39,466 everything is set ready to go 287 00:08:39,600 --> 00:08:40,766 so now the uploads complete 288 00:08:40,766 --> 00:08:42,700 it's gonna start launching instances 289 00:08:44,800 --> 00:08:46,433 so if we go ahead and look at our 290 00:08:46,933 --> 00:08:48,633 job log we can see what it's doing 291 00:08:48,933 --> 00:08:50,300 it's uploading the 292 00:08:50,566 --> 00:08:53,633 just finished uploading the train comp dot nuke 293 00:08:54,200 --> 00:08:56,233 and now it's uploading instances 294 00:08:58,100 --> 00:08:59,933 so you'll see that um 295 00:08:59,933 --> 00:09:02,766 it started those five instances getting those started 296 00:09:02,900 --> 00:09:04,866 and those just take a few seconds to uh 297 00:09:06,300 --> 00:09:08,300 get the get nuke running up and running 298 00:09:08,300 --> 00:09:09,333 and then they'll start rendering 299 00:09:09,333 --> 00:09:10,466 and you can see here 300 00:09:10,566 --> 00:09:12,500 all our frames is listed in frames 1 through 2 301 00:09:12,500 --> 00:09:15,166 frames 3 through 4 so cause I did two frame chunks 302 00:09:15,600 --> 00:09:17,700 and we can pan down and see all our frames 303 00:09:19,200 --> 00:09:20,800 and we'll have a little bit more information here 304 00:09:20,800 --> 00:09:22,066 with the log once 305 00:09:22,166 --> 00:09:24,033 the instances actually start rendering 306 00:09:24,200 --> 00:09:25,633 so now it started rendering 307 00:09:25,666 --> 00:09:26,300 and it says 308 00:09:26,300 --> 00:09:27,733 as you can see down here on the bottom left 309 00:09:27,733 --> 00:09:28,766 it says it's rendering 310 00:09:28,800 --> 00:09:30,133 it tells you the current task 311 00:09:30,133 --> 00:09:32,066 which is job 1437 312 00:09:32,200 --> 00:09:32,766 the right note 313 00:09:32,766 --> 00:09:35,166 it's actually writing to and the frame numbers 314 00:09:35,366 --> 00:09:36,566 and what packages 315 00:09:36,566 --> 00:09:38,233 are currently available on this instance 316 00:09:38,266 --> 00:09:39,166 when undernote starts 317 00:09:39,166 --> 00:09:40,566 we have to install the software on it 318 00:09:40,566 --> 00:09:42,100 so the way we 319 00:09:42,300 --> 00:09:43,800 sync currently works is it will install 320 00:09:43,800 --> 00:09:44,866 the software package 321 00:09:44,866 --> 00:09:45,966 that's requested 322 00:09:46,133 --> 00:09:48,833 and then at any point that this um 323 00:09:48,866 --> 00:09:49,966 node becomes inactive 324 00:09:49,966 --> 00:09:51,266 and it's just waiting for another task 325 00:09:51,266 --> 00:09:53,366 we will continue to install other packages 326 00:09:53,366 --> 00:09:54,100 that are available 327 00:09:54,100 --> 00:09:54,966 so then this 328 00:09:55,700 --> 00:09:56,533 render node 329 00:09:56,533 --> 00:09:59,466 becomes available for all the packages Inc offers 330 00:09:59,466 --> 00:10:01,566 instead of having to install them once it's requested 331 00:10:01,933 --> 00:10:03,533 and we can also see in our job 332 00:10:03,533 --> 00:10:05,766 details window that the status is now rendering 333 00:10:05,866 --> 00:10:07,700 and we can go ahead and look at our nuke log 334 00:10:07,933 --> 00:10:09,700 and this is the output directly from nuke 335 00:10:09,700 --> 00:10:11,033 from that render node 336 00:10:11,100 --> 00:10:12,200 so we can see 337 00:10:12,200 --> 00:10:14,266 everything that nuke typically pumps out 338 00:10:14,266 --> 00:10:16,166 so we can see that frame 1 339 00:10:16,300 --> 00:10:18,700 took 52.46 seconds to render 340 00:10:19,133 --> 00:10:20,366 it loaded um 341 00:10:20,366 --> 00:10:21,000 all our plugins 342 00:10:21,000 --> 00:10:23,700 including our custom plugins that we have um 343 00:10:23,700 --> 00:10:24,833 as part of 0 344 00:10:25,500 --> 00:10:26,266 and it verifies 345 00:10:26,266 --> 00:10:28,166 that is part of the upload process to make sure it has 346 00:10:28,166 --> 00:10:29,600 any plugins that are being used 347 00:10:29,600 --> 00:10:31,333 and that goes for 3rd party plugins as well 348 00:10:31,333 --> 00:10:32,466 such as generates 349 00:10:32,600 --> 00:10:34,600 Sapphire which we use pretty heavily 350 00:10:34,766 --> 00:10:35,733 as well as um 351 00:10:35,733 --> 00:10:37,200 the foundries plugins as well 352 00:10:37,566 --> 00:10:38,966 so close that 353 00:10:39,333 --> 00:10:40,100 and you'll see 354 00:10:40,100 --> 00:10:41,300 now this is done 355 00:10:41,333 --> 00:10:43,133 so this frame 1 to 2 is done 356 00:10:43,133 --> 00:10:44,066 now what done means 357 00:10:44,066 --> 00:10:45,433 and as you can see here in 358 00:10:45,666 --> 00:10:46,600 the next two lines that it says 359 00:10:46,600 --> 00:10:47,466 downloading 360 00:10:47,466 --> 00:10:50,300 um unlike some other offset renderers 361 00:10:50,300 --> 00:10:51,966 you don't have to wait for the whole job to be done 362 00:10:51,966 --> 00:10:53,133 to then render to 363 00:10:53,133 --> 00:10:55,300 or rather to render all the frames 364 00:10:55,300 --> 00:10:57,366 and then download them all as like a single zip file 365 00:10:57,366 --> 00:11:00,066 this zinc actually downloads the frames as they finish 366 00:11:00,066 --> 00:11:01,366 so when it says done 367 00:11:01,733 --> 00:11:02,933 it's actually done rendering 368 00:11:02,933 --> 00:11:06,266 and it has put that frame back on 369 00:11:07,100 --> 00:11:08,500 to your local server 370 00:11:08,500 --> 00:11:10,466 so this is actually in my local folder 371 00:11:10,466 --> 00:11:12,066 where I told it to write to Innuk 372 00:11:12,466 --> 00:11:14,000 which is this outpath right here 373 00:11:14,466 --> 00:11:16,200 it's actually in my files of a right now 374 00:11:16,200 --> 00:11:17,400 ready to be used 375 00:11:17,500 --> 00:11:20,200 um which is a pretty cool thing that I'm not waiting 376 00:11:20,200 --> 00:11:20,933 okay it says done 377 00:11:20,933 --> 00:11:22,333 and I'm waiting for it to download it's done 378 00:11:22,333 --> 00:11:24,700 it's in the folder as if I'd rendered it on local farm 379 00:11:24,700 --> 00:11:25,700 which is pretty cool 380 00:11:26,133 --> 00:11:27,066 and I can also 381 00:11:27,066 --> 00:11:28,300 under drop controls 382 00:11:28,466 --> 00:11:30,566 go to view thumbnails 383 00:11:30,866 --> 00:11:32,666 and what we'll see is 384 00:11:33,133 --> 00:11:34,433 a lot of black boxes 385 00:11:34,533 --> 00:11:37,500 and zinc will fill these in as it renders 386 00:11:37,533 --> 00:11:38,866 so let it sit here for a second 387 00:11:38,866 --> 00:11:39,766 and as frame finishes 388 00:11:39,766 --> 00:11:40,566 it'll go ahead and 389 00:11:40,566 --> 00:11:41,533 populate these frames 390 00:11:41,533 --> 00:11:42,333 here we go frame 12 391 00:11:42,333 --> 00:11:43,233 just finished 392 00:11:43,300 --> 00:11:44,333 and when frame 13 finishes 393 00:11:44,333 --> 00:11:46,300 it'll go ahead and populate that image as well 394 00:11:46,300 --> 00:11:48,000 and they'll be a little bit staggered as um 395 00:11:48,000 --> 00:11:48,966 cause I'm doing every 396 00:11:49,333 --> 00:11:49,966 2 frame chunks 397 00:11:49,966 --> 00:11:51,600 you'll start to see these pop around a little bit 398 00:11:51,600 --> 00:11:52,300 when you do 399 00:11:52,300 --> 00:11:53,500 higher chunk frames 400 00:11:53,500 --> 00:11:54,566 these really start to 401 00:11:54,666 --> 00:11:57,666 you know you might have frame 42 finish before frame 3 402 00:11:57,733 --> 00:11:58,466 because it was 403 00:11:58,466 --> 00:11:59,800 um you know 404 00:11:59,800 --> 00:12:01,200 chunk so high that it might render first 405 00:12:01,200 --> 00:12:02,400 but in this case 406 00:12:02,400 --> 00:12:03,133 cause there's only few 407 00:12:03,133 --> 00:12:03,600 they'll start 408 00:12:03,600 --> 00:12:05,000 it'll be relatively in order 409 00:12:05,000 --> 00:12:05,600 so you'll see 410 00:12:05,600 --> 00:12:06,933 we skipped a couple frames there 13 411 00:12:06,933 --> 00:12:08,800 14 and now 13 finished 412 00:12:08,800 --> 00:12:09,933 and 15 finished first 413 00:12:09,933 --> 00:12:11,466 so this is a great way to watch the job 414 00:12:11,466 --> 00:12:12,166 to make sure 415 00:12:12,166 --> 00:12:13,700 we know it's rendering by the progress bar 416 00:12:13,700 --> 00:12:14,533 but now we know it's rendering 417 00:12:14,533 --> 00:12:15,966 the image we expected to render 418 00:12:16,700 --> 00:12:17,933 so I close these for a second 419 00:12:17,933 --> 00:12:19,566 and we always come back and um 420 00:12:19,566 --> 00:12:21,800 look at those again later um 421 00:12:21,800 --> 00:12:22,266 and you'll see 422 00:12:22,266 --> 00:12:24,066 you'll just keep assigning jobs um 423 00:12:24,066 --> 00:12:25,400 you'll see down here in the left 424 00:12:25,600 --> 00:12:27,033 instances will come 425 00:12:27,300 --> 00:12:28,300 will release the job and wait 426 00:12:28,300 --> 00:12:29,000 for another task 427 00:12:29,000 --> 00:12:30,700 and vice versa 428 00:12:31,500 --> 00:12:32,666 and we have the ability 429 00:12:32,733 --> 00:12:34,133 to do some things like lock 430 00:12:34,133 --> 00:12:34,566 the instances 431 00:12:34,566 --> 00:12:35,700 so I wanted to 432 00:12:36,533 --> 00:12:37,866 lock instances 433 00:12:39,200 --> 00:12:40,800 I could just select them here 434 00:12:43,200 --> 00:12:44,266 and lock these instances 435 00:12:44,266 --> 00:12:46,433 which would mean they're only gonna be used for 436 00:12:46,766 --> 00:12:48,133 zero visual effects 437 00:12:48,133 --> 00:12:50,566 and no others in account will be able to grab these CPU 438 00:12:50,566 --> 00:12:53,766 so always be available for us until I unlock them 439 00:12:54,000 --> 00:12:55,566 so I'm gonna go ahead and unlock them now 440 00:12:55,566 --> 00:12:57,000 so that they do go away 441 00:12:57,500 --> 00:12:58,500 when I'm done with them 442 00:12:58,600 --> 00:13:00,966 and allow other users to use them 443 00:13:01,600 --> 00:13:03,033 so that's still going well 444 00:13:03,400 --> 00:13:06,600 and just show that thumbnails one more time 445 00:13:09,566 --> 00:13:10,466 see how we're doing here 446 00:13:10,466 --> 00:13:11,733 so we're starting to pipe a little bit more 447 00:13:11,733 --> 00:13:12,600 it's getting there 448 00:13:12,600 --> 00:13:13,266 starting to slow down 449 00:13:13,266 --> 00:13:13,600 we're probably 450 00:13:13,600 --> 00:13:15,566 getting to the motion blur phase of the render 451 00:13:17,566 --> 00:13:19,300 and we'll so that keep going 452 00:13:19,866 --> 00:13:21,500 so that's a basic overview of zinc 453 00:13:21,500 --> 00:13:23,166 and I would say that most render managers 454 00:13:23,166 --> 00:13:25,100 are very similar to this um 455 00:13:25,200 --> 00:13:26,700 this is the same basic process 456 00:13:26,700 --> 00:13:27,666 the rest use 457 00:13:28,000 --> 00:13:30,500 Zinc's interface is a little bit simpler um 458 00:13:30,600 --> 00:13:32,533 in some ways we can't take some things away from 459 00:13:32,533 --> 00:13:33,900 the artist that you don't need to see 460 00:13:34,100 --> 00:13:36,666 um kind of keep that up for the administrator um 461 00:13:36,666 --> 00:13:38,866 you can see we can certainly search by username 462 00:13:38,866 --> 00:13:40,500 so if I wanna just see my jobs 463 00:13:40,933 --> 00:13:41,966 it'll show my jobs 464 00:13:41,966 --> 00:13:43,300 I wanna just see Charles 465 00:13:46,133 --> 00:13:47,766 we can see just Charles's jobs 466 00:13:47,766 --> 00:13:50,233 so on and so forth so um 467 00:13:50,266 --> 00:13:51,300 a lot of the basic features 468 00:13:51,300 --> 00:13:53,566 you see in most render managers and um 469 00:13:53,866 --> 00:13:55,566 the only difference being is that zinc is cloud base 470 00:13:55,566 --> 00:13:57,066 and not using a local renter farm 471 00:13:57,366 --> 00:13:58,666 and that's all web base as well 472 00:13:58,666 --> 00:13:59,666 this is just in a web browser 473 00:13:59,666 --> 00:14:01,500 I'm currently using Chrome to check this out 474 00:14:01,966 --> 00:14:03,133 um but that's rendering 475 00:14:03,133 --> 00:14:04,600 and it is collaborative in the sense that I can 476 00:14:04,600 --> 00:14:05,566 see Charles's job 477 00:14:05,566 --> 00:14:07,700 find out that his in fact are done too 478 00:14:07,700 --> 00:14:09,633 let's see if his has thumbnails 479 00:14:10,066 --> 00:14:12,166 his does so I can see what kinds of he was rendering 480 00:14:13,300 --> 00:14:15,133 and um works like that 481 00:14:15,133 --> 00:14:17,100 so that's the pretty much the zinc overview 482 00:14:17,100 --> 00:14:19,500 the basically rendering overview and 483 00:14:19,866 --> 00:14:21,866 hope you guys are enjoying this term as much as I am 484 00:14:22,100 --> 00:14:23,300 it's been a total pleasure 485 00:14:23,300 --> 00:14:26,566 and I will look forward to seeing you guys in the forms 486 00:14:26,566 --> 00:14:28,166 and I will keep my eye out for 487 00:14:28,533 --> 00:14:29,933 the great questions you guys have been asking 488 00:14:29,933 --> 00:14:31,633 and the great feedback you've been giving 489 00:14:31,966 --> 00:14:33,266 thanks very much to Jeremy 490 00:14:33,266 --> 00:14:35,700 for letting me have this time in class number eight 491 00:14:36,966 --> 00:14:37,833 thanks Sean 492 00:14:37,900 --> 00:14:38,566 incidentally 493 00:14:38,566 --> 00:14:40,666 I did use ink to render this shot 494 00:14:40,766 --> 00:14:42,466 as well as a lot of other 495 00:14:42,900 --> 00:14:45,700 projected zero and some of the other comps that 496 00:14:45,700 --> 00:14:49,033 that we've seen already in Nuke 2 14 497 00:14:49,133 --> 00:14:51,133 so anyway let's just 498 00:14:51,133 --> 00:14:53,566 let's jump right in and pick up where we left off 499 00:14:53,600 --> 00:14:57,266 last class so you may remember this 500 00:14:57,266 --> 00:14:58,566 this little house scene 501 00:14:58,566 --> 00:15:00,300 um kind of spooky 502 00:15:00,333 --> 00:15:03,466 and I went ahead and I rendered out the sequence 503 00:15:03,466 --> 00:15:06,233 um so let's take a look at that um 504 00:15:09,000 --> 00:15:10,333 so now that we have a camera move 505 00:15:10,333 --> 00:15:13,366 we can go ahead and uh and composite the rest of this 506 00:15:16,100 --> 00:15:17,533 um but one more thing before we 507 00:15:17,533 --> 00:15:19,533 we dive right into doing the the 508 00:15:19,533 --> 00:15:20,866 the comp itself 509 00:15:20,866 --> 00:15:22,866 um this is kind of the uh 510 00:15:22,866 --> 00:15:24,600 this is where we left off roughly 511 00:15:24,600 --> 00:15:25,666 uh last week with our 512 00:15:25,666 --> 00:15:26,566 with our network 513 00:15:26,566 --> 00:15:30,066 with all of our passes broken out and all of our 514 00:15:30,100 --> 00:15:32,366 um shuffle nodes and grade nodes labeled 515 00:15:32,366 --> 00:15:33,566 and everything like that 516 00:15:33,566 --> 00:15:36,366 and all the color spacious color space issues 517 00:15:36,366 --> 00:15:38,866 and pre multiplication issues sorted out 518 00:15:38,866 --> 00:15:42,433 um but since this is kind of a big network um 519 00:15:42,666 --> 00:15:45,500 we wanna try and find a way to consolidate it 520 00:15:45,500 --> 00:15:47,266 to make it a little easier to 521 00:15:47,266 --> 00:15:48,600 work with inside of a comp 522 00:15:48,600 --> 00:15:50,166 because once we get going 523 00:15:50,266 --> 00:15:52,766 um we're going to quickly run out of space 524 00:15:52,766 --> 00:15:55,500 and it's just gonna get confusing um 525 00:15:55,600 --> 00:15:58,066 so what we wanna do is actually turn this into a gizmo 526 00:15:58,066 --> 00:15:59,333 so we're going to be 527 00:15:59,333 --> 00:16:01,333 using a lot of the techniques that we 528 00:16:01,333 --> 00:16:04,133 that we covered earlier in the class to uh 529 00:16:04,133 --> 00:16:05,800 to make this into a tool that 530 00:16:05,800 --> 00:16:07,166 that's production worthy 531 00:16:07,266 --> 00:16:09,866 so um I'll just get started doing that 532 00:16:09,866 --> 00:16:11,766 and I might skip a few steps um 533 00:16:11,766 --> 00:16:13,200 just because uh 534 00:16:13,733 --> 00:16:15,600 it's gonna cover a lot of the things that 535 00:16:15,600 --> 00:16:16,866 that we've already covered in class 536 00:16:16,866 --> 00:16:18,366 so I don't wanna waste time 537 00:16:18,366 --> 00:16:20,800 doing things that everybody's already seen 538 00:16:20,966 --> 00:16:24,200 um so I'm just gonna start off first 539 00:16:24,200 --> 00:16:26,566 um consolidating it all into a group 540 00:16:26,600 --> 00:16:28,400 and we're gonna call this uh 541 00:16:28,400 --> 00:16:31,500 let's call this um 542 00:16:31,666 --> 00:16:32,900 CG assemble 543 00:16:34,866 --> 00:16:37,633 good and now going into that network 544 00:16:37,800 --> 00:16:39,300 there's all of our uh 545 00:16:39,533 --> 00:16:41,500 our nodes that we that we put in there 546 00:16:41,800 --> 00:16:43,600 so uh I'm gonna add some 547 00:16:43,600 --> 00:16:44,366 some controls 548 00:16:44,366 --> 00:16:47,200 what I so what I'm looking for is I wanna find 549 00:16:47,200 --> 00:16:49,566 I wanna have a way of uh 550 00:16:49,566 --> 00:16:52,066 of manipulating each of these grade nodes 551 00:16:52,166 --> 00:16:55,133 uh separately and individually 552 00:16:55,133 --> 00:16:58,133 but I don't wanna have to double click on each one 553 00:16:58,133 --> 00:17:02,133 and or go into the group to to select each one and uh 554 00:17:02,133 --> 00:17:03,100 tweet the settings that way 555 00:17:03,100 --> 00:17:06,833 so I'm gonna create I wanna create a bunch of tabs 556 00:17:07,066 --> 00:17:10,033 um in order to uh 557 00:17:11,933 --> 00:17:13,500 in order to um 558 00:17:13,966 --> 00:17:16,300 put everything on one level so that uh 559 00:17:16,466 --> 00:17:17,566 so that we can 560 00:17:19,500 --> 00:17:21,233 edit everything all at once 561 00:17:21,500 --> 00:17:25,500 or at least so that everything's on all in one node 562 00:17:25,566 --> 00:17:27,533 so the first one I'll do I'll just go in order 563 00:17:27,533 --> 00:17:31,166 so the first one is self illumination 564 00:17:38,666 --> 00:17:40,700 so there's our tab it starts blank 565 00:17:42,300 --> 00:17:45,366 and now I'm just gonna pick stuff from the 566 00:17:47,533 --> 00:17:50,166 from the self illumination grade node 567 00:17:53,266 --> 00:17:55,500 I also wanna think about controls uh 568 00:17:55,500 --> 00:17:57,866 that I want to add and those that I don't want to add 569 00:17:57,900 --> 00:17:58,900 I know that I'm never 570 00:17:58,900 --> 00:18:01,333 really gonna wanna change which channels it operates on 571 00:18:01,333 --> 00:18:03,400 so that's not something that uh 572 00:18:03,400 --> 00:18:04,966 that I wanna be able to change 573 00:18:04,966 --> 00:18:07,700 so I'm gonna only add controls that I know that I touch 574 00:18:07,700 --> 00:18:08,600 all the time 575 00:18:15,366 --> 00:18:18,233 so that includes the black point white point 576 00:18:26,000 --> 00:18:26,833 the lift 577 00:18:38,133 --> 00:18:39,000 again 578 00:18:46,100 --> 00:18:47,000 multiply 579 00:18:55,533 --> 00:18:56,366 offset 580 00:19:05,066 --> 00:19:06,366 and gamma 581 00:19:09,700 --> 00:19:12,433 so let's just uh make sure that I got everything 582 00:19:14,266 --> 00:19:15,700 so I don't really wanna 583 00:19:16,466 --> 00:19:17,933 ever really wanna touch the 584 00:19:17,933 --> 00:19:20,233 the reverse or black clamp or white clamp 585 00:19:20,600 --> 00:19:21,933 the mask I can leave alone 586 00:19:21,933 --> 00:19:24,100 and the unpree multiply I can leave alone 587 00:19:24,100 --> 00:19:25,300 cause I never really 588 00:19:25,300 --> 00:19:27,166 want to be able to touch those in my 589 00:19:27,166 --> 00:19:28,200 in my top level effect 590 00:19:28,200 --> 00:19:30,733 just because I don't use them very very often 591 00:19:30,733 --> 00:19:33,266 so I'm just gonna leave those leave those empty 592 00:19:34,933 --> 00:19:39,200 uh I might add a control uh 593 00:19:39,200 --> 00:19:41,700 if I wanna turn one on and off uh quickly 594 00:19:41,700 --> 00:19:44,233 I won't have I don't have to go in and uh 595 00:19:44,400 --> 00:19:46,033 and find the uh 596 00:19:47,366 --> 00:19:52,400 find the disable um function the disable button 597 00:19:53,866 --> 00:19:55,833 so that's another thing that I'm gonna add 598 00:19:55,866 --> 00:19:56,866 where did it go 599 00:20:09,700 --> 00:20:12,766 so now that's a externalized control cool 600 00:20:12,766 --> 00:20:15,966 so let's just let's confirm that that's working for now 601 00:20:21,366 --> 00:20:23,600 that seems to be working all right 602 00:20:23,600 --> 00:20:27,266 and let's just give that another couple tests 603 00:20:27,266 --> 00:20:27,766 that's good 604 00:20:27,766 --> 00:20:29,700 that's working so great 605 00:20:29,700 --> 00:20:31,866 now I'm just gonna kind of rinse and repeat that 606 00:20:31,866 --> 00:20:34,733 process for each one of our grade nodes and 607 00:20:34,733 --> 00:20:35,800 and move on from there 608 00:20:35,800 --> 00:20:39,100 as as you've no probably noticed um 609 00:20:39,333 --> 00:20:41,600 this is a pretty tedious task 610 00:20:41,600 --> 00:20:43,466 um but one other thing that uh 611 00:20:43,466 --> 00:20:45,933 that I wanna point out that can make it a little faster 612 00:20:45,933 --> 00:20:49,300 um is you can when you go to the pick dialogue 613 00:20:49,533 --> 00:20:50,700 um so I wanna I 614 00:20:50,700 --> 00:20:52,666 I did the raw gi one um 615 00:20:52,666 --> 00:20:55,100 and now I'm gonna move on to the diffuse one 616 00:20:55,100 --> 00:20:57,166 uh you don't have to select each of them 617 00:20:57,166 --> 00:21:00,266 uh individually and and go back and do it that way 618 00:21:00,266 --> 00:21:02,433 um instead you can uh 619 00:21:02,733 --> 00:21:05,166 you can shift select a bunch of them that you want 620 00:21:05,166 --> 00:21:09,600 so I'm gonna select all those at once and uh 621 00:21:11,166 --> 00:21:13,166 and also the disable 622 00:21:13,166 --> 00:21:15,200 so now with all those selected I can add it 623 00:21:15,200 --> 00:21:19,100 once and now that's given me all of them oops 624 00:21:19,166 --> 00:21:20,600 except I forgot to make a new tab 625 00:21:20,600 --> 00:21:23,100 so I have to also add a new tab 626 00:21:23,100 --> 00:21:25,633 and this is gonna be diffuse 627 00:21:27,133 --> 00:21:28,000 diffuse 628 00:21:29,566 --> 00:21:32,533 and then so the way this 629 00:21:32,533 --> 00:21:36,700 thing operates is it's a big list and everything that's 630 00:21:37,466 --> 00:21:40,300 uh above everything that's below 631 00:21:40,300 --> 00:21:42,766 one of these tabs is going to be inside of it 632 00:21:42,766 --> 00:21:44,200 and when you define a new tab 633 00:21:44,200 --> 00:21:45,966 uh everything below that gets 634 00:21:45,966 --> 00:21:47,366 uh shifted to the next tab 635 00:21:47,366 --> 00:21:49,733 so uh just keep that in mind when you're doing it 636 00:21:49,733 --> 00:21:50,500 if you mess up 637 00:21:50,500 --> 00:21:51,733 you don't have to start over 638 00:21:51,733 --> 00:21:54,166 you just have to move things up and down 639 00:21:54,200 --> 00:22:00,000 so now we have three tabs and moving on to the next one 640 00:22:04,400 --> 00:22:07,200 now there's one more that I need to add and that is the 641 00:22:07,266 --> 00:22:10,666 this plus that's controlling the intensity of 642 00:22:10,666 --> 00:22:13,033 of my shadows so let's add one more 643 00:22:26,533 --> 00:22:31,633 I'm gonna actually delete that and make that tab again 644 00:22:42,533 --> 00:22:46,366 and actually before I do that let's name this 645 00:22:48,166 --> 00:22:49,166 shadow 646 00:23:06,066 --> 00:23:06,866 mix 647 00:23:11,200 --> 00:23:14,100 and since mix isn't really an intuitive name for 648 00:23:14,100 --> 00:23:16,566 where it lives underneath this shadow tab 649 00:23:17,133 --> 00:23:19,233 let's just rename it to 650 00:23:20,966 --> 00:23:21,766 shadow 651 00:23:26,566 --> 00:23:30,233 great so that's our tab that's our that's our gizmo 652 00:23:34,933 --> 00:23:38,300 so now we can test that by uh 653 00:23:39,066 --> 00:23:42,766 by looking through it and I'll close the the no 654 00:23:42,866 --> 00:23:46,000 no graph uh of the of the group 655 00:23:46,866 --> 00:23:48,800 and uh let's see what happens 656 00:23:48,966 --> 00:23:50,700 I can gain up 657 00:23:50,700 --> 00:23:53,800 bend down the uh the cellphone that's working good 658 00:23:54,000 --> 00:23:58,900 the uh the ragi working pretty well diffuse 659 00:23:58,900 --> 00:24:02,000 let's pretend I wanna make it blue or orange 660 00:24:02,000 --> 00:24:03,100 that's working well 661 00:24:05,166 --> 00:24:08,200 raw light reflection 662 00:24:09,733 --> 00:24:12,100 excellent specular 663 00:24:12,100 --> 00:24:12,566 I don't really 664 00:24:12,566 --> 00:24:14,766 expect to see too much by tweaking that one 665 00:24:14,766 --> 00:24:16,833 but I know it's probably working fine 666 00:24:20,700 --> 00:24:22,600 direct illuminations working well 667 00:24:23,733 --> 00:24:26,566 the global illuminations working well and my 668 00:24:27,766 --> 00:24:29,066 shadows are working well 669 00:24:30,366 --> 00:24:31,166 great 670 00:24:34,500 --> 00:24:37,900 so now I'm just gonna turn this into a uh 671 00:24:39,966 --> 00:24:41,600 into a gizmo 672 00:24:42,900 --> 00:24:45,266 and install it just like we installed 673 00:24:45,333 --> 00:24:47,166 the gizmo from class 1 674 00:24:47,400 --> 00:24:49,266 so I'll meet you back here once I've done that 675 00:24:49,566 --> 00:24:53,666 so I went ahead and I added the CG Assemble node that 676 00:24:53,666 --> 00:24:55,966 that we created to um 677 00:24:56,100 --> 00:24:57,600 to our node um 678 00:24:57,600 --> 00:25:01,966 to our list of gizmos and it's also in the menus so um 679 00:25:02,100 --> 00:25:03,500 when I try and create it 680 00:25:03,500 --> 00:25:05,066 it shows up nice 681 00:25:05,400 --> 00:25:07,100 it shows up fine um 682 00:25:07,100 --> 00:25:08,066 one thing I did add 683 00:25:08,066 --> 00:25:09,966 I did a couple things um 684 00:25:09,966 --> 00:25:12,366 so I'm just gonna go over those I added um 685 00:25:12,366 --> 00:25:16,666 a place for us to specify the input color space of 686 00:25:17,100 --> 00:25:19,366 of our of our image um 687 00:25:19,366 --> 00:25:21,400 cause you remember we had to do that um 688 00:25:21,400 --> 00:25:22,533 in the big network 689 00:25:22,533 --> 00:25:24,466 and the other thing I did is I just zeroed out 690 00:25:24,466 --> 00:25:27,200 all the controls before I saved out the gizmo since 691 00:25:27,266 --> 00:25:29,600 since we had changed all of them 692 00:25:29,700 --> 00:25:32,133 um to to uh 693 00:25:32,133 --> 00:25:33,600 adjust the look um 694 00:25:33,600 --> 00:25:36,466 those values carry over when you uh 695 00:25:36,466 --> 00:25:37,900 when you save out the gizmo 696 00:25:37,900 --> 00:25:40,266 so it's a good idea to have everything start neutral 697 00:25:40,266 --> 00:25:41,866 um so since uh 698 00:25:41,866 --> 00:25:43,900 this is gonna be a generalized tool uh 699 00:25:43,900 --> 00:25:46,800 we don't wanna have the values from one project 700 00:25:46,800 --> 00:25:48,200 uh filter into 701 00:25:48,200 --> 00:25:50,466 all the other projects that we might use this on 702 00:25:50,500 --> 00:25:53,100 so uh just take care of that and um 703 00:25:53,100 --> 00:25:53,966 and we'll be good 704 00:25:53,966 --> 00:25:55,800 so let's load in the uh 705 00:25:55,800 --> 00:25:57,166 now let's get to compositing 706 00:25:57,166 --> 00:25:59,066 so let's load in the um 707 00:25:59,900 --> 00:26:02,800 uh the images that we're gonna be using 708 00:26:06,366 --> 00:26:07,200 so here we go 709 00:26:07,200 --> 00:26:09,366 and let's take a look through our 710 00:26:09,366 --> 00:26:11,266 brand new CG Assemble node 711 00:26:12,600 --> 00:26:14,000 cool well uh 712 00:26:14,000 --> 00:26:14,866 no surprise here 713 00:26:14,866 --> 00:26:16,800 we're not seeing really any change at all 714 00:26:16,800 --> 00:26:20,000 um I could go through and copy all the values that uh 715 00:26:20,000 --> 00:26:22,300 that we had for the for the um 716 00:26:22,933 --> 00:26:24,233 for the still that we had done 717 00:26:24,300 --> 00:26:26,766 but um it wasn't you know a whole lot of work 718 00:26:26,766 --> 00:26:29,600 so I'm just gonna kinda start from scratch here 719 00:26:30,533 --> 00:26:33,166 so the self illumination um 720 00:26:33,333 --> 00:26:35,200 we definitely took that uh 721 00:26:35,200 --> 00:26:38,000 took that down a little bit and uh 722 00:26:38,800 --> 00:26:40,033 made it a tad 723 00:26:40,700 --> 00:26:42,466 tad booer but not too much 724 00:26:44,333 --> 00:26:45,233 the uh 725 00:26:47,200 --> 00:26:49,633 the raw light could go a lot more blue 726 00:26:51,300 --> 00:26:54,400 that's good and the uh 727 00:26:57,366 --> 00:26:59,666 the reflection definitely got a little 728 00:27:00,666 --> 00:27:03,100 hotter and slightly blue 729 00:27:04,533 --> 00:27:07,766 and let's change the um 730 00:27:10,733 --> 00:27:13,266 a direct illumination what's that doing this one 731 00:27:13,266 --> 00:27:18,066 okay so let's make that a little warmer 732 00:27:25,500 --> 00:27:28,100 and that's looking pretty good 733 00:27:28,533 --> 00:27:32,500 so what we have here is a you know a heavy key light 734 00:27:35,766 --> 00:27:39,166 that's mostly visible on the house on the 735 00:27:39,166 --> 00:27:40,233 on the roof rather 736 00:27:41,200 --> 00:27:42,566 alright that's close enough for now 737 00:27:42,566 --> 00:27:44,600 um basically what I wanna do with this is 738 00:27:44,600 --> 00:27:47,200 I wanna turn it into um 739 00:27:47,200 --> 00:27:48,200 into a scene 740 00:27:48,200 --> 00:27:51,166 um with our camera move that we have 741 00:27:51,300 --> 00:27:53,533 um I wanna put something in the background 742 00:27:53,533 --> 00:27:55,366 um first and foremost oops 743 00:27:55,733 --> 00:27:57,900 um so there's a 744 00:27:57,933 --> 00:28:00,566 you know 100,000 different ways to skin that cat 745 00:28:00,566 --> 00:28:02,366 but let's say that um 746 00:28:02,366 --> 00:28:03,866 that we just kind of 747 00:28:05,133 --> 00:28:06,066 but let's just say that we 748 00:28:06,066 --> 00:28:08,100 don't ever wanna go back to CG on this thing 749 00:28:08,100 --> 00:28:10,800 it's only a one day project um 750 00:28:11,000 --> 00:28:13,400 and and we just wanna get something done quickly 751 00:28:13,400 --> 00:28:15,100 as kind of a proof of concept 752 00:28:15,133 --> 00:28:18,500 um just something that we can show the client that 753 00:28:18,500 --> 00:28:19,500 uh you know 754 00:28:19,500 --> 00:28:21,466 this is kind of the direction that we're going in 755 00:28:21,466 --> 00:28:23,766 this is what we wanna do um 756 00:28:23,966 --> 00:28:27,400 but let's not go the full route and create a full um 757 00:28:27,400 --> 00:28:28,500 CG environment 758 00:28:28,500 --> 00:28:30,866 um let's just try and get something 759 00:28:30,933 --> 00:28:31,666 something in there 760 00:28:31,666 --> 00:28:33,333 so uh one trick that uh 761 00:28:33,333 --> 00:28:35,266 that you can do is um 762 00:28:35,266 --> 00:28:37,866 I went ahead and I exported um 763 00:28:40,500 --> 00:28:42,000 I went ahead and I exported 764 00:28:42,000 --> 00:28:43,366 um a couple 765 00:28:43,700 --> 00:28:44,500 couple pieces 766 00:28:44,566 --> 00:28:46,900 pieces of geometry um 767 00:28:46,933 --> 00:28:49,100 from the CG scene 768 00:28:49,400 --> 00:28:51,266 uh so I'm gonna go ahead and load that in now 769 00:28:51,266 --> 00:28:53,700 I'm not gonna use this for uh 770 00:28:53,766 --> 00:28:56,500 for anything having to do anything 771 00:28:56,500 --> 00:28:58,000 any part of the real comp 772 00:28:58,000 --> 00:29:00,000 um what I'm gonna use this for 773 00:29:00,000 --> 00:29:03,300 and I also exported the camera is uh is placement 774 00:29:03,300 --> 00:29:05,733 I I just needed something um 775 00:29:05,733 --> 00:29:09,466 some piece of some reference for uh 776 00:29:09,766 --> 00:29:12,900 for where I wanna put uh a cylinder 777 00:29:12,900 --> 00:29:16,566 I'm gonna put a cylinder back here and that is going to 778 00:29:16,566 --> 00:29:20,033 um be kind of a serve as a backdrop for uh 779 00:29:22,333 --> 00:29:25,066 for what we're gonna be doing 780 00:29:25,466 --> 00:29:26,866 what we're gonna put back there 781 00:29:26,933 --> 00:29:29,866 so that's not animated because 782 00:29:31,933 --> 00:29:32,766 there we go 783 00:29:33,700 --> 00:29:35,233 so now if I look at that 784 00:29:36,533 --> 00:29:38,400 I just exported the house 785 00:29:39,100 --> 00:29:41,666 uh actually I exported the house and the concrete 786 00:29:42,000 --> 00:29:46,066 the road there so we can uh see what's going on 787 00:29:47,533 --> 00:29:49,166 if I look through the camera 788 00:29:54,466 --> 00:29:55,766 that looks about right 789 00:29:59,733 --> 00:30:00,533 oops 790 00:30:07,100 --> 00:30:09,633 yeah so that's that's lining up that's good 791 00:30:11,366 --> 00:30:15,100 so now that I have that let's put that in a scene 792 00:30:16,300 --> 00:30:20,166 with a scan line renderer 793 00:30:26,566 --> 00:30:29,566 and now I need a cylinder to act as a backdrop 794 00:30:34,100 --> 00:30:35,733 and clearly that's much too small 795 00:30:35,733 --> 00:30:38,366 so let's basically just make it uh 796 00:30:39,700 --> 00:30:41,700 make it surround this entire area 797 00:30:49,300 --> 00:30:53,433 and that's not quite dead center so let's move it uh 798 00:30:57,266 --> 00:31:01,433 that way a little bit and that way a little bit 799 00:31:05,766 --> 00:31:06,566 good 800 00:31:20,000 --> 00:31:20,800 alright 801 00:31:23,933 --> 00:31:26,200 and I don't really need um this FBX 802 00:31:26,200 --> 00:31:27,133 I do need the camera 803 00:31:27,133 --> 00:31:29,700 so I did need to export the camera so um 804 00:31:32,533 --> 00:31:33,866 all I did was uh 805 00:31:34,666 --> 00:31:37,900 I did need the camera so I just did did that 806 00:31:39,500 --> 00:31:43,833 and now we want this to render out the same size as our 807 00:31:45,533 --> 00:31:48,400 as our plate and our plate is 9 60 by 4 5 40 808 00:31:48,400 --> 00:31:49,700 I only rendered out 809 00:31:50,133 --> 00:31:52,633 half rez because of of 810 00:31:52,733 --> 00:31:53,733 of time reasons you know 811 00:31:53,733 --> 00:31:54,633 I didn't wanna 812 00:31:54,866 --> 00:31:56,966 it was actually kind of a little bit of a heavy render 813 00:31:56,966 --> 00:31:58,800 so I didn't wanna spend a whole lot of time rendering 814 00:31:58,800 --> 00:32:01,366 it um and it 815 00:32:01,366 --> 00:32:04,200 it's it's and it still contains all the passes uh 816 00:32:04,200 --> 00:32:06,966 it just isn't it's a half HD so 817 00:32:09,733 --> 00:32:13,833 and let's just confirm that this is in fact 818 00:32:15,400 --> 00:32:17,300 gonna do what we think it's gonna do 819 00:32:21,000 --> 00:32:24,366 good and let's just scrub through and see 820 00:32:24,466 --> 00:32:26,500 what's going on there alright 821 00:32:26,500 --> 00:32:30,166 so our cylinder is definitely moving 822 00:32:34,000 --> 00:32:35,233 moving with the camera 823 00:32:35,700 --> 00:32:37,933 but it seems like it's it's a little too big 824 00:32:37,933 --> 00:32:44,066 so let's just make that a little higher and 825 00:32:48,000 --> 00:32:48,833 smaller 826 00:32:52,900 --> 00:32:55,966 so it's chomp chopping in chopping our uh 827 00:32:56,333 --> 00:32:57,466 our concrete off a little bit 828 00:32:57,466 --> 00:32:59,200 but that's okay cause we're only ever 829 00:32:59,566 --> 00:33:01,666 we're putting it on top of the uh 830 00:33:02,200 --> 00:33:05,100 we're putting it behind the um the render anyway 831 00:33:05,100 --> 00:33:08,700 so it's not like it's gonna actually clip anything off 832 00:33:08,933 --> 00:33:10,800 on one other thing um 833 00:33:10,800 --> 00:33:13,833 I wanted to make it 1 to 100 834 00:33:17,266 --> 00:33:21,033 that we have a little lead time in before and after um 835 00:33:22,166 --> 00:33:24,066 the uh the camera starts and stops 836 00:33:25,933 --> 00:33:30,333 good so now uh I I also went ahead and I found some uh 837 00:33:30,333 --> 00:33:33,700 images that I wanna use for the uh 838 00:33:34,333 --> 00:33:36,600 for the background um 839 00:33:51,466 --> 00:33:53,066 I liked that one 840 00:33:55,366 --> 00:33:57,200 so clearly if I just plug it in 841 00:33:57,200 --> 00:33:58,666 it's not gonna work quite right 842 00:33:58,666 --> 00:33:59,900 it gets all stretched 843 00:33:59,966 --> 00:34:03,266 um so there's a couple things we can do to fix that um 844 00:34:03,266 --> 00:34:06,366 I know I'll probably have to extend the painting but 845 00:34:07,366 --> 00:34:08,500 just to get started 846 00:34:08,500 --> 00:34:09,800 you can change the uh 847 00:34:09,800 --> 00:34:12,400 the U extent which basically determines 848 00:34:12,533 --> 00:34:14,933 uh where or are sorry 849 00:34:14,933 --> 00:34:16,800 how uh how much 850 00:34:17,100 --> 00:34:18,666 of the surface of the cylinder 851 00:34:18,666 --> 00:34:21,366 the image gets mapped onto and uh 852 00:34:21,800 --> 00:34:24,566 I can also rotate the entire cylinder to 853 00:34:24,566 --> 00:34:26,066 to change where 854 00:34:26,200 --> 00:34:29,800 um where that matte painting is gonna show up um 855 00:34:30,200 --> 00:34:31,166 in our render 856 00:34:31,500 --> 00:34:35,266 so clearly I need to to fill in uh the rest of this 857 00:34:35,366 --> 00:34:37,566 um area because when we uh 858 00:34:38,266 --> 00:34:40,300 when we pan and and zoom in over 859 00:34:40,300 --> 00:34:41,766 over on to that part of the house 860 00:34:41,766 --> 00:34:44,766 uh it kind of gives away the illusion completely 861 00:34:44,866 --> 00:34:46,900 so uh let's 862 00:34:47,133 --> 00:34:48,833 let's do that um 863 00:34:49,000 --> 00:34:51,566 what I wanna do first is uh 864 00:34:51,766 --> 00:34:55,166 is reform at it to um 865 00:34:56,766 --> 00:34:58,500 to let's see how big this is 866 00:34:59,266 --> 00:35:03,733 it's a 10 24 by 7 78 and I wanna make it doubly as wide 867 00:35:03,733 --> 00:35:04,833 twice as wide 868 00:35:04,900 --> 00:35:07,633 so I'll make a new one and this is gonna be 869 00:35:09,933 --> 00:35:14,833 our painting size SO10 twenty four times 2 is 2048 and 870 00:35:15,266 --> 00:35:17,766 leave the height the same SO7 78 871 00:35:19,566 --> 00:35:26,066 and no resizing is gonna go on and I'm gonna move it 872 00:35:26,200 --> 00:35:28,100 let's see will 1024 be right 873 00:35:28,100 --> 00:35:34,100 no half of 10 20 four is 5 12 yep 874 00:35:38,933 --> 00:35:43,166 and then another transform 875 00:35:44,666 --> 00:35:45,966 and this time 876 00:35:53,300 --> 00:35:56,566 I wanna flip it so it's not completely obvious 877 00:35:56,566 --> 00:35:58,500 and then I'm gonna do some painting on it 878 00:35:58,933 --> 00:36:00,966 once once that's done 879 00:36:02,266 --> 00:36:05,100 something like that and let's make a little wider 880 00:36:58,100 --> 00:36:59,800 so now when I look at that 881 00:37:01,066 --> 00:37:02,700 let's turn that house off 882 00:37:04,366 --> 00:37:07,166 good now we have a little extra space and uh 883 00:37:08,366 --> 00:37:10,300 wanted to go one more 884 00:37:12,166 --> 00:37:16,366 one more level so uh let's see um 885 00:37:21,066 --> 00:37:25,600 10 24 times three is 30 72 886 00:37:25,700 --> 00:37:29,666 so let's adjust that one more time 887 00:37:32,200 --> 00:37:34,566 now if I look through it I have to transform 888 00:37:35,700 --> 00:37:37,433 the whole thing over 889 00:38:02,300 --> 00:38:03,700 that wasn't it after all 890 00:38:03,700 --> 00:38:06,000 so I'm gonna actually undo all that 891 00:38:25,600 --> 00:38:27,833 I forgot that um 892 00:38:28,533 --> 00:38:31,466 that I changed the EU extent on on this thing 893 00:38:31,466 --> 00:38:34,000 so it's actually getting um 894 00:38:35,533 --> 00:38:36,700 getting squashed 895 00:38:37,700 --> 00:38:39,300 so let's just move it 896 00:38:40,700 --> 00:38:43,233 to there and go back to the beginning 897 00:38:58,666 --> 00:38:59,800 much better alright 898 00:38:59,800 --> 00:39:02,766 so now we have full coverage of uh of trees 899 00:39:02,866 --> 00:39:06,066 um and the last thing I wanna do actually is uh 900 00:39:08,733 --> 00:39:11,066 well I'm not gonna use a transform here 901 00:39:11,766 --> 00:39:14,000 let's just raise this whole thing up 902 00:39:14,933 --> 00:39:16,766 make it a little taller 903 00:39:24,700 --> 00:39:25,500 hmm 904 00:39:27,566 --> 00:39:28,866 that's probably okay 905 00:39:36,333 --> 00:39:38,500 alright so now let's uh 906 00:39:38,500 --> 00:39:40,200 let's make that a little more blue 907 00:39:40,200 --> 00:39:41,566 cause we kinda lost some of that 908 00:39:41,566 --> 00:39:44,000 I'm gonna go directly into the diffuse channel 909 00:39:45,266 --> 00:39:46,800 and just crank on the blues 910 00:39:47,933 --> 00:39:52,066 and obviously I need to color correct our 911 00:39:55,333 --> 00:39:56,566 our image here 912 00:40:04,133 --> 00:40:05,700 it's a quite green 913 00:40:12,400 --> 00:40:14,866 I want to make it a little darker to match the 914 00:40:15,300 --> 00:40:18,300 match what's going on in our in our scene actually 915 00:40:20,100 --> 00:40:21,666 I need to give it a little 916 00:40:23,333 --> 00:40:24,600 a little more gamma 917 00:40:26,766 --> 00:40:30,100 all right that's okay and some saturation 918 00:41:02,133 --> 00:41:03,866 that's starting to look okay 919 00:41:04,900 --> 00:41:07,833 nah actually I don't want that saturation there at all 920 00:41:07,933 --> 00:41:10,000 in fact I want to 921 00:41:10,700 --> 00:41:15,266 if anything desaturate it a little bit good 922 00:41:20,333 --> 00:41:22,400 always feels nice when you find that 923 00:41:22,466 --> 00:41:24,200 that spot that you're happy with 924 00:41:29,866 --> 00:41:31,300 so the next thing um 925 00:41:31,300 --> 00:41:34,166 that I definitely noticed I want I wanna add is um 926 00:41:34,166 --> 00:41:40,966 I didn't include that softened node in our uh in our um 927 00:41:40,966 --> 00:41:43,266 assemble note just because it's not something that you 928 00:41:43,266 --> 00:41:45,800 that you might that it's not something that you uh 929 00:41:45,800 --> 00:41:48,600 that you wanna do on every single CG render 930 00:41:48,600 --> 00:41:51,000 so it's not something that we wanna build into a 931 00:41:51,000 --> 00:41:52,166 into a tool 932 00:41:52,466 --> 00:41:54,566 um for everybody to use so um 933 00:41:55,166 --> 00:41:56,800 let's just add that back in 934 00:41:59,966 --> 00:42:02,166 and the next thing is um 935 00:42:02,333 --> 00:42:03,666 now that we have all these wonderful 936 00:42:03,666 --> 00:42:05,300 wonderful channels to work with 937 00:42:05,333 --> 00:42:07,700 um we can add some great depth of field 938 00:42:08,566 --> 00:42:12,033 which uh which we are probably all familiar with 939 00:42:12,133 --> 00:42:15,566 uh from um from doing uh 940 00:42:15,566 --> 00:42:17,600 some of that still life work that we've done 941 00:42:17,600 --> 00:42:19,866 so we're gonna use the same technique basically 942 00:42:19,866 --> 00:42:20,933 but before we uh 943 00:42:20,933 --> 00:42:22,300 before we just dive right in 944 00:42:22,300 --> 00:42:24,933 let's just take a look at where our uh 945 00:42:24,933 --> 00:42:26,566 depth channel is coming from 946 00:42:28,766 --> 00:42:29,900 so if you notice 947 00:42:30,066 --> 00:42:32,766 I'm using a shuffle note to take a look at this 948 00:42:32,766 --> 00:42:34,666 at this channel whoops not motion 949 00:42:35,000 --> 00:42:37,466 I wanted depth um 950 00:42:37,466 --> 00:42:39,866 I could use the menus in the upper left 951 00:42:39,866 --> 00:42:41,600 I just I just can't stand them 952 00:42:41,600 --> 00:42:43,533 I I I get frustrated with them 953 00:42:43,533 --> 00:42:45,100 so I tend to use uh 954 00:42:45,100 --> 00:42:47,200 shuffles just to look at channels so uh 955 00:42:47,500 --> 00:42:50,766 here's our depth channel of the coming out of the uh 956 00:42:51,466 --> 00:42:52,500 out of the render itself 957 00:42:52,500 --> 00:42:54,100 and that looks great 958 00:42:54,100 --> 00:42:55,300 you know it has some 959 00:42:55,400 --> 00:42:58,100 it has some definition and it has 960 00:42:59,166 --> 00:43:00,800 and it has differences 961 00:43:00,800 --> 00:43:01,966 it has a difference 962 00:43:03,200 --> 00:43:04,400 between all the things 963 00:43:04,400 --> 00:43:07,700 and here's the depth pass from the 964 00:43:08,900 --> 00:43:10,066 from the nuke scene 965 00:43:10,066 --> 00:43:12,900 and that is not as useful 966 00:43:12,900 --> 00:43:16,800 so uh actually I'm probably just gonna forget about it 967 00:43:16,800 --> 00:43:18,900 I don't even wanna care that it exists 968 00:43:18,933 --> 00:43:20,800 but I do wanna blur the uh 969 00:43:20,800 --> 00:43:23,000 background that is coming out of it 970 00:43:23,000 --> 00:43:24,333 out of it um 971 00:43:24,333 --> 00:43:25,900 so that is where I'm going to 972 00:43:25,900 --> 00:43:27,466 I'm gonna put my Zeebler node 973 00:43:27,466 --> 00:43:29,400 um on top of everything 974 00:43:29,400 --> 00:43:31,966 uh just because I wanna save on 975 00:43:31,966 --> 00:43:32,966 on computation 976 00:43:32,966 --> 00:43:34,300 on computation 977 00:43:34,300 --> 00:43:37,800 but as you can of course see it's using the wrong uh 978 00:43:37,800 --> 00:43:38,333 depth channel 979 00:43:38,333 --> 00:43:42,500 so I just have to copy it from our uh 980 00:43:42,566 --> 00:43:46,033 from our CG render so copy um 981 00:43:47,000 --> 00:43:47,966 where'd it go 982 00:43:48,466 --> 00:43:51,100 depth to depth 983 00:43:52,066 --> 00:43:54,033 here we go that's looking good 984 00:43:55,166 --> 00:43:57,200 so now I'll turn on focal plane setup 985 00:43:57,366 --> 00:43:58,666 it's all blue for right now 986 00:43:58,666 --> 00:44:02,233 so let's change our focal plane 987 00:44:05,266 --> 00:44:08,766 and at the beginning of the sequence let's have it 988 00:44:14,766 --> 00:44:18,633 let's have it start focusing in front of the house 989 00:44:19,500 --> 00:44:21,966 and see we're getting this nasty nasty line 990 00:44:27,133 --> 00:44:29,400 and the uh the reason for that is 991 00:44:30,866 --> 00:44:35,400 probably because we need to unpree multiply the 992 00:44:36,566 --> 00:44:39,700 depth by the alpha of course 993 00:44:40,166 --> 00:44:43,333 so we can just steal that directly from the uh 994 00:44:43,333 --> 00:44:46,100 from the render itself cause that's still intact 995 00:44:46,200 --> 00:44:46,933 so there we go 996 00:44:46,933 --> 00:44:48,666 now we got rid of that nasty line 997 00:44:49,333 --> 00:44:52,133 so um just just to go over that one more time 998 00:44:52,133 --> 00:44:54,066 the reason for that was because uh 999 00:44:54,066 --> 00:44:55,900 when we took it from here 1000 00:44:56,166 --> 00:44:59,433 the uh the depth channel and uh let me try 1001 00:44:59,566 --> 00:45:01,000 let me illustrate that 1002 00:45:07,366 --> 00:45:08,900 we zoom in really close 1003 00:45:10,200 --> 00:45:12,666 here's the depth channel coming uh 1004 00:45:12,666 --> 00:45:14,466 coming right out of the uh 1005 00:45:15,466 --> 00:45:16,866 right out of the render 1006 00:45:17,133 --> 00:45:17,966 and then uh 1007 00:45:17,966 --> 00:45:21,600 when we after it goes through all of our uh 1008 00:45:21,600 --> 00:45:22,800 all of our nodes and 1009 00:45:22,800 --> 00:45:24,966 and adjustments and everything like that 1010 00:45:24,966 --> 00:45:26,700 um because we un pre multiplied it 1011 00:45:26,700 --> 00:45:29,900 and pre multiplied it a couple times inside the uh 1012 00:45:29,900 --> 00:45:31,100 CG symbol node 1013 00:45:31,200 --> 00:45:32,933 it kinda got all screwed up 1014 00:45:32,933 --> 00:45:36,300 um so that's why we have to take it fresh out of here 1015 00:45:36,300 --> 00:45:38,566 and then do the un pre multiplication on it 1016 00:45:38,566 --> 00:45:41,300 um and then do the 1017 00:45:42,933 --> 00:45:44,400 and then un pre multiply it 1018 00:45:44,400 --> 00:45:46,000 uh just so that uh 1019 00:45:46,000 --> 00:45:47,166 so that we get a clean result 1020 00:45:47,166 --> 00:45:49,400 because then if you also look at the uh 1021 00:45:52,133 --> 00:45:53,633 look at the Alpha 1022 00:45:57,533 --> 00:45:58,866 you see those are different too 1023 00:45:58,866 --> 00:45:59,933 the alpha channels changed 1024 00:45:59,933 --> 00:46:02,500 so we have to make sure that uh that we're using the 1025 00:46:02,566 --> 00:46:05,600 the depth channel as it came to us without uh 1026 00:46:05,700 --> 00:46:08,166 without it um getting fooled around with 1027 00:46:08,966 --> 00:46:11,866 so there we have it 1028 00:46:12,333 --> 00:46:14,300 so that's where our uh 1029 00:46:14,800 --> 00:46:18,400 where our focus is gonna start and let's have it end up 1030 00:46:20,266 --> 00:46:21,266 looking 1031 00:46:22,933 --> 00:46:24,200 right at the door 1032 00:46:24,200 --> 00:46:26,500 so the black area remember is 1033 00:46:26,500 --> 00:46:27,900 is the part that's in focus 1034 00:46:28,100 --> 00:46:29,666 the blue area is 1035 00:46:29,666 --> 00:46:32,033 is out of focus behind 1036 00:46:32,266 --> 00:46:35,100 behind or far away from the camera 1037 00:46:35,100 --> 00:46:38,166 and the red is out of focus close to the camera 1038 00:46:38,733 --> 00:46:39,666 so there we go 1039 00:46:39,666 --> 00:46:42,000 and we can turn the focal plane setup off 1040 00:46:42,000 --> 00:46:43,633 and let's just uh 1041 00:46:43,766 --> 00:46:46,100 let's see how much we want that to blur by 1042 00:46:46,133 --> 00:46:47,800 I wanna blur quite a bit because 1043 00:46:47,800 --> 00:46:50,100 I think that's gonna make it look a little scarier 1044 00:46:51,366 --> 00:46:54,000 so I'm gonna crank it up to probably 1045 00:46:54,866 --> 00:46:57,233 I don't know somewhere around 16 feels good 1046 00:46:57,333 --> 00:47:03,500 and also adjust my maximum to to account for that 1047 00:47:05,366 --> 00:47:07,266 let's just check that at the beginning 1048 00:47:11,000 --> 00:47:13,100 hmm it's a little heavy handed at the beginning 1049 00:47:13,100 --> 00:47:16,766 so let's uh let's turn that size down 1050 00:47:21,866 --> 00:47:25,366 alright that that's that's probably okay okay 1051 00:47:27,166 --> 00:47:29,666 so there's one more thing I wanna do in terms of the uh 1052 00:47:29,666 --> 00:47:30,900 in terms of the grade 1053 00:47:31,066 --> 00:47:32,866 uh I feel like the uh 1054 00:47:32,900 --> 00:47:33,500 the road is 1055 00:47:33,500 --> 00:47:35,600 is a little bright for the rest of the scene 1056 00:47:35,600 --> 00:47:37,366 so uh I wanna 1057 00:47:37,600 --> 00:47:39,666 I wanna grade just the uh 1058 00:47:39,666 --> 00:47:42,966 the kinda just the areas that are being affected by 1059 00:47:42,966 --> 00:47:45,366 by the uh by the key light the most 1060 00:47:45,400 --> 00:47:48,500 um now there's a bunch of different ways I can do that 1061 00:47:48,500 --> 00:47:50,266 I can render out a map pass 1062 00:47:50,266 --> 00:47:52,933 I can import the geometry into nuke 1063 00:47:52,933 --> 00:47:55,533 and generate a map pass that way uh 1064 00:47:55,533 --> 00:47:57,200 I can of course do some roto 1065 00:47:57,200 --> 00:47:59,833 I can try pulling a key um 1066 00:48:00,133 --> 00:48:03,866 but since I'm kind of looking for all the 1067 00:48:03,866 --> 00:48:04,966 I know what I'm looking for 1068 00:48:04,966 --> 00:48:06,866 I'm looking for all the 1069 00:48:06,866 --> 00:48:08,900 areas that are kind of facing up 1070 00:48:09,500 --> 00:48:10,933 and luckily for us 1071 00:48:10,933 --> 00:48:14,266 there's a pass that exists that isolates things 1072 00:48:14,600 --> 00:48:15,866 in just such a way 1073 00:48:17,066 --> 00:48:19,466 I think I touched on it last class 1074 00:48:19,533 --> 00:48:20,400 the normals pass 1075 00:48:20,400 --> 00:48:22,400 so this gives us 1076 00:48:24,066 --> 00:48:25,700 this gives us um 1077 00:48:26,100 --> 00:48:27,200 right to left 1078 00:48:27,366 --> 00:48:30,033 up and down and facing the camera 1079 00:48:30,366 --> 00:48:33,133 uh so since we're looking for um 1080 00:48:33,133 --> 00:48:36,500 faces that we're looking for areas that are facing up 1081 00:48:36,600 --> 00:48:38,600 um we're gonna use this one 1082 00:48:38,600 --> 00:48:39,866 it's uh it's the 1083 00:48:39,866 --> 00:48:42,233 it's the green channel in the normals pass 1084 00:48:42,866 --> 00:48:44,200 which is normals 1085 00:48:44,200 --> 00:48:45,666 labeled normals dot y 1086 00:48:45,933 --> 00:48:46,766 and if you'll notice 1087 00:48:46,766 --> 00:48:49,266 it's got some negative values in there 1088 00:48:49,333 --> 00:48:51,466 so before we use this 1089 00:48:51,466 --> 00:48:53,100 we have to kind of change 1090 00:48:54,133 --> 00:48:56,766 change it a little bit because we don't want it to have 1091 00:48:56,766 --> 00:48:59,400 any negative values in it because our grade would would 1092 00:48:59,900 --> 00:49:02,700 would not behave predictively 1093 00:49:02,766 --> 00:49:06,433 so what we can do is just basically grade this 1094 00:49:07,466 --> 00:49:09,666 grade this thing and turn on the 1095 00:49:09,666 --> 00:49:10,533 uh the well 1096 00:49:10,533 --> 00:49:12,000 the black clamp is on so 1097 00:49:12,000 --> 00:49:14,800 so now it's automatically clamping values below 1098 00:49:14,900 --> 00:49:15,900 uh below zero 1099 00:49:15,900 --> 00:49:17,100 which is good um 1100 00:49:17,100 --> 00:49:20,366 but we also wanna get rid of um the stuff on the uh 1101 00:49:21,166 --> 00:49:23,566 on the chimney and the the side of the house 1102 00:49:23,566 --> 00:49:25,700 so now we're just grabbing um 1103 00:49:25,700 --> 00:49:27,766 parts of the image that are facing up 1104 00:49:27,800 --> 00:49:29,866 and in fact I'll take that a little further 1105 00:49:29,866 --> 00:49:33,566 um just so we get a little more definition 1106 00:49:36,100 --> 00:49:37,033 there we go 1107 00:49:39,166 --> 00:49:40,700 and now I'm gonna tell it to 1108 00:49:40,700 --> 00:49:43,566 operate just on the normals dot y channel 1109 00:49:44,333 --> 00:49:47,466 and I'm gonna cut that grid and 1110 00:49:50,566 --> 00:49:52,700 put it right after the assemble 1111 00:49:56,766 --> 00:49:58,700 and now I'm going to use 1112 00:49:58,766 --> 00:50:01,933 um the grade that we made down here and uh 1113 00:50:01,933 --> 00:50:05,466 have that actually I'm gonna put it before the soften 1114 00:50:07,300 --> 00:50:10,966 and its mask is going to be normals dot y 1115 00:50:11,500 --> 00:50:15,600 so just as a as a proof let's turn the multiplied down 1116 00:50:16,933 --> 00:50:19,066 and there we go that's working pretty well 1117 00:50:22,333 --> 00:50:23,300 um 1118 00:50:29,000 --> 00:50:30,700 I do wanna actually um 1119 00:50:30,700 --> 00:50:31,766 exaggerate it a little bit 1120 00:50:31,766 --> 00:50:34,900 because you see it never really approaches one up here 1121 00:50:35,000 --> 00:50:38,133 and here where I want it to be effective the most 1122 00:50:38,133 --> 00:50:39,300 it's not even uh 1123 00:50:39,300 --> 00:50:41,700 it's not even getting a getting above point two 1124 00:50:41,733 --> 00:50:44,700 so uh why don't we um 1125 00:50:46,166 --> 00:50:47,366 so I'm just going to 1126 00:50:47,366 --> 00:50:50,166 exaggerate that a little bit and uh 1127 00:50:54,933 --> 00:50:58,700 and bring that up and turn that back down 1128 00:50:58,966 --> 00:51:01,366 so now we have values of around 1129 00:51:01,866 --> 00:51:05,033 you know point six point eight stuff like that and 1130 00:51:06,166 --> 00:51:09,566 these values are absurdly low which is fine 1131 00:51:09,566 --> 00:51:10,200 that's what I want 1132 00:51:10,200 --> 00:51:12,333 and these values even though you can see it it's 1133 00:51:12,333 --> 00:51:14,366 it's uh it's below point 1 1134 00:51:14,366 --> 00:51:16,000 so I'm not too worried about that 1135 00:51:16,100 --> 00:51:17,300 um affecting stuff 1136 00:51:17,300 --> 00:51:17,966 I don't want it to 1137 00:51:17,966 --> 00:51:19,266 so let's just uh 1138 00:51:19,566 --> 00:51:23,800 go back here and turn our multiply down again 1139 00:51:24,300 --> 00:51:25,800 alright now we're getting some 1140 00:51:25,800 --> 00:51:27,600 some effect that I that I really want 1141 00:51:27,600 --> 00:51:28,633 so that's good 1142 00:51:29,666 --> 00:51:31,633 actually that doesn't look half bad does it 1143 00:51:32,066 --> 00:51:34,100 I wanna bring a little bit of it back 1144 00:51:34,200 --> 00:51:35,600 last a little too much 1145 00:51:39,333 --> 00:51:40,566 there that's good 1146 00:51:40,700 --> 00:51:43,133 and let's uh let's revisit that grade a little bit 1147 00:51:43,133 --> 00:51:46,600 it's uh it's quite quite green 1148 00:52:05,700 --> 00:52:07,666 alright so now let's uh 1149 00:52:09,566 --> 00:52:12,566 now let's render that out and uh and see what we've got 1150 00:52:14,533 --> 00:52:15,966 so here we have uh 1151 00:52:15,966 --> 00:52:17,233 the render that we just did 1152 00:52:17,266 --> 00:52:19,133 um it's looking pretty good 1153 00:52:19,133 --> 00:52:22,300 uh I just noticed a couple small uh problems 1154 00:52:22,300 --> 00:52:24,000 um there's a little bit of uh 1155 00:52:24,000 --> 00:52:26,500 erasing going on in the uh 1156 00:52:27,100 --> 00:52:28,566 on the side of the uh 1157 00:52:29,700 --> 00:52:31,833 um on the side of the chimney there 1158 00:52:32,133 --> 00:52:35,600 um I hope you can see it in the uh in the class uh 1159 00:52:35,600 --> 00:52:36,866 recording but uh 1160 00:52:36,866 --> 00:52:38,566 if you run to this out you'll definitely see it 1161 00:52:38,566 --> 00:52:40,700 it looks like there's some kind of Halo 1162 00:52:40,733 --> 00:52:42,733 Halo effect going on 1163 00:52:42,733 --> 00:52:45,300 so uh let's just investigate that and and uh 1164 00:52:45,300 --> 00:52:46,300 and see what's up 1165 00:52:46,700 --> 00:52:48,566 so I found a frame that 1166 00:52:48,566 --> 00:52:51,200 that exhibits the problem pretty well 1167 00:52:51,200 --> 00:52:54,966 so let's just take a look at each element individually 1168 00:52:55,200 --> 00:52:57,166 that doesn't seem to be a whole lot of 1169 00:52:57,400 --> 00:53:00,000 alacing going on here 1170 00:53:00,800 --> 00:53:05,300 there's obviously not much going on here um 1171 00:53:05,966 --> 00:53:09,400 and when we put them on top of each other 1172 00:53:09,766 --> 00:53:11,400 can't see much going on there 1173 00:53:11,400 --> 00:53:14,966 so obviously the only thing that's left is our Ziebler 1174 00:53:15,166 --> 00:53:16,333 um so you know 1175 00:53:16,333 --> 00:53:18,533 sometimes you might run into problems like this 1176 00:53:18,533 --> 00:53:20,233 where the first 1177 00:53:20,400 --> 00:53:23,700 what seemed like a good idea at the time 1178 00:53:24,266 --> 00:53:26,633 ultimately turned out not to be the best idea 1179 00:53:26,733 --> 00:53:28,833 um the reason is that 1180 00:53:29,000 --> 00:53:30,366 let's take a look at that 1181 00:53:30,766 --> 00:53:32,466 at that depth channel again 1182 00:53:39,500 --> 00:53:41,000 um so here we 1183 00:53:41,066 --> 00:53:43,066 we can see that it kinda just uh 1184 00:53:43,966 --> 00:53:44,866 it falls off to 1185 00:53:44,866 --> 00:53:46,366 to pure black 1186 00:53:46,466 --> 00:53:49,200 um and that's probably what's causing our problems 1187 00:53:49,200 --> 00:53:51,333 um it might look that uh 1188 00:53:51,333 --> 00:53:53,066 it might look as if the um 1189 00:53:53,700 --> 00:53:54,966 you know you can see that there's 1190 00:53:54,966 --> 00:53:56,066 there's actually quite a 1191 00:53:56,066 --> 00:53:58,300 bit of aliasing going on in the uh 1192 00:53:58,300 --> 00:53:59,466 in the depth channel 1193 00:53:59,533 --> 00:54:00,866 um but that's not aliasing 1194 00:54:00,866 --> 00:54:02,366 that's because again it's 1195 00:54:02,366 --> 00:54:03,566 it's unpremomplied 1196 00:54:03,566 --> 00:54:05,066 if we uh turn that on 1197 00:54:05,066 --> 00:54:06,366 pre unpre multiply off 1198 00:54:06,366 --> 00:54:07,200 we can see that 1199 00:54:07,200 --> 00:54:09,166 that it is in fact uh 1200 00:54:09,166 --> 00:54:11,066 following the contour of the 1201 00:54:11,066 --> 00:54:12,500 of the chimney quite nicely 1202 00:54:12,500 --> 00:54:15,700 um the reason that we need it unpremomplied is because 1203 00:54:15,700 --> 00:54:16,500 uh we need it 1204 00:54:16,500 --> 00:54:19,066 we need there to be depth information in the 1205 00:54:19,066 --> 00:54:21,066 uh in the uh 1206 00:54:21,066 --> 00:54:22,900 fall off areas of the alpha channel 1207 00:54:22,900 --> 00:54:24,266 um anyway so let's 1208 00:54:24,266 --> 00:54:27,066 if you take a look at that see um 1209 00:54:27,333 --> 00:54:28,666 these values here 1210 00:54:28,666 --> 00:54:31,166 there's still color that needs to be um 1211 00:54:31,166 --> 00:54:33,400 there's still color and information that needs to be 1212 00:54:33,400 --> 00:54:34,766 uh blurred in 1213 00:54:34,766 --> 00:54:35,900 in those areas 1214 00:54:35,900 --> 00:54:39,633 but if we uh if we um 1215 00:54:41,300 --> 00:54:44,166 but if we leave the depth channel pre multiplied 1216 00:54:44,166 --> 00:54:44,900 you see the 1217 00:54:44,900 --> 00:54:46,400 the depth is getting altered by 1218 00:54:46,400 --> 00:54:49,066 it's getting multiplied by the alpha channel as well 1219 00:54:49,066 --> 00:54:52,766 so um so it's actually changing the depth information 1220 00:54:52,766 --> 00:54:54,066 at that particular pixel 1221 00:54:54,133 --> 00:54:55,466 um remember that 1222 00:54:55,466 --> 00:54:57,166 that depth is not a 1223 00:54:57,166 --> 00:54:58,066 a look pass 1224 00:54:58,066 --> 00:54:59,600 depth is as a tech pass it 1225 00:54:59,600 --> 00:55:01,333 it contains information that 1226 00:55:01,333 --> 00:55:02,666 can't be fooled around with 1227 00:55:02,666 --> 00:55:03,466 so you have to 1228 00:55:03,466 --> 00:55:06,666 have to make sure it's unpremomplied um 1229 00:55:07,766 --> 00:55:09,266 if uh if we had time 1230 00:55:09,266 --> 00:55:12,666 if I had time to go into CG and uh 1231 00:55:12,666 --> 00:55:14,366 and and change something I 1232 00:55:14,366 --> 00:55:16,600 I would probably throw in uh 1233 00:55:16,600 --> 00:55:17,866 a cylinder behind this to 1234 00:55:17,866 --> 00:55:20,133 to give me some depth information for the background 1235 00:55:20,133 --> 00:55:22,133 but uh since I didn't and I 1236 00:55:22,133 --> 00:55:25,133 I don't really wanna have to go back into CG and fix it 1237 00:55:25,133 --> 00:55:28,666 um uh we're gonna have to 1238 00:55:29,266 --> 00:55:30,533 we're gonna have to adjust uh 1239 00:55:30,533 --> 00:55:31,700 adjust this in the comp 1240 00:55:31,700 --> 00:55:35,200 um to make sure to make up for the fact that uh 1241 00:55:35,200 --> 00:55:36,566 that we don't have that um 1242 00:55:36,566 --> 00:55:38,300 so not a big deal um 1243 00:55:38,300 --> 00:55:40,000 it just means um 1244 00:55:40,066 --> 00:55:42,500 sacrificing a little bit um 1245 00:55:42,500 --> 00:55:43,700 in terms of uh 1246 00:55:44,933 --> 00:55:47,600 it just means sacrificing a little bit um 1247 00:55:47,600 --> 00:55:50,733 so we were doing all the blur in one step um 1248 00:55:50,733 --> 00:55:54,500 and and that looks good except for the fact that uh 1249 00:55:54,533 --> 00:55:56,266 that we end up with this uh 1250 00:55:56,266 --> 00:55:58,066 artifacting here where uh 1251 00:55:58,066 --> 00:55:58,866 with the background 1252 00:55:58,866 --> 00:56:00,366 where the foreground goes over the background 1253 00:56:00,366 --> 00:56:03,966 so instead what I'm gonna do is I'm going to 1254 00:56:04,466 --> 00:56:08,100 blur them separately and in this particular case we 1255 00:56:08,700 --> 00:56:10,900 you know we're off the hook a little bit 1256 00:56:11,300 --> 00:56:13,600 since the background is so far away 1257 00:56:13,600 --> 00:56:15,966 and it really doesn't change much at all 1258 00:56:17,000 --> 00:56:19,700 I can just blur it constantly and 1259 00:56:19,733 --> 00:56:21,200 and do it that way so 1260 00:56:21,666 --> 00:56:23,700 um be a little heavy with it um 1261 00:56:23,700 --> 00:56:24,800 just because I remember 1262 00:56:24,800 --> 00:56:26,200 you know it was really really out of focus 1263 00:56:26,200 --> 00:56:28,433 but now you can see that I don't have that 1264 00:56:28,800 --> 00:56:30,766 that ugly looking edge as 1265 00:56:30,766 --> 00:56:33,766 as the chimney passes over the tree so uh 1266 00:56:33,766 --> 00:56:36,233 let's give that a render and see how that looks 1267 00:56:36,700 --> 00:56:37,700 so here we have our 1268 00:56:37,700 --> 00:56:41,766 our finished render of the of our spooky house um 1269 00:56:42,500 --> 00:56:43,200 quite a bit of fun 1270 00:56:43,200 --> 00:56:44,100 I thought um 1271 00:56:44,100 --> 00:56:47,933 I really enjoyed making the scene and encomping it and 1272 00:56:47,933 --> 00:56:50,400 I hope you guys enjoyed seeing how I put it together 1273 00:56:50,766 --> 00:56:52,466 so in classes 9 and 10 1274 00:56:52,466 --> 00:56:56,200 Charles is gonna be taking a comp from start to finish 1275 00:56:56,733 --> 00:56:58,700 utilizing all the skills that we've Learned 1276 00:56:58,700 --> 00:57:01,000 and probably more and 1277 00:57:01,100 --> 00:57:03,100 and hopefully you guys will get a lot out of that 1278 00:57:03,100 --> 00:57:05,633 and I hope you've gotten a lot out of the class so far 1279 00:57:05,800 --> 00:57:08,200 so this is gonna be my last class for uh 1280 00:57:08,200 --> 00:57:12,166 for this semester and it's been an absolute treat um 1281 00:57:12,366 --> 00:57:13,366 doing all these classes 1282 00:57:13,366 --> 00:57:14,666 I really enjoyed 1283 00:57:14,866 --> 00:57:17,566 um doing it and I've enjoyed everybody 1284 00:57:17,700 --> 00:57:19,200 asking questions on the form 1285 00:57:19,300 --> 00:57:22,700 and can't wait to do it again thanks 91999

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