Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.