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These are the user uploaded subtitles that are being translated: 1 00:00:06,100 --> 00:00:10,800 hello welcome to class No. 1 of level 2 for nuke 2 00:00:10,800 --> 00:00:11,766 for trainers 3 00:00:11,966 --> 00:00:13,566 my name is Matt Leonard 4 00:00:13,566 --> 00:00:16,266 and in this first class of 5 00:00:16,466 --> 00:00:17,600 our second level 6 00:00:17,600 --> 00:00:19,300 we're gonna be looking at 7 00:00:19,533 --> 00:00:21,233 preferences inside of nuke 8 00:00:21,300 --> 00:00:22,666 and not the most glamorous thing 9 00:00:22,666 --> 00:00:24,400 but something that you're gonna find useful 10 00:00:24,400 --> 00:00:26,100 and something that I know people 11 00:00:26,100 --> 00:00:28,366 are gonna wanna know about as you're teaching them 12 00:00:28,700 --> 00:00:31,300 also gonna be looking at some more utilities 13 00:00:31,300 --> 00:00:35,566 including the precomp node and the discach node 14 00:00:35,566 --> 00:00:37,933 and was gonna be looking at the contact sheet 15 00:00:37,933 --> 00:00:39,900 and the layer contact sheet 16 00:00:40,266 --> 00:00:41,966 so this class is gonna be one of those 17 00:00:41,966 --> 00:00:44,000 classes that isn't gonna be project focused 18 00:00:44,000 --> 00:00:45,633 but I think it will still be 19 00:00:45,700 --> 00:00:46,966 of great benefit 20 00:00:46,966 --> 00:00:49,766 and I thought this would be a good class to start the 21 00:00:49,766 --> 00:00:52,133 new level with okay 22 00:00:52,133 --> 00:00:53,866 the first thing I wanna do before we get into 23 00:00:53,866 --> 00:00:57,600 the preferences is have a quick talk about this caching 24 00:00:57,600 --> 00:00:59,933 and we're gonna be looking at this caching later on 25 00:00:59,933 --> 00:01:01,600 in the class 26 00:01:01,600 --> 00:01:03,166 but I wanted just to 27 00:01:03,166 --> 00:01:06,166 kind of go into some of the details of it at this point 28 00:01:06,333 --> 00:01:07,200 the reason why I'm doing it 29 00:01:07,200 --> 00:01:08,533 the very beginning of the class 30 00:01:08,533 --> 00:01:10,966 and not when we get into the disc caching 31 00:01:10,966 --> 00:01:13,100 is because this will also affect 32 00:01:13,100 --> 00:01:15,366 some of the things we're gonna see in the preferences 33 00:01:15,366 --> 00:01:16,666 so seem like a good 34 00:01:16,733 --> 00:01:18,666 point to talk about the uh 35 00:01:18,666 --> 00:01:19,700 disc caching 36 00:01:20,133 --> 00:01:21,533 now to talk about this caching 37 00:01:21,533 --> 00:01:23,800 we also need to understand hash 38 00:01:23,933 --> 00:01:25,666 and hash is an identifier 39 00:01:25,666 --> 00:01:27,866 which stores and receives data 40 00:01:27,900 --> 00:01:29,033 from the tree 41 00:01:29,133 --> 00:01:30,766 and this is actually a ideal 42 00:01:30,766 --> 00:01:32,166 or kind of a number 43 00:01:32,166 --> 00:01:34,066 so if we come across 44 00:01:34,466 --> 00:01:36,000 having selected this readnote 45 00:01:36,000 --> 00:01:38,366 and I come down to edit nodes 46 00:01:38,366 --> 00:01:40,166 and info viewer 47 00:01:41,333 --> 00:01:42,300 this comes up 48 00:01:42,300 --> 00:01:44,766 this viewer information comes up 49 00:01:44,766 --> 00:01:45,866 tells us lots of 50 00:01:45,966 --> 00:01:47,000 really useful things 51 00:01:47,000 --> 00:01:49,400 gives us information about the file size 52 00:01:49,500 --> 00:01:51,966 gives us information about the paths 53 00:01:52,200 --> 00:01:53,400 etcetera etcetera 54 00:01:53,700 --> 00:01:55,700 but the thing that is most interesting 55 00:01:55,700 --> 00:01:57,900 with regards to caching and hashing 56 00:01:57,900 --> 00:02:01,166 is that we can actually physically see the hash ID 57 00:02:01,166 --> 00:02:02,733 or the hash version 58 00:02:02,733 --> 00:02:04,300 here at the very top 59 00:02:04,966 --> 00:02:07,100 now if I was to 60 00:02:07,100 --> 00:02:09,700 come in and do an update 61 00:02:10,100 --> 00:02:12,066 having reloaded the input 62 00:02:12,066 --> 00:02:14,033 as I'm gonna take the read one 63 00:02:14,533 --> 00:02:16,200 and I'm gonna hit reload 64 00:02:16,600 --> 00:02:19,166 and we can know that when you put the mouse over 65 00:02:19,166 --> 00:02:21,700 it tells you that it reloads the image from the disc 66 00:02:21,933 --> 00:02:25,533 what it also does is it changes the hash ideal 67 00:02:25,533 --> 00:02:26,666 the hash version 68 00:02:26,666 --> 00:02:28,266 so if I press update 69 00:02:28,266 --> 00:02:30,966 we now get a new hash version 70 00:02:32,533 --> 00:02:36,166 okay the other time that the hash version is changed 71 00:02:36,166 --> 00:02:38,266 is when a knob is changed 72 00:02:38,266 --> 00:02:40,200 that makes a difference to the image 73 00:02:40,200 --> 00:02:42,400 so if you do something that affects the image 74 00:02:42,400 --> 00:02:43,100 in the tree 75 00:02:43,100 --> 00:02:46,000 then that's also going to adjust the hash 76 00:02:46,266 --> 00:02:47,533 and it's the hashing 77 00:02:47,533 --> 00:02:50,266 that tells the disc hash when to update 78 00:02:50,666 --> 00:02:52,800 so let's now come across and talk about cashing 79 00:02:52,800 --> 00:02:53,666 and specifically 80 00:02:53,666 --> 00:02:54,700 let's start with the viewer 81 00:02:54,700 --> 00:02:57,700 cash the viewer cash actually 82 00:02:58,000 --> 00:03:00,866 caches every frame it views to disk 83 00:03:00,933 --> 00:03:02,166 when you play through the segments 84 00:03:02,166 --> 00:03:05,433 it then tries to read that cash whenever possible 85 00:03:05,533 --> 00:03:08,066 so we know that when we hit play 86 00:03:08,333 --> 00:03:10,133 it runs through quite slowly 87 00:03:10,133 --> 00:03:12,200 and what is now doing is it's caching 88 00:03:12,200 --> 00:03:13,800 those frames to disk 89 00:03:13,933 --> 00:03:16,600 when we then rewind and hit play again 90 00:03:16,766 --> 00:03:18,833 often it plays faster 91 00:03:18,933 --> 00:03:21,533 and the reason why it does that is because 92 00:03:21,533 --> 00:03:24,666 the disc cash is actually reading off that information 93 00:03:24,666 --> 00:03:25,666 off the disc 94 00:03:25,700 --> 00:03:28,666 which is kind of stored and has ready access to 95 00:03:29,666 --> 00:03:32,766 now you can also add a cash 96 00:03:32,766 --> 00:03:36,300 to other parts of the scene via the Disc Cash note 97 00:03:36,300 --> 00:03:38,766 and this is what we're gonna be talking about later on 98 00:03:38,766 --> 00:03:40,066 in the class 99 00:03:40,100 --> 00:03:42,866 but you'll find that down here in 100 00:03:42,966 --> 00:03:45,766 the menu here at the bottom under Disc Cash 101 00:03:45,766 --> 00:03:47,866 okay so I'll just bring it in for the moment 102 00:03:49,733 --> 00:03:53,000 now when would you need to use this discach node 103 00:03:53,000 --> 00:03:55,600 the kind of thing you'd wanna use it on is when 104 00:03:55,600 --> 00:03:57,333 you always find that a 105 00:03:57,333 --> 00:04:00,166 node in your tree is just constantly flashing yellow 106 00:04:00,166 --> 00:04:02,766 so it's constantly being processed 107 00:04:02,766 --> 00:04:04,400 something like the bilateral 108 00:04:04,400 --> 00:04:06,166 that would be where it would be useful to 109 00:04:06,166 --> 00:04:08,166 put a disc cache node in there 110 00:04:08,166 --> 00:04:10,566 okay and that would go underneath the node 111 00:04:10,566 --> 00:04:11,900 such as the bilateral 112 00:04:13,400 --> 00:04:15,800 now if you need to clean the disc cash 113 00:04:15,800 --> 00:04:17,900 then you come in to render 114 00:04:18,066 --> 00:04:20,333 and clear this cash here 115 00:04:20,333 --> 00:04:21,200 and that will 116 00:04:21,333 --> 00:04:24,133 clear all of that out of the uh 117 00:04:24,133 --> 00:04:25,066 of the disc 118 00:04:25,700 --> 00:04:28,333 now the disc cache node caches to disc 119 00:04:28,333 --> 00:04:30,100 scan lines on its input 120 00:04:30,100 --> 00:04:32,466 as they are requested by its output 121 00:04:32,500 --> 00:04:35,600 and this can be really useful for a number of reasons 122 00:04:35,966 --> 00:04:38,700 first off if you have a really large composite 123 00:04:38,866 --> 00:04:40,966 you can break the notary into sections 124 00:04:40,966 --> 00:04:44,200 and cash any branch that you're no longer working on 125 00:04:44,200 --> 00:04:47,000 so this would be a good place to put a disc cash node 126 00:04:47,533 --> 00:04:51,266 also if you're reading a file from a network drive 127 00:04:51,266 --> 00:04:53,966 then if you add a disc cash note after the read 128 00:04:53,966 --> 00:04:55,900 that's gonna speed up your composite 129 00:04:55,900 --> 00:04:56,933 cause what it's gonna do is 130 00:04:56,933 --> 00:04:58,733 it's actually then going to start reading 131 00:04:58,733 --> 00:05:01,600 off of your local disc as opposed to the network disc 132 00:05:01,600 --> 00:05:04,866 so that's obviously gonna be faster in most cases 133 00:05:05,300 --> 00:05:07,933 and another reason you may wanna use the disc cash note 134 00:05:07,933 --> 00:05:11,900 is before you do a roto or roto paint mode 135 00:05:11,900 --> 00:05:14,533 and that's just gonna help speed up the flipping 136 00:05:14,533 --> 00:05:17,266 of frames now 137 00:05:17,266 --> 00:05:19,933 both the disc cash and the viewer cash notes 138 00:05:19,933 --> 00:05:23,200 are saved in the same folder or directory okay 139 00:05:23,333 --> 00:05:25,733 and you'll see that once we get into the preferences 140 00:05:25,733 --> 00:05:26,666 where that is 141 00:05:26,800 --> 00:05:28,133 so a lot of people ask 142 00:05:28,133 --> 00:05:29,600 how can I speed up nuke 143 00:05:29,600 --> 00:05:31,166 and this is one of the ways 144 00:05:31,166 --> 00:05:33,266 you can use the caching folder 145 00:05:33,266 --> 00:05:35,866 and have it connected into a fast raid 146 00:05:35,866 --> 00:05:37,066 or a fast disc 147 00:05:37,066 --> 00:05:38,700 and that's definitely gonna help you 148 00:05:39,700 --> 00:05:41,933 and unlike the viewer cash 149 00:05:41,933 --> 00:05:44,266 the disc cash note affects your render 150 00:05:44,266 --> 00:05:46,733 and is always saved in floating point 151 00:05:46,733 --> 00:05:48,800 where the viewer isn't always 152 00:05:48,933 --> 00:05:51,900 so that's a general overview as to how the caching 153 00:05:51,900 --> 00:05:54,300 and the hash works inside of nuke 154 00:05:54,466 --> 00:05:57,200 so we're gonna get more into that later in the class 155 00:05:57,200 --> 00:05:59,200 but I just wanted to explain that bit 156 00:05:59,200 --> 00:06:00,100 at the outset 157 00:06:00,100 --> 00:06:02,733 cause we're gonna be dipping into that as I said 158 00:06:02,733 --> 00:06:04,466 as we get into preferences 159 00:06:04,466 --> 00:06:06,433 and then as we come and look at 160 00:06:06,533 --> 00:06:10,266 this cash and memory caching later on in the class 161 00:06:10,600 --> 00:06:11,333 so from here 162 00:06:11,333 --> 00:06:13,900 let's now get into looking at the preferences 163 00:06:14,766 --> 00:06:17,000 now in Windows and Linux 164 00:06:17,000 --> 00:06:19,000 you're gonna find your preferences under headed 165 00:06:19,000 --> 00:06:20,400 and down here at the bottom 166 00:06:20,866 --> 00:06:21,966 but on the mag 167 00:06:21,966 --> 00:06:24,233 they are under the nuke 168 00:06:24,600 --> 00:06:25,966 name menu here 169 00:06:25,966 --> 00:06:27,600 and we've got preferences 170 00:06:28,566 --> 00:06:32,200 okay so what we have is a whole series of tabs 171 00:06:32,200 --> 00:06:35,066 and under each tab is obviously the specific 172 00:06:35,133 --> 00:06:37,500 set of preferences that that tab 173 00:06:37,566 --> 00:06:38,600 is covering 174 00:06:38,600 --> 00:06:40,700 so let's just do a very brief overview 175 00:06:40,900 --> 00:06:42,166 preferences tab 176 00:06:42,166 --> 00:06:43,966 this basically deals with setting things like 177 00:06:43,966 --> 00:06:45,066 colour schemes 178 00:06:45,133 --> 00:06:47,300 um automatic backup of files 179 00:06:47,300 --> 00:06:48,566 memory usage 180 00:06:48,566 --> 00:06:50,366 um certain node defaults 181 00:06:50,366 --> 00:06:52,000 so you can set those kind of things 182 00:06:52,000 --> 00:06:53,100 and script command 183 00:06:53,100 --> 00:06:54,900 dialogue defaults 184 00:06:55,766 --> 00:06:56,700 the windows 185 00:06:56,700 --> 00:06:58,466 this is settings 186 00:06:58,466 --> 00:07:00,366 for window positions tool tips 187 00:07:00,366 --> 00:07:01,766 windows snapping 188 00:07:02,100 --> 00:07:05,366 etcetera The Control Panel 189 00:07:05,366 --> 00:07:07,566 is settings for the behaviour of 190 00:07:07,566 --> 00:07:10,566 the Control Panel itself okay 191 00:07:10,766 --> 00:07:12,200 then we have appearances 192 00:07:12,200 --> 00:07:14,366 and this obviously deals with changing the colours 193 00:07:14,366 --> 00:07:15,900 the fonts the um 194 00:07:15,900 --> 00:07:17,600 interface appearance 195 00:07:18,400 --> 00:07:20,600 then we have the node colours 196 00:07:20,600 --> 00:07:22,366 and this enables us to 197 00:07:22,366 --> 00:07:23,266 adjust settings 198 00:07:23,266 --> 00:07:24,900 for changing the colour of different nodes 199 00:07:24,900 --> 00:07:26,300 and the viewer overlay 200 00:07:27,133 --> 00:07:29,800 the note graph itself is a very useful one 201 00:07:29,966 --> 00:07:32,400 this enables you to change the appearance of the 202 00:07:32,400 --> 00:07:33,900 note graph for examples 203 00:07:33,900 --> 00:07:34,766 the colours fonts 204 00:07:34,766 --> 00:07:35,933 backgrounds grids 205 00:07:35,933 --> 00:07:39,100 dots and the note behaviours within it 206 00:07:39,800 --> 00:07:41,700 then we have the viewer and again 207 00:07:41,700 --> 00:07:43,500 this is another very useful one 208 00:07:43,500 --> 00:07:45,533 this enables to change the settings 209 00:07:45,533 --> 00:07:46,300 of the viewer 210 00:07:46,300 --> 00:07:47,633 colours controls 211 00:07:47,666 --> 00:07:48,400 interactions 212 00:07:48,400 --> 00:07:51,400 speeds and the buffer bit depth of the viewer 213 00:07:51,800 --> 00:07:53,800 finally we have the script editor 214 00:07:53,800 --> 00:07:54,800 and these are settings 215 00:07:54,800 --> 00:07:56,700 for changing the behaviour and syntax 216 00:07:56,700 --> 00:07:57,800 highlighting 217 00:07:57,866 --> 00:07:59,000 colours for the script 218 00:07:59,000 --> 00:08:00,300 editor okay 219 00:08:00,300 --> 00:08:02,533 so let's begin to work through these 220 00:08:02,533 --> 00:08:03,933 and we're not probably gonna go through 221 00:08:03,933 --> 00:08:04,833 all of them 222 00:08:04,933 --> 00:08:06,000 or all of the 223 00:08:06,000 --> 00:08:06,666 things in here 224 00:08:06,666 --> 00:08:07,733 but I'm gonna give you 225 00:08:07,733 --> 00:08:08,800 the most useful ones 226 00:08:08,800 --> 00:08:11,300 or the ones that you probably need to be aware of 227 00:08:11,300 --> 00:08:14,633 which I'm guessing are gonna be 80% of what's in here 228 00:08:15,000 --> 00:08:15,966 now obviously 229 00:08:15,966 --> 00:08:18,100 the manual covers everything 230 00:08:18,100 --> 00:08:19,966 to do with the preferences so 231 00:08:19,966 --> 00:08:21,966 if you need to go back and refresh yourself 232 00:08:21,966 --> 00:08:24,033 or just wanna get take a look at that 233 00:08:24,066 --> 00:08:26,800 I would highly recommend going and checking out 234 00:08:27,000 --> 00:08:28,266 the uh the manual 235 00:08:28,733 --> 00:08:30,400 and if you search for preferences 236 00:08:30,400 --> 00:08:31,400 tab that will 237 00:08:31,400 --> 00:08:33,166 get you to the right page 238 00:08:33,333 --> 00:08:34,966 okay top of the 239 00:08:34,966 --> 00:08:35,766 preferences 240 00:08:35,766 --> 00:08:37,866 we have the presets 241 00:08:38,100 --> 00:08:39,966 this enables us to 242 00:08:39,966 --> 00:08:41,133 pick a style 243 00:08:41,133 --> 00:08:41,866 so we can have 244 00:08:41,866 --> 00:08:42,400 the standard 245 00:08:42,400 --> 00:08:43,900 which is what we've been using 246 00:08:43,900 --> 00:08:45,100 up until now 247 00:08:45,133 --> 00:08:47,033 or you can have silver 248 00:08:47,366 --> 00:08:48,466 which is this 249 00:08:48,700 --> 00:08:50,066 now sometimes I do 250 00:08:50,066 --> 00:08:51,966 use this when I'm teaching 251 00:08:52,133 --> 00:08:53,466 I don't find it very 252 00:08:53,466 --> 00:08:55,900 um high friendly when I'm working 253 00:08:55,933 --> 00:08:57,733 but what sometimes happens is 254 00:08:57,733 --> 00:08:59,366 you end up teaching in a room 255 00:08:59,366 --> 00:09:00,266 that doesn't have 256 00:09:00,266 --> 00:09:02,100 the best lighting conditions 257 00:09:02,333 --> 00:09:02,800 especially if 258 00:09:02,800 --> 00:09:04,700 the room is brighter than you'd want 259 00:09:04,700 --> 00:09:05,533 this is actually 260 00:09:05,533 --> 00:09:07,066 easier to see on a 261 00:09:07,333 --> 00:09:08,200 projector than 262 00:09:08,200 --> 00:09:09,766 the dark version is 263 00:09:09,900 --> 00:09:11,533 so sometimes I will switch for 264 00:09:11,533 --> 00:09:13,266 to this just for 265 00:09:13,466 --> 00:09:14,733 purposes of teaching 266 00:09:14,733 --> 00:09:16,700 in an over bright room 267 00:09:17,366 --> 00:09:20,166 now we can change the 268 00:09:20,300 --> 00:09:21,500 overall look of Nook 269 00:09:21,500 --> 00:09:23,666 and then save that as a preset 270 00:09:24,100 --> 00:09:25,466 obviously we've just got standard 271 00:09:25,466 --> 00:09:26,366 and silver in here 272 00:09:26,366 --> 00:09:27,366 but we could save our 273 00:09:27,366 --> 00:09:28,700 own presets 274 00:09:28,900 --> 00:09:30,300 and use that 275 00:09:30,333 --> 00:09:31,733 but that's gonna involve a bit of 276 00:09:31,733 --> 00:09:32,766 scripting or 277 00:09:32,766 --> 00:09:34,766 a very small amount of scripting 278 00:09:34,800 --> 00:09:35,800 and we'll come to that 279 00:09:35,800 --> 00:09:36,566 at the end of 280 00:09:36,566 --> 00:09:37,300 the preferences 281 00:09:37,300 --> 00:09:39,800 so we won't jump into that straight away okay 282 00:09:39,800 --> 00:09:41,066 the next section down 283 00:09:41,066 --> 00:09:41,866 this next button 284 00:09:41,866 --> 00:09:43,133 we have the script 285 00:09:43,133 --> 00:09:44,000 command dialog 286 00:09:44,000 --> 00:09:45,433 defaults to TCL 287 00:09:46,533 --> 00:09:47,133 now basically 288 00:09:47,133 --> 00:09:48,200 when this is on 289 00:09:48,366 --> 00:09:49,600 the script commands that you 290 00:09:49,600 --> 00:09:50,300 use inside of 291 00:09:50,300 --> 00:09:51,266 nuke will be 292 00:09:51,500 --> 00:09:52,800 tickle or TCL 293 00:09:53,200 --> 00:09:54,600 if you turn it off 294 00:09:54,600 --> 00:09:57,133 it's going to revert to being Python okay 295 00:09:57,133 --> 00:09:58,166 so depending on 296 00:09:58,166 --> 00:09:59,300 if people wanting to 297 00:09:59,300 --> 00:10:00,800 use TCL or Python 298 00:10:00,800 --> 00:10:01,900 in their script commands 299 00:10:01,900 --> 00:10:02,400 this is the 300 00:10:02,400 --> 00:10:03,300 button to switch on 301 00:10:03,300 --> 00:10:05,166 and off honesty 302 00:10:05,166 --> 00:10:06,700 co off is Python 303 00:10:07,266 --> 00:10:08,200 now the next one we 304 00:10:08,200 --> 00:10:09,133 have is the show 305 00:10:09,133 --> 00:10:10,566 menu from previous 306 00:10:10,566 --> 00:10:12,100 item under cursor 307 00:10:12,300 --> 00:10:13,433 now what does this do 308 00:10:13,933 --> 00:10:15,133 when this is checked 309 00:10:15,133 --> 00:10:16,900 which is obviously by default 310 00:10:17,066 --> 00:10:18,333 right click menus are 311 00:10:18,333 --> 00:10:19,166 opened with 312 00:10:19,166 --> 00:10:20,133 the previous 313 00:10:20,133 --> 00:10:21,000 selected item 314 00:10:21,000 --> 00:10:22,200 under the cursor 315 00:10:22,466 --> 00:10:22,900 let me give 316 00:10:22,900 --> 00:10:23,833 you an example 317 00:10:24,466 --> 00:10:26,000 just Butch this over 318 00:10:26,066 --> 00:10:27,100 and I right click 319 00:10:27,100 --> 00:10:28,566 and I go to image 320 00:10:28,766 --> 00:10:29,466 and I go to 321 00:10:29,466 --> 00:10:30,866 constant click 322 00:10:30,866 --> 00:10:32,100 we get a constant 323 00:10:32,566 --> 00:10:34,200 if I right click again 324 00:10:34,300 --> 00:10:35,766 um cursor on 325 00:10:35,766 --> 00:10:37,033 mouse is directly 326 00:10:37,066 --> 00:10:38,000 over the constant 327 00:10:38,000 --> 00:10:39,666 so we can grab it again 328 00:10:39,733 --> 00:10:41,866 and I find this incredibly useful 329 00:10:41,866 --> 00:10:43,966 and I know we've talked about this in the past 330 00:10:44,200 --> 00:10:45,600 if I turn this off 331 00:10:46,066 --> 00:10:47,833 and I right click 332 00:10:47,900 --> 00:10:48,533 you can now 333 00:10:48,533 --> 00:10:49,433 see that that 334 00:10:50,066 --> 00:10:51,566 he's actually lost 335 00:10:51,600 --> 00:10:53,566 so again if I come to constant 336 00:10:54,200 --> 00:10:55,600 right click again 337 00:10:55,733 --> 00:10:56,166 you can see 338 00:10:56,166 --> 00:10:58,333 we're back to kind of a default position 339 00:10:58,333 --> 00:10:59,400 we don't have 340 00:10:59,466 --> 00:11:01,133 that highlighted for us 341 00:11:01,133 --> 00:11:01,933 so generally 342 00:11:01,933 --> 00:11:02,766 I would keep this on 343 00:11:02,766 --> 00:11:03,900 I find that much 344 00:11:03,900 --> 00:11:05,366 more useful 345 00:11:06,333 --> 00:11:06,966 now it's probably 346 00:11:06,966 --> 00:11:08,100 also worth noting 347 00:11:08,100 --> 00:11:09,766 and as you saw then 348 00:11:09,900 --> 00:11:10,800 as you change 349 00:11:10,800 --> 00:11:11,533 the preferences 350 00:11:11,533 --> 00:11:12,566 you don't have to close it 351 00:11:12,566 --> 00:11:13,833 for them to take effect 352 00:11:14,266 --> 00:11:14,700 now you got 353 00:11:14,700 --> 00:11:15,900 two other options 354 00:11:16,400 --> 00:11:17,766 if you save 355 00:11:17,766 --> 00:11:18,500 the preferences 356 00:11:18,500 --> 00:11:19,533 having made changes 357 00:11:19,533 --> 00:11:21,200 it saves them into 358 00:11:21,333 --> 00:11:22,966 your nuke preference 359 00:11:22,966 --> 00:11:24,633 file in your home directory 360 00:11:24,933 --> 00:11:26,766 and so if I make some changes hit save 361 00:11:26,766 --> 00:11:27,566 that's then 362 00:11:27,566 --> 00:11:29,466 kind of hardwired into nuke 363 00:11:29,500 --> 00:11:30,866 next time you start nuke 364 00:11:30,866 --> 00:11:32,666 they'll be there okay 365 00:11:33,333 --> 00:11:34,933 if I make some changes 366 00:11:34,933 --> 00:11:35,966 and suddenly decide 367 00:11:35,966 --> 00:11:36,566 I shouldn't have 368 00:11:36,566 --> 00:11:37,566 done that you 369 00:11:37,566 --> 00:11:39,166 can revert to saved 370 00:11:39,166 --> 00:11:40,300 and that will then 371 00:11:40,300 --> 00:11:42,066 call up the 372 00:11:42,366 --> 00:11:44,866 file and preferences settings 373 00:11:44,866 --> 00:11:45,500 based off of 374 00:11:45,500 --> 00:11:46,100 the last time 375 00:11:46,100 --> 00:11:46,600 you pressed 376 00:11:46,600 --> 00:11:48,033 save preferences 377 00:11:48,400 --> 00:11:50,866 but if you just wanna make some changes such as 378 00:11:51,133 --> 00:11:52,366 um change the 379 00:11:52,366 --> 00:11:53,200 shame menus 380 00:11:53,200 --> 00:11:53,933 on previous 381 00:11:53,933 --> 00:11:54,666 item on the cursor 382 00:11:54,666 --> 00:11:55,966 that we just looked at 383 00:11:56,366 --> 00:11:57,666 the minute you make a change in 384 00:11:57,666 --> 00:11:58,266 the preferences 385 00:11:58,266 --> 00:11:59,566 that kind of becomes 386 00:11:59,566 --> 00:12:00,300 available to 387 00:12:00,300 --> 00:12:01,366 you straight away 388 00:12:01,700 --> 00:12:03,500 and if you then just hit close 389 00:12:03,533 --> 00:12:04,966 it will just make those changes 390 00:12:04,966 --> 00:12:06,100 for this current session 391 00:12:06,100 --> 00:12:06,966 and nuke so 392 00:12:06,966 --> 00:12:07,800 if you were to 393 00:12:07,800 --> 00:12:09,700 stop nuke and restart it 394 00:12:09,700 --> 00:12:10,900 it wouldn't restart 395 00:12:10,900 --> 00:12:12,400 with where you last were 396 00:12:12,400 --> 00:12:13,633 it would restart 397 00:12:13,800 --> 00:12:15,100 based on the last time 398 00:12:15,100 --> 00:12:15,766 you use these 399 00:12:15,766 --> 00:12:17,700 save preferences right 400 00:12:17,700 --> 00:12:18,566 let's go down to 401 00:12:18,566 --> 00:12:19,366 our next section 402 00:12:19,366 --> 00:12:20,300 the files and 403 00:12:20,300 --> 00:12:22,000 path first off 404 00:12:22,000 --> 00:12:22,500 we have this 405 00:12:22,500 --> 00:12:24,300 auto save file name 406 00:12:24,300 --> 00:12:26,000 and this basically gives you 407 00:12:26,000 --> 00:12:27,233 the directory 408 00:12:27,266 --> 00:12:28,733 structure and 409 00:12:28,733 --> 00:12:30,400 the name of 410 00:12:30,533 --> 00:12:31,533 the auto save 411 00:12:31,533 --> 00:12:32,133 that's gonna be 412 00:12:32,133 --> 00:12:32,966 taking place 413 00:12:32,966 --> 00:12:33,566 okay so you 414 00:12:33,566 --> 00:12:34,566 can change that 415 00:12:34,566 --> 00:12:35,700 if you want to 416 00:12:35,700 --> 00:12:37,300 I personally find that 417 00:12:37,300 --> 00:12:37,966 where it is 418 00:12:37,966 --> 00:12:39,800 works absolutely fine 419 00:12:40,566 --> 00:12:42,700 auto save after idle 420 00:12:43,266 --> 00:12:43,766 basically if 421 00:12:43,766 --> 00:12:44,133 you don't do 422 00:12:44,133 --> 00:12:44,966 anything 5 seconds 423 00:12:44,966 --> 00:12:46,400 it saves incredibly 424 00:12:46,400 --> 00:12:47,933 useful Force 425 00:12:47,933 --> 00:12:50,433 Auto save after 30 seconds 426 00:12:50,466 --> 00:12:51,800 this basically means if 427 00:12:51,800 --> 00:12:52,800 you aren't idle 428 00:12:52,800 --> 00:12:53,700 for 5 seconds 429 00:12:53,700 --> 00:12:55,500 then after 30 seconds 430 00:12:55,500 --> 00:12:56,633 it will save 431 00:12:56,733 --> 00:12:57,366 anyway whether 432 00:12:57,366 --> 00:12:59,366 you've been idle or not okay 433 00:12:59,366 --> 00:13:00,833 so pretty straightforward 434 00:13:01,366 --> 00:13:03,033 next up we have memory 435 00:13:03,566 --> 00:13:04,100 the first thing 436 00:13:04,100 --> 00:13:05,000 we have is this 437 00:13:05,000 --> 00:13:06,066 cash memory 438 00:13:06,066 --> 00:13:07,400 usage percent 439 00:13:07,466 --> 00:13:08,400 this is basically 440 00:13:08,400 --> 00:13:10,266 the percent of memory that you 441 00:13:10,266 --> 00:13:10,933 are going to be 442 00:13:10,933 --> 00:13:11,933 giving to nuke 443 00:13:11,933 --> 00:13:13,366 while it's working 444 00:13:13,366 --> 00:13:15,100 so the default is 50 445 00:13:15,366 --> 00:13:16,900 and that means that 50% of 446 00:13:16,900 --> 00:13:17,466 your system 447 00:13:17,466 --> 00:13:18,466 memory will be used 448 00:13:18,466 --> 00:13:19,600 for nuke leaving 449 00:13:19,600 --> 00:13:20,766 the other 50% to 450 00:13:20,766 --> 00:13:22,466 run your OS 451 00:13:22,466 --> 00:13:23,666 run Photoshop 452 00:13:24,000 --> 00:13:24,733 whatever else 453 00:13:24,733 --> 00:13:25,466 you've got open that 454 00:13:25,466 --> 00:13:26,600 you need okay 455 00:13:26,600 --> 00:13:27,500 if you wanna change it 456 00:13:27,500 --> 00:13:28,700 obviously you 457 00:13:28,700 --> 00:13:29,766 can do that 458 00:13:30,366 --> 00:13:32,166 next up we have disc cash 459 00:13:32,166 --> 00:13:32,666 and this is 460 00:13:32,666 --> 00:13:33,600 the folder where 461 00:13:33,600 --> 00:13:34,300 when you use 462 00:13:34,300 --> 00:13:34,866 your viewer 463 00:13:34,866 --> 00:13:35,900 and you play 464 00:13:35,966 --> 00:13:36,566 your viewer 465 00:13:36,566 --> 00:13:37,533 and it's obviously 466 00:13:37,533 --> 00:13:38,666 cashing that to disc 467 00:13:38,666 --> 00:13:40,466 that's the location of that 468 00:13:40,466 --> 00:13:42,833 viewer cash okay 469 00:13:42,933 --> 00:13:43,600 then we have 470 00:13:43,600 --> 00:13:45,133 the disc cash size 471 00:13:45,133 --> 00:13:46,133 so this determines 472 00:13:46,133 --> 00:13:47,100 in gigabytes 473 00:13:47,100 --> 00:13:48,400 how big that disc 474 00:13:48,400 --> 00:13:49,200 cash will be 475 00:13:49,200 --> 00:13:50,400 and 10 seems to be 476 00:13:50,400 --> 00:13:52,300 a pretty good amount um 477 00:13:52,300 --> 00:13:52,900 then you have 478 00:13:52,900 --> 00:13:53,966 the paint disc cash 479 00:13:53,966 --> 00:13:55,033 and that's again 480 00:13:55,466 --> 00:13:56,400 face similar 481 00:13:56,400 --> 00:13:57,866 it sets the maximum size 482 00:13:57,866 --> 00:13:58,366 for the Roto 483 00:13:58,366 --> 00:13:59,666 Paint disc cache 484 00:13:59,733 --> 00:14:00,366 so you wanna 485 00:14:00,366 --> 00:14:00,866 make sure that 486 00:14:00,866 --> 00:14:01,700 that's a good amount 487 00:14:01,700 --> 00:14:03,200 and 10 gigabytes 488 00:14:03,200 --> 00:14:04,566 seems to be ample 489 00:14:04,566 --> 00:14:05,300 for anything 490 00:14:05,300 --> 00:14:06,200 I've ever seen 491 00:14:06,566 --> 00:14:07,866 then we have this 492 00:14:07,866 --> 00:14:09,100 nuke memory 493 00:14:09,100 --> 00:14:10,366 available for paint 494 00:14:10,466 --> 00:14:11,366 and again this is 495 00:14:11,366 --> 00:14:13,466 uh 60% memory 496 00:14:13,900 --> 00:14:14,800 so this sets 497 00:14:14,800 --> 00:14:15,966 the limit of 498 00:14:15,966 --> 00:14:16,766 the memory uses 499 00:14:16,766 --> 00:14:18,000 for the Roto paint 500 00:14:18,000 --> 00:14:20,533 and again I find 60% 501 00:14:20,533 --> 00:14:21,200 seems to be 502 00:14:21,200 --> 00:14:22,600 absolutely fine 503 00:14:23,166 --> 00:14:24,000 and then finally 504 00:14:24,000 --> 00:14:24,566 you have the 505 00:14:24,566 --> 00:14:26,100 undo history size 506 00:14:26,133 --> 00:14:27,466 in megabytes 507 00:14:27,566 --> 00:14:29,100 so basically 50 508 00:14:29,600 --> 00:14:30,700 megabytes is 509 00:14:30,866 --> 00:14:32,066 put aside for your 510 00:14:32,066 --> 00:14:33,133 undo history 511 00:14:33,133 --> 00:14:34,400 and I know if 512 00:14:34,400 --> 00:14:35,066 you're like me 513 00:14:35,066 --> 00:14:35,966 undo is a very 514 00:14:35,966 --> 00:14:37,100 useful thing 515 00:14:37,400 --> 00:14:38,266 and then you can set 516 00:14:38,266 --> 00:14:39,366 the minimum 517 00:14:39,500 --> 00:14:41,000 undo entries 518 00:14:41,100 --> 00:14:42,066 which is four 519 00:14:42,066 --> 00:14:43,066 so you're always gonna have 520 00:14:43,066 --> 00:14:44,200 four undoes 521 00:14:44,333 --> 00:14:45,300 so people ask 522 00:14:45,300 --> 00:14:47,133 what happens if my undo 523 00:14:47,133 --> 00:14:48,300 history size 524 00:14:48,400 --> 00:14:49,666 is exceeded 525 00:14:49,666 --> 00:14:50,900 it basically just loses 526 00:14:50,900 --> 00:14:51,866 the old stuff 527 00:14:51,866 --> 00:14:52,666 adding the new stuff 528 00:14:52,666 --> 00:14:53,200 to the top of 529 00:14:53,200 --> 00:14:54,500 the list so 530 00:14:54,666 --> 00:14:55,133 you'll always 531 00:14:55,133 --> 00:14:55,600 be in a good 532 00:14:55,600 --> 00:14:57,800 place next up 533 00:14:57,800 --> 00:14:58,666 we have a node 534 00:14:58,666 --> 00:15:00,333 defaults new merge 535 00:15:00,333 --> 00:15:01,266 nodes connect to 536 00:15:01,266 --> 00:15:02,266 the a input 537 00:15:02,533 --> 00:15:03,300 what this does 538 00:15:03,300 --> 00:15:04,666 is basically determines 539 00:15:04,666 --> 00:15:05,266 whether the 540 00:15:05,266 --> 00:15:06,333 a or the B side 541 00:15:06,333 --> 00:15:07,366 of a merge is 542 00:15:07,366 --> 00:15:08,533 connected to this 543 00:15:08,533 --> 00:15:09,300 selected node 544 00:15:09,300 --> 00:15:10,300 you have so 545 00:15:10,300 --> 00:15:10,666 let me give 546 00:15:10,666 --> 00:15:11,633 you an example 547 00:15:11,700 --> 00:15:12,166 let's make a 548 00:15:12,166 --> 00:15:13,066 checkerboard 549 00:15:14,333 --> 00:15:15,666 and then with this on 550 00:15:15,666 --> 00:15:17,433 I press m for merge 551 00:15:17,566 --> 00:15:21,366 and you can see that the a side is added to the merge 552 00:15:21,500 --> 00:15:22,566 let's delete it 553 00:15:22,700 --> 00:15:23,866 turn this off 554 00:15:24,166 --> 00:15:27,066 now when I click my checkerboard and hit m for merge 555 00:15:27,533 --> 00:15:29,066 the B side is selected 556 00:15:29,066 --> 00:15:31,566 and this is the way I tend to work I prefer 557 00:15:31,800 --> 00:15:35,200 the B side to be selected and the a side to be empty 558 00:15:35,200 --> 00:15:36,500 so that's what that does 559 00:15:36,766 --> 00:15:39,966 and then you have auto key photo shapes 560 00:15:39,966 --> 00:15:44,166 this is again if we press 0 in the note graph 561 00:15:44,166 --> 00:15:46,866 you can see that we have at the top here 562 00:15:46,866 --> 00:15:49,266 once we come in and 563 00:15:49,766 --> 00:15:51,866 we begin to make some changes 564 00:15:51,866 --> 00:15:53,100 let's add this 565 00:15:53,466 --> 00:15:56,566 and we come across and you can see that we have 566 00:15:56,866 --> 00:15:59,666 auto key is already switched on here 567 00:15:59,766 --> 00:16:01,600 and you see over here too 568 00:16:02,000 --> 00:16:03,700 now if this is switched off 569 00:16:03,900 --> 00:16:07,766 then next time we make a Roto node over Roto 570 00:16:08,100 --> 00:16:09,700 let's make some changes 571 00:16:10,866 --> 00:16:13,933 you can see the now auto keys switched off again 572 00:16:13,933 --> 00:16:15,866 I tend to keep that switched on 573 00:16:15,866 --> 00:16:17,400 I find that really useful 574 00:16:18,400 --> 00:16:22,300 finally we have allowed trial mode in OFX plugins 575 00:16:22,500 --> 00:16:23,400 now this is to do with 576 00:16:23,400 --> 00:16:25,966 how nuke handles rendering of these tools 577 00:16:26,333 --> 00:16:27,000 one setting 578 00:16:27,000 --> 00:16:29,900 if it can't find the license for the RFX plugin 579 00:16:29,966 --> 00:16:31,200 it produces an error 580 00:16:31,200 --> 00:16:32,166 as long as obviously 581 00:16:32,166 --> 00:16:35,500 the plugin honors the internal error setting properly 582 00:16:35,666 --> 00:16:36,466 and with the other 583 00:16:36,466 --> 00:16:38,400 it renders with a watermark 584 00:16:38,800 --> 00:16:41,100 right let's go across to the next tab 585 00:16:41,100 --> 00:16:42,300 the Windows tab 586 00:16:42,766 --> 00:16:43,800 okay top of the list 587 00:16:43,800 --> 00:16:45,333 we have tool tips on 588 00:16:45,333 --> 00:16:48,200 or if you unselected tool tips off 589 00:16:48,400 --> 00:16:50,800 obviously depending on where you put your mouse 590 00:16:50,800 --> 00:16:53,800 you get lots of useful tool tips 591 00:16:54,000 --> 00:16:55,300 if this is switched off 592 00:16:55,300 --> 00:16:56,333 you lose all of those 593 00:16:56,333 --> 00:16:58,700 so if you feel you don't want tool tips 594 00:16:58,700 --> 00:17:00,466 then people can switch it off 595 00:17:00,466 --> 00:17:03,166 here the position section 596 00:17:03,166 --> 00:17:05,433 this deals with kind of windows 597 00:17:05,800 --> 00:17:09,900 now when you do things like open up floating windows 598 00:17:09,900 --> 00:17:10,600 the colour picker 599 00:17:10,600 --> 00:17:11,633 things like that 600 00:17:11,933 --> 00:17:14,400 nuke basically remembers where they were saved 601 00:17:14,500 --> 00:17:16,166 and if you wanna clear that information 602 00:17:16,166 --> 00:17:17,766 so they end up in their kind of 603 00:17:17,766 --> 00:17:20,366 default position or general positions 604 00:17:20,600 --> 00:17:21,700 you can then come in 605 00:17:21,700 --> 00:17:22,366 just clear them 606 00:17:22,366 --> 00:17:23,933 here I find it 607 00:17:23,933 --> 00:17:25,800 I hardly ever need to do that 608 00:17:25,800 --> 00:17:27,933 unless you get yourself in a situation where 609 00:17:27,933 --> 00:17:28,500 you move it 610 00:17:28,500 --> 00:17:30,033 across to one monitor 611 00:17:30,333 --> 00:17:32,600 and then you don't have that monitor for some reason 612 00:17:32,600 --> 00:17:36,000 and you can't find your colour palettes or your various 613 00:17:36,000 --> 00:17:38,400 um stored positions of Windows 614 00:17:38,400 --> 00:17:40,266 you can just come in and clear it and they'll 615 00:17:40,333 --> 00:17:42,166 return to that default position 616 00:17:42,733 --> 00:17:43,500 floating Windows 617 00:17:43,500 --> 00:17:45,966 this is really kind of a Linux based thing 618 00:17:46,333 --> 00:17:47,866 and it basically 619 00:17:47,866 --> 00:17:50,800 is used to fix problems with floating Windows 620 00:17:51,266 --> 00:17:54,400 and it depends on whether you're using the GNOME 621 00:17:54,400 --> 00:17:57,933 or the KDE as to which one of these you use now 622 00:17:57,933 --> 00:18:00,366 if you're gonna be teaching people that are using Linux 623 00:18:00,466 --> 00:18:02,966 you may wanna have a quick look at this to uh 624 00:18:02,966 --> 00:18:04,266 just work out 625 00:18:04,566 --> 00:18:06,600 what's the best way for them to uh 626 00:18:06,600 --> 00:18:08,100 have this operating 627 00:18:08,166 --> 00:18:10,600 but it's very much gonna depend on 628 00:18:10,666 --> 00:18:12,700 whether they are using 629 00:18:12,933 --> 00:18:14,300 one or the other system 630 00:18:14,300 --> 00:18:15,800 and how you're floating windows 631 00:18:15,800 --> 00:18:18,333 or their floating windows are gonna kind of interact 632 00:18:18,333 --> 00:18:19,566 with the whole Linux 633 00:18:19,566 --> 00:18:21,666 um UI and things like that 634 00:18:21,666 --> 00:18:23,700 the windows end up in front or behind and 635 00:18:23,700 --> 00:18:25,700 things like that OK 636 00:18:26,400 --> 00:18:29,700 then we have this show dialog under the cursor 637 00:18:30,200 --> 00:18:31,500 now when this is checked 638 00:18:31,500 --> 00:18:33,500 pop up dialog boxes appear 639 00:18:33,500 --> 00:18:35,466 in the current position of the cursor 640 00:18:35,533 --> 00:18:36,500 when it's not checked 641 00:18:36,500 --> 00:18:38,300 they kind of appear in the middle of 642 00:18:38,300 --> 00:18:39,800 the nuke user interface 643 00:18:39,800 --> 00:18:41,566 you might wanna keep this on 644 00:18:41,566 --> 00:18:43,500 I tend to keep this on all the time 645 00:18:44,133 --> 00:18:46,766 the next section under Windows is snapping 646 00:18:47,133 --> 00:18:50,366 now this enables you to kind of work with any kind 647 00:18:50,366 --> 00:18:52,433 of floating windows that you may have 648 00:18:52,733 --> 00:18:55,466 so the first one is snap when moving windows 649 00:18:55,800 --> 00:18:56,900 so what does this do 650 00:18:56,900 --> 00:18:57,966 when it's checked 651 00:18:57,966 --> 00:18:59,666 you can move floating windows 652 00:18:59,666 --> 00:19:01,800 and windows snap to the screen edges 653 00:19:01,800 --> 00:19:03,566 and other floating windows 654 00:19:03,900 --> 00:19:06,300 so you can see that if this is on 655 00:19:06,900 --> 00:19:08,300 and I make a floating window 656 00:19:08,300 --> 00:19:09,600 so let's make 657 00:19:10,100 --> 00:19:11,066 so this rotor 658 00:19:11,066 --> 00:19:11,933 I'm gonna hold down 659 00:19:11,933 --> 00:19:13,100 command or control 660 00:19:13,100 --> 00:19:14,066 double click 661 00:19:14,733 --> 00:19:18,866 can see now as I move it basically snaps 662 00:19:19,133 --> 00:19:19,700 to the edge 663 00:19:19,700 --> 00:19:20,800 you can just see it 664 00:19:20,900 --> 00:19:23,600 kinda snapping there and there 665 00:19:23,766 --> 00:19:25,700 and if I was to open another one 666 00:19:26,500 --> 00:19:29,000 then you can see also this one 667 00:19:29,600 --> 00:19:30,966 kind of wants to snap 668 00:19:30,966 --> 00:19:32,300 you can kind of see them 669 00:19:32,933 --> 00:19:35,666 snapping to each other okay 670 00:19:35,700 --> 00:19:37,233 so that's what that does 671 00:19:37,666 --> 00:19:39,600 I tend to not use it so much 672 00:19:39,966 --> 00:19:42,466 and then you can snap if power 673 00:19:42,466 --> 00:19:43,333 without touching 674 00:19:43,333 --> 00:19:44,533 so basically 675 00:19:44,533 --> 00:19:45,800 that does the same thing 676 00:19:45,800 --> 00:19:47,766 but it works 677 00:19:47,766 --> 00:19:49,800 based on the threshold below 678 00:19:50,133 --> 00:19:51,066 to determine 679 00:19:51,066 --> 00:19:52,700 whether the windows that are come 680 00:19:52,700 --> 00:19:53,866 become parallel to each other 681 00:19:53,866 --> 00:19:55,266 then snap to each other 682 00:19:55,600 --> 00:19:58,066 again I tend to not use that either 683 00:19:58,166 --> 00:19:59,466 but if people wanna 684 00:19:59,466 --> 00:20:00,733 use a lot of floating windows 685 00:20:00,733 --> 00:20:02,766 and want them all snap together then uh 686 00:20:02,766 --> 00:20:04,700 these are the options to use 687 00:20:04,800 --> 00:20:05,966 next up is the 688 00:20:05,966 --> 00:20:07,300 script loading 689 00:20:07,333 --> 00:20:08,400 now the first one is 690 00:20:08,400 --> 00:20:11,466 reopen viewers when loading a saved script 691 00:20:11,466 --> 00:20:13,066 now this is really interesting 692 00:20:13,466 --> 00:20:14,966 basically when it's checked 693 00:20:14,966 --> 00:20:16,733 you can open a safe script 694 00:20:16,733 --> 00:20:17,933 and any viewers that were in the 695 00:20:17,933 --> 00:20:19,166 script are opened 696 00:20:19,166 --> 00:20:20,500 in the viewer pane 697 00:20:20,500 --> 00:20:21,900 so this is really useful 698 00:20:21,900 --> 00:20:23,766 just to make sure that all your viewers 699 00:20:23,766 --> 00:20:25,066 open correctly 700 00:20:25,600 --> 00:20:26,500 okay next up 701 00:20:26,500 --> 00:20:28,666 we have use window layout from 702 00:20:28,666 --> 00:20:29,966 saved script 703 00:20:30,000 --> 00:20:31,866 now I find this really useful 704 00:20:32,100 --> 00:20:33,333 this basically 705 00:20:33,333 --> 00:20:34,566 enables you to 706 00:20:34,733 --> 00:20:36,500 rearrange your interface 707 00:20:36,733 --> 00:20:39,366 based off of the script that's been saved 708 00:20:39,366 --> 00:20:41,666 from a previous setup to say 709 00:20:41,666 --> 00:20:44,000 I rearrange my interface 710 00:20:44,000 --> 00:20:44,933 and I put properties 711 00:20:44,933 --> 00:20:46,100 panel viewers 712 00:20:46,266 --> 00:20:47,533 notegraph etcetera 713 00:20:47,533 --> 00:20:49,000 in different places 714 00:20:49,166 --> 00:20:50,766 and I save my script 715 00:20:50,800 --> 00:20:52,133 normally when you 716 00:20:52,133 --> 00:20:53,000 reopen nuke 717 00:20:53,000 --> 00:20:56,066 and it defaults to its normal kind of foundry layout 718 00:20:56,333 --> 00:20:56,966 if you were to 719 00:20:56,966 --> 00:20:58,800 reopen that last script 720 00:20:59,066 --> 00:21:00,500 the last script will kind of 721 00:21:00,700 --> 00:21:02,600 abide by the default 722 00:21:02,600 --> 00:21:03,600 layer of nuke 723 00:21:03,600 --> 00:21:04,500 or whatever layout 724 00:21:04,500 --> 00:21:05,800 you currently had set 725 00:21:06,066 --> 00:21:07,600 if you have this option on 726 00:21:07,600 --> 00:21:09,233 it says okay 727 00:21:09,300 --> 00:21:10,333 when this was saved 728 00:21:10,333 --> 00:21:12,366 everything was in a slightly different position 729 00:21:12,366 --> 00:21:14,166 I'll reestablish those 730 00:21:14,500 --> 00:21:15,733 pain positions 731 00:21:15,733 --> 00:21:18,633 so that is your kind of back to where you were 732 00:21:18,733 --> 00:21:19,266 not only with 733 00:21:19,266 --> 00:21:19,766 your script 734 00:21:19,766 --> 00:21:20,533 but also in 735 00:21:20,533 --> 00:21:22,033 the layout of your UI 736 00:21:22,166 --> 00:21:23,366 so I tend to keep that on 737 00:21:23,366 --> 00:21:23,900 I find that 738 00:21:23,900 --> 00:21:24,900 really useful 739 00:21:25,666 --> 00:21:26,866 the last section is 740 00:21:26,866 --> 00:21:28,400 the file browser 741 00:21:28,566 --> 00:21:29,500 now the only option is 742 00:21:29,500 --> 00:21:31,133 the start file browser 743 00:21:31,133 --> 00:21:33,333 from most recent used directory 744 00:21:33,333 --> 00:21:34,366 so it's again 745 00:21:34,600 --> 00:21:35,733 very straightforward 746 00:21:35,733 --> 00:21:37,000 it basically 747 00:21:37,333 --> 00:21:38,266 keeps you at 748 00:21:38,266 --> 00:21:38,800 the place that 749 00:21:38,800 --> 00:21:39,900 you were last night when 750 00:21:39,900 --> 00:21:41,433 you went to a certain folder 751 00:21:41,533 --> 00:21:42,566 so for instance 752 00:21:42,566 --> 00:21:44,766 if I press R for read 753 00:21:45,266 --> 00:21:47,500 and I come into my 754 00:21:47,733 --> 00:21:48,833 nuke folder 755 00:21:48,900 --> 00:21:49,500 and I come in 756 00:21:49,500 --> 00:21:52,700 to include and open FX 757 00:21:53,166 --> 00:21:54,800 and I just open this 758 00:21:54,866 --> 00:21:55,466 so obviously 759 00:21:55,466 --> 00:21:56,200 not gonna do anything 760 00:21:56,200 --> 00:21:57,233 cause it's bad 761 00:21:57,533 --> 00:21:59,100 but if I then go to read again 762 00:21:59,100 --> 00:22:01,466 I'm back in that same folder 763 00:22:02,100 --> 00:22:03,300 but if I turn this off 764 00:22:03,300 --> 00:22:04,333 you won't end up 765 00:22:04,333 --> 00:22:05,466 at that most 766 00:22:05,466 --> 00:22:06,566 recent used 767 00:22:06,566 --> 00:22:08,133 directory okay 768 00:22:08,133 --> 00:22:09,600 so let's get rid of this 769 00:22:09,933 --> 00:22:11,866 and move to 770 00:22:12,300 --> 00:22:13,133 our next tab 771 00:22:13,133 --> 00:22:14,066 which is our 772 00:22:14,066 --> 00:22:15,500 Control Panels 773 00:22:16,266 --> 00:22:18,066 okay first up at the top 774 00:22:18,100 --> 00:22:19,433 new panels go 775 00:22:19,533 --> 00:22:20,600 now this is a 776 00:22:20,733 --> 00:22:21,400 drop down menu 777 00:22:21,400 --> 00:22:23,833 of three methods 778 00:22:24,500 --> 00:22:25,700 we can say that a 779 00:22:25,700 --> 00:22:27,900 new panel goes in its own window 780 00:22:28,266 --> 00:22:28,900 and that means that 781 00:22:28,900 --> 00:22:31,200 each control panel appears in its own 782 00:22:31,200 --> 00:22:32,200 floating window 783 00:22:32,200 --> 00:22:33,566 so if we put this on 784 00:22:34,166 --> 00:22:35,733 and let's make 785 00:22:35,733 --> 00:22:37,666 a blur node 786 00:22:37,866 --> 00:22:38,333 you can see 787 00:22:38,333 --> 00:22:39,300 the blur node 788 00:22:39,300 --> 00:22:40,533 instead of appearing on our 789 00:22:40,533 --> 00:22:41,466 properties over here 790 00:22:41,466 --> 00:22:42,366 pops up in its own 791 00:22:42,366 --> 00:22:43,433 floating window 792 00:22:43,866 --> 00:22:45,833 let's make a grade node 793 00:22:45,900 --> 00:22:48,700 again the grade node then appears in its own 794 00:22:49,066 --> 00:22:50,200 floating window 795 00:22:50,300 --> 00:22:51,900 so that's that option 796 00:22:52,800 --> 00:22:54,033 let's get rid of these 797 00:22:54,666 --> 00:22:55,766 the second option down 798 00:22:55,766 --> 00:22:57,733 which is the default option is 799 00:22:57,733 --> 00:22:58,766 the top of the 800 00:22:58,766 --> 00:22:59,900 control panel 801 00:22:59,966 --> 00:23:01,366 so if I make a blur 802 00:23:02,133 --> 00:23:04,366 it appears at the top 803 00:23:04,533 --> 00:23:05,800 if I then make a grade 804 00:23:05,800 --> 00:23:07,766 it then appears at the top 805 00:23:08,100 --> 00:23:08,800 and if you have 806 00:23:08,800 --> 00:23:10,166 multiple uh 807 00:23:10,166 --> 00:23:11,366 windows open in the 808 00:23:11,366 --> 00:23:11,966 properties panel 809 00:23:11,966 --> 00:23:12,800 at the same time 810 00:23:12,800 --> 00:23:14,900 such as say 3 811 00:23:16,166 --> 00:23:17,733 you can see what would happen 812 00:23:17,733 --> 00:23:20,366 would be if we again delete this 813 00:23:22,000 --> 00:23:25,033 just come out to our blur then make a grade 814 00:23:25,300 --> 00:23:27,366 the grade then goes above the blur 815 00:23:27,566 --> 00:23:29,366 and if we make say another node 816 00:23:29,366 --> 00:23:30,566 say roto node 817 00:23:30,566 --> 00:23:32,866 it then goes above that one 818 00:23:32,866 --> 00:23:35,000 so that the new node is always appearing 819 00:23:35,000 --> 00:23:36,900 at the top of the properties panel 820 00:23:37,200 --> 00:23:38,900 if we set it to bottom 821 00:23:39,400 --> 00:23:41,700 then it's pretty obvious what's gonna happen 822 00:23:41,866 --> 00:23:43,400 blur appears first 823 00:23:43,533 --> 00:23:45,100 and then the grade node 824 00:23:45,100 --> 00:23:48,666 instead of appearing above the blur appears below okay 825 00:23:48,666 --> 00:23:50,566 I tend to keep it at the top 826 00:23:50,566 --> 00:23:52,766 I find that most useful 827 00:23:53,733 --> 00:23:56,600 then we have the maximum loads in the properties bin 828 00:23:56,600 --> 00:23:58,133 but I tend to keep mine set to 1 829 00:23:58,133 --> 00:23:59,700 we've already talked about this 830 00:23:59,766 --> 00:24:01,900 but if you need multiple ones 831 00:24:01,900 --> 00:24:04,666 like I just showed you with 3 open at one time 832 00:24:04,700 --> 00:24:06,400 you can adjust this number 833 00:24:06,600 --> 00:24:07,700 okay next up 834 00:24:07,700 --> 00:24:10,366 we have these four check boxes 835 00:24:10,466 --> 00:24:12,000 first one is reopen 836 00:24:12,000 --> 00:24:13,566 acts like a new pain 837 00:24:13,933 --> 00:24:16,366 now this basically if checked 838 00:24:16,400 --> 00:24:18,800 and you reopen a floating control pain 839 00:24:18,800 --> 00:24:22,500 Luke opens the pain in the same position as a new pain 840 00:24:22,533 --> 00:24:25,433 even if you move the pain to a new location earlier 841 00:24:26,366 --> 00:24:30,033 by default I just find this is much better switched off 842 00:24:30,133 --> 00:24:34,400 okay then we have double click moves pane 843 00:24:34,600 --> 00:24:35,766 pretty straightforward 844 00:24:35,766 --> 00:24:36,500 when it's on 845 00:24:36,500 --> 00:24:38,466 you can basically double click on a node 846 00:24:38,533 --> 00:24:40,500 his control panel is already open 847 00:24:40,500 --> 00:24:42,833 to move the control panel to a place 848 00:24:42,933 --> 00:24:44,600 where the new panel goes 849 00:24:44,600 --> 00:24:47,166 so pretty straightforward 850 00:24:47,300 --> 00:24:50,533 if we have say a grade node or blur node 851 00:24:50,533 --> 00:24:51,600 a grade node 852 00:24:51,866 --> 00:24:53,966 roto node color correction node 853 00:24:54,733 --> 00:24:56,900 and we have this say set to four 854 00:24:56,933 --> 00:24:58,466 and we go through these 855 00:24:59,133 --> 00:25:00,366 they're all in here 856 00:25:01,300 --> 00:25:03,366 if we want it to go to 857 00:25:03,800 --> 00:25:05,566 the top of the control pain 858 00:25:05,566 --> 00:25:07,433 we double click to move it 859 00:25:07,466 --> 00:25:08,766 double click on grade 860 00:25:08,766 --> 00:25:11,000 it now goes to the top 861 00:25:11,000 --> 00:25:12,866 okay so that's what that does 862 00:25:13,500 --> 00:25:15,266 the next one up is the closed 863 00:25:15,266 --> 00:25:16,833 properties panel when empty 864 00:25:16,933 --> 00:25:18,700 so basically made a blur 865 00:25:18,733 --> 00:25:19,700 and a grade 866 00:25:19,933 --> 00:25:21,333 and then we selected them 867 00:25:21,333 --> 00:25:24,600 it just then closes the properties panel finally 868 00:25:24,600 --> 00:25:27,933 we have expand collapse panels in the properties bin 869 00:25:27,933 --> 00:25:30,100 to match the selection 870 00:25:30,300 --> 00:25:32,200 so let's put this on 871 00:25:32,200 --> 00:25:33,366 make a grade 872 00:25:33,466 --> 00:25:36,500 a blur and a colour correct 873 00:25:36,566 --> 00:25:38,900 you can now see that the ones that aren't 874 00:25:38,900 --> 00:25:39,933 currently selected 875 00:25:39,933 --> 00:25:41,600 and the only one we have selected it at the moment 876 00:25:41,600 --> 00:25:43,233 is the colour correction node 877 00:25:43,700 --> 00:25:45,533 everything else just minimizes 878 00:25:45,533 --> 00:25:47,966 so this would be an alternative to saying 879 00:25:47,966 --> 00:25:49,266 I do want the 880 00:25:49,266 --> 00:25:51,900 properties panel to have multiple nodes in it 881 00:25:51,933 --> 00:25:53,800 but I really don't want them all open 882 00:25:53,800 --> 00:25:55,400 and cluttering the place up 883 00:25:55,666 --> 00:25:57,400 if you set this option 884 00:25:57,766 --> 00:25:59,766 depending on which one you click on 885 00:26:00,000 --> 00:26:01,733 would depend on which one opens 886 00:26:01,733 --> 00:26:03,100 so they're all in here 887 00:26:03,100 --> 00:26:04,266 and as you click 888 00:26:04,333 --> 00:26:05,866 they then just open 889 00:26:06,666 --> 00:26:09,800 but what they don't then do is rearrange their order 890 00:26:09,933 --> 00:26:11,866 but if you double clicked on blur 891 00:26:11,866 --> 00:26:13,633 it would then obviously use 892 00:26:13,766 --> 00:26:15,400 the option 2 above 893 00:26:15,400 --> 00:26:17,366 which moves the paint to the top 894 00:26:17,566 --> 00:26:19,700 okay so this could be a happy medium 895 00:26:19,700 --> 00:26:22,033 if you do want multiple things in here 896 00:26:22,133 --> 00:26:23,900 if nothing is selected 897 00:26:24,000 --> 00:26:26,566 the properties panel is left open here 898 00:26:26,766 --> 00:26:28,733 and you can see everything in here 899 00:26:28,733 --> 00:26:30,666 and you could open and close it yourself 900 00:26:30,766 --> 00:26:31,966 if required 901 00:26:32,066 --> 00:26:34,400 if you don't want it to clear the properties panel 902 00:26:34,400 --> 00:26:35,866 you can use our 903 00:26:35,966 --> 00:26:37,766 heart removal pains here 904 00:26:37,766 --> 00:26:40,066 and that would get rid of them again 905 00:26:40,066 --> 00:26:41,466 double clicking on them 906 00:26:41,866 --> 00:26:43,366 but then reopen them 907 00:26:44,133 --> 00:26:46,033 okay so I'm just gonna get rid of those 908 00:26:46,200 --> 00:26:48,300 I'm gonna leave that on for the time being 909 00:26:48,500 --> 00:26:51,366 now the final thing is the input button does 910 00:26:51,733 --> 00:26:52,766 first off what is 911 00:26:52,766 --> 00:26:54,066 the input button says 912 00:26:54,066 --> 00:26:55,266 make a grade node 913 00:26:55,666 --> 00:26:57,900 the input button is this button here 914 00:26:57,900 --> 00:26:59,533 it's the one that looks like a node 915 00:26:59,533 --> 00:27:01,300 with an input and an output 916 00:27:01,300 --> 00:27:03,066 or two inputs and an output 917 00:27:03,466 --> 00:27:05,000 so let's make a couple of notes 918 00:27:05,000 --> 00:27:06,266 let's make a Grade 919 00:27:06,800 --> 00:27:08,800 a roto a blur 920 00:27:09,533 --> 00:27:10,300 colour correction 921 00:27:10,300 --> 00:27:11,433 and a transform 922 00:27:12,500 --> 00:27:14,466 okay so first option 923 00:27:14,466 --> 00:27:16,833 which is the default option is the 924 00:27:16,933 --> 00:27:19,800 it selects the input node only 925 00:27:19,933 --> 00:27:21,266 so if we click it 926 00:27:22,133 --> 00:27:24,266 and we see this drop down menu 927 00:27:24,266 --> 00:27:25,666 let's choose the uh 928 00:27:25,866 --> 00:27:27,066 the blur first 929 00:27:27,200 --> 00:27:28,133 drop down menu 930 00:27:28,133 --> 00:27:30,366 the input is the roto 931 00:27:30,366 --> 00:27:31,966 so it basically selects 932 00:27:31,966 --> 00:27:33,100 the roto node 933 00:27:34,000 --> 00:27:35,233 we can also 934 00:27:35,400 --> 00:27:36,566 select the second option 935 00:27:36,566 --> 00:27:39,066 which is scroll Node Interview 936 00:27:39,666 --> 00:27:41,700 so if we click on say 937 00:27:41,700 --> 00:27:42,966 the transform 938 00:27:44,500 --> 00:27:46,166 and then do colour correction 939 00:27:46,333 --> 00:27:48,566 it basically if the colour correction is off screen 940 00:27:48,566 --> 00:27:50,866 like over here that we come to transform 941 00:27:50,866 --> 00:27:52,400 choose the colour correction 942 00:27:52,533 --> 00:27:55,900 it then moves that into screen so when it was off 943 00:27:55,900 --> 00:27:57,533 it moves it in so again 944 00:27:57,533 --> 00:28:00,166 just through way of illustrating that 945 00:28:00,466 --> 00:28:02,033 we have the transform 946 00:28:02,133 --> 00:28:04,600 we say we want to look at the input 947 00:28:04,666 --> 00:28:07,300 which is the colour correction is off screen 948 00:28:07,333 --> 00:28:10,966 but with scroll node into window selected here 949 00:28:11,000 --> 00:28:14,400 when we click it then brings it into the view here 950 00:28:14,566 --> 00:28:16,866 the final option is center the node 951 00:28:16,866 --> 00:28:19,000 and this is the one I find most useful 952 00:28:19,400 --> 00:28:23,800 so let's again just mess these around a bit 953 00:28:25,933 --> 00:28:27,566 imagine you're very messy 954 00:28:27,666 --> 00:28:29,000 we come to our blur 955 00:28:29,733 --> 00:28:32,400 and we come to here 956 00:28:32,400 --> 00:28:35,333 and we say we want to look at the photo 957 00:28:35,333 --> 00:28:36,700 so we click it 958 00:28:36,700 --> 00:28:41,100 now centers the photo directly in handograph okay 959 00:28:41,100 --> 00:28:42,966 so depending on what you want 960 00:28:43,066 --> 00:28:44,133 select it only 961 00:28:44,133 --> 00:28:47,233 which means don't make any changes or move it 962 00:28:48,200 --> 00:28:49,100 scroll the node 963 00:28:49,100 --> 00:28:51,100 interview or centre the node well 964 00:28:51,100 --> 00:28:53,800 I find centre the node is often the best one 965 00:28:53,800 --> 00:28:55,900 so I'm gonna leave mine on there 966 00:28:56,100 --> 00:28:58,800 next up we have our appearance tab 967 00:28:59,333 --> 00:29:00,366 so the appearance panel 968 00:29:00,366 --> 00:29:02,200 as we said earlier in the overview 969 00:29:02,200 --> 00:29:04,533 controls the whole appearance of nuke 970 00:29:04,533 --> 00:29:07,133 and this is what you can change to customize nuke 971 00:29:07,133 --> 00:29:09,466 and then save it as a preference later 972 00:29:09,933 --> 00:29:10,700 so first off 973 00:29:10,700 --> 00:29:11,933 you obviously have 974 00:29:11,933 --> 00:29:14,266 everything to do with the fonts that we're seeing 975 00:29:14,266 --> 00:29:18,266 so you can use the standard kind of Helvetica or aerial 976 00:29:18,500 --> 00:29:19,366 or if you want 977 00:29:19,366 --> 00:29:21,966 you can go nuts and use a tight face like this 978 00:29:21,966 --> 00:29:24,000 if you find that useful to uh 979 00:29:24,133 --> 00:29:26,000 to use personally 980 00:29:26,366 --> 00:29:29,100 uh you're most certainly not gonna find that useful 981 00:29:29,333 --> 00:29:33,066 so let's just come back and set it to Helvetica 982 00:29:33,200 --> 00:29:34,766 you can determine whether it's bold 983 00:29:34,766 --> 00:29:36,566 italic size 984 00:29:36,566 --> 00:29:37,966 etcetera and again 985 00:29:37,966 --> 00:29:40,433 sometimes I increase the size 986 00:29:40,766 --> 00:29:42,466 if you're working on a projector 987 00:29:42,466 --> 00:29:44,966 and it's a little bit blurry or not as clear as 988 00:29:45,000 --> 00:29:47,933 people need who are sitting kind of at the back 989 00:29:47,933 --> 00:29:49,566 if you've got a larger class 990 00:29:49,733 --> 00:29:52,566 you could potentially increase this and all goes 991 00:29:52,733 --> 00:29:54,066 a little bit kindergarten 992 00:29:54,066 --> 00:29:56,600 but it may be helpful for people 993 00:29:56,733 --> 00:30:00,166 who are can't see at the back when you're teaching okay 994 00:30:00,166 --> 00:30:01,866 so I set that back to eleven 995 00:30:03,300 --> 00:30:05,766 then you just have whole bunch of things here that 996 00:30:05,766 --> 00:30:08,833 enable you to change the overall UI colour 997 00:30:09,100 --> 00:30:11,633 so you've got things like background 998 00:30:11,766 --> 00:30:13,333 this obviously changes the background 999 00:30:13,333 --> 00:30:15,000 colour of most of the UI 1000 00:30:15,800 --> 00:30:17,600 in fact if I mess with this 1001 00:30:17,600 --> 00:30:18,666 you'll be able to see it 1002 00:30:18,666 --> 00:30:20,900 and I can then revert to changes 1003 00:30:21,266 --> 00:30:24,100 so this is the whole UI interface 1004 00:30:24,100 --> 00:30:25,100 so you can uh 1005 00:30:25,700 --> 00:30:28,266 get some very cool uh looks if you want 1006 00:30:29,066 --> 00:30:31,200 if you wanna change it to the default 1007 00:30:31,200 --> 00:30:34,933 you right click and you just set colour to default okay 1008 00:30:34,933 --> 00:30:36,866 so that's an easy way to do it 1009 00:30:37,566 --> 00:30:39,300 you got your base and again 1010 00:30:39,300 --> 00:30:40,300 if I adjust that 1011 00:30:40,300 --> 00:30:42,500 you can see it's kind of this colour here 1012 00:30:43,000 --> 00:30:44,300 set the defaults 1013 00:30:44,700 --> 00:30:46,000 um any highlights 1014 00:30:46,000 --> 00:30:48,633 you can change the colour of labels 1015 00:30:48,733 --> 00:30:50,100 the colour of buttons 1016 00:30:50,466 --> 00:30:52,966 um animation uh marks 1017 00:30:53,400 --> 00:30:57,066 in here or keyframe marks appear in the timeline 1018 00:30:57,266 --> 00:31:00,100 the playhead at the moment you can see it's orange 1019 00:31:00,400 --> 00:31:04,033 come in and make it say uh blue colour 1020 00:31:05,700 --> 00:31:08,900 so you can see now we have a blue play head 1021 00:31:09,900 --> 00:31:11,300 set to defaults 1022 00:31:11,300 --> 00:31:12,366 then in and out Mark 1023 00:31:12,366 --> 00:31:14,033 as you can see they're kind of this 1024 00:31:14,466 --> 00:31:15,900 ready colour 1025 00:31:16,266 --> 00:31:17,433 to those things 1026 00:31:18,166 --> 00:31:21,466 the next section deals with the file browser colours 1027 00:31:21,533 --> 00:31:23,900 and we know that if we go to the read node 1028 00:31:24,066 --> 00:31:26,600 this is our file browser 1029 00:31:27,066 --> 00:31:30,600 so we can adjust things like cued item colours 1030 00:31:30,600 --> 00:31:32,066 which at the moment are grey 1031 00:31:32,500 --> 00:31:36,866 or we can change the focus colour and the focus colour 1032 00:31:36,866 --> 00:31:38,733 changes the colour of the highlighting 1033 00:31:38,733 --> 00:31:40,300 that indicates the mouse 1034 00:31:40,366 --> 00:31:42,733 um pointer is focused on an item 1035 00:31:42,733 --> 00:31:44,766 so if I select this you can see 1036 00:31:45,000 --> 00:31:46,700 we get a colour here 1037 00:31:47,133 --> 00:31:49,233 okay so I changed the focus colour 1038 00:31:50,266 --> 00:31:53,200 to maybe uh let's go with the blue 1039 00:31:54,700 --> 00:31:58,800 read now you can see we're getting a blue colour there 1040 00:31:59,200 --> 00:32:03,566 okay get rid of that and reset it 1041 00:32:03,566 --> 00:32:04,700 most of the time 1042 00:32:04,700 --> 00:32:07,466 you never gonna wanna change these file browser colours 1043 00:32:08,533 --> 00:32:10,866 then we have the file browser option 1044 00:32:10,900 --> 00:32:15,033 sequence display mode either hashes or the 1045 00:32:15,133 --> 00:32:17,366 percentage d here 1046 00:32:17,566 --> 00:32:21,400 now we don't we open a file and it's multiple files 1047 00:32:21,466 --> 00:32:23,833 often we can see percentage 4 d 1048 00:32:23,866 --> 00:32:26,666 which tells you've got 4 zeros 1049 00:32:26,900 --> 00:32:28,766 now this is where you can change it to be 1050 00:32:28,766 --> 00:32:30,466 either that or hashes 1051 00:32:30,466 --> 00:32:32,366 so if I was to read in a file 1052 00:32:32,900 --> 00:32:36,033 you can see that at the moment we're getting hashes 1053 00:32:36,133 --> 00:32:37,400 and I select it 1054 00:32:37,500 --> 00:32:38,900 we get hashes here 1055 00:32:39,133 --> 00:32:40,866 but if I cancel this 1056 00:32:40,866 --> 00:32:43,900 change it to percentage d 1057 00:32:44,766 --> 00:32:46,066 and do read again 1058 00:32:46,666 --> 00:32:48,100 now you can see instead of hashes 1059 00:32:48,100 --> 00:32:50,666 we've got percentage o 4 d 1060 00:32:50,766 --> 00:32:54,166 and this means we would have four zeros 1061 00:32:54,166 --> 00:32:56,600 so be 0 0 0 1 0 0 1062 00:32:56,600 --> 00:32:58,300 0 2 etcetera 1063 00:32:58,300 --> 00:33:01,166 and again that appears down in the names there 1064 00:33:01,500 --> 00:33:04,566 so this will also affect how you save things 1065 00:33:04,566 --> 00:33:08,133 so you can either have it useful as percentage A 1066 00:33:08,133 --> 00:33:09,766 4D when you save 1067 00:33:09,766 --> 00:33:13,266 or you can just use the hashes okay 1068 00:33:13,266 --> 00:33:14,966 but it's the display mode 1069 00:33:15,066 --> 00:33:15,866 you can use 1070 00:33:15,866 --> 00:33:19,000 either or if you actually typing in by hand 1071 00:33:19,266 --> 00:33:22,700 again that is all of the display options 1072 00:33:22,700 --> 00:33:24,600 pretty straightforward 1073 00:33:24,866 --> 00:33:26,200 I'm just gonna revert to save 1074 00:33:26,200 --> 00:33:28,700 in case I messed anything up that I shouldn't have done 1075 00:33:29,866 --> 00:33:32,633 next up is the node colour 1076 00:33:33,100 --> 00:33:34,366 now the node colour 1077 00:33:34,366 --> 00:33:36,733 we've already talked about this to some degree in 1078 00:33:36,733 --> 00:33:38,033 earlier classes 1079 00:33:38,066 --> 00:33:39,866 this basically enables 1080 00:33:39,866 --> 00:33:43,500 you to determine what nodes are coloured in what way 1081 00:33:43,533 --> 00:33:46,566 and we used it early on to actually find nodes 1082 00:33:46,766 --> 00:33:47,366 so first off 1083 00:33:47,366 --> 00:33:48,933 we have the two top options 1084 00:33:48,933 --> 00:33:52,400 autocolour and shade node autocolour 1085 00:33:52,400 --> 00:33:53,600 this basically 1086 00:33:53,666 --> 00:33:56,466 colours the nodes based on the classes below 1087 00:33:56,566 --> 00:33:58,400 so with this on 1088 00:33:58,400 --> 00:33:59,866 these then take effect 1089 00:33:59,966 --> 00:34:01,500 and then shaded nodes 1090 00:34:01,500 --> 00:34:05,233 this basically just adds the shading that we see here 1091 00:34:07,000 --> 00:34:08,900 then we have these 1092 00:34:08,900 --> 00:34:11,500 colours that determine the colour of our nodes 1093 00:34:11,566 --> 00:34:14,800 so if you choose anything that has besier or roto in 1094 00:34:14,800 --> 00:34:16,266 such as a roto node 1095 00:34:16,500 --> 00:34:18,300 it gets given the green colour 1096 00:34:18,600 --> 00:34:20,266 if you make anything like a rectangle 1097 00:34:20,266 --> 00:34:21,900 flood text node 1098 00:34:21,900 --> 00:34:23,366 ramp etcetera 1099 00:34:23,366 --> 00:34:24,600 so if we make a ramp 1100 00:34:26,200 --> 00:34:27,966 can you then get that colour 1101 00:34:27,966 --> 00:34:30,800 and it applies to the file names 1102 00:34:30,900 --> 00:34:33,300 that's what it's looking for okay 1103 00:34:33,300 --> 00:34:34,333 so for instance 1104 00:34:34,333 --> 00:34:35,333 if we look at 3D 1105 00:34:35,333 --> 00:34:36,666 we've got access camera 1106 00:34:36,666 --> 00:34:38,400 scene card or scan line 1107 00:34:38,666 --> 00:34:42,166 so if we go to 3D and we come across to say her 1108 00:34:42,733 --> 00:34:44,100 her depth solver 1109 00:34:44,533 --> 00:34:46,900 do you notice this comes in and it's grey 1110 00:34:47,266 --> 00:34:49,600 it's grey because we don't have 1111 00:34:49,600 --> 00:34:54,700 projection or silver in any of these classes 1112 00:34:54,700 --> 00:34:56,233 especially not in 3D 1113 00:34:56,566 --> 00:34:59,233 if we were to add in here project 1114 00:34:59,733 --> 00:35:01,800 so this would cover both the projection solver 1115 00:35:01,800 --> 00:35:03,233 and the project node 1116 00:35:03,300 --> 00:35:05,600 you can now see the minute I do that 1117 00:35:05,600 --> 00:35:10,066 it then becomes the red colour that any 3D nodes are 1118 00:35:10,533 --> 00:35:14,366 next up we have this user 1 and 2 1119 00:35:14,500 --> 00:35:17,533 and this can be used for tools that you're bringing in 1120 00:35:17,533 --> 00:35:19,900 that are kinda custom tools or gizmos 1121 00:35:20,066 --> 00:35:22,466 and say that you have a whole bunch of gizmos 1122 00:35:22,533 --> 00:35:23,766 that you've made 1123 00:35:23,933 --> 00:35:27,366 um as part of an industrial light magic toolset or 1124 00:35:27,566 --> 00:35:31,400 a double neck toolset or a wetter toolset and the 1125 00:35:31,400 --> 00:35:34,666 all those gizmos that you're using a prefix with the 1126 00:35:34,666 --> 00:35:35,366 say the name 1127 00:35:35,366 --> 00:35:37,666 uh DD for digital domain 1128 00:35:37,933 --> 00:35:38,766 they will then 1129 00:35:38,766 --> 00:35:41,100 all take on the colour that you choose here 1130 00:35:41,100 --> 00:35:43,066 so let's say we will have a red colour 1131 00:35:43,500 --> 00:35:46,000 any gizmo you bring in with a prefix of DD 1132 00:35:46,000 --> 00:35:48,266 will then be given that note colour 1133 00:35:48,266 --> 00:35:49,766 so it makes it very easy 1134 00:35:49,766 --> 00:35:53,866 to see what are your custom tools or gizmos etc 1135 00:35:54,500 --> 00:35:57,466 so I'm just gonna reset that back to its default colour 1136 00:35:57,933 --> 00:36:00,300 finally we have other colours 1137 00:36:00,466 --> 00:36:01,166 now this is 1138 00:36:01,166 --> 00:36:03,966 anything that doesn't abide by any of these rules 1139 00:36:04,466 --> 00:36:05,866 gets given this colour 1140 00:36:06,066 --> 00:36:07,933 and that was why when we bought in our 1141 00:36:07,933 --> 00:36:08,866 projection solver 1142 00:36:08,866 --> 00:36:11,166 it initially was grey again 1143 00:36:11,166 --> 00:36:12,833 let's just come in to 1144 00:36:13,133 --> 00:36:14,500 say our transforms 1145 00:36:14,500 --> 00:36:16,966 and let's go with say 1146 00:36:17,500 --> 00:36:18,866 well merge node rather 1147 00:36:18,866 --> 00:36:20,200 let's go with say 1148 00:36:20,266 --> 00:36:21,700 a switch node 1149 00:36:22,766 --> 00:36:24,300 you see this comes in 1150 00:36:24,600 --> 00:36:27,900 grey because it doesn't have switch in here 1151 00:36:27,933 --> 00:36:29,600 we were to add switch 1152 00:36:29,600 --> 00:36:30,833 it then isn't 1153 00:36:31,933 --> 00:36:34,900 other notes because it's part of the merge tool set 1154 00:36:35,100 --> 00:36:37,466 and then it becomes that blue colour 1155 00:36:37,600 --> 00:36:39,100 if it doesn't abide by these 1156 00:36:39,100 --> 00:36:40,400 it becomes grey 1157 00:36:41,666 --> 00:36:44,066 then remember we're talking about node colours 1158 00:36:44,066 --> 00:36:46,433 we've got the colour of the text 1159 00:36:46,866 --> 00:36:48,366 the colour if it's selected 1160 00:36:48,366 --> 00:36:50,433 so when I select it goes this colour 1161 00:36:50,900 --> 00:36:52,666 the selected input 1162 00:36:52,666 --> 00:36:55,700 what colour that becomes and the GL colour 1163 00:36:55,766 --> 00:36:59,366 and this changes the colour of the viewer overlays 1164 00:37:00,966 --> 00:37:03,833 Kay next up we have the notegraph tab 1165 00:37:04,300 --> 00:37:06,566 now top of this we have Auto Label 1166 00:37:06,566 --> 00:37:08,500 now what is an auto label 1167 00:37:09,500 --> 00:37:11,966 if we make a node for instance like a blur node 1168 00:37:12,300 --> 00:37:15,400 you can see here where it has in brackets all 1169 00:37:15,600 --> 00:37:16,966 this is an auto label 1170 00:37:16,966 --> 00:37:19,633 telling us that all the channels are being used 1171 00:37:19,900 --> 00:37:23,266 so if I was to change that to say rgba 1172 00:37:23,566 --> 00:37:26,233 and then just say take out the green channel 1173 00:37:26,566 --> 00:37:29,800 you can now see that it tells us the red 1174 00:37:29,800 --> 00:37:32,100 blue and alpha channels are being used 1175 00:37:32,100 --> 00:37:34,033 okay so that would be an auto label 1176 00:37:34,700 --> 00:37:36,866 also say we make a roto node 1177 00:37:38,000 --> 00:37:39,833 and let's just make a mask 1178 00:37:40,466 --> 00:37:42,866 so just go ahead and add a rectangle 1179 00:37:43,866 --> 00:37:45,700 put this in the alpha channel 1180 00:37:46,266 --> 00:37:48,500 and then let's say we make a grade node 1181 00:37:49,200 --> 00:37:50,700 and in the grade node 1182 00:37:50,700 --> 00:37:52,633 we're going to switch on 1183 00:37:53,200 --> 00:37:56,000 masking based off of that alpha channel 1184 00:37:57,666 --> 00:38:01,066 see here the auto label tells us that we're using the 1185 00:38:01,066 --> 00:38:02,766 RGB channels for grade 1186 00:38:03,066 --> 00:38:06,000 and it's being masked based on the alpha channel 1187 00:38:06,566 --> 00:38:08,066 so the auto label button 1188 00:38:08,066 --> 00:38:10,166 basically turns these on and off 1189 00:38:10,166 --> 00:38:11,700 so you can either have it clean 1190 00:38:11,766 --> 00:38:14,566 or you can have it with the additional information 1191 00:38:15,066 --> 00:38:16,966 let's go ahead and get rid of those 1192 00:38:17,666 --> 00:38:20,700 now the next one is highlight running operations 1193 00:38:20,766 --> 00:38:23,866 now this is basically the yellow flashing that you see 1194 00:38:23,933 --> 00:38:25,766 the icons do or the nodes do 1195 00:38:25,766 --> 00:38:28,600 when you're running something through nuke 1196 00:38:28,666 --> 00:38:31,400 do you often see the outline of the nodes just flashing 1197 00:38:31,600 --> 00:38:33,466 yellow as they're being processed 1198 00:38:33,466 --> 00:38:36,033 this basically just turns that on and off 1199 00:38:36,766 --> 00:38:39,633 next up we have this node name background 1200 00:38:39,666 --> 00:38:42,300 this is basically a an opacity slider 1201 00:38:42,300 --> 00:38:46,266 and it deals with adding colour behind extra long names 1202 00:38:46,600 --> 00:38:49,033 so make a constant node 1203 00:38:50,566 --> 00:38:53,333 the name at the moment fits nicely inside the node 1204 00:38:53,333 --> 00:38:54,800 but see what happens when it doesn't 1205 00:38:54,800 --> 00:38:57,966 so if I just copy this and paste it a couple of times 1206 00:38:59,866 --> 00:39:01,100 let's give us some space 1207 00:39:01,100 --> 00:39:02,200 you can see here that 1208 00:39:03,100 --> 00:39:06,900 the actual background of the node extends over the text 1209 00:39:07,366 --> 00:39:11,200 it's this line that affects the opacity of that 1210 00:39:12,566 --> 00:39:15,200 that's the node name background 1211 00:39:16,466 --> 00:39:17,000 delete that 1212 00:39:17,000 --> 00:39:18,433 put it back to its default 1213 00:39:18,933 --> 00:39:21,900 then we've got things like the node name font 1214 00:39:22,066 --> 00:39:23,266 which is obviously have better 1215 00:39:23,266 --> 00:39:24,766 you can make it whatever you need 1216 00:39:25,466 --> 00:39:27,766 then we have the tile size 1217 00:39:28,066 --> 00:39:30,966 and this is how big each of the nodes are that we makes 1218 00:39:30,966 --> 00:39:34,166 if we made a grade nodes that size 1219 00:39:34,400 --> 00:39:36,333 and then we have snapped node 1220 00:39:36,333 --> 00:39:37,700 now this is normally on 1221 00:39:38,100 --> 00:39:40,366 and this basically aligns the nodes together 1222 00:39:40,366 --> 00:39:41,700 so if we added a blur 1223 00:39:42,766 --> 00:39:44,700 can see that as we move it 1224 00:39:44,933 --> 00:39:46,966 it's it kinda snaps there 1225 00:39:46,966 --> 00:39:49,400 you can feel that snapping into place there 1226 00:39:49,566 --> 00:39:50,500 and that's what this does 1227 00:39:50,500 --> 00:39:51,533 snap to node 1228 00:39:51,533 --> 00:39:53,100 it just aligns them 1229 00:39:53,400 --> 00:39:56,866 either that way or it will also do it this way 1230 00:39:56,866 --> 00:39:59,266 you can just feel that snapping in when you're doing it 1231 00:39:59,266 --> 00:40:01,700 may not be visible 1232 00:40:01,733 --> 00:40:03,200 but it is snapping 1233 00:40:04,100 --> 00:40:05,466 then we have this grid size 1234 00:40:05,466 --> 00:40:06,366 now the grid size 1235 00:40:06,366 --> 00:40:08,766 doesn't make any sense until you show the grid 1236 00:40:08,900 --> 00:40:10,166 and the minute you show the grid 1237 00:40:10,166 --> 00:40:11,833 you then notice that you have 1238 00:40:12,166 --> 00:40:14,333 these lines that will enable you 1239 00:40:14,333 --> 00:40:16,633 if you switch the snap to grid on 1240 00:40:16,766 --> 00:40:20,300 to then snap the node directly onto the grid 1241 00:40:21,266 --> 00:40:23,066 cause you can then snap the grid 1242 00:40:23,166 --> 00:40:26,633 and you can change the grid size to whatever you need 1243 00:40:27,000 --> 00:40:28,800 most of the time I leave those off 1244 00:40:29,200 --> 00:40:31,133 and then the snap threshold 1245 00:40:31,133 --> 00:40:32,900 this basically just defines 1246 00:40:33,800 --> 00:40:35,566 the maximum number of pixels 1247 00:40:35,666 --> 00:40:38,166 um in which the snapping will kind of uh 1248 00:40:38,166 --> 00:40:39,600 lock into place 1249 00:40:40,366 --> 00:40:41,966 next we have a series of colours 1250 00:40:41,966 --> 00:40:43,166 the first one is literally the 1251 00:40:43,166 --> 00:40:45,333 colour of the node graph itself 1252 00:40:45,333 --> 00:40:47,833 so you can make that a different colour if required 1253 00:40:50,000 --> 00:40:51,566 then you have the overlay colour 1254 00:40:51,566 --> 00:40:53,833 and that's literally the colour of the grid 1255 00:40:53,933 --> 00:40:55,866 you see in the background if you use that 1256 00:40:55,933 --> 00:40:58,000 and then the elbow colour 1257 00:40:58,000 --> 00:40:59,933 which is the colour of this diamond 1258 00:40:59,933 --> 00:41:03,866 when you had a dot node or an elbow node here 1259 00:41:04,166 --> 00:41:07,700 okay so that changes that colour 1260 00:41:08,533 --> 00:41:10,066 then we have arrows 1261 00:41:11,266 --> 00:41:12,900 now I find this really useful 1262 00:41:12,900 --> 00:41:16,000 I tend to keep the first arrow bright red 1263 00:41:17,266 --> 00:41:20,066 and then the third one bright red 1264 00:41:20,300 --> 00:41:21,100 and what do these do 1265 00:41:21,100 --> 00:41:25,400 these are relating into the order or direction in which 1266 00:41:25,400 --> 00:41:28,000 the composite is being created 1267 00:41:28,166 --> 00:41:30,300 so if we go down or to the right 1268 00:41:30,300 --> 00:41:33,566 which is what I would advise building your composite in 1269 00:41:33,766 --> 00:41:35,900 it then gives you a black arrow 1270 00:41:36,066 --> 00:41:38,666 if for some reason you start building upwards 1271 00:41:39,066 --> 00:41:40,733 or cross to the left 1272 00:41:40,733 --> 00:41:42,900 it gives you a red arrow telling you that 1273 00:41:42,900 --> 00:41:45,100 you're basically building in the wrong direction 1274 00:41:45,333 --> 00:41:48,500 and as you begin to move back to the right direction 1275 00:41:48,733 --> 00:41:52,166 that red slowly begins to fade back into the black 1276 00:41:52,466 --> 00:41:54,033 colour okay 1277 00:41:54,733 --> 00:41:57,100 then we have the Cove expression arrows 1278 00:41:57,100 --> 00:41:58,566 and the clone arrows 1279 00:41:58,700 --> 00:42:00,066 once they've been enabled 1280 00:42:00,066 --> 00:42:01,966 we could take this grade 1281 00:42:01,966 --> 00:42:02,800 right click 1282 00:42:02,800 --> 00:42:04,066 edit and clone 1283 00:42:05,166 --> 00:42:08,233 and you see that we have a pinky salmony colour here 1284 00:42:08,700 --> 00:42:11,766 that colour is controlled by here 1285 00:42:11,966 --> 00:42:12,866 and we can also 1286 00:42:12,866 --> 00:42:14,800 if we have an expression set up 1287 00:42:14,900 --> 00:42:18,966 have the colour of the expression line defined here 1288 00:42:19,666 --> 00:42:21,900 now you can also turn these on and off 1289 00:42:21,900 --> 00:42:24,166 visually in the Night Graph by using 1290 00:42:24,166 --> 00:42:27,166 either the buttons that we see here or Alton E 1291 00:42:27,600 --> 00:42:30,033 Alton E or use the buttons here 1292 00:42:31,133 --> 00:42:33,433 okay now the next section 1293 00:42:33,733 --> 00:42:37,666 is really just to do with the look of the nodes 1294 00:42:37,666 --> 00:42:39,300 arrows coming in and out 1295 00:42:39,600 --> 00:42:42,600 so we have the connection top arrow length 1296 00:42:42,600 --> 00:42:44,966 so that's the length of the arrow 1297 00:42:45,566 --> 00:42:48,733 we have the arrow coming in from the left or the right 1298 00:42:48,733 --> 00:42:50,633 you can change the size of that 1299 00:42:51,133 --> 00:42:52,600 so that'll be your mask 1300 00:42:52,933 --> 00:42:55,733 you could adjust the output connection arrow 1301 00:42:55,733 --> 00:42:57,033 you could increase that 1302 00:42:57,366 --> 00:42:59,833 you could increase the arrow head length 1303 00:43:00,600 --> 00:43:02,466 and the arrowhead width 1304 00:43:02,700 --> 00:43:04,166 and you could also change the 1305 00:43:04,166 --> 00:43:07,066 actual thickness of the line here 1306 00:43:08,200 --> 00:43:10,133 so again let's just reset those 1307 00:43:10,133 --> 00:43:12,566 holding down control or command 1308 00:43:12,566 --> 00:43:16,433 and just clicking anywhere on the line to reset those 1309 00:43:17,466 --> 00:43:20,566 then we have allow picking of connection arrowhead 1310 00:43:20,800 --> 00:43:22,333 this is very straightforward 1311 00:43:22,333 --> 00:43:22,933 at the moment 1312 00:43:22,933 --> 00:43:24,600 you can pick the arrowhead 1313 00:43:25,500 --> 00:43:26,600 drag it off 1314 00:43:26,966 --> 00:43:28,266 if you turn this off 1315 00:43:28,266 --> 00:43:29,966 you can't pick the arrowhead 1316 00:43:30,333 --> 00:43:31,866 but you can pick the other end 1317 00:43:33,700 --> 00:43:34,566 switch it back on 1318 00:43:34,566 --> 00:43:36,200 you can grab the arrow head 1319 00:43:37,166 --> 00:43:39,833 or you could connect as always the end 1320 00:43:40,666 --> 00:43:41,966 then we've got allow 1321 00:43:41,966 --> 00:43:43,100 picking of arrow 1322 00:43:43,100 --> 00:43:44,666 elbow to create dot 1323 00:43:44,866 --> 00:43:47,366 but we know that if we hold down command 1324 00:43:48,366 --> 00:43:50,200 or control and click 1325 00:43:50,266 --> 00:43:53,233 we can pull out an elbow joint or a dot node 1326 00:43:53,600 --> 00:43:55,033 if you turn this off 1327 00:43:55,300 --> 00:43:57,533 then holding down the button as I am now 1328 00:43:57,533 --> 00:43:59,266 you don't get anything happening 1329 00:43:59,733 --> 00:44:01,400 so that's just on or off 1330 00:44:01,533 --> 00:44:02,666 now it works 1331 00:44:03,733 --> 00:44:04,700 final thing 1332 00:44:04,700 --> 00:44:07,100 almost the final thing is the drag to insert 1333 00:44:07,100 --> 00:44:09,233 only works near the middle of the arrow 1334 00:44:09,766 --> 00:44:11,700 now say we made a new node here 1335 00:44:11,700 --> 00:44:14,200 let's say a colour correction node 1336 00:44:14,866 --> 00:44:17,400 we know that the moment if we drag this over 1337 00:44:17,766 --> 00:44:19,266 it adds it in 1338 00:44:19,266 --> 00:44:22,500 whole line goes white when this is switched on 1339 00:44:22,733 --> 00:44:25,166 can see when we're at the top or the bottom 1340 00:44:25,166 --> 00:44:26,600 the line doesn't go white 1341 00:44:26,733 --> 00:44:28,666 only when you drag to insert 1342 00:44:28,933 --> 00:44:31,000 near the middle does it go white 1343 00:44:32,200 --> 00:44:33,966 and the last thing is just the oval 1344 00:44:33,966 --> 00:44:35,600 size of the dot node 1345 00:44:35,600 --> 00:44:37,233 so if we would add a dot 1346 00:44:37,666 --> 00:44:40,500 this just defines how big it is 1347 00:44:41,300 --> 00:44:43,333 so let's just now move across to the viewer 1348 00:44:43,333 --> 00:44:44,600 okay so the viewer tab 1349 00:44:44,600 --> 00:44:46,200 this deals with a lot of things happening 1350 00:44:46,200 --> 00:44:48,000 actually in the viewer itself 1351 00:44:49,266 --> 00:44:53,766 so first thing we have new viewers go on own window 1352 00:44:53,966 --> 00:44:56,333 now basically when this is checked 1353 00:44:56,333 --> 00:44:57,966 which it normally isn't 1354 00:44:58,066 --> 00:44:58,900 each new viewer 1355 00:44:58,900 --> 00:45:01,900 you create basically appears in its own floating window 1356 00:45:02,066 --> 00:45:04,966 otherwise it appears as separate tabs 1357 00:45:05,133 --> 00:45:06,333 so make a new viewer 1358 00:45:06,333 --> 00:45:08,466 you see it just appears as a separate tab 1359 00:45:08,766 --> 00:45:10,166 if this is switched on 1360 00:45:10,300 --> 00:45:14,066 creating a new viewer gives you a floating viewer okay 1361 00:45:14,066 --> 00:45:16,833 so that's pretty straightforward 1362 00:45:17,266 --> 00:45:20,566 the next down is prevent auto zoom for new viewers 1363 00:45:20,566 --> 00:45:22,033 now this is normally off 1364 00:45:22,066 --> 00:45:25,066 what this basically does is if you switch this on 1365 00:45:26,166 --> 00:45:28,166 and your a being between 1366 00:45:28,166 --> 00:45:30,100 two images of different resolutions 1367 00:45:30,100 --> 00:45:32,566 it basically changes how the viewers 1368 00:45:32,700 --> 00:45:34,500 keep the centre of that image 1369 00:45:34,733 --> 00:45:36,600 so if we make some colour bars 1370 00:45:38,266 --> 00:45:40,700 and we copy them and paste them here 1371 00:45:40,700 --> 00:45:42,766 and we make these ones smaller 1372 00:45:43,466 --> 00:45:45,166 to a uh 6 44 1373 00:45:45,166 --> 00:45:48,100 80 and we do 1 2 1374 00:45:49,333 --> 00:45:51,766 and we're gonna do a wipe 1375 00:45:52,400 --> 00:45:53,566 you can see that 1376 00:45:53,866 --> 00:45:56,366 basically wiping but the resolution is different 1377 00:45:56,700 --> 00:46:00,366 this is zoom to the full extent where this one isn't 1378 00:46:00,566 --> 00:46:03,366 if you turn it off like would be the default 1379 00:46:04,200 --> 00:46:07,433 now they're both auto zoomed 1380 00:46:08,100 --> 00:46:09,200 for that viewer 1381 00:46:09,300 --> 00:46:11,533 you can see a slight change here in the edges 1382 00:46:11,533 --> 00:46:13,400 as you would expect for the 1383 00:46:13,733 --> 00:46:15,833 huge quality difference between 1384 00:46:15,933 --> 00:46:18,166 a 2K image and a 6:40 image 1385 00:46:18,166 --> 00:46:20,200 but that's basically what you're getting 1386 00:46:20,533 --> 00:46:23,800 cause a reasonably new feature in the preferences 1387 00:46:24,333 --> 00:46:27,400 to the next one is when viewer is closed 1388 00:46:27,400 --> 00:46:28,633 delete its node 1389 00:46:29,066 --> 00:46:31,833 so this means if we have two viewers 1390 00:46:33,200 --> 00:46:35,966 obviously because of our new viewer 1391 00:46:36,333 --> 00:46:38,133 in its own window up here turned off 1392 00:46:38,133 --> 00:46:39,066 we get the tab 1393 00:46:39,066 --> 00:46:40,166 the tabs here 1394 00:46:40,933 --> 00:46:44,766 now if I was to come over and say close the tab 1395 00:46:44,933 --> 00:46:48,033 the viewer by default disappears because this is on 1396 00:46:48,166 --> 00:46:49,500 if I turn this off 1397 00:46:50,600 --> 00:46:52,233 make a new viewer 1398 00:46:53,266 --> 00:46:57,166 and then I delete the tab or close the tab 1399 00:46:58,200 --> 00:47:00,966 know that the viewer now remains here okay 1400 00:47:00,966 --> 00:47:02,733 so by default this should be on 1401 00:47:02,733 --> 00:47:04,066 and you don't end up with lots of 1402 00:47:04,066 --> 00:47:06,000 new viewers that you don't use 1403 00:47:06,866 --> 00:47:07,866 next that we have 1404 00:47:07,866 --> 00:47:11,000 apply lookup table to colour channels only 1405 00:47:12,200 --> 00:47:13,566 now when this is checked on 1406 00:47:13,566 --> 00:47:15,433 which obviously isn't by default 1407 00:47:15,766 --> 00:47:18,300 uh lookup tables are only applied to the red 1408 00:47:18,300 --> 00:47:19,666 green and blue channels 1409 00:47:19,766 --> 00:47:21,866 when it is not checked on 1410 00:47:21,866 --> 00:47:23,366 so in its standard 1411 00:47:23,866 --> 00:47:27,866 position the lookup tables applied to all the channels 1412 00:47:27,866 --> 00:47:29,200 so that's a good thing 1413 00:47:29,500 --> 00:47:33,133 next up we have the view buffer bit depth 1414 00:47:33,133 --> 00:47:36,866 and this sets the default viewer open gel buffer depth 1415 00:47:36,866 --> 00:47:39,633 so float uses full float textures 1416 00:47:39,933 --> 00:47:42,600 half float converts to 16 bit 1417 00:47:42,600 --> 00:47:46,700 half float and bite uses 8 bits with air diffusion 1418 00:47:46,700 --> 00:47:48,000 and that's the default 1419 00:47:48,533 --> 00:47:50,300 now a new cassette to 8 bit 1420 00:47:50,766 --> 00:47:51,966 software deforms 1421 00:47:51,966 --> 00:47:54,866 error diffusion in the conversion of the internal 1422 00:47:54,866 --> 00:47:57,166 Floatpoint image data to 8 bit 1423 00:47:57,333 --> 00:47:58,300 this is to avoid 1424 00:47:58,300 --> 00:48:01,066 appearance of banding due to the reduced bit depth 1425 00:48:01,400 --> 00:48:02,233 without this 1426 00:48:02,266 --> 00:48:04,800 people often mistaken the assume the banding they 1427 00:48:04,800 --> 00:48:07,166 see is actually present in their image data 1428 00:48:07,166 --> 00:48:09,733 and try and blur the image or something to remove it 1429 00:48:09,733 --> 00:48:12,433 softening the actual image unnecessarily 1430 00:48:12,566 --> 00:48:15,100 however because nuke actually works internally at 1431 00:48:15,100 --> 00:48:16,133 floating point 1432 00:48:16,133 --> 00:48:18,200 there was actually very little likelihood that 1433 00:48:18,200 --> 00:48:20,366 the banding is actually taking place 1434 00:48:20,466 --> 00:48:23,633 when Geo buffer depth is set to half float or float 1435 00:48:23,733 --> 00:48:25,266 and order dithering is applied 1436 00:48:25,266 --> 00:48:26,800 rather than error diffusion 1437 00:48:27,100 --> 00:48:28,200 the next checkbox 1438 00:48:28,200 --> 00:48:30,700 use the GPU for viewer when possible 1439 00:48:30,766 --> 00:48:31,933 when this is checked on 1440 00:48:31,933 --> 00:48:33,500 the view applies its effect 1441 00:48:33,500 --> 00:48:35,066 IE the raid 1442 00:48:35,066 --> 00:48:37,733 gamma or the viewer process note in the GPU 1443 00:48:37,733 --> 00:48:39,000 when it's possible 1444 00:48:39,066 --> 00:48:40,533 have in some cases 1445 00:48:40,533 --> 00:48:42,666 like when the monitor output is enabled 1446 00:48:42,666 --> 00:48:45,233 or GPU buffer depth is set to bytes 1447 00:48:45,300 --> 00:48:46,466 in the viewer settings 1448 00:48:46,466 --> 00:48:49,100 effects must still be computed in the GPU 1449 00:48:49,766 --> 00:48:50,900 the next checkbox 1450 00:48:50,900 --> 00:48:54,166 used GPU for inputs when possible normally 1451 00:48:54,166 --> 00:48:56,300 the viewer only attempts to run its own effects 1452 00:48:56,300 --> 00:48:57,366 such as the grade or gamma 1453 00:48:57,366 --> 00:48:58,266 or the viewer process 1454 00:48:58,266 --> 00:49:00,666 again on the GPU itself 1455 00:49:00,766 --> 00:49:02,866 however when this box is checked 1456 00:49:02,866 --> 00:49:04,766 any note connecting to the viewer 1457 00:49:04,766 --> 00:49:07,600 also computed on the GPU when possible 1458 00:49:07,866 --> 00:49:09,066 it's worth noting though 1459 00:49:09,066 --> 00:49:11,266 that this cannot be done for all the notes 1460 00:49:11,300 --> 00:49:14,566 because not all notes have GPU implementation 1461 00:49:14,900 --> 00:49:17,233 if nodes are computed on the GPU 1462 00:49:17,333 --> 00:49:19,300 the colour values displayed in the viewer 1463 00:49:19,300 --> 00:49:20,700 will be inaccurate 1464 00:49:20,700 --> 00:49:22,000 and this is because they show 1465 00:49:22,000 --> 00:49:25,766 the colour from the last node computed in the GPU prior 1466 00:49:25,766 --> 00:49:28,633 to transfer the image onto the graphics card 1467 00:49:28,966 --> 00:49:31,733 next up we have a texture size 1468 00:49:31,733 --> 00:49:33,400 and this is basically 1469 00:49:33,500 --> 00:49:36,433 the size of the texture map for the Opengl preview 1470 00:49:36,566 --> 00:49:39,200 you can set it to a 2 5 1471 00:49:39,200 --> 00:49:42,300 6 half a k 1 k 1472 00:49:42,300 --> 00:49:44,400 2 k whatever you need 1473 00:49:44,400 --> 00:49:47,466 I find um 5:12 is fine 1474 00:49:47,466 --> 00:49:49,166 unless you're doing some really detailed work 1475 00:49:49,166 --> 00:49:51,400 you need to specifically see something 1476 00:49:51,466 --> 00:49:53,666 accurately in the viewer 1477 00:49:54,266 --> 00:49:55,300 you don't have the 1478 00:49:55,300 --> 00:49:58,433 background and foreground colours for 2D and 3D 1479 00:49:58,966 --> 00:50:00,933 now we've talked about changing the 3D 1480 00:50:00,933 --> 00:50:01,900 colour background 1481 00:50:01,900 --> 00:50:03,133 um so that you can see that 1482 00:50:03,133 --> 00:50:04,066 we did that 1483 00:50:04,066 --> 00:50:05,300 in I believe 1484 00:50:05,300 --> 00:50:06,933 week 9 probably 1485 00:50:06,933 --> 00:50:07,966 of level one 1486 00:50:08,533 --> 00:50:10,533 you also have the foreground colours 1487 00:50:10,533 --> 00:50:12,566 and this basically changes the colour 1488 00:50:13,166 --> 00:50:15,566 of the border and text in the 2D view 1489 00:50:15,566 --> 00:50:17,766 or the 3D view okay 1490 00:50:17,966 --> 00:50:20,633 and then you do have our 1491 00:50:21,000 --> 00:50:22,800 viewer select colour 1492 00:50:22,933 --> 00:50:24,000 and this just 1493 00:50:24,166 --> 00:50:26,566 changes the colour of the 1494 00:50:26,900 --> 00:50:28,100 select for 3D 1495 00:50:28,500 --> 00:50:31,066 so again I tend to just leave that as is 1496 00:50:31,266 --> 00:50:34,233 then we have the whole interaction section down here 1497 00:50:34,700 --> 00:50:35,566 you can tell 1498 00:50:35,566 --> 00:50:37,733 um nuke that the middle button pans 1499 00:50:37,733 --> 00:50:39,900 and the left and middle button click together 1500 00:50:39,900 --> 00:50:41,500 zoom if you wanna do that 1501 00:50:41,900 --> 00:50:43,900 we have our 3D control types 1502 00:50:43,900 --> 00:50:44,766 which identify 1503 00:50:44,766 --> 00:50:46,100 keep set to Maya 1504 00:50:46,266 --> 00:50:48,466 and we talked about this in class 9 1505 00:50:48,933 --> 00:50:50,133 we then have things like 1506 00:50:50,133 --> 00:50:52,366 they handle sizes of 1507 00:50:52,366 --> 00:50:54,000 these are the 1508 00:50:54,000 --> 00:50:55,533 sizes of the 1509 00:50:55,533 --> 00:50:57,700 control handles that appear in the viewer 1510 00:50:57,866 --> 00:50:59,866 for some things like warps 1511 00:50:59,866 --> 00:51:02,700 busy eyes transformation handles 1512 00:51:02,700 --> 00:51:03,833 anything like that 1513 00:51:04,766 --> 00:51:05,800 5 is pretty good 1514 00:51:05,800 --> 00:51:07,266 if you wanna make them bigger you can 1515 00:51:07,266 --> 00:51:08,300 but they can get a bit 1516 00:51:08,466 --> 00:51:09,366 overwhelming 1517 00:51:09,366 --> 00:51:10,766 if you make them too big 1518 00:51:11,333 --> 00:51:13,466 the handle pick size again 1519 00:51:13,700 --> 00:51:15,300 this is basically 1520 00:51:15,300 --> 00:51:17,866 the size of the pickable area of handles 1521 00:51:17,966 --> 00:51:20,000 so if you have a value of 10 1522 00:51:20,000 --> 00:51:21,100 which we have 1523 00:51:21,466 --> 00:51:23,300 within 10 pixel radius 1524 00:51:23,300 --> 00:51:24,500 you can now pick 1525 00:51:24,566 --> 00:51:25,766 the icon size here 1526 00:51:25,766 --> 00:51:27,166 this basically controls 1527 00:51:27,166 --> 00:51:30,033 the size of the 2D transformation overlay 1528 00:51:31,166 --> 00:51:32,533 things like the 3D camera 1529 00:51:32,533 --> 00:51:33,933 3D object normals 1530 00:51:33,933 --> 00:51:35,966 3D axis on the viewer 1531 00:51:36,000 --> 00:51:37,000 stuff like that 1532 00:51:37,000 --> 00:51:38,166 okay so by default 1533 00:51:38,166 --> 00:51:39,366 is set to 50 1534 00:51:39,600 --> 00:51:41,766 seems like a good enough value for me 1535 00:51:42,133 --> 00:51:44,933 next up we have the icon scale 1536 00:51:44,933 --> 00:51:45,966 if we get a 3D 1537 00:51:45,966 --> 00:51:47,233 and we make a card 1538 00:51:48,400 --> 00:51:49,766 review the card 1539 00:51:50,166 --> 00:51:50,900 can see in here 1540 00:51:50,900 --> 00:51:53,366 we have our icon 1541 00:51:53,700 --> 00:51:55,633 if we set this down to zero 1542 00:51:56,300 --> 00:51:57,733 the controls that we're seeing 1543 00:51:57,733 --> 00:51:59,533 pretty much always drawn the same size 1544 00:51:59,533 --> 00:52:00,833 regardless of 1545 00:52:00,966 --> 00:52:02,400 how much we're zoomed 1546 00:52:02,400 --> 00:52:04,266 okay if we set it to 1547 00:52:04,266 --> 00:52:06,133 one first off 1548 00:52:06,133 --> 00:52:07,666 they go super huge 1549 00:52:08,666 --> 00:52:11,400 and the controls now scale with display image 1550 00:52:11,400 --> 00:52:13,133 or the 3D scene 1551 00:52:13,133 --> 00:52:14,666 as you zoom in and out 1552 00:52:14,866 --> 00:52:15,166 you can see 1553 00:52:15,166 --> 00:52:16,166 the closer you are 1554 00:52:16,166 --> 00:52:17,533 the bigger they get 1555 00:52:17,533 --> 00:52:18,733 the further away you go 1556 00:52:18,733 --> 00:52:19,966 the smaller they get 1557 00:52:20,300 --> 00:52:21,800 somewhere around North Point 1 1558 00:52:21,800 --> 00:52:22,733 which is the default 1559 00:52:22,733 --> 00:52:23,733 it roughly stays 1560 00:52:23,733 --> 00:52:24,500 the same size 1561 00:52:24,500 --> 00:52:25,600 wherever you are 1562 00:52:26,300 --> 00:52:27,200 next up we have the 1563 00:52:27,200 --> 00:52:28,966 object interactive speed 1564 00:52:28,966 --> 00:52:29,766 and this sets 1565 00:52:29,766 --> 00:52:32,200 how fast mouse movements rotate 1566 00:52:32,200 --> 00:52:33,433 and translate 1567 00:52:33,600 --> 00:52:35,566 3D axis and cameras 1568 00:52:36,066 --> 00:52:36,900 the lower the value 1569 00:52:36,900 --> 00:52:38,133 the finer the movement 1570 00:52:38,133 --> 00:52:39,133 okay so it's 1571 00:52:39,133 --> 00:52:39,733 reasonably low 1572 00:52:39,733 --> 00:52:40,566 at the moment 1573 00:52:40,566 --> 00:52:41,600 and then the camera 1574 00:52:41,600 --> 00:52:43,066 interactive speed 1575 00:52:43,100 --> 00:52:44,466 this is very similar 1576 00:52:44,466 --> 00:52:46,166 it sets how fast 1577 00:52:46,266 --> 00:52:48,300 the mouse movement tumbles and rolls 1578 00:52:48,300 --> 00:52:49,366 the 3D view 1579 00:52:49,533 --> 00:52:50,466 so the moment 1580 00:52:50,466 --> 00:52:51,400 you can see 1581 00:52:51,666 --> 00:52:52,966 it's not too bad 1582 00:52:53,300 --> 00:52:54,900 we crank it right up 1583 00:52:54,933 --> 00:52:56,700 let's crank it up to say ten 1584 00:52:59,066 --> 00:53:01,166 see now just goes nuts 1585 00:53:01,166 --> 00:53:03,200 and you hardly have to move your mouse at all 1586 00:53:03,866 --> 00:53:05,166 okay so keep that at one 1587 00:53:05,166 --> 00:53:06,966 if you need to get really fine 1588 00:53:06,966 --> 00:53:09,533 you can crank it right down 1589 00:53:09,533 --> 00:53:10,666 and now you can see 1590 00:53:10,666 --> 00:53:13,600 I move my mouse and it's hard to doing anything 1591 00:53:15,166 --> 00:53:16,366 put it up a little bit 1592 00:53:17,600 --> 00:53:20,466 see now to do lots of 1593 00:53:21,166 --> 00:53:25,766 strokes across the viewer to get it to do a move 1594 00:53:26,133 --> 00:53:28,266 then we have Roto Spline 1595 00:53:28,900 --> 00:53:30,666 now all these are very similar 1596 00:53:30,666 --> 00:53:32,866 you've got the colour of points 1597 00:53:32,866 --> 00:53:34,800 curves and transforms 1598 00:53:34,800 --> 00:53:36,666 and then the oval line width 1599 00:53:36,666 --> 00:53:40,800 and whether you have a shadow when you draw that photo 1600 00:53:40,800 --> 00:53:42,066 spline okay 1601 00:53:42,066 --> 00:53:44,400 so reasonably straightforward 1602 00:53:44,400 --> 00:53:45,433 those things 1603 00:53:46,100 --> 00:53:48,800 last up is the script editor 1604 00:53:49,333 --> 00:53:50,966 now we have the font 1605 00:53:50,966 --> 00:53:52,500 again for the script editor 1606 00:53:52,966 --> 00:53:54,766 we have the input section 1607 00:53:54,766 --> 00:53:57,466 then we have clear input window on successful 1608 00:53:57,466 --> 00:53:59,066 script execution 1609 00:53:59,166 --> 00:54:00,600 and what this basically means is 1610 00:54:00,600 --> 00:54:03,966 any successful execution of a Python statement example 1611 00:54:04,200 --> 00:54:06,166 would disappear from the input panel 1612 00:54:06,266 --> 00:54:09,666 of the graph editor and appear in the output panel 1613 00:54:09,666 --> 00:54:11,433 so that's normally what we want 1614 00:54:12,266 --> 00:54:16,666 echo the Python command to output window 1615 00:54:16,666 --> 00:54:19,866 this basically means anything that you do on nuke 1616 00:54:19,866 --> 00:54:22,800 does appears in the output panel of the script editor 1617 00:54:23,066 --> 00:54:24,966 and this is a way you can 1618 00:54:24,966 --> 00:54:25,866 for example 1619 00:54:25,866 --> 00:54:27,333 select a node from the toolbar 1620 00:54:27,333 --> 00:54:30,233 and have the Cosmoning Python displayed 1621 00:54:30,700 --> 00:54:33,966 so you can actually use this to help you 1622 00:54:34,000 --> 00:54:35,733 figure out what Nuke's doing 1623 00:54:35,733 --> 00:54:37,666 so let's make a script editor 1624 00:54:39,600 --> 00:54:41,966 and let's now grab a blur node 1625 00:54:42,733 --> 00:54:44,166 and now back in the script editor 1626 00:54:44,166 --> 00:54:47,066 we can see the actual command to do that is nuke dot 1627 00:54:47,066 --> 00:54:49,000 create node blur 1628 00:54:49,933 --> 00:54:51,100 if we were to 1629 00:54:51,100 --> 00:54:51,800 for instance 1630 00:54:51,800 --> 00:54:53,600 make a light 1631 00:54:54,066 --> 00:54:55,433 such as this light 1632 00:54:56,000 --> 00:55:00,500 again we can see that we are making light too 1633 00:55:01,066 --> 00:55:03,333 so really useful just to have 1634 00:55:03,333 --> 00:55:06,800 some kind of an idea as to what nuke is doing 1635 00:55:07,100 --> 00:55:09,166 we then have just highlights 1636 00:55:09,166 --> 00:55:11,633 so keywords strings 1637 00:55:11,800 --> 00:55:14,300 double quotes or single quotes and comments 1638 00:55:14,500 --> 00:55:16,733 just the colours we're gonna be seeing in the script 1639 00:55:16,733 --> 00:55:18,733 editor okay 1640 00:55:18,733 --> 00:55:21,100 so I'm gonna revert to save 1641 00:55:22,366 --> 00:55:24,666 and I think that's pretty much everything in 1642 00:55:24,666 --> 00:55:27,200 the preferences top to bottom so again 1643 00:55:27,200 --> 00:55:29,866 all this is explained in a lot of detail in the manual 1644 00:55:29,866 --> 00:55:32,800 so if you wanted to look into some of this in 1645 00:55:32,800 --> 00:55:33,566 any more detail 1646 00:55:33,566 --> 00:55:37,066 that's a brilliant place to go okay 1647 00:55:37,066 --> 00:55:38,966 so let's make a new session of nuke 1648 00:55:38,966 --> 00:55:42,633 and let's now have a look at how the precomp node works 1649 00:55:42,700 --> 00:55:43,800 let's have a look 1650 00:55:43,800 --> 00:55:45,633 we have a precomp node here 1651 00:55:47,366 --> 00:55:49,400 now what does the precom node do 1652 00:55:49,766 --> 00:55:51,966 but it basically enables you to take a section of a 1653 00:55:51,966 --> 00:55:54,400 composite that you may want someone else to work on 1654 00:55:54,400 --> 00:55:57,366 or you just may want to be separate 1655 00:55:58,000 --> 00:56:01,133 and it splits it out into this precomp setup 1656 00:56:01,133 --> 00:56:02,966 which is basically a nuke script 1657 00:56:03,166 --> 00:56:06,266 and the precomp node itself reads that nuke script 1658 00:56:06,400 --> 00:56:09,366 so you could have somebody else working on a section 1659 00:56:09,366 --> 00:56:11,933 say a part of the background plate 1660 00:56:11,933 --> 00:56:13,666 or a key or something 1661 00:56:13,766 --> 00:56:16,166 that then feeds into your main composite 1662 00:56:16,166 --> 00:56:18,233 and instead of having all that extra 1663 00:56:18,466 --> 00:56:21,900 nodes and extra functionality built into your script 1664 00:56:21,933 --> 00:56:23,966 all you have is this pre comp node 1665 00:56:24,200 --> 00:56:25,366 and every time the person 1666 00:56:25,366 --> 00:56:28,700 or yourself is working on the other section saves 1667 00:56:28,700 --> 00:56:31,866 you can then update yours or reload your precom mode 1668 00:56:31,866 --> 00:56:32,600 and it will 1669 00:56:32,600 --> 00:56:35,466 update all their changes into your new script 1670 00:56:35,866 --> 00:56:37,666 so let's have a look at how this would work 1671 00:56:38,466 --> 00:56:39,300 let's make a very 1672 00:56:39,300 --> 00:56:40,300 very basic script 1673 00:56:40,300 --> 00:56:43,466 let's make say a constant 1674 00:56:44,533 --> 00:56:46,966 let's just make it say a grey colour 1675 00:56:48,300 --> 00:56:52,066 let's then go ahead and come down to say a noise 1676 00:56:52,200 --> 00:56:53,600 we can add some noise 1677 00:56:53,933 --> 00:56:55,866 and then we just wanna mask that noise 1678 00:56:55,866 --> 00:56:59,266 so let's come in and go to say a ramp 1679 00:57:00,366 --> 00:57:02,833 and we're gonna drop the ramp in above 1680 00:57:03,566 --> 00:57:05,200 so if we have a look at the ramp here 1681 00:57:05,200 --> 00:57:07,600 we can just see that we're gonna go from 1682 00:57:07,600 --> 00:57:09,466 uh say black to white 1683 00:57:10,500 --> 00:57:11,666 and we're gonna take this 1684 00:57:11,666 --> 00:57:13,566 and we're gonna output it into a new layer 1685 00:57:13,566 --> 00:57:15,100 we're just gonna call matte 1686 00:57:15,733 --> 00:57:19,400 okay so if we come and look in matte we have hey 1687 00:57:19,533 --> 00:57:20,866 black to white ramp 1688 00:57:21,133 --> 00:57:25,033 and I'm gonna set the ramp here 1689 00:57:26,266 --> 00:57:27,500 just got everything in place 1690 00:57:27,500 --> 00:57:29,266 I'm just gonna go with a smooth 1691 00:57:30,566 --> 00:57:32,166 okay so we've got 1692 00:57:33,066 --> 00:57:34,633 all that taking place 1693 00:57:34,733 --> 00:57:36,600 they're gonna come to our noise 1694 00:57:36,666 --> 00:57:38,033 come back to our GB 1695 00:57:38,733 --> 00:57:40,133 and let's just do a mask of 1696 00:57:40,133 --> 00:57:42,000 our noise based on that ramp 1697 00:57:43,666 --> 00:57:47,100 so we only get noise at a certain part 1698 00:57:47,100 --> 00:57:48,566 I'm gonna invert it 1699 00:57:48,600 --> 00:57:50,833 so we now just get noise at the bottom 1700 00:57:51,700 --> 00:57:55,066 and then gonna come in and I'm gonna add for instance 1701 00:57:55,066 --> 00:57:57,066 a uh checkerboard 1702 00:57:58,533 --> 00:58:00,266 gonna make this a little bit smaller 1703 00:58:00,700 --> 00:58:05,233 so 1 k gonna merge it on and for merge 1704 00:58:06,200 --> 00:58:07,900 remember it's connected in with the a 1705 00:58:07,900 --> 00:58:12,800 that's because I am have that set in my preferences 1706 00:58:14,300 --> 00:58:16,200 instead I could have it set to uh 1707 00:58:16,200 --> 00:58:18,566 the B side so that whatever 1708 00:58:18,566 --> 00:58:21,566 selected the merge note then applies the B side to it 1709 00:58:22,333 --> 00:58:24,400 but that's okay for this 1710 00:58:24,800 --> 00:58:27,466 now just transform that into position 1711 00:58:28,200 --> 00:58:29,433 let's say there 1712 00:58:30,400 --> 00:58:33,700 and let's also add a grade note where we just gonna 1713 00:58:34,366 --> 00:58:37,700 just multiply up the colours 1714 00:58:38,300 --> 00:58:39,633 maybe by red 1715 00:58:44,166 --> 00:58:46,500 so we should end up with 1716 00:58:48,666 --> 00:58:50,433 a little bit of something going on 1717 00:58:50,466 --> 00:58:52,800 let's go with a 1 and 0 and 0 1718 00:58:54,900 --> 00:58:56,600 we're not seeing anything because we're only looking at 1719 00:58:56,600 --> 00:58:57,666 the red channel 1720 00:58:57,700 --> 00:58:59,366 which is obviously no good to us 1721 00:59:01,200 --> 00:59:02,800 so that gets us this 1722 00:59:04,400 --> 00:59:06,233 and then let's add in 1723 00:59:06,366 --> 00:59:09,200 let's just say a piece of text on here 1724 00:59:09,600 --> 00:59:11,433 so we're gonna do a merge here 1725 00:59:13,466 --> 00:59:14,833 gets to be again 1726 00:59:14,866 --> 00:59:17,600 we don't need to do this but I'm just doing it so that 1727 00:59:17,600 --> 00:59:20,600 I can show you different aspects of the pre comp mode 1728 00:59:21,533 --> 00:59:23,633 normally would obviously do this all in 1729 00:59:24,100 --> 00:59:26,233 all in the pipe in one go 1730 00:59:26,466 --> 00:59:30,233 so I'm just gonna call this a checker 1731 00:59:31,800 --> 00:59:35,466 board and let's just go ahead and make it 1732 00:59:35,566 --> 00:59:36,700 a little bit bigger 1733 00:59:37,900 --> 00:59:43,433 centre it up and maybe we could go ahead and just uh 1734 00:59:44,266 --> 00:59:46,800 make it a bold version of Ariel 1735 00:59:52,200 --> 00:59:53,800 okay so that's what we've got 1736 00:59:54,400 --> 00:59:59,000 now let's say that the checkerboard and the 1737 00:59:59,733 --> 01:00:03,133 text we wanted to pass over to somebody else to work on 1738 01:00:03,133 --> 01:00:05,300 we wanted them to carry on building 1739 01:00:05,300 --> 01:00:08,300 the checkerboard section while we continue to work on 1740 01:00:08,600 --> 01:00:12,266 the radiated noise information part of the comp 1741 01:00:12,866 --> 01:00:15,833 what we do is we take all of this 1742 01:00:16,066 --> 01:00:18,033 and we would come up to other 1743 01:00:20,400 --> 01:00:22,366 and we would say precomp 1744 01:00:23,733 --> 01:00:26,966 and what we get is this box to the precomp script path 1745 01:00:26,966 --> 01:00:29,300 this is the actual name of the precomp 1746 01:00:29,400 --> 01:00:31,266 so we're gonna just save this to the 1747 01:00:31,266 --> 01:00:32,866 desktop for the time being 1748 01:00:33,166 --> 01:00:34,833 and I'll just save it in here 1749 01:00:35,300 --> 01:00:36,400 and it's obviously worth 1750 01:00:36,400 --> 01:00:38,300 giving it some kind of a useful name 1751 01:00:38,300 --> 01:00:40,566 so I'm just gonna call it checkerboard 1752 01:00:41,666 --> 01:00:43,166 underscore precomb 1753 01:00:43,600 --> 01:00:45,266 underscore v a one 1754 01:00:46,133 --> 01:00:48,066 now the precumb render path 1755 01:00:48,066 --> 01:00:49,866 this would be if we were gonna render this 1756 01:00:49,866 --> 01:00:51,566 where they would end up going 1757 01:00:51,733 --> 01:00:52,666 so let's come in here 1758 01:00:52,666 --> 01:00:55,800 and set that to be the same path as our 1759 01:00:56,900 --> 01:00:58,100 Nook script 1760 01:00:58,900 --> 01:01:01,166 and we'll give it the same name as well 1761 01:01:02,766 --> 01:01:07,000 copy this keep our hashes so that we're gonna get 1762 01:01:07,000 --> 01:01:08,400 multiple zeros 1763 01:01:10,900 --> 01:01:14,066 the channels that we want are just gonna be RGB 1764 01:01:14,066 --> 01:01:15,266 we're not interested 1765 01:01:15,533 --> 01:01:18,666 in any other channels for the actual rendered version 1766 01:01:18,666 --> 01:01:20,066 we don't wanna keep them at 1767 01:01:20,300 --> 01:01:21,666 but if you did wanna keep them at 1768 01:01:21,666 --> 01:01:24,300 you may want to say all layers 1769 01:01:24,500 --> 01:01:26,433 but we don't want to for this instance 1770 01:01:26,800 --> 01:01:28,866 and then we can decide what we're gonna do with these 1771 01:01:28,866 --> 01:01:31,433 selected notes that we're making the precomp from 1772 01:01:31,600 --> 01:01:33,466 we could either add a backdrop 1773 01:01:33,966 --> 01:01:36,400 hence kind of being able to label it up and say 1774 01:01:36,400 --> 01:01:37,266 this is what 1775 01:01:37,366 --> 01:01:40,666 the section of the comp did before we use the precump 1776 01:01:40,866 --> 01:01:41,933 we can delete it 1777 01:01:41,933 --> 01:01:43,200 which is what we're gonna do 1778 01:01:43,333 --> 01:01:44,966 or we could say no change 1779 01:01:44,966 --> 01:01:47,033 so just leave it exactly as it is 1780 01:01:47,266 --> 01:01:48,766 we're just gonna go with delete 1781 01:01:49,333 --> 01:01:50,500 now when I hit okay 1782 01:01:50,500 --> 01:01:52,566 it's gonna make a new script 1783 01:01:53,066 --> 01:01:54,833 that will then load and look at 1784 01:01:55,000 --> 01:01:56,466 it will have a saver in it 1785 01:01:56,466 --> 01:01:59,700 that will be able to save the checkerboard out 1786 01:01:59,733 --> 01:02:03,666 has this image with these files preset in it 1787 01:02:03,666 --> 01:02:05,700 so just be like a normal right note 1788 01:02:06,300 --> 01:02:08,533 and then we'll see all this disappear 1789 01:02:08,533 --> 01:02:09,866 so let's hit OK 1790 01:02:10,900 --> 01:02:12,200 and there it does it 1791 01:02:13,866 --> 01:02:16,500 and you can see that we have some issues here 1792 01:02:16,500 --> 01:02:19,866 where this is basically kind of smearing across 1793 01:02:20,366 --> 01:02:23,566 so we'll come back and look at that in a moment 1794 01:02:24,133 --> 01:02:27,866 now let's go ahead and load in the precomp 1795 01:02:31,733 --> 01:02:32,833 so here it is 1796 01:02:32,933 --> 01:02:34,200 if we have a look at it 1797 01:02:34,200 --> 01:02:35,600 we're gonna get this 1798 01:02:35,933 --> 01:02:37,866 now why are we getting this 1799 01:02:38,066 --> 01:02:39,333 the reason why is 1800 01:02:39,333 --> 01:02:41,300 if we come back and look at our other one 1801 01:02:42,666 --> 01:02:44,500 we can see this is 2K 1802 01:02:44,800 --> 01:02:47,300 and yet this is set to 1024 1803 01:02:47,300 --> 01:02:49,100 so we need to go to our project settings 1804 01:02:49,100 --> 01:02:51,566 and just make sure that is set to 2K 1805 01:02:52,466 --> 01:02:54,033 which it looks like it is 1806 01:02:54,500 --> 01:02:56,700 but our black outside here 1807 01:02:56,800 --> 01:02:57,533 a checkerboard 1808 01:02:57,533 --> 01:03:01,266 this is just obviously needing a larger format 1809 01:03:01,366 --> 01:03:04,033 so what we would need to do is make a constant node 1810 01:03:06,366 --> 01:03:07,733 that we would have is 2K 1811 01:03:07,733 --> 01:03:11,100 and then we would just merge these in merge 1812 01:03:12,700 --> 01:03:14,200 and that's gonna fix that 1813 01:03:15,133 --> 01:03:18,300 and this all needs to come down a bit further 1814 01:03:19,166 --> 01:03:20,866 just so we keep the file size 1815 01:03:20,866 --> 01:03:22,766 now this wouldn't always be the case 1816 01:03:23,066 --> 01:03:24,166 that you'd need to do this 1817 01:03:24,166 --> 01:03:26,000 but for this one we do 1818 01:03:26,000 --> 01:03:27,200 we just need to 1819 01:03:27,466 --> 01:03:30,166 make sure that we're gonna keep all of our 1820 01:03:30,166 --> 01:03:33,100 structure in place with regards to how big things are 1821 01:03:33,466 --> 01:03:35,066 so now we view this 1822 01:03:35,566 --> 01:03:38,066 see we're getting this 1823 01:03:38,066 --> 01:03:39,966 and we just need to swap the inputs 1824 01:03:40,466 --> 01:03:42,100 and then we're back on track 1825 01:03:42,366 --> 01:03:45,100 so you can see now that we have the right mode 1826 01:03:46,333 --> 01:03:47,933 and if we just view the output 1827 01:03:47,933 --> 01:03:49,666 we don't necessarily need the output though 1828 01:03:49,666 --> 01:03:51,366 it's good to keep it just so 1829 01:03:51,400 --> 01:03:54,166 you know what the actual output of the pre comp is 1830 01:03:54,666 --> 01:03:56,100 if we look at our right node 1831 01:03:56,100 --> 01:03:58,266 you can see that we preset this up 1832 01:03:58,666 --> 01:04:02,366 to save out the information here with the correct 1833 01:04:02,900 --> 01:04:03,966 RGB channels 1834 01:04:04,500 --> 01:04:06,100 so let's say we make a change here 1835 01:04:06,100 --> 01:04:08,500 we go to our grade and we we're working away and 1836 01:04:08,966 --> 01:04:10,700 the supervisor says okay 1837 01:04:10,700 --> 01:04:11,500 instead of red 1838 01:04:11,500 --> 01:04:12,866 I really want blue 1839 01:04:13,133 --> 01:04:15,400 so you just come in and you go okay 1840 01:04:15,400 --> 01:04:16,600 let's go with the blue 1841 01:04:17,300 --> 01:04:18,666 and we can just save this 1842 01:04:18,666 --> 01:04:21,666 I'm just gonna do control or alt 1843 01:04:22,466 --> 01:04:24,833 so I'm just gonna do control or command save 1844 01:04:25,566 --> 01:04:26,866 back to the script 1845 01:04:27,400 --> 01:04:29,200 now we come to our precomp 1846 01:04:29,600 --> 01:04:31,700 we hit reload 1847 01:04:31,900 --> 01:04:34,400 it then reloads in that precomp 1848 01:04:35,166 --> 01:04:37,266 referencing the original note script 1849 01:04:37,266 --> 01:04:38,566 so if I go back 1850 01:04:38,766 --> 01:04:41,000 and then we come in here again and he says okay 1851 01:04:41,000 --> 01:04:42,333 I've changed my mind actually 1852 01:04:42,333 --> 01:04:44,433 I think green's gonna be a better colour 1853 01:04:46,100 --> 01:04:47,466 closes down again 1854 01:04:48,200 --> 01:04:52,400 save it back into a precomp and then reload 1855 01:04:52,400 --> 01:04:55,700 and again we can see that taking place 1856 01:04:56,966 --> 01:05:00,700 now what happens if we say actually 1857 01:05:00,700 --> 01:05:03,000 we now need to control the text ourselves 1858 01:05:03,000 --> 01:05:04,100 how would that work 1859 01:05:04,466 --> 01:05:08,000 well if you have a look at precomp has this input 1860 01:05:08,333 --> 01:05:09,500 and when we come back in here 1861 01:05:09,500 --> 01:05:10,900 you can see that input is actually 1862 01:05:10,900 --> 01:05:12,433 the input of the text 1863 01:05:12,800 --> 01:05:14,266 we delete the input 1864 01:05:14,800 --> 01:05:17,033 save reload 1865 01:05:17,600 --> 01:05:18,933 the input goes away 1866 01:05:18,933 --> 01:05:22,266 so that tells us that we can actually control the input 1867 01:05:22,533 --> 01:05:25,300 of certain parts of the precom ourselves 1868 01:05:25,766 --> 01:05:29,500 so let's come in here and let's take off this text note 1869 01:05:29,866 --> 01:05:31,966 and we're gonna add an input 1870 01:05:31,966 --> 01:05:35,000 so I'm just gonna do INP for input 1871 01:05:35,000 --> 01:05:36,633 or you can come over to other 1872 01:05:37,600 --> 01:05:39,400 and we can choose an input here 1873 01:05:39,733 --> 01:05:43,000 we're just gonna attach this by double click 1874 01:05:43,000 --> 01:05:47,833 we can call it text input 1875 01:05:49,266 --> 01:05:50,500 so you know what that is 1876 01:05:52,300 --> 01:05:53,466 take our text 1877 01:05:53,466 --> 01:05:54,900 we just cut it 1878 01:05:54,900 --> 01:05:57,100 come in here and paste it 1879 01:05:57,733 --> 01:05:59,333 now with one thing I forgot to do again 1880 01:05:59,333 --> 01:06:00,366 was obviously to save 1881 01:06:00,366 --> 01:06:04,066 so I save that and then when I reload in my precomp 1882 01:06:04,066 --> 01:06:05,366 in my main comp 1883 01:06:05,400 --> 01:06:08,233 we now have a text input which I can then apply 1884 01:06:08,800 --> 01:06:10,100 all looks the same 1885 01:06:11,300 --> 01:06:13,066 but now we have the text here 1886 01:06:13,466 --> 01:06:17,100 and if I make a change to it checkerboard say green 1887 01:06:18,800 --> 01:06:21,566 it's then able to be controlled from our end 1888 01:06:21,566 --> 01:06:22,633 as opposed to 1889 01:06:22,733 --> 01:06:25,200 the person working on the checkerboard's end 1890 01:06:26,300 --> 01:06:29,533 now what happens if the precom then becomes too heavy 1891 01:06:29,533 --> 01:06:31,966 because it's obviously referencing a nuke script 1892 01:06:32,200 --> 01:06:33,733 what we can do is we can say right 1893 01:06:33,733 --> 01:06:37,400 we just wanna bake this into some files 1894 01:06:37,466 --> 01:06:38,766 so we can go to render 1895 01:06:39,166 --> 01:06:41,333 and it brings up this execute button 1896 01:06:41,333 --> 01:06:42,000 and we can say 1897 01:06:42,000 --> 01:06:43,800 how many frames do we wanna render 1898 01:06:43,900 --> 01:06:45,166 let's just do one 1899 01:06:45,266 --> 01:06:46,400 we click okay 1900 01:06:46,400 --> 01:06:48,900 and it renders it down here 1901 01:06:48,900 --> 01:06:52,100 you can now see that the precomp is actually reading 1902 01:06:52,200 --> 01:06:54,766 and here we've got read file from output 1903 01:06:54,766 --> 01:06:56,933 so it's basically turn this precomp node 1904 01:06:56,933 --> 01:06:58,700 almost into a read node 1905 01:06:58,866 --> 01:07:02,800 reading in the saved version from 1906 01:07:03,266 --> 01:07:05,500 this right down here that we set up 1907 01:07:06,100 --> 01:07:08,200 okay so that's all saved there 1908 01:07:08,366 --> 01:07:09,666 and we're good to go 1909 01:07:10,666 --> 01:07:13,400 if um this person now makes a change 1910 01:07:13,400 --> 01:07:14,933 so they say okay 1911 01:07:14,933 --> 01:07:16,500 with my checkerboard 1912 01:07:16,500 --> 01:07:18,533 I'm gonna blur it because that's what's needed 1913 01:07:18,533 --> 01:07:21,666 and I'm gonna add a bit of a blur they save 1914 01:07:22,500 --> 01:07:23,700 come back to this 1915 01:07:23,900 --> 01:07:25,500 main composite 1916 01:07:25,500 --> 01:07:26,800 and we reload 1917 01:07:27,100 --> 01:07:28,766 we get an error coming up 1918 01:07:28,933 --> 01:07:30,000 and the error basically 1919 01:07:30,000 --> 01:07:31,766 says that it cannot read from file 1920 01:07:31,766 --> 01:07:33,900 file does not match input 1921 01:07:34,066 --> 01:07:35,600 and what this is saying is 1922 01:07:35,700 --> 01:07:38,400 that what you've saved as 1923 01:07:38,666 --> 01:07:40,666 a set of opening XR 1924 01:07:40,666 --> 01:07:43,800 files now doesn't match the actual new script itself 1925 01:07:44,133 --> 01:07:46,633 so we would turn off read from file 1926 01:07:46,666 --> 01:07:48,666 and now you can see everything is good 1927 01:07:49,266 --> 01:07:52,233 if we came to render again and re rendered it 1928 01:07:52,333 --> 01:07:53,900 we're now updating the render 1929 01:07:53,900 --> 01:07:55,966 along with updating the precom 1930 01:07:55,966 --> 01:07:57,366 nucscript okay 1931 01:07:57,366 --> 01:07:59,333 so that is your pre comp note really 1932 01:07:59,333 --> 01:07:59,966 really useful 1933 01:07:59,966 --> 01:08:01,600 you can run them across networks 1934 01:08:01,600 --> 01:08:03,033 whatever you need to do 1935 01:08:03,200 --> 01:08:05,566 and it can just save a lot of time 1936 01:08:05,566 --> 01:08:08,200 and give a lot more flexibility to enable other 1937 01:08:08,200 --> 01:08:10,100 artists to do more work 1938 01:08:10,900 --> 01:08:12,800 now under the advance section here 1939 01:08:12,800 --> 01:08:15,266 you can name an output node 1940 01:08:15,266 --> 01:08:17,866 and enable it if you hadn't already done it 1941 01:08:18,133 --> 01:08:19,800 when you made the precomp 1942 01:08:19,800 --> 01:08:20,466 so if you remember 1943 01:08:20,466 --> 01:08:21,400 we made the precomp 1944 01:08:21,400 --> 01:08:22,133 and we said 1945 01:08:22,133 --> 01:08:23,566 let's make an output node 1946 01:08:23,566 --> 01:08:26,066 which is gonna be a right node with some 1947 01:08:26,066 --> 01:08:28,300 EXR files that we're gonna be saving 1948 01:08:28,466 --> 01:08:30,133 which is this right node here 1949 01:08:30,133 --> 01:08:32,700 if we hadn't defined that right at the beginning 1950 01:08:32,700 --> 01:08:35,133 you could use this advance tab here 1951 01:08:35,133 --> 01:08:37,066 to put that in at this point 1952 01:08:37,766 --> 01:08:39,966 now the final thing is what would happen if 1953 01:08:39,966 --> 01:08:42,266 you just wanted to load a precom from scratch 1954 01:08:42,266 --> 01:08:43,566 you know one exists 1955 01:08:43,566 --> 01:08:45,400 you just wanna bring it into your scene 1956 01:08:45,500 --> 01:08:48,466 where you would just come in and grab the precom load 1957 01:08:48,966 --> 01:08:50,400 come into file 1958 01:08:50,400 --> 01:08:52,266 navigate to where that is 1959 01:08:52,266 --> 01:08:55,266 which we have on our desktop here 1960 01:08:56,000 --> 01:08:57,100 and when you view it 1961 01:08:57,100 --> 01:08:57,966 you just get that 1962 01:08:57,966 --> 01:08:59,633 which is exactly what 1963 01:08:59,733 --> 01:09:02,066 you would get if you viewed this 1964 01:09:02,700 --> 01:09:03,800 minus obviously the text 1965 01:09:03,800 --> 01:09:06,666 which is feeding into the top of it okay 1966 01:09:06,666 --> 01:09:08,333 so that's the precomp node 1967 01:09:08,333 --> 01:09:09,266 so I'm gonna 1968 01:09:09,266 --> 01:09:11,266 save this as the 1969 01:09:11,900 --> 01:09:14,300 main precomp composite 1970 01:09:14,300 --> 01:09:17,266 so I'm gonna call it main precomp 1971 01:09:19,066 --> 01:09:20,700 underscore composite 1972 01:09:23,133 --> 01:09:28,033 dot nuke now put that in your nuke folder along with uh 1973 01:09:28,466 --> 01:09:29,366 this one as well 1974 01:09:29,366 --> 01:09:31,033 so make sure I save that 1975 01:09:31,266 --> 01:09:33,966 okay from here let's have a look at the discache node 1976 01:09:34,366 --> 01:09:36,400 so the disc cash note 1977 01:09:36,400 --> 01:09:40,000 as I said works really well in different situations 1978 01:09:40,266 --> 01:09:42,533 one of them would be if you just had 1979 01:09:42,533 --> 01:09:45,800 a certain branch of your composite that you wanted 1980 01:09:45,900 --> 01:09:49,033 to pre cash or disc cash 1981 01:09:49,333 --> 01:09:52,000 so let's choose for instance 1982 01:09:52,100 --> 01:09:54,866 this section here of the 3D fairies 1983 01:09:54,866 --> 01:09:56,633 so if we come in and view that 1984 01:09:57,266 --> 01:10:00,866 and let's just make sure we're seeing some 3D fairies 1985 01:10:00,866 --> 01:10:03,066 there was one there 1986 01:10:03,900 --> 01:10:06,633 okay so let's just zoom in so we can see that 1987 01:10:07,400 --> 01:10:11,966 and let's now add from the other menu a discach node 1988 01:10:14,733 --> 01:10:16,800 now first thing is the channels 1989 01:10:16,900 --> 01:10:18,200 and the channels menu 1990 01:10:18,200 --> 01:10:20,966 lets you select which channels are gonna be cashed 1991 01:10:20,966 --> 01:10:22,533 so in our instance 1992 01:10:22,533 --> 01:10:25,133 we're probably gonna want to cash all of them 1993 01:10:25,133 --> 01:10:26,666 so we'll just leave it on all 1994 01:10:26,733 --> 01:10:27,266 but obviously 1995 01:10:27,266 --> 01:10:29,666 if you just wanted to cash the Alpha channel 1996 01:10:29,666 --> 01:10:31,833 or just wanted to cash 1997 01:10:32,000 --> 01:10:34,066 the uh Z depth or what have you 1998 01:10:34,066 --> 01:10:35,500 you can choose it there 1999 01:10:35,900 --> 01:10:38,366 nuke then caches the selected channels 2000 01:10:38,366 --> 01:10:40,000 at the current frame 2001 01:10:40,133 --> 01:10:42,000 at the current zoom level 2002 01:10:42,166 --> 01:10:44,566 so I'm obviously zoomed in here 2003 01:10:44,566 --> 01:10:47,433 so all we're caching is what we see 2004 01:10:47,800 --> 01:10:48,933 or what the viewer sees 2005 01:10:48,933 --> 01:10:50,066 more importantly 2006 01:10:50,300 --> 01:10:51,966 now from this point on 2007 01:10:52,000 --> 01:10:54,666 nuke refers to the cache data instead of 2008 01:10:54,666 --> 01:10:57,733 constantly recalculating the output from the 2009 01:10:57,733 --> 01:10:59,166 preceding notes 2010 01:10:59,333 --> 01:11:01,666 and if we pan or zoom around 2011 01:11:01,866 --> 01:11:03,766 we basically enable 2012 01:11:03,966 --> 01:11:06,000 new parts of the image to be cached 2013 01:11:06,133 --> 01:11:08,366 okay now if you wanna cash more than just 2014 01:11:08,366 --> 01:11:10,200 the current frame in the zoom level 2015 01:11:10,200 --> 01:11:12,966 we can click the pre cash button here 2016 01:11:13,166 --> 01:11:15,766 and this opens up the pre cash properties 2017 01:11:15,766 --> 01:11:18,500 and you can enter in the frame range in the 2018 01:11:18,766 --> 01:11:20,000 dialog box here 2019 01:11:20,000 --> 01:11:22,633 okay so you can have global custom 2020 01:11:22,733 --> 01:11:24,666 uh viewer alright 2021 01:11:24,666 --> 01:11:26,533 you can input your own okay 2022 01:11:26,533 --> 01:11:28,000 when you hit okay 2023 01:11:28,000 --> 01:11:29,333 it then goes away 2024 01:11:29,333 --> 01:11:32,200 and precalculates that cash 2025 01:11:32,266 --> 01:11:34,100 so I'm gonna just cancel that 2026 01:11:34,666 --> 01:11:36,500 that all lines will be cached 2027 01:11:36,500 --> 01:11:39,000 regardless of what is being shown in the viewer 2028 01:11:39,000 --> 01:11:40,600 if you then do that 2029 01:11:40,600 --> 01:11:41,733 and what's really nice is 2030 01:11:41,733 --> 01:11:44,866 where required images are partly cached already 2031 01:11:45,100 --> 01:11:48,400 nuke only calculates the missing areas of that image 2032 01:11:48,400 --> 01:11:50,000 that's excellent 2033 01:11:50,366 --> 01:11:53,000 news for speeding things up 2034 01:11:53,733 --> 01:11:55,766 now on top of the disc cash 2035 01:11:55,766 --> 01:11:58,200 we also have memory cash 2036 01:11:58,266 --> 01:11:59,566 so let's just delete 2037 01:11:59,566 --> 01:12:02,000 say that and let's come in 2038 01:12:02,066 --> 01:12:04,900 and say we want to memory cash 2039 01:12:05,200 --> 01:12:07,366 the coloured control here 2040 01:12:07,366 --> 01:12:08,600 the colour correction 2041 01:12:08,700 --> 01:12:09,466 what to do that 2042 01:12:09,466 --> 01:12:13,366 I can either use control or command and b 2043 01:12:13,566 --> 01:12:15,700 so command or control and b 2044 01:12:15,800 --> 01:12:17,100 will switch on 2045 01:12:17,200 --> 01:12:20,200 memory caching for this specific node 2046 01:12:20,300 --> 01:12:22,466 so if I come in and select it again 2047 01:12:22,800 --> 01:12:24,666 and this time come to nodes 2048 01:12:24,766 --> 01:12:28,266 you'll find that checkbox for cashed is here 2049 01:12:28,333 --> 01:12:31,100 so control or command and B 2050 01:12:31,133 --> 01:12:32,800 is the same as switching on 2051 01:12:32,800 --> 01:12:34,400 this button here 2052 01:12:34,666 --> 01:12:36,766 now what's happening is when it's on 2053 01:12:36,766 --> 01:12:39,100 the data upstream from the node is cashed 2054 01:12:39,100 --> 01:12:40,266 or kept in memory 2055 01:12:40,266 --> 01:12:42,366 so that it can be obviously red quicker 2056 01:12:42,400 --> 01:12:44,566 and the yellow line that we see at the bottom 2057 01:12:44,566 --> 01:12:46,633 indicates that the cash is on 2058 01:12:46,933 --> 01:12:48,333 okay finally 2059 01:12:48,333 --> 01:12:49,700 if we come up to the render menu 2060 01:12:49,700 --> 01:12:51,966 you can see here that we have the ability to clear 2061 01:12:51,966 --> 01:12:53,033 the disc cash 2062 01:12:53,066 --> 01:12:53,900 clear the buffers 2063 01:12:53,900 --> 01:12:54,900 and also get 2064 01:12:54,900 --> 01:12:55,966 a buffer report 2065 01:12:55,966 --> 01:12:56,900 that may be 2066 01:12:57,166 --> 01:12:59,266 useful to you okay 2067 01:12:59,266 --> 01:13:02,466 so that is using the discach node again 2068 01:13:02,466 --> 01:13:04,166 remembering from the beginning of the class 2069 01:13:04,166 --> 01:13:04,933 places where I said 2070 01:13:04,933 --> 01:13:06,533 you could put it before 2071 01:13:06,533 --> 01:13:07,500 photo and paint 2072 01:13:07,500 --> 01:13:08,900 nodes is very useful 2073 01:13:09,466 --> 01:13:11,266 after a reading 2074 01:13:11,400 --> 01:13:14,433 where you're reading in data from a network drive 2075 01:13:14,600 --> 01:13:15,766 after a very 2076 01:13:15,766 --> 01:13:16,933 computational note 2077 01:13:16,933 --> 01:13:18,400 such as the bilateral 2078 01:13:18,400 --> 01:13:19,933 or just at the end of a branch 2079 01:13:19,933 --> 01:13:21,900 of a section of your composite 2080 01:13:21,900 --> 01:13:23,900 like we did an example earlier 2081 01:13:24,366 --> 01:13:25,600 memory caching 2082 01:13:25,600 --> 01:13:26,300 just remember 2083 01:13:26,300 --> 01:13:27,466 that's a memory cache 2084 01:13:27,466 --> 01:13:28,966 that specific tool 2085 01:13:29,066 --> 01:13:30,300 and then the ability 2086 01:13:30,400 --> 01:13:33,066 to clear that information and view 2087 01:13:33,066 --> 01:13:35,700 the buffer report as well okay 2088 01:13:36,266 --> 01:13:37,066 okay from here 2089 01:13:37,066 --> 01:13:39,266 let's have a quick look at versioning 2090 01:13:39,466 --> 01:13:40,666 so normally 2091 01:13:40,666 --> 01:13:43,333 I would come up to file save 2092 01:13:43,333 --> 01:13:44,600 and I would say save as 2093 01:13:44,600 --> 01:13:45,666 and I would just 2094 01:13:45,933 --> 01:13:46,933 take the file name 2095 01:13:46,933 --> 01:13:48,900 and I would usually go underscore 0 2096 01:13:48,900 --> 01:13:50,666 1 and that would then be 2097 01:13:50,733 --> 01:13:51,966 the first version 2098 01:13:51,966 --> 01:13:53,600 and as I made more changes 2099 01:13:53,600 --> 01:13:54,800 I would come in 2100 01:13:54,866 --> 01:13:56,000 and I would 2101 01:13:56,100 --> 01:13:57,166 come in save as 2102 01:13:57,166 --> 01:13:58,166 and just up it again 2103 01:13:58,166 --> 01:13:59,766 to save version 0 2104 01:13:59,766 --> 01:14:02,566 2 but we can do this in nuke automatically 2105 01:14:02,566 --> 01:14:03,866 which is much quicker 2106 01:14:04,000 --> 01:14:07,466 and the way we can do it is to come up to save as 2107 01:14:08,100 --> 01:14:10,066 and instead of doing underscore 0 2108 01:14:10,066 --> 01:14:12,133 2 0 1 we just do 2109 01:14:12,133 --> 01:14:13,566 underscore v 2110 01:14:13,666 --> 01:14:15,100 and then we just choose the number 2111 01:14:15,100 --> 01:14:16,833 the version such as 1 2112 01:14:17,133 --> 01:14:17,700 and you can see 2113 01:14:17,700 --> 01:14:18,200 at the moment 2114 01:14:18,200 --> 01:14:19,466 the class is called class 2115 01:14:19,466 --> 01:14:21,000 and version one 2116 01:14:21,400 --> 01:14:23,566 if I now come down to 2117 01:14:23,566 --> 01:14:24,333 the file menu 2118 01:14:24,333 --> 01:14:25,300 and choose Save 2119 01:14:25,300 --> 01:14:26,400 New Version 2120 01:14:26,466 --> 01:14:27,300 you can see it now 2121 01:14:27,300 --> 01:14:29,200 updates to v 2 2122 01:14:29,300 --> 01:14:30,333 if I was to come in 2123 01:14:30,333 --> 01:14:32,000 and save new version again 2124 01:14:32,000 --> 01:14:33,633 it becomes v 3 2125 01:14:33,666 --> 01:14:36,000 so it's a very quick way of being able to 2126 01:14:36,066 --> 01:14:38,366 version up the composite you're working on 2127 01:14:38,366 --> 01:14:39,500 without having to go in and 2128 01:14:39,500 --> 01:14:41,366 manually do it okay 2129 01:14:41,366 --> 01:14:43,700 so that's versioning from here 2130 01:14:43,700 --> 01:14:45,500 let's go in and have a look 2131 01:14:45,500 --> 01:14:47,266 at the contact 2132 01:14:47,333 --> 01:14:48,133 and contact 2133 01:14:48,133 --> 01:14:49,100 layer sheets 2134 01:14:49,100 --> 01:14:51,066 so let's just make a new composite 2135 01:14:52,000 --> 01:14:52,966 just loaded in 2136 01:14:52,966 --> 01:14:54,366 a piece of footage here 2137 01:14:54,366 --> 01:14:56,933 this is a multipass again 2138 01:14:56,933 --> 01:14:57,866 I'm sure you've got this from 2139 01:14:57,866 --> 01:14:59,200 one of the other classes 2140 01:14:59,933 --> 01:15:00,566 now in here 2141 01:15:00,566 --> 01:15:02,200 we have multiple 2142 01:15:02,800 --> 01:15:04,100 render passes 2143 01:15:04,133 --> 01:15:05,700 motion vector data 2144 01:15:06,333 --> 01:15:09,200 mats for an hour pass 2145 01:15:09,333 --> 01:15:10,366 diffuse pass 2146 01:15:10,366 --> 01:15:12,066 etcetera now 2147 01:15:12,066 --> 01:15:13,900 we can use the 2148 01:15:13,933 --> 01:15:15,133 layer contact sheet 2149 01:15:15,133 --> 01:15:16,200 under merge 2150 01:15:16,933 --> 01:15:19,366 and what this does is it basically 2151 01:15:19,933 --> 01:15:21,666 split all the layers 2152 01:15:22,266 --> 01:15:23,766 out so we can see them 2153 01:15:23,900 --> 01:15:24,966 so you can see all 2154 01:15:24,966 --> 01:15:26,200 the passes here 2155 01:15:26,400 --> 01:15:28,666 and what's really great is that we can 2156 01:15:28,766 --> 01:15:30,000 also add the 2157 01:15:30,000 --> 01:15:31,033 layer names 2158 01:15:31,700 --> 01:15:32,866 so you can see we 2159 01:15:32,866 --> 01:15:33,800 we have UVs 2160 01:15:33,800 --> 01:15:35,100 ambient occlusion 2161 01:15:35,666 --> 01:15:37,433 we have motion vectors 2162 01:15:37,566 --> 01:15:38,333 reflections 2163 01:15:38,333 --> 01:15:39,333 etcetera so 2164 01:15:39,333 --> 01:15:40,700 this note basically 2165 01:15:40,700 --> 01:15:41,933 takes all your layers 2166 01:15:41,933 --> 01:15:44,166 and outputs them in this kind of format 2167 01:15:45,066 --> 01:15:46,200 similar to when we looked at 2168 01:15:46,200 --> 01:15:47,366 the contact sheet 2169 01:15:47,366 --> 01:15:48,133 you can adjust 2170 01:15:48,133 --> 01:15:49,333 the resolution 2171 01:15:49,333 --> 01:15:50,500 of the overall limit 2172 01:15:50,500 --> 01:15:51,400 so we could have say 2173 01:15:51,400 --> 01:15:54,200 4,000 by 3,000 2174 01:15:55,200 --> 01:15:56,333 if we wanted to do that 2175 01:15:56,333 --> 01:15:58,800 or even 3,000 not 300 2176 01:16:00,133 --> 01:16:02,133 we can say what we want the gap to be 2177 01:16:02,133 --> 01:16:04,200 so we could say we want a gap of 10 2178 01:16:04,900 --> 01:16:05,400 we could say 2179 01:16:05,400 --> 01:16:07,666 we want it centred or not centred 2180 01:16:08,300 --> 01:16:11,000 the order in which the rose and columns are going 2181 01:16:11,000 --> 01:16:12,266 and then as I said 2182 01:16:12,500 --> 01:16:14,833 you can show the layer names 2183 01:16:15,100 --> 01:16:17,366 and this is very similar to the 2184 01:16:17,466 --> 01:16:20,466 contact sheet that we've looked at in the past here 2185 01:16:20,800 --> 01:16:22,100 which basically 2186 01:16:22,100 --> 01:16:24,500 again enables you to set rows and columns 2187 01:16:24,566 --> 01:16:27,433 and instead of showing you the individual layers 2188 01:16:27,500 --> 01:16:29,766 the contact sheet will just show you 2189 01:16:30,133 --> 01:16:32,733 the actual animation frame by frame 2190 01:16:32,733 --> 01:16:36,666 so it's like taking a single frame and just pasting it 2191 01:16:36,666 --> 01:16:40,500 one after the other into kind of like a film strip 2192 01:16:40,533 --> 01:16:43,700 so that is the layer contact sheet 2193 01:16:43,700 --> 01:16:45,800 and the contact sheet 2194 01:16:45,800 --> 01:16:47,266 they're both very straightforward 2195 01:16:47,266 --> 01:16:50,600 but also really useful if you just get given a bunch of 2196 01:16:50,600 --> 01:16:54,200 Exor files or the person who training gets Exor files 2197 01:16:54,200 --> 01:16:55,800 and they just don't know really what's in them 2198 01:16:55,800 --> 01:16:58,266 and needs to have a quick look 2199 01:16:58,400 --> 01:17:01,000 these are the good notes to use 2200 01:17:01,200 --> 01:17:03,133 layer contact sheet for individual layers 2201 01:17:03,133 --> 01:17:04,466 or render passes 2202 01:17:04,600 --> 01:17:07,066 and the contact sheet just to be able to layout 2203 01:17:07,533 --> 01:17:10,100 any motion that may be in those files 2204 01:17:10,100 --> 01:17:12,200 if you obviously got moving footage 2205 01:17:12,200 --> 01:17:15,100 and need to look at it all in one place okay 2206 01:17:15,100 --> 01:17:17,866 so that pretty much takes us to the end of this class 2207 01:17:17,866 --> 01:17:19,300 if you have any questions 2208 01:17:19,300 --> 01:17:20,633 put them in the forums 2209 01:17:20,666 --> 01:17:24,400 otherwise I will see you in the next class 151087

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