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hello welcome to class No. 1 of level 2 for nuke
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for trainers
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my name is Matt Leonard
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and in this first class of
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our second level
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we're gonna be looking at
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preferences inside of nuke
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and not the most glamorous thing
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but something that you're gonna find useful
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and something that I know people
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are gonna wanna know about as you're teaching them
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also gonna be looking at some more utilities
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including the precomp node and the discach node
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and was gonna be looking at the contact sheet
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and the layer contact sheet
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so this class is gonna be one of those
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classes that isn't gonna be project focused
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but I think it will still be
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of great benefit
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and I thought this would be a good class to start the
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new level with okay
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the first thing I wanna do before we get into
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the preferences is have a quick talk about this caching
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and we're gonna be looking at this caching later on
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in the class
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but I wanted just to
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kind of go into some of the details of it at this point
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the reason why I'm doing it
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the very beginning of the class
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and not when we get into the disc caching
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is because this will also affect
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some of the things we're gonna see in the preferences
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so seem like a good
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point to talk about the uh
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disc caching
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now to talk about this caching
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we also need to understand hash
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and hash is an identifier
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which stores and receives data
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from the tree
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and this is actually a ideal
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or kind of a number
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so if we come across
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having selected this readnote
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and I come down to edit nodes
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and info viewer
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this comes up
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this viewer information comes up
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tells us lots of
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really useful things
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gives us information about the file size
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gives us information about the paths
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etcetera etcetera
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but the thing that is most interesting
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with regards to caching and hashing
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is that we can actually physically see the hash ID
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or the hash version
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here at the very top
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now if I was to
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come in and do an update
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having reloaded the input
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as I'm gonna take the read one
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and I'm gonna hit reload
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and we can know that when you put the mouse over
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it tells you that it reloads the image from the disc
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what it also does is it changes the hash ideal
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the hash version
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so if I press update
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we now get a new hash version
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okay the other time that the hash version is changed
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is when a knob is changed
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that makes a difference to the image
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so if you do something that affects the image
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in the tree
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then that's also going to adjust the hash
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and it's the hashing
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that tells the disc hash when to update
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so let's now come across and talk about cashing
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and specifically
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let's start with the viewer
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cash the viewer cash actually
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caches every frame it views to disk
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when you play through the segments
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it then tries to read that cash whenever possible
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so we know that when we hit play
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it runs through quite slowly
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and what is now doing is it's caching
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those frames to disk
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when we then rewind and hit play again
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often it plays faster
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and the reason why it does that is because
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the disc cash is actually reading off that information
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off the disc
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which is kind of stored and has ready access to
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now you can also add a cash
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to other parts of the scene via the Disc Cash note
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and this is what we're gonna be talking about later on
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in the class
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but you'll find that down here in
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the menu here at the bottom under Disc Cash
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okay so I'll just bring it in for the moment
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now when would you need to use this discach node
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the kind of thing you'd wanna use it on is when
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you always find that a
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node in your tree is just constantly flashing yellow
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so it's constantly being processed
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something like the bilateral
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that would be where it would be useful to
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put a disc cache node in there
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okay and that would go underneath the node
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such as the bilateral
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now if you need to clean the disc cash
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then you come in to render
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and clear this cash here
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and that will
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clear all of that out of the uh
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of the disc
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now the disc cache node caches to disc
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scan lines on its input
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as they are requested by its output
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and this can be really useful for a number of reasons
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first off if you have a really large composite
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you can break the notary into sections
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and cash any branch that you're no longer working on
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so this would be a good place to put a disc cash node
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also if you're reading a file from a network drive
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then if you add a disc cash note after the read
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that's gonna speed up your composite
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cause what it's gonna do is
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it's actually then going to start reading
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off of your local disc as opposed to the network disc
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so that's obviously gonna be faster in most cases
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and another reason you may wanna use the disc cash note
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is before you do a roto or roto paint mode
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and that's just gonna help speed up the flipping
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of frames now
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both the disc cash and the viewer cash notes
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are saved in the same folder or directory okay
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and you'll see that once we get into the preferences
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where that is
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so a lot of people ask
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how can I speed up nuke
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and this is one of the ways
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you can use the caching folder
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and have it connected into a fast raid
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or a fast disc
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and that's definitely gonna help you
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and unlike the viewer cash
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the disc cash note affects your render
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and is always saved in floating point
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where the viewer isn't always
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so that's a general overview as to how the caching
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and the hash works inside of nuke
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so we're gonna get more into that later in the class
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but I just wanted to explain that bit
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at the outset
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cause we're gonna be dipping into that as I said
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as we get into preferences
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and then as we come and look at
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this cash and memory caching later on in the class
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so from here
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let's now get into looking at the preferences
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now in Windows and Linux
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you're gonna find your preferences under headed
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and down here at the bottom
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but on the mag
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they are under the nuke
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name menu here
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and we've got preferences
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okay so what we have is a whole series of tabs
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and under each tab is obviously the specific
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set of preferences that that tab
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is covering
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so let's just do a very brief overview
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preferences tab
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this basically deals with setting things like
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colour schemes
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um automatic backup of files
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memory usage
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um certain node defaults
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so you can set those kind of things
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and script command
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dialogue defaults
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the windows
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this is settings
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for window positions tool tips
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windows snapping
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etcetera The Control Panel
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is settings for the behaviour of
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the Control Panel itself okay
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then we have appearances
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and this obviously deals with changing the colours
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the fonts the um
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interface appearance
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then we have the node colours
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and this enables us to
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adjust settings
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for changing the colour of different nodes
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and the viewer overlay
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the note graph itself is a very useful one
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this enables you to change the appearance of the
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note graph for examples
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the colours fonts
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backgrounds grids
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dots and the note behaviours within it
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then we have the viewer and again
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this is another very useful one
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this enables to change the settings
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of the viewer
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colours controls
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interactions
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speeds and the buffer bit depth of the viewer
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finally we have the script editor
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and these are settings
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for changing the behaviour and syntax
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highlighting
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colours for the script
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editor okay
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so let's begin to work through these
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and we're not probably gonna go through
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all of them
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or all of the
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things in here
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but I'm gonna give you
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the most useful ones
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or the ones that you probably need to be aware of
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which I'm guessing are gonna be 80% of what's in here
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now obviously
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the manual covers everything
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to do with the preferences so
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if you need to go back and refresh yourself
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or just wanna get take a look at that
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I would highly recommend going and checking out
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the uh the manual
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and if you search for preferences
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tab that will
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get you to the right page
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okay top of the
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preferences
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we have the presets
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this enables us to
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pick a style
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so we can have
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the standard
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which is what we've been using
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up until now
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or you can have silver
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which is this
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now sometimes I do
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use this when I'm teaching
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I don't find it very
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um high friendly when I'm working
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but what sometimes happens is
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you end up teaching in a room
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that doesn't have
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the best lighting conditions
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especially if
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the room is brighter than you'd want
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this is actually
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easier to see on a
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projector than
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the dark version is
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so sometimes I will switch for
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to this just for
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purposes of teaching
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in an over bright room
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now we can change the
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overall look of Nook
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and then save that as a preset
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obviously we've just got standard
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and silver in here
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but we could save our
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own presets
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and use that
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but that's gonna involve a bit of
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scripting or
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a very small amount of scripting
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and we'll come to that
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at the end of
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the preferences
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so we won't jump into that straight away okay
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the next section down
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this next button
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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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