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Okay, now we are in Substance Painter and in the baking room, so we can talk about the baking
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process. So let's increase our knowledge about the UI inside baking room. Okay, so the first
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window in here is Texture Set List. We know that, so we can skip. Okay, and just one thing
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you need to remember. We can control which texture set or which part of the model should be baked.
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Okay, when we click here. So this window is important, but before that we need to know
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how it works. And right now you should know that and it's enough actually.
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We are going to talk about this in the future, but...
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it's okay for now. So, we have another window here, which is Mishmaps Bakers. So, we have a list here,
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and we can choose which Mishmaps we need, and which Mishmaps should be baked when we select
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this button here. Okay, so the list, it's like normal, world space, normal, ID, ambient occlusion,
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curvature, position, thickness, height, normal, opacity, and all this. Okay, so the default one,
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it's okay for 90% of the project. We don't need to change something, but sometimes we need height,
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sometimes we need opacity, and sometimes we need bench normals. So, sometimes...
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we don't need ID, or position, or normal. For example, we bake normal maps in other software,
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like Blender, or like 3ds Max, or Marvelous Toolbag, or anywhere else, and we bring that data
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in here, in Substance Painter, and we want to use that. So, there is no point to baking normal map
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inside Substance Painter, okay? So, this is the list we can select from them, and we have common
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setting, okay? So, whenever you click on each of these mesh maps channel, you have some setting
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here, okay? We are going to cover the setting that we need to tweak, and the others should be
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like the same, the original one, the default one, it's okay. So...
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Mostly, we tweak the setting inside common setting.
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For example, you can change the resolution of mesh maps.
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You need 1K mesh maps, 2K, 4K, or 8K, for example.
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And notice that the mesh map, it's not procedural.
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It means you can make 4K to 2K.
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You don't need to do something special.
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You just need to decrease the size.
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And the quality, it's going to decrease in this way, right?
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Because you lose so much pixel, okay?
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But whenever you will need to increase your resolution, for example, you bake 2K.
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but you need 4K in your mesh maps, you need to rebake. It's not like a viewport in Substance
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Painter, it's not procedural, you know. You need to bake again to have the quality of the 4K.
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It's not like I choose 4K and the quality should change to 4K. So it's important to choose
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the right size. It depends on your purpose in here. So most of the time I go with the 4K
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and if I need 2K for exporting, I just put 2K and it's okay. I don't lose anything.
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So the 4K, it's good for us. You don't need to touch this setting here, it's not important for us.
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But the most important...
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option here, it's like this window. Okay, whenever you import something into
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Substance Painter and there is no high poly version of that model, you need to
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check this checkbox here, use low poly mesh as high poly mesh. It means you need to just
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translate the data from the 3D model to the 2D space and that's it. We are not faking anything,
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we are not creating any rays to catch the data from high poly version and this kind of
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words and procedure. So it's okay. But we have high poly version right now, right? So let me
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define the high poly version. Okay, so I click here, go to desktop,
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and choose Hi2. Okay, now we can see there is something in the viewer. We are
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going to cover that, don't worry. So we load something here, Hi2 OBJ, and
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that's enough for this space. And if you don't want this high poly version, you
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just need to click on this minus icon. Okay, so the cage, we can create the
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custom cage inside the 3D modeling software. Okay, and we can use the default
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cage, which is like outer space of the low poly model. It's like a shell option
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or second skin of the model. Okay, so if you need to use custom cage,
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you need to click here and define your custom cage and the custom cage it's
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like the model, it's not something special data from your software. You
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need to create the outer shell, okay, to cover all the HiPoly data and you
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export it as obj or fx, okay, and you define it here. That's it. So let's turn
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off this and in here we have two sliders and this slider is the important one, okay.
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So it's like we can define, as you can see, the limitation for the cage, right, so
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this is the very important slider here because we have the position
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the coverage or the match option as a first step and for the second step we need to define the
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right distance for the cage. Don't worry we are going to explain you in the example. So that's it
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let's reset the data here. Okay and we have these three checkboxes. We are going to keep them
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like this and we don't want to touch anything here and the other important factor inside
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mesh map setting and the common setting is anti-aliasing. So anti-aliasing can help us to
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increase the quality on the mesh maps especially when we have diagonal line like this because
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at the end we are going to
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record all the data into the pixel, right? And when we have diagonal line
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on this UV, the pixel, we have some juggling effect, okay? So we need
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anti-aliasing to remove this effect and increase the quality. So we have three
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options here, 4x, 16x, and 64x. When you are in the test phase, okay, we have test
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phase, we lower output size like 2k or 1k and lower anti-aliasing setting like
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4 or 16, and after we see everything is okay, everything is perfect, we don't have
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any big issue on the baking process, we can set the final setting.
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4K and 64x for anti-aliasing to get a clean result inside the baking process and the mesh
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maps.
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Okay?
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So, I'm going to set super sampling 64 for anti-aliasing and that's done.
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And for the match option, I'm going to explain you in the project this option because it's
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a little complicated and we need to work on a real subject.
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So, that's enough for the common setting option and we don't have any setting for the
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normal or the space normal.
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We have some setting for the ID color, we don't want to use that here but I'm going
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to explain you, don't worry, okay?
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For the ambient occlusion, two settings in the ambient occlusion mesh map channel, it's important.
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Secondary rays, when you increase this, it means you are going to increase the quality of the ambient occlusion, okay?
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And it takes more time to calculate the mesh maps, so be careful about this.
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And the self-occlusion, okay? I'm going to explain you in the project, don't worry about this.
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In the curvature, the same. The position, we're not going to touch anything here.
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The thickness, we have self-occlusion again, like ambient occlusion, and the secondary rays,
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and you can increase this, but it takes more time. And in the height, we don't have any special setting.
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And we leave it like this in the BenchNormal. We have self-occlusion, I'm going to explain you
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in the future, and the secondary rays, and it can increase your quality,
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okay, as we discussed before. And the opacity, nothing there. So the most setting,
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it's on the common setting. The output size, it's very important.
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Anti-aliasing, it's very important, and it could help you to increase your quality
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inside the baking process. And after that, we have high poly definition option here,
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and the cage slider for max frontal distance. It's a crucial setting that we
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need to tweak, okay. And in the example, we can see
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why it's so important for us, okay. So before jumping to the 3D viewport here in the baking room,
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I'm going to bake all the texture here and we are going to see what's happening after transfer all
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the data from high poly version, height number two, to the low poly one, okay. So let's bake it
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and see what's happening and we can come back here and continue our process. Okay, now we are done
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here in the baking process and we can see the magic of the baking, okay. This box, it's like
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12 face with sharp edge, okay, and the sharp angle. And as you can see, we can feel the chamfer
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that we have on the high poly version.
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on this model, right? Okay, so this is the power of the normal map. So in the texture
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set setting in the mesh map, if I remove the normal, as you can see, there is no
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chamfer edge here, okay? But let me press ctrl z and now you can see we have some
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smooth surface here, the chamfer here, but the main problem is this hard edge here.
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And what's going on? How we can solve this problem? It's related to the sharp edge on the model
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and the UV cut scene, okay? So this is the UV map that I have here.
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And on the model, let me show you, okay, let me delete this, we have this sharp edge, okay,
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without any transition, any transform in Chamfer or anything else.
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So when we have a sharp edge on the surface, we need to create a UV cut here, a UV seam cut here, okay?
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So the other solution for this is like removing all the sharp edges, like this, okay?
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This is the sharp version, and this is the unsharp version.
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So I create this with a smooth modifier and give it...
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one smoothing group to all model. So the technique here is using single smoothing group.
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Okay, let me export this.
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And this is the new low poly. Okay.
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And for the new low poly we use the same UV that we have. Okay, so let's go back to the Substance Painter.
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And I'm going to load the new low poly. And now let's go back to the bake room.
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And I'm going to bake again and see what's happening after that. And now we have...
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our mesh maps on the new model and there is no any seams here or black line here.
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So for solving the black lines on the normal map, the baking issue in the normal map,
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we have two solutions. The first solution is using one single smoothing group technique.
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And in this technique we need to have a high poly version and without that high poly version
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we cannot use this technique. And the second solution is something like this.
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Let me load this one. So we have this UV map and we are going to create
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on the edge, each edge that we have to sharp.
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for sharpness, a UV cut.
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So after this, we have a new UV.
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So let's do that. Okay.
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We are in the rezone and we need to create
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cut line on all of the edges here,
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and let's pack all the UV. Okay.
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We are going to have some introduction to rezone lab for the UV
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mapping. Don't worry about this step.
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I just want to show you what's happening when we bake the mesh maps and what are
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the common mistake,
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common issues inside the baking process and give you some solution.
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Okay. For each project, for each problem,
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you need to figure out what is the problem,
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but there are some main step to preventing
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issue inside there.
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baking process. Okay, so we break all the edge, all the sharp edge on the UV map. So let's save this
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version. Okay, and let's go back to Substance Painter, we need to update the model that we
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have here, as you can see, and we need to bake again. So after baking, we come back here and see
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what's happening. Okay, now the baking process is done, and as you can see, there is no black lines
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on the model, right? Everything is clean and perfect. And this is the UV that we have, we
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create, right? So we can solve this kind of problem with these two different techniques.
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The first solution was
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using a single smoothing group for whole surface whole model. Okay so after that
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when you bake there is no lines there is no mistake on the normal and your mesh
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maps. Okay and for the second technique we just put seams or the UV on the sharp
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edge on the model. Okay so in this way we can control these artifacts on our mesh
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maps and we can go to the next video and we are going to load the mystery box
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that we create on ZBrush and bake it into this simple box and see what's
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happening because now we have chamfer edge. Okay it's good we done the job but
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it's not enough.
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We need to see more about this magic. So let's go for the next video and after that we can
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know about the baking visualization option inside this window.
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