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Shaffle and ShaffleCopy are two important nodes in Nuke that are related to channels. Their role is to organize channels and blend channels, which makes it easy to compose some effects.
After opening the properties of these two nodes, you will find that they are actually exactly the same, the main difference is that shuffle has only one input, only adjusts the channel order of the current input, and then uses it for the next node, while shufflecopy has two inputs, you can mix and adjust the channels of the two inputs, and finally the most output is used by subsequent nodes.
The best way to understand shuffle is to think backwards: "What do I want the end output, then what do I need to construct the end result I want." ”
First of all, shuffle is mainly used to adjust the order of channels.
In the above figure, in1 is the input image, in the drop-down list at the back, you can choose which channels to adjust, take RGBA as an example, horizontally, each channel in the RGBA channel, can be output as the final red channel, in other words, each output channel, can be selected from the input RGBA. For example, in the figure above, the input B channel of the input is selected as the final R channel output, so that the original R channel is replaced with the B channel.
You can also use black (0) or white (1) as the output of the current channel, so that the final output channel is black or white.
The lower part of the shuffle node is the same as the above, here you can add a new channel, use the current input channel as a new channel, for example, for some reason, the current input alpha channel needs to be replaced with white, and the original alpha channel needs to be kept as a backup, then you can create a new channel, use the original alpha as the output, and then replace the original alpha channel with white.
ShaffleCopy is very similar to Shaffle, except that the two input channel adjustments are mixed together and the output is output. In this node, input 2 is the primary data stream, while input 1 adds an additional data stream.
As shown in the figure above, the final output RGB is a 2-in RGB, the final alpha is a 1-in alpha, and the final mask is a 1-in R channel.
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The most basic way to do this is to give the channel of one image to another image For example, A has an alpha channel and B doesn't You want B to have an alpha channel of A, so use shufflecopy's '1' to link A, '2' to link B and then link shufflecopy to view b B has an alpha channel of A. As for the mixed channel, you can study it slowly.
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Arnold renders the Z-channel AOV, which automatically calculates the distance information of the scene and saves it to the alpha information of the image.
The shuffle node extracts the alpha channel of the image and converts it into RGB information (if the Z channel and color are in the same exr, the depth channel is extracted).
grade lowers the value of gain, at this time the depth information of the image has come out, in order to facilitate use, connect an invert node.
This makes it possible to modify the image in the same way that traditional z-channels are used.
If you only want to use this z-channel to make depth blurs, there's also the following usage.
The shufflecopy node copies the alpha channel of the Z-channel image to the depth channel of the color (e.g. if the z-channel and the color are in the same exr, this step can be omitted).
The zblur node adjusts the focus plane, depth of field, and blur level.
The above method uses Arnold's built-in AOV preset to render the Z channel, while the lower method uses the traditional Z channel, which is a black and white image of the RGB data type.
The bottom is how to connect the shaders.
Create a new layer to assign to an object, or create an AOV to connect it, and set the closest distance between the Old Mix scene and the camera at the farthest distance from the camera, and you can render a depth channel of black and white information.
Arnold defaults to AOV Z
Advantages: The distance of the scene is automatically calculated, and if the scene object has a transparent map, the transparency will be calculated automatically without more settings.
z-channel (sometimes not very ideal).
Disadvantages: Most people are not used to using it in Nuke, such as switching to the traditional method, you need to connect several nodes, and you can't preview it in Maya, you can only use the EXR format.
The z-channel to which the shader is connected.
Advantages: As with traditional usage, no familiarity is required, and it is ready to use.
Disadvantages: You need to give your own values according to the size of the scene, and if you encounter objects with transparent maps in the scene, you also need to modify the connection of the shaders.
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AOV channel is the layer you said,Some basic layers can be added by default,Special ones need to add some attributes,It's more troublesome than mr.,I can only say roughly.,It's not clear at all.,I suggest you take a look at the relevant basic tutorials.。
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Shauffle extraction, compositing depends on your needs, if it is to do depth of fieldYou can merge upIn other cases, you decide how to do it based on the effect.
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The size is replaced by the reformat to the size of your background.
**Fore or behind depends on your stack mode and stack order.
Translucency is a node that doesn't have an alpha channel, shuffle fills in the A channel, or the read attribute ticks the auto alpha channel, or gives a node like a transform, all of which can fill the alpha channel to pure white.
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That's right, you just choose a horizontal point and set it to the ground plane, Nuke can't judge the horizontal plane by itself, you can only adjust it yourself.
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There is a 3D channel option in the AE special effects, which provides the option to extract each channel of EXR, but it is very inefficient, you can try the shuffle node in Nuke, very quickly.
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Excuse me, landlord. Have you figured out how to connect? Bump doesn't know how to connect either. Is it that the software is cracked and some are not fully functional?
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OpenLayers is a node that can be used to do the layering of the PSD and the premultiplication of the alpha channel.
This seems to be a dancer on the keyboard plugin made by the predecessor himself.,Need to install it separately.。
What you should find in the AboutNuke forum is what he does. That's it. Professional neke forum.
In addition, you can also use the built-in shuffl node to do layering, but you need to use another node to premultiply the alpha channel.
Hope it helps.
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You can use shuffle nodes to layer, and in1 has a selection of layers inside. There is also a node, LayerContactsheet, which previews all the layer information.
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Use the Copy node to copy the depth channel to the depth of the color material layer, which is convenient for adding depth of field in the future, and the depth of field node zblur, the ao layer and the color can be connected together in a multiply way with the merge node
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AO is generally synthesized with multiply and color. Not much to say.
The depth layer is generally used for the depth channel of zblur. Or color grading. The adjustment of the depth channel is troublesome, it is best to find someone to demonstrate it to you, and you may not understand a few hundred words here. It's not that hard though.
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