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Working with the ScanLineRender settings

From: Nuke 6.3 New Features

Video: Working with the ScanLineRender settings

The Scanline Render node sets the rules for tessellation, the process of subdividing the card's polygons in the triangles at render time. Optimizing these settings is very important to avoid polygon popping and to minimize the render time. So let's take a look by opening up the Scanline Render node. What we want in the Scanline Render node is the Displacement tab. These are the settings that work with the Displacement Shader here. The max subdivision sets the maximum number of iterations of subdividing that can occur.

Working with the ScanLineRender settings

The Scanline Render node sets the rules for tessellation, the process of subdividing the card's polygons in the triangles at render time. Optimizing these settings is very important to avoid polygon popping and to minimize the render time. So let's take a look by opening up the Scanline Render node. What we want in the Scanline Render node is the Displacement tab. These are the settings that work with the Displacement Shader here. The max subdivision sets the maximum number of iterations of subdividing that can occur.

You have to be careful of not making this too large a number. The larger you make it the longer render time. Let's take the subdivision max from 4 to 8 to see what happens. We got almost no change in the picture. But if I drop it down to 2, the details collapses. So we'll put that back to 4. Next is the mode setting. There are three options in the popup. The default is screen. That means it's going to subdivide the polygons based on how large they are in the screen space.

Adaptive will tessellate based on how complicated the surface is. If you have large flat areas, it's going to have fewer polygons. And uniform just uses a very simple rule to uniformly subdivide. This is best for setup and testing, but not very good for rendering. You can see the difference right here. Now this particular case adaptive was the best one for this shot. I rendered this several times to discover the best setting. And by the way, the process of finding the best settings is iterative. So you have to do many render tests.

The next setting is pixel edge length. This is the maximum number of pixels there can be in the edge of a polygon. This is only enabled for screen and adaptive. So if I put it to uniform, that's ghosted out. We'll put it back to the adaptive. For this particular clip, a setting a 5 turned out to be our best look. You can see it made it very big difference in appearance of the render. The value 20 let the polygons be too large and that introduced all the jaggies. Next is an edge threshold. Any edges is larger than this will get subdivided.

If they're smaller than this value, then the two rules below; normal threshold and displace threshold takeover. Normal threshold detects the normal's orientation to determine if the surface is flat or not. If the angle between adjacent normals is larger than this value, tessellation occurs. Displace threshold compares the displacement between two points and if they're displaced more than this value, it will get tessellated. If not, it doesn't. I pre-rendered a movie using these setups to speed up our demo.

So let's go, get that movie. We will get the Read node, go to the Project Media>Lesson_05/_Media> DisplacementShader.mov. We'll open that, hook it up to our viewer, a little more screen space, home the viewer. I am going to ping-pong the playhead and we'll play. And don't forgot to turn on anti-aliasing in your Scanline Render node. You can also use the Motion Blur 3D node for motion blur rather than using a lot of samples in the Scanline Render node.

As you will recall, the Motion Blur 3D node is designed for when you have moving camera over a static terrain. It really speeds up the rendering, and we will stop this. The Displacement shader is a breakthrough in render time for highly complex displacement meshes. Rather than creating the maximum number polygons over the entire mesh for the closest approach of the camera, the Displacement shader dynamically allocates just the number of polys needed for the camera's viewport.

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This video is part of

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Nuke 6.3 New Features

52 video lessons · 2362 viewers

Steve Wright
Author

 
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  1. 2m 10s
    1. Welcome
      1m 50s
    2. Using the exercise files
      20s
  2. 9m 0s
    1. Building the mesh
      4m 12s
    2. Projecting images on the mesh
      4m 48s
  3. 26m 6s
    1. Exploring basic setup
      6m 21s
    2. Using camera track points
      10m 5s
    3. Understanding how to do a corner pin
      9m 40s
  4. 7m 22s
    1. Demoing the PointsTo3D node
      45s
    2. Using the PointsTo3D node
      6m 37s
  5. 15m 28s
    1. Setting the locators
      5m 4s
    2. Keyframing the locators
      2m 30s
    3. Doing the camera solve
      5m 34s
    4. Creating 3D cards
      2m 20s
  6. 5m 27s
    1. Working with the GeoSelect node
      5m 27s
  7. 8m 58s
    1. Understanding the Displacement node
      5m 19s
    2. Working with the ScanLineRender settings
      3m 39s
  8. 8m 49s
    1. Using the AudioRead node
      8m 49s
  9. 7m 44s
    1. Deep compositing briefing
      7m 44s
  10. 32m 55s
    1. CameraTracker overview
      7m 3s
    2. Tracking the scene
      4m 48s
    3. Solving the camera
      5m 28s
    4. Building the 3D scene
      6m 48s
    5. Adding 3D geometry
      8m 48s
  11. 9m 18s
    1. Tracking the scene
      4m 52s
    2. Filtering the point cloud
      4m 26s
  12. 19m 59s
    1. Analyzing the image
      8m 5s
    2. Exploring three workflows
      7m 18s
    3. Using the STMap node
      4m 36s
  13. 19m 41s
    1. Modeling new 3D geometry
      6m 46s
    2. Lining up 3D objects
      3m 16s
    3. Building the whole set
      7m 4s
    4. Exporting Modeler geometry
      2m 35s
  14. 1h 0m
    1. Exploring the PlanarTracker workflow
      6m 47s
    2. Correcting tracking drift
      2m 40s
    3. Coping with tracking occlusions
      6m 30s
    4. Tracking with multiple shapes
      6m 34s
    5. Tracking out-of-frame targets
      5m 32s
    6. Placing the planar surface out of frame
      4m 35s
    7. Exporting: corner pin (relative)
      4m 24s
    8. Exporting: Tracker node
      4m 24s
    9. Exporting: corner pin (stabilize)
      5m 15s
    10. Adding a roto shape to a track layer
      3m 42s
    11. Adding multiple roto shapes to a track layer
      3m 24s
    12. Using the mask input
      6m 40s
  15. 46m 20s
    1. Using the ParticleEmitter node
      4m 26s
    2. Creating particles
      4m 42s
    3. Adding emitters
      5m 59s
    4. Adding forces
      8m 18s
    5. Bouncing particles
      5m 28s
    6. Changing particle appearance
      7m 21s
    7. Adding streaks
      5m 42s
    8. Setting streak attributes
      4m 24s

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