PixarRenderMan2.0
PartII
RenderManwithShadowsPaintEffects
1.
2.
Selectgroundterrain
OnmenusetofRendering,GotomenuPainteffects>MakePaintable
3.
GotomenuWindow>GeneralEditors>Visor
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RenderManPartII
4.
5.
SelectPlantsMeshcategoryontheleft
Selectcortinarius.mel
6.
7.
Holdbonkeyboardtomakebrushbigger
Paintsonthegroundaspicture
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8.
Renderitwithnoshadow
9.
10.
Selectkey_lightShape,turnonUseDepthMapShadows
IncreaseResolutionto1024
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11.
AddRenderManShadowAttrs
12.
Renderitagain,butstill noshadowonthemushroom
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13.
14.
Selectmushroom
Onthecortinarius1Tab,turnonCastShadowsonShadowEffects
15.
Renderitagain
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16.
OnstrokeShapeCortinarius1Tab,decreaseSurfaceOffsetaspictureformakemushroomsintothe
ground
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17.
RenderManwithfur render
Whenyourenderscenewillhavebadresult
18.
19.
OntheheroTab
IncreaseDensityto200000hair
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20.
SelectspotLightShape2andturnonUseDepthMapShadows
21.
Toimprovethehairrender,addRenderManShadowAttributes
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22.
Renderit,willgetbetter
23.
IncreaseDepthMapResolutionto1024
24.
IncreasequalityonRenderSetting
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RenderManPartII
25.
ActivateSigmaHiding(verygoodonthinobject)onAdvancedTab
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RenderManPartII
26.
RenderManwithCurveRender
GotomenuCreate>PencilCurveTool
27.
Drawsomecurveshape
28.
29.
Ifyourender,willgetnothing
Selectcurve,gotomenuAttributes>RenderMan>AddRenderingAttrs
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RenderManPartII
30.
YouwillseethecurveafterRender
31.
Youcanplayaroundwiththisattribute
32.
33.
YoucanassignmaterialandmakingcolorintheCustomShadingGroup
ChooseCreateshadingEngine
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RenderManPartII
34.
ClickcheckerbuttononSurfacematerial
35.
SelectBlinnmaterialandassignnewcoloryouwant
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RenderManPartII
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RenderManPartII
RenderManwithSubsurfaceScattering
36.
Whenyouopenthesceneandrender,willseenormalshadingfromhisface.
37.
CreateSpotlightforthescene
38.
SelectSpotlightandLookthoughSpotlightinperspectiveview
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RenderManPartII
39.
Makinganglebehindofhisheadaspicture
40.
IncreaseLightIntensityto2.000
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RenderManPartII
41.
42.
Createonemorespotlightfromthefrontofhead(filllight)
Decreaselightintensity to0.400
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RenderManPartII
43.
44.
Selecthisface
GotomenuAttributes>RenderMan>AddSubsurfaceScattering
45.
Youwillgetnewlistaspicture
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RenderManPartII
46.
Whenyourenderit,willgetmorelighteronface
47.
IfyouchangeScatteringStrengthto3.00,getmoreeffect,brighter
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RenderManPartII
48.
SetupscatteringFreePathas0.10
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RenderManPartII
49.
AssignpinkcolortoScatteringExitTintanddecreaseScatteringStrengthto2.00
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RenderManPartII
RenderManwithSubsurfaceScattering(Continue)
50.
OpensceneandaddRenderManSubsurfaceScatteringtohisface
51.
ClicktheconnectbuttononScatteringMap
52.
53.
OnrmanSSDiffusePassTab
CopyCommandinafiled,putintheNotepad
54.
Replacealbedofromfilewithmaterialskin1
55.
Replacediffusemeanfreepathfromfilewith unitlength0.01
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RenderManPartII
56.
Makethembacktotheoriginalposition andcopyit
57.
PutitbacktotheCommandfiled
58.
Renderit
59.
CreateSpotlightbehindhisheadandmakeitbrighteraspicture
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RenderManPartII
60.
Duplicatethelightasfilllightanddecreaseintensityto0.4
61.
Renderonemoretime
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RenderManPartII
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RenderManPartII
62.
RenderManwithCausticEffects
Renderscenetoseenormalresult
63.
Createarealight
64.
Makeangleaspicture
65.
IncreasePenumbraangleto10.000
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RenderManPartII
66.
CreatesecondSpotlightaspicture
67.
Renderit
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RenderManPartII
68.
IncreaseIntensityonlight2abit
69.
70.
71.
SelectDiamondobject
GotoBlinnmaterialattribute
AddRenderManCausticControls
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RenderManPartII
72.
SelectGlassonShadingModel
73.
ActivateRefractionsandincreaseRefractiveIndexto2.714(Diamond)
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RenderManPartII
74.
75.
Stillnocaustics,havenotaddattributeonlightyet
Selectlight1,addRenderManAttributesCausticAttrs
76.
Selectthefloor,addRenderManAttributesCausticControls
77.
Selectlight1,turnonDecayRatetobeQuadratic
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RenderManPartII
78.
79.
Increaselightintensityto500
Renderit
80.
Changelightintensityto250
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RenderManPartII
81.
82.
Onthelight1,RenderManCausticsAttribute
Trytosetupaspicture,changecolorofcausticfilter,andstrength
83.
IfyouchangeCausticEstimatorto25(getshaper)or500(getmoreblur)
84.
GotoCausticMaplink
85.
IfyouchangeEmitto10,000(muchmoreaccurate)
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RenderManPartII
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RenderManPartII
86.
RenderManwithGlobalIllumination
ClickENVLightbuttononRenderManselftocreateenvironmentsphere
87.
Renderit
88.
89.
Selecttheenvsphereandopenattributeeditor,willseeRenderManENVlightwindow
CreateSpotlightforscene
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RenderManPartII
90.
MakeangleaspictureandincreasePenumbraAngleto10
91.
Now, getbrighter,getinformationshadedonobjects
92.
Dropsintensityto0.7
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RenderManPartII
93.
ActivateUseDepthMapShadows
94.
95.
SelecttheENVsphere
OnEnvironmentImage,clickfolderbuttontoaddIBL
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RenderManPartII
96.
SelectN005_1500
97.
Youwillgetimageonyoursphere
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RenderManPartII
98.
Renderit,gethighlightonsurfaces
99. ButifyouwanttoseeonlyIBL,havetoturnlightoff
100. SelectSpotlight,turnoffshadows,offilluminatesbyDefault
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RenderManPartII
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RenderManPartII
RenderManwithOcclusion
101. OpenScene
102. ActivateRaytracingonRenderSetting
103. Renderit
104. SetSamplingModetoSampled(moreQuality)
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RenderManPartII
105. ChangeSamplesto512(moreaccurate)andMaxVariationto1.5(howfastrenderit)
106. Renderit,getmuchsmoothquality,verylongtimetorender,getsomemistakeondisc
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RenderManPartII
107. Selectthedisc,addRenderManAttributes
108. AddTraceBias
109. Settoabout0.01
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RenderManPartII
110. RotateENVspheretomovelightsourcetothefrontofcharacter
111. Renderit,willtakeabout10minus,notagoodsolutionfortimesaving,wewillusingBakeon
nextthelesson
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RenderManPartII
RenderManwithBakeOcclusion
112. Whenyouopenscene,italreadysetupasveryhighqualityvalues,itwilltake30minustorender
these
113. ThefileisalreadycreateBakepassasyoucanseeonBakefield
114. Ifyourenderthis,willtakeabout33minus
115. IfyouwouldliketoCreateBakeset,rightclickonBakefield,willget3options
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RenderManPartII
116. SelectrmanMakeGlobalDiffuse3dPass(alreadycreated)
117. Whenyourender,fileswillsavetoBake_gifolder
118. ChangeCachingBehaviortoReuseforsaverendertime(usingcachedatafromcomputer)
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RenderManPartII
119. Whenyourenderitagain,willusingrendertimejust30second
120. Butifyouturncamerafromdifferentangle,willgetblackspot(missingdata),causeofsystem
doesnotknowfromthenewangledata
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RenderManPartII
RenderManwithpointcloudocclusion
121. Openscene,decreaseMax Distto1000
122. TurnonRayTracingonRenderSettingandrenderit,willveryslowrender
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RenderManPartII
123. TurnoffRayTracingonRenderSetting
124. CreateBakeforENVlight
125. OnBakefield,rightclick,selectCreateRenderRadiosity
126. Renderit,faster,niceandcleanthanprevioustechnique
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RenderManPartII
127. Wedonotwantglassonhisfacetransparency
128. Selectallobjects
129. DeselectjustonlyENVsphereandglassonface
130. GotomenuCreate>Sets>Set
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RenderManPartII
131. YouwillgetSet1
132. Renametoa_occ_set
133. SelectonENVsphereandclickonBakelinkbutton
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RenderManPartII
134. RightclickonObjectSetfiledandselecta_occ_set
135.
136.
137.
138.
Rendertoseewhathappened
Wewillseparatebodyoutoftheset
Selectsatellitediscandfloor
GotomenuCreate>Sets>Setoption
139. Renametoab_occ_set
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RenderManPartII
140. OnObjectSet,rightclick,selectab_ooc_set
141. Renderit,willseejustonlysatellitedischaveocclusion,humanhavejustonlynormalshade
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RenderManPartII
RenderManwithColorBleeding
142. First,createENVlight
143. TurnonRayTracinginRenderSetting
144. RightclickonBakeandselectCreateRenderRadiosity
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RenderManPartII
145. Renderitagain
146. WeneedcolorbleedingonSatelliteDiscslegs(orangecolor)
147. Selectleg
148. Changecolortoorange
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RenderManPartII
149. Quickrenderit(nocolorbleedingyet)
150. SelectonENVlight
151. ChangeShadowingfromOcclusiontoColorbleeding
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RenderManPartII
152. Weneedmorebleeding
153. SelectlegandincreaseAmbientColortoMaximum
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RenderManPartII
154. But,weneednormalshaderatsatellitelegs(notlikeslavaonlegs)
155. SelectENVlight
156. OnBake,clickgotobutton
157. OnCachingBehaviorchooseReuse,becausewerendereditandwanttoreuseagain
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RenderManPartII
158. Render,itwillfaster,nocolorchangeonlegs
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RenderManPartII
RenderManwithOcclusionandColorbleeding
159. Openscene,renderit
160. Selectallobjectsondiscandfloor
161. GotomenusetofRendering
162. GotomenuLighting/Shading>Bake(RenderMan)option
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RenderManPartII
163. SetObjectstoSelected,thenclickBakeandClosebutton
164. Press6,showtexture
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RenderManPartII
165. SelectENVlight
166. ClickgotobuttononBake
167. DisableonCachingBehavior
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RenderManPartII
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RenderManPartII
RenderManwithRenderPasses
168. Openrendersettings,seeinPassesTab
169. CreateaCustomOutputpassaspicture
170. RightclickandselectDiffuseColor,Normal(N),OcclusionIndirect,NormalGeometry(Ng)
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RenderManPartII
171. ChangeImageFormattoOpenEXR
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RenderManPartII
172. Clickonbatchicon
173. YoucanusecompositingprogramtocompositeEXRfile(includeallpasses)
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RenderManPartII
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RenderManPartII
RenderManwithRendersStatistics
174. OpenRenderSettings,AdvancedTab
175. TurnonOutputStatistics
176. ClickfolderonStatisticsXMLFile
177. Renamefilerender_statswithrender_stats.xml
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RenderManPartII
178. ClickBatchicon
179. Openthedatafolder
180. OpenfilewithInternetExplorer
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RenderManPartII
181. Wewillgetfileinformationlikespicturebelow
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RenderManPartII
RenderManwithCreateownshadinglanguage
182. Openfile
183. OpenNotepadandCreatefolderinc:drivenamesshaders
184. SavefileasmyFirstShader.sl
185. Typecodeaspictureforthefirststep
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RenderManPartII
186. CreateOpacity=OpacityShader
187. Color=ColorShader*Opacity
188. Savefile
189. Gotocommandprompt
190. Gotoshadersdirectory
191. Copyofpathdirectoryofshaderdirectory
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RenderManPartII
192. Opensystemproperties
193. OnAdvancedTab,clickonEnvironmentVariables
194. Doubleclickonpathvariable
195. Pastecopiedpathfollowinginthefiled(startwith)
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RenderManPartII
196. Putattheend
197. Betterwaytousingcommand
198. CreateshortcutofCommandPromptinShadersfolder
199. Rightclickonshortcut,selectproperties
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RenderManPartII
200. DeletetextinStartinfiled
201. Now,whenyoudoubleclickonCommandPromptshortcut,itwillpopupcommandprompt
windowautomatically
202. TypingshadermyFirstShader.sl,systemwillcompiledfile
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RenderManPartII
203. Aftercompiled,youwillget.slofile
204. CreateRenderManMayaShaderNode
205. Addthisshadertoobject
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RenderManPartII
206. Doubleclickonshader
207. ClickfolderbuttononShaderfiled
208. Open.slofile
209. GotomenuAttributes>RenderMan>ManageAttributes
210. AddColorandOpacityAttributesthenclose
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RenderManPartII
211. Trytochangecolorthenrender
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RenderManPartII
RenderManwithCreateownshadinglanguage (Continuous)
212. RenamemyFirstShader.sltomyNoiseShader.sl
213. Editfileaspicture
214. OpenUVTextureEditor
215. Edittextfileaspicturethensave
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RenderManPartII
216. CompilemyNoiseShader.sl
217. LoadmyNoiseShader.slo
218. Renderit
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RenderManPartII
219. Editfileaspicture,thensaveit
220. Compile,reload
221. Renderitagain
222. Changecolortowhite
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RenderManPartII
223. Renderit
224. Edittextfileaspicture,saveit
225. CompileandReload
226. YouwillgetmyFqparameters
227. Now,youcanchangeparameterasyouneed
228. Edittextfileaspicture
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RenderManPartII
229. Now,youwillgetnewblenderslider
RenderManwithCreateownshadinglanguage (Continuous)
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RenderManPartII
230. Createdirectionallight
231. Movethelightinthefrontofobject
232. Turnonfacenormals
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RenderManPartII
233. SavenewfileasmyNoiseDiffuseShader.sl
234. Editfileaspicture
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RenderManPartII
235. SavefileandCompile
236. Loadfile
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RenderManPartII
237. Renderit
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RenderManPartII
RenderManwithCreateownshadinglanguage (Continuous)
238. SavefileasmyFirstDisp.sl
239. Typecodeaspicture
240. Saveit
241. Compileit
242. Gotoshadinggroup
243. LoadDisplacementmat.
244. SelectRenderManDisplacementMaterialsforthis
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RenderManPartII
245. LoadmyFirstDisp.slotoShaderfield
246. Whenyourenderit,willgetsomethinglookbad
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RenderManPartII
247. AddDisplacementAttrs
248. ChangeDisplacementBoundto2.000
249. Gobacktotextfile
250. Addsomecode
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RenderManPartII
251. Saveandcompile
252. Renderitagain
253. Gobacktotextfile
254. Addsomecode
255. Saveandcompile
256. Clickreloadbutton
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RenderManPartII
257. ChangeKm=0.010
258. Renderit
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RenderManPartII
RenderManwithCreateowncustomlightshader
259. Createpointlight
260. Moveitlikespicture
261. CreateNURBSPlane
262. Scaleit
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RenderManPartII
263. Renderit
264. OpenNotePadandsaveitasmyFirstLight.sl
265. Writecodeaspicture
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RenderManPartII
266. SaveandCompile
267. Addcustomlightshader
268. Clickcreateicon
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RenderManPartII
269. LoadmyFirstLight.slotoshader
270. Changecolortoorange
271. Renderit
272. Ifwewanttoaddocclusion
273. GobacktoNotePad
274. Addmorecode
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RenderManPartII
275. SaveandCompile
276. Movelightnearhead
277. ActivateRaytracing
278. Renderit
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RenderManPartII
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