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These are the user uploaded subtitles that are being translated: 1 00:00:02,140 --> 00:00:04,650 [Autogenerated] in this clip, we're going to create a light rap. 2 00:00:05,990 --> 00:00:10,350 Light rap is a phenomenon that happens when we photograph things, 3 00:00:10,920 --> 00:00:15,270 and brighter areas of the image tend to bleed into 4 00:00:15,270 --> 00:00:17,050 foreground areas of the image. 5 00:00:17,640 --> 00:00:21,700 And this is something that's missing from this render right now. 6 00:00:22,240 --> 00:00:24,930 What we want to do is we want to build a tool that takes 7 00:00:24,930 --> 00:00:26,880 the bright pixels of the background, 8 00:00:27,310 --> 00:00:31,180 allows us to detect the edges of our element, 9 00:00:31,690 --> 00:00:37,510 brighten them and subtract them and add them into the edge 10 00:00:37,510 --> 00:00:40,200 here to give us a more pleasing look. 11 00:00:41,810 --> 00:00:45,370 So let's take a look at how Channel merge can help us do that. 12 00:00:47,010 --> 00:00:51,240 First thing to do is understand that we have this element right here. 13 00:00:51,240 --> 00:00:54,790 We have this helicopter and we have an Alfa Channel, 14 00:00:55,370 --> 00:01:01,210 and it's using this Alfa Channel that we want to do to detect the edges, 15 00:01:01,740 --> 00:01:06,570 to create an edge and to take the background and we're going to 16 00:01:06,570 --> 00:01:12,680 use a Keir Channel merges in a variety of ways to subtract and 17 00:01:12,680 --> 00:01:15,500 combine are different channels. 18 00:01:15,900 --> 00:01:22,380 So let's start this out by going ahead and creating a luminous key. 19 00:01:25,250 --> 00:01:30,680 Even grab Bakir we're gonna attach to our background now the reason we 20 00:01:30,680 --> 00:01:37,990 need to do this is we want to take the bright levels and dark levels of 21 00:01:37,990 --> 00:01:41,260 the background and kind of crunched them down. 22 00:01:41,680 --> 00:01:42,910 And that looks about good. 23 00:01:43,720 --> 00:01:46,300 So let's close that We can always come back to that later. 24 00:01:46,630 --> 00:01:49,890 And now we're going to put a dot note in. 25 00:01:50,740 --> 00:01:53,650 We'll bring this down here. 26 00:01:55,440 --> 00:01:57,850 I liked to do things neat and organized. 27 00:02:00,090 --> 00:02:00,450 Rude. 28 00:02:00,450 --> 00:02:01,110 Fast. 29 00:02:04,720 --> 00:02:10,180 Well, look that up now, this dilate right here. 30 00:02:12,240 --> 00:02:17,100 What it's going to do is we're going to use it to shrink our mask. 31 00:02:18,140 --> 00:02:20,550 So we have this Alfa Channel right here, 32 00:02:20,560 --> 00:02:23,050 and we're gonna shrink it down a little bit like that, 33 00:02:23,520 --> 00:02:31,100 about 3.2 pixels, and then we're gonna make a copy of this. 34 00:02:32,810 --> 00:02:34,480 We're gonna hook it to the same input. 35 00:02:35,020 --> 00:02:40,350 Except this time we're gonna make it a positive 3.2 pixels. 36 00:02:41,700 --> 00:02:45,040 So what we've done is we've taken the original and we've expanded it, 37 00:02:45,210 --> 00:02:46,370 and we've contracted it. 38 00:02:47,240 --> 00:02:50,370 And what we're gonna do is we're gonna grab one of our channel merges, 39 00:02:51,030 --> 00:02:52,250 and we're gonna set this up. 40 00:02:54,740 --> 00:03:01,180 We're gonna put it to let's reverses inputs A and B, 41 00:03:04,240 --> 00:03:08,980 and let's view the results Okay, so right now it's you needing, 42 00:03:09,640 --> 00:03:11,230 and we don't want it to be union. 43 00:03:11,480 --> 00:03:16,670 We actually want to switch it to minus Great. 44 00:03:17,210 --> 00:03:21,850 So, you see, what we've done is we've taken that channel, the two Alfa channels. 45 00:03:21,850 --> 00:03:23,850 We made one bigger one smaller. 46 00:03:24,540 --> 00:03:30,370 And by doing that, we've now created this outline of our helicopter. 47 00:03:31,540 --> 00:03:38,410 We can control each side of the outline with the two functions So 48 00:03:38,410 --> 00:03:43,120 we can do this one which controls the outer barrier or the negative 49 00:03:43,130 --> 00:03:45,650 barrier controls the inner diameter. 50 00:03:47,140 --> 00:03:48,240 What's closed us. 51 00:03:51,040 --> 00:03:52,360 And now I'm gonna put a blur. 52 00:03:52,360 --> 00:03:54,380 No, down this blur node. 53 00:03:55,810 --> 00:03:58,150 It's so we can soften it slightly. 54 00:04:01,620 --> 00:04:02,350 There we go. 55 00:04:05,040 --> 00:04:05,480 All right. 56 00:04:06,470 --> 00:04:13,300 And now let's put a grade right here and this grade node, 57 00:04:14,530 --> 00:04:16,820 and so we can take the gain and weaken. 58 00:04:16,820 --> 00:04:18,329 Brighten it slightly. 59 00:04:18,329 --> 00:04:20,880 Now we're operating on Alfa Channel, 60 00:04:20,880 --> 00:04:25,400 so we have to make sure that our grade is set to operate on the Alfa as well. 61 00:04:26,190 --> 00:04:31,360 That way, we can use this to either brighten or darken her outline. 62 00:04:35,540 --> 00:04:39,310 So now I need to do a couple of things here. 63 00:04:39,740 --> 00:04:45,040 We want to take our grade note and we want to create another another 64 00:04:45,180 --> 00:04:52,490 channel merge because this time I want to take the result of our outline 65 00:04:54,750 --> 00:05:00,280 and stencil it with a inverted version of this. 66 00:05:01,440 --> 00:05:03,450 So what we're gonna do is we're gonna invert this. 67 00:05:03,450 --> 00:05:13,850 So let's create a invert node and we're going to invert our Alfa, 68 00:05:15,640 --> 00:05:17,590 and we're gonna hook this up to our channel merge, 69 00:05:21,480 --> 00:05:25,660 and we're going to switch this to stencil now What? 70 00:05:25,660 --> 00:05:26,490 This is done. 71 00:05:26,640 --> 00:05:31,960 It's copied the outline of our helicopter edge back into here 72 00:05:32,330 --> 00:05:35,230 because through the process of blurring, 73 00:05:35,230 --> 00:05:40,350 we've now gotten a nice inter gradation like that. 74 00:05:41,540 --> 00:05:46,950 But we don't want to add more pixels to the to the background. 75 00:05:46,950 --> 00:05:49,350 We just want to add more pixels to the foreground. 76 00:05:50,010 --> 00:05:54,710 So we need to subtract the original Alfa from this. 77 00:05:54,940 --> 00:05:59,070 And that's exactly what we're doing by stencil ing it like that. 78 00:06:01,180 --> 00:06:07,970 Now we got to come back to our original color key appear blue Mickey, 79 00:06:09,800 --> 00:06:11,050 we're gonna bring that down. 80 00:06:11,890 --> 00:06:20,770 That's just gonna connected up and let's grab a another channel merge, 81 00:06:22,730 --> 00:06:28,160 and we're gonna hook that in two are a side and we hooked the previous channel. 82 00:06:28,160 --> 00:06:29,420 Marge Darby side. 83 00:06:30,010 --> 00:06:30,150 Now, 84 00:06:30,150 --> 00:06:36,410 the idea here is to take what we had Let me put that dot note 85 00:06:36,410 --> 00:06:40,320 back in second view that we're going to take this and we're 86 00:06:40,320 --> 00:06:47,110 going to subtract this from this. 87 00:06:47,120 --> 00:06:50,610 So that way, because lets go back, appear for a minute. 88 00:06:50,620 --> 00:06:56,840 And look, we want to add bright pixels to the bright areas back here. 89 00:06:56,840 --> 00:07:01,990 But if it's in shadow down here, we don't want to add bright pixels today. 90 00:07:01,990 --> 00:07:05,760 That's gonna look really weird by doing this way by 91 00:07:05,760 --> 00:07:07,800 taking a look at the Alfa Channel. 92 00:07:07,810 --> 00:07:12,650 And now because this is black and if we subtract this from the other one, 93 00:07:14,540 --> 00:07:16,780 we can get a much better result now. 94 00:07:16,790 --> 00:07:23,070 Right now, it's doing a union, and we're gonna choose in. 95 00:07:24,780 --> 00:07:31,470 So it is now taken the background and subtracted it from, 96 00:07:31,700 --> 00:07:34,810 or put it into the other image. 97 00:07:35,050 --> 00:07:37,550 And now we have our bright pixels. 98 00:07:38,330 --> 00:07:43,380 Also we need to do now is to combine this with the original 99 00:07:43,380 --> 00:07:49,740 color of the plate so we can use the color information from 100 00:07:49,740 --> 00:07:52,050 the plate as our brightened pixels. 101 00:07:52,740 --> 00:07:58,070 So let's go back to the shuffle copy and hook up a shuffle. 102 00:07:58,070 --> 00:07:58,630 Copy. 103 00:07:58,990 --> 00:08:01,220 Let's use the DOT ____ right here, 104 00:08:01,230 --> 00:08:04,430 and we're just gonna connect this back up to our 105 00:08:04,440 --> 00:08:06,850 original colored plate right up there. 106 00:08:09,540 --> 00:08:15,880 In fact, what's do a little trick here? 107 00:08:15,890 --> 00:08:19,950 I'm gonna hide the input to this dot node and just put on here. 108 00:08:19,950 --> 00:08:24,780 I'm gonna label it as a plate like that. 109 00:08:24,890 --> 00:08:29,550 And now the air goes away, but we're still seeing the plate. 110 00:08:30,200 --> 00:08:35,450 So shuffle copy down here wants to be RGB on input one. 111 00:08:35,940 --> 00:08:40,280 So we go our g b and they were grabbing that Alfa 112 00:08:40,280 --> 00:08:42,950 out of input to see input to Alfa. 113 00:08:43,440 --> 00:08:44,350 Close it off. 114 00:08:45,400 --> 00:08:46,390 Let's view that. 115 00:08:46,400 --> 00:08:47,860 So here's our Alfa. 116 00:08:48,240 --> 00:08:53,150 There's are rgb and we're gonna put a pre mult after that. 117 00:08:54,730 --> 00:08:59,690 So what we've done here is instead of having just Alfa now it is colored 118 00:09:01,490 --> 00:09:08,770 and we're gonna take this and this is what we're going to merge back on 119 00:09:08,770 --> 00:09:13,250 to our plate and when emerging as a plus, 120 00:09:14,540 --> 00:09:15,750 you know, add it on. 121 00:09:18,040 --> 00:09:21,120 So take this, put it down to our promotes, 122 00:09:21,750 --> 00:09:25,550 and let's just kind of just needing this up a little bit like that. 123 00:09:27,580 --> 00:09:28,250 There we go. 124 00:09:28,840 --> 00:09:29,730 Let's take a look. 125 00:09:30,120 --> 00:09:35,150 So here's our helicopter and now here's our light rap. 126 00:09:35,680 --> 00:09:38,400 Now we do have a little bit of a ghosting effect, 127 00:09:38,400 --> 00:09:41,590 and we have to tweak our levels a little bit. 128 00:09:42,440 --> 00:09:45,970 One thing that is important is that you blur the background. 129 00:09:46,580 --> 00:09:49,050 So I'm gonna create a new blur. 130 00:09:50,940 --> 00:09:54,390 We're gonna put it right here on the background, 131 00:09:54,400 --> 00:09:59,290 loom in its and we're going to use the keyboard Cherica Control K, 132 00:09:59,740 --> 00:10:04,720 which is going to clone that blur and then control V paste. 133 00:10:05,170 --> 00:10:11,050 And I have a cloned blur that's going to blur both the color of the 134 00:10:11,050 --> 00:10:13,650 plate as well as this Alfa Channel right here. 135 00:10:15,180 --> 00:10:18,650 And we should just have to do just a little bit of blurring right here. 136 00:10:19,540 --> 00:10:20,250 There we go. 137 00:10:21,540 --> 00:10:21,890 See, 138 00:10:21,890 --> 00:10:25,080 we're trying to get rid of that right there that's 139 00:10:25,080 --> 00:10:26,850 making it look kind of transparent, 140 00:10:26,850 --> 00:10:31,730 about 30 pixels right there and then weaken tone down on the 141 00:10:31,730 --> 00:10:37,590 amount of our glow with the mix right there. 142 00:10:41,490 --> 00:10:42,050 Here we go, 143 00:10:43,240 --> 00:10:51,070 a beautiful late rap created with channel merges again we subtracted 144 00:10:51,070 --> 00:10:54,930 over here to take a dilate to do manual edge detection. 145 00:10:55,770 --> 00:11:01,980 Then we stenciled an invert of it and then we brought in the 146 00:11:01,980 --> 00:11:07,250 background loom in its to create our light rap. 147 00:11:09,260 --> 00:11:13,470 Using channel merges in this way is a very powerful tool. 148 00:11:14,020 --> 00:11:19,100 Remember a channel merge our merge operations that do ____ 149 00:11:19,100 --> 00:11:22,970 medical functions and operations on channels. 150 00:11:23,740 --> 00:11:27,470 You'll find them most useful in operating on alphas, 151 00:11:27,730 --> 00:11:32,600 but they can be used for any channel in the image stream. 152 00:11:34,310 --> 00:11:37,770 In the next module, we're gonna look Atmore efficient work flows, 153 00:11:38,640 --> 00:11:45,090 removing channels, packing channels and and working with the copy note. 13303

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