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In this clip we will be reviewing pre-processing for green screens.
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So before we begin, let's go through a few different things.
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So this is the original image that we will be working with,
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before it has been pre-processed.
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The final image that we will be aiming towards is the following.
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So here's our character on top of a new background.
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His edges are looking pretty good.
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We don't have any transparency in his alpha,
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so it's integrated well into the plate.
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We will also review our script.
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So here's our script and you will notice that there is two main sections.
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So on the left hand side is the workflow that I will be going through in this
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particular clip and to the right is the completed template.
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So this template is basically a step by step workflow.
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It has the completed or optimized tools and step by step
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instructions of what I did or what each tool is for.
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Now each one of these tools will have slight variations in
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comparison to the steps that we are about to take.
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And that's just because these have been optimized for this particular shot.
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I will also note that this is a fairly fast paced clip,
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so if you need any of these workflows reviewed in
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more detail or at a slower pace,
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I do recommend going back to the previous clips and modules for that review.
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So let's get started.
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So back to our original image and we're going to take this image and
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the first thing that we're going to do is denoise it.
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So we're going to add a denoise tool.
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So hit tab, N, denoise.
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And I'm going to hook up the source to my image and
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move the sample area to a solid area.
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Next we're going to take a look a the blue channel,
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just to modify it ever so slightly.
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So there is the denoise image,
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we notice that it does blur the image just a little bit more than we'd like,
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so I'm going to turn down the Roll Off,
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just to add a little bit more detail back.
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Now refer to the template just to see more
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revisions to optimize it even further,
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but this should work for this particular example.
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Next we're going to white balance,
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so hit G for grade tool and inside the grade tool we're
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going to select the whitepoint eyedropper.
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Go back to full color, A,
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A and I'm going to select a portion of the tablecloth that should be white.
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So control, shift, drag, so there we go.
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So there is the sample.
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Let's take a look at it, there we go.
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But the luminance has been changed.
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So deselect the eyedropper, deselect the red little box,
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so control, shift, click and I'm going to modify the luminance.
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So hit y for luminance and hit one for denoise,
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that's before the white balance and two for the after,
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so you can see that one is lighter than the other.
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At the top of the view port, we can compare the two images.
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So select this dropdown menu to wipe and grab that,
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so here we go, so we can see that the right hand side is our original,
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the left is our modified version.
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So we're going to take our grade tool into the gain and just pull it down
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until we can't see the difference in the two colors,
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so give or take a few pixels, that's gone too far,
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so back up 2.
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75 for where I sampled, yours might be a little bit different.
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And that's working pretty well for us, so back to full color, A, A.
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Now we can see that the luminance is looking a lot
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better and we've rid of the color cast.
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Onto the next step.
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And that is the chrominance,
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so we're going to blur the chrominance ever so slightly.
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Hit tab and type in colorspace.
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So our default colorspace is linear.
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We're going to change it to the YCbCR, so the luminance and chrominance,
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so we can separate them out and add a blur tool.
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So B for blur, hook that up to the colorspace.
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Make sure that we are only blurring the green and the blue,
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so get rid of the red, get rid of the alpha.
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This under channel's rgba.
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And we're going to increase it to two.
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Let's take a look at what that looks like.
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Oh, it looks like we forgot to get rid of the wipe, so there we go.
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Get rid of the wipe and into our, let's go with green channel.
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So this is our blur, this is it before and after.
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So it's pretty small but may make a huge difference with our keying.
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So there's green.
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And before, really, really improved that blue channel.
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So back to full color again.
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We're going to roundtrip back to linear space,
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I'm going to copy, paste, control C, control V the colorspace tool.
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Right now it's doing what I call a double LUT so we
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don't want to do a double linear LUT, but rather go YCbCR out back to linear.
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We've properly round tripped with a slight blur on the Chrominance.
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So it's very small, but we are using a chroma keyer,
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because we want to make sure that we get nice edges.
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So now that we have optimized the clip so far,
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we need to fix the uneven green screen, so Y,
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check our luminance, down with the gamma.
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See how uneven it is in the backing region.
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So let's go in and correct that.
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Back up to regular LUT.
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Hit Y for full color again and we're going to be
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using the IBK Keyer setup for this.
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Now you can use other workflows to get the clean plate and
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the final key or at least the key that we will use to fix
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the green screen backing region, but I'm going to use the IBK Keyer setup.
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So hit tab and hit IBKColour and IBKGizmo.
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And set those two up, so IBKColour will go to the Color Space,
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that is the last corrected image that we have there.
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So hit that,
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I'm going to hit control so I get this nice little elbow in here
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and hook up the foreground to there as well,
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control click for another elbow.
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And see, from the color to the IBKGizmo.
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Change that to green.
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And green again and let's get started.
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So into the IBKGizmo,
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view that alpha and I Want to make sure that I get
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this as clean as I can for now.
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Bring down the gamma and the LUT and let's modify the IBKColour.
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So I'm going to go -0.
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01, fills in that little hole there, so that's good,
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let's see if we can increase it to fill in anything else.
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No, let's not do it a whole lot.
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If I go.
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5, probably pushing it too far.
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Yeah, way too far, so let's keep it at.
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1.
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Then go back to full color.
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Back to my regular LUT and go back into the IBKColour
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tool itself to fix the Clean Plate.
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Down with the LUT one more time, see if there's any variation.
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There really isn't, pretty small.
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To be safe, I'm going to bring it down to 0.
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9.
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Again, to be safe, again, just erode ever so slightly,
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but most importantly, fill in my black.
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So full frame, F for full frame.
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Doesn't look like we went far enough, so we're going to increase it to seven.
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Not quite far enough, so let's say 7.
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5 and that should do the trick.
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So now we have our Clean Plate.
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Back to our regular LUT and our final key.
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So let's make sure nothing changed in that alpha.
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So back to alpha, A for alpha.
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I can see already something isn't quite right there.
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Let's bring down my LUT and it looks like we need to fix it.
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So in the IBKGizmo, increase the red weight.
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It gets rid of most of it but this little section over here.
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And increase the blue weight, because, of course,
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we have a green screen so we modify the blue weight.
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Increase that until it's almost gone, little bit more.
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And that should do the trick, we are down pretty far in our LUT,
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so we will go full color and that should do the
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trick for what we're looking for.
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So now we have a completed alpha and a completed Clean Plate.
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Moving on, so we're going to invert my alpha, so hit tab, invert.
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Hook that up there,
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invert all and add a shuffle to shuffle my alpha to all of
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those channels so put the alpha in the red,
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the green, the blue and it's already there in the alpha.
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So this is going to help us to isolate our Clean Plate patch so that it
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doesn't modify my character and his foreground elements.
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Next we're going to create a constant.
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So tab and constant.
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And we're going to sample the overall green screen.
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So back up to my Color Space because that's where my last optimization was.
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And I'm going to take my constant and sample with the eyedropper,
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control, shift, drag.
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I have a nice overall green color.
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Deselect, control, shift,
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click to get rid of that red box and now we can start to create the patch.
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So first I'm going to do the minus operator so M for merge,
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hook up the A input to the constant, the B to my shuffle,
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no, it looks like we did the wrong one.
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Should be actually up to the clean plate, not the shuffle quite yet.
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Control, click to get that nice and clean.
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It's going to tell us where the difference is between
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the clean plate and my constant color.
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So change those to minus and here it is showing us where
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there is differences between the two images.
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So the difference between my clean plate and my constant is this.
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Now I don't want it to color correct or change/modify where my character is,
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so I want to multiply.
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Multiply remember, it will multiply the alpha against the rgb.
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So M for merge.
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You can use a multiply tool, which will do the same thing.
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And I'm going to control click, keep this nice and clean,
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and change my merge to multiply.
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And now it's going to cut out my clean plate patch so
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that my character is not being changed.
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Now I have to apply this patch to my original green screen.
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So add another merge,
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hook it up to your clean plate patch and up to my original image up here.
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So I've hit the period key,
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it will give me another one of these nice little elbows.
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Bring this way down to the bottom here so we can
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hook it up to my clean plate patch.
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Let's change your patch merge tool to plus.
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There we go,
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shift X and I have my clean plate so this is my before and that is my after.
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And if I take a look at my character's edges,
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it's looking pretty good, so before and after,
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it hasn't changed but look how clean my green screen is now.
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So I have optimized it so that the color casting is
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removed so any artifacting is removed, noise is removed and I have a nice,
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even green screen.
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Now the last thing I would suggest to do is to
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pre-comp this particular image sequence.
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So have a write node,
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it just means to write this out as a new image sequence so that it
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doesn't bog down or really slow down our next script.
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So now that we have optimized our workflow,
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or at least our green screen footage.
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We're going to move onto keying it in our next clip.
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