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These are the user uploaded subtitles that are being translated: 1 00:00:01,582 --> 00:00:06,582 In this clip we are going to be talking about Primatte keying fundamentals. 2 00:00:06,582 --> 00:00:10,582 So, how exactly does the Primatte tool work? 3 00:00:10,582 --> 00:00:13,582 Well, the Primatte tool is a three-dimensional chroma keyer. 4 00:00:13,582 --> 00:00:17,915 It isolates the image into four different segments which can be 5 00:00:17,915 --> 00:00:20,581 also called the polyhedral slicing algorithm. 6 00:00:20,582 --> 00:00:23,439 The polyhedral slicing algorithm operates in a 7 00:00:23,439 --> 00:00:26,804 three-dimensional RGB color space by arranging each of the 8 00:00:26,804 --> 00:00:30,296 individual RGB color components into the X, 9 00:00:30,296 --> 00:00:32,582 Y or Z axis. 10 00:00:32,582 --> 00:00:36,218 A color then can be represented by a point locating 11 00:00:36,218 --> 00:00:39,582 within the virtual XYZ space. 12 00:00:39,582 --> 00:00:40,010 So, 13 00:00:40,010 --> 00:00:43,470 now that we understand the math or at least the 14 00:00:43,470 --> 00:00:47,582 description of the Primatte tool, let's take a look at it in detail. 15 00:00:47,582 --> 00:00:51,010 Back to our scratch and we're going to take a look at a 16 00:00:51,010 --> 00:00:55,296 overlay that I have already created and that is this one over 17 00:00:55,296 --> 00:00:58,582 here and compare it to our image. 18 00:00:58,582 --> 00:00:58,945 So, 19 00:00:58,945 --> 00:01:03,248 if I bring down the dissolve just a little bit for this 20 00:01:03,248 --> 00:01:06,581 overlay we can see it in relation to our plate. 21 00:01:06,582 --> 00:01:09,332 The first one is color sample and that's A, 22 00:01:09,332 --> 00:01:13,854 or I call it A and that is the exact pixel that we're going 23 00:01:13,854 --> 00:01:17,581 to select for the initial greenscreen key. 24 00:01:17,582 --> 00:01:18,082 So, 25 00:01:18,082 --> 00:01:24,581 because this exact pixel is being selected we have zero alpha here 26 00:01:24,582 --> 00:01:28,332 and because we have no alpha that means that we don't need any 27 00:01:28,332 --> 00:01:31,582 despill because no RGB image is visible. 28 00:01:31,582 --> 00:01:34,581 The second sample is B. 29 00:01:34,582 --> 00:01:40,332 B has light colors to A but they're not exactly the same so because of 30 00:01:40,332 --> 00:01:43,693 that we do have some values in our alpha and because we have some 31 00:01:43,693 --> 00:01:47,582 values in our alpha we require a despill. 32 00:01:47,582 --> 00:01:48,582 C. 33 00:01:48,582 --> 00:01:52,581 C basically allows us to have a solid alpha. 34 00:01:52,582 --> 00:01:55,915 We can see here this is the inside of our character so we do want 35 00:01:55,915 --> 00:01:59,582 to have a solid matte and because we have spill, 36 00:01:59,582 --> 00:02:01,582 let's just take a look at that very quick. 37 00:02:01,582 --> 00:02:03,582 We have some spill here, 38 00:02:03,582 --> 00:02:08,582 we have to do a despill operation so spill on the cup or mug here, 39 00:02:08,582 --> 00:02:14,582 on the watch reflection over there and over here on the cup. 40 00:02:14,582 --> 00:02:17,582 Back to our overlay. 41 00:02:17,582 --> 00:02:20,582 So, here we have a solid alpha but a despill. 42 00:02:20,582 --> 00:02:24,382 On this section of our character you will notice that there's no 43 00:02:24,382 --> 00:02:28,248 need for a despill so because of that there is no despill 44 00:02:28,248 --> 00:02:31,581 operation but we do have a solid alpha. 45 00:02:31,582 --> 00:02:33,582 So this is a recap. 46 00:02:33,582 --> 00:02:35,581 Section A is our initial sample area. 47 00:02:35,582 --> 00:02:41,581 It has no alpha and no despill because there is no RGB image. 48 00:02:41,582 --> 00:02:46,582 Area segment B is going to be similar colors to A. 49 00:02:46,582 --> 00:02:50,582 It has some alpha below one and has a despill. 50 00:02:50,582 --> 00:02:50,939 C, 51 00:02:50,939 --> 00:02:56,382 this type of area has a despill and a solid alpha of one and D 52 00:02:56,382 --> 00:03:00,582 requires no despill and has a solid alpha of one as well. 53 00:03:00,582 --> 00:03:04,582 So now that we understand the different segments of the Primatte tool, 54 00:03:04,582 --> 00:03:06,581 let's see how to pull a key. 55 00:03:06,582 --> 00:03:11,581 So down to our example down here and we are starting on frame one. 56 00:03:11,582 --> 00:03:11,832 Now, 57 00:03:11,832 --> 00:03:16,248 in these examples they are set up in the following way and that is that I 58 00:03:16,248 --> 00:03:19,470 have a starting point and then I have a reference of something that has 59 00:03:19,470 --> 00:03:24,082 been pulled previously for us to review so each different section here that 60 00:03:24,082 --> 00:03:28,581 we have will build upon the last one. 61 00:03:28,582 --> 00:03:32,582 Let's pull a Primatte key. 62 00:03:32,582 --> 00:03:33,945 Here we go, 63 00:03:33,945 --> 00:03:39,248 we're going to toggle down to our tool and down here we're going to see Actions, 64 00:03:39,248 --> 00:03:42,581 operation, Smart Select BG Color. 65 00:03:42,582 --> 00:03:44,582 That's the initial sample that we're going to take. 66 00:03:44,582 --> 00:03:47,804 Make sure that this little eyedropper is select and 67 00:03:47,804 --> 00:03:49,582 we're going to zoom in to our character. 68 00:03:49,582 --> 00:03:54,582 Make sure not to select any portion of him but as close as we can to his edges. 69 00:03:54,582 --> 00:04:00,182 So Ctrl+shift+left mouse button and drag and we're 70 00:04:00,182 --> 00:04:02,582 going to take a look at the result. 71 00:04:02,582 --> 00:04:06,582 So looking pretty good overall, that's our initial key. 72 00:04:06,582 --> 00:04:10,082 We're going to deselect that little red sample so Ctrl+shift+click 73 00:04:10,082 --> 00:04:14,581 and it gets rid of it and turn off our eyedropper. 74 00:04:14,582 --> 00:04:16,582 Take a look at the alpha. 75 00:04:16,582 --> 00:04:20,581 So our alpha, it's working a little bit for now. 76 00:04:20,582 --> 00:04:23,582 We see some information in the backing region. 77 00:04:23,582 --> 00:04:28,581 We also have some holes inside of our matte so it will need to be revised. 78 00:04:28,582 --> 00:04:33,581 Now you can sample different locations for this tool 79 00:04:33,582 --> 00:04:36,582 so if I sample here it changes, here again, 80 00:04:36,582 --> 00:04:42,582 here again so it is because the greenscreen is unevenly lit to a certain degree. 81 00:04:42,582 --> 00:04:47,582 I find that it pulls the best key up here by the character's head. 82 00:04:47,582 --> 00:04:51,439 So let's see how we can go and refine this key a little bit further and so 83 00:04:51,439 --> 00:04:54,582 we turn off that eyedropper and go to our next tool. 84 00:04:54,582 --> 00:04:55,309 So again, 85 00:04:55,309 --> 00:04:58,804 this is a tool that's been pulled in advance but 86 00:04:58,804 --> 00:05:00,582 let's take a look at our next step. 87 00:05:00,582 --> 00:05:02,581 Here, we have multiple different steps, 88 00:05:02,582 --> 00:05:07,582 we're going to move on to our next one so Clean BG Noise. 89 00:05:07,582 --> 00:05:11,581 BG noise is considered to be in the backing region of our image, 90 00:05:11,582 --> 00:05:13,581 so where the greenscreen was, 91 00:05:13,582 --> 00:05:18,359 and we want to clean it up so we are going to select the Primatte 92 00:05:18,359 --> 00:05:23,082 tool make sure that eyedropper is selected and hold down 93 00:05:23,082 --> 00:05:27,763 Ctrl+shift+left mouse button and drag and continue to remove it until 94 00:05:27,763 --> 00:05:32,582 the majority of it is no longer visible. 95 00:05:32,582 --> 00:05:34,581 So it's looking pretty good there. 96 00:05:34,582 --> 00:05:39,981 I'm going to turn down that LUT again and see it hasn't done anything for our 97 00:05:39,981 --> 00:05:45,248 core or our inside of our image here so that will have to be revised but in 98 00:05:45,248 --> 00:05:47,581 our backing region it's looking pretty clean. 99 00:05:47,582 --> 00:05:50,582 So, deselect, Ctrl+shift+click, 100 00:05:50,582 --> 00:05:55,581 turn off our eyedropper and move on to the next step. 101 00:05:55,582 --> 00:05:59,832 There are two options for the following step and this is the first 102 00:05:59,832 --> 00:06:04,582 one of the two we will review in a few moments what the benefit 103 00:06:04,582 --> 00:06:07,582 and the downfalls of this method are. 104 00:06:07,582 --> 00:06:12,296 So here is our start image again and we are going to look 105 00:06:12,296 --> 00:06:14,581 to fill in the inside of our matte. 106 00:06:14,582 --> 00:06:15,782 So, selecting your Primatte, 107 00:06:15,782 --> 00:06:20,582 go down to the third option which is clean the foreground noise, 108 00:06:20,582 --> 00:06:24,082 make sure your eyedropper is selected and Ctrl+shift+left mouse 109 00:06:24,082 --> 00:06:28,582 button click and we're going to fill in these gaps. 110 00:06:28,582 --> 00:06:31,457 I'm going to turn down my LUT just so I can make sure that 111 00:06:31,457 --> 00:06:34,582 there's no extra details that were missing. 112 00:06:34,582 --> 00:06:39,582 And that's looking pretty good for us so turn off the eyedropper, 113 00:06:39,582 --> 00:06:43,832 turn off the red box and we have a really nice, 114 00:06:43,832 --> 00:06:47,582 solid matte but look what happens when we go back to RGB, 115 00:06:47,582 --> 00:06:48,582 back to regular LUT, 116 00:06:48,582 --> 00:06:54,439 we've reintroduced all of this green so this was in our 117 00:06:54,439 --> 00:06:58,582 previous step and this is it at our current step. 118 00:06:58,582 --> 00:07:01,153 So we have a really nice alpha which is great except 119 00:07:01,153 --> 00:07:04,581 for we have the green reintroduced. 120 00:07:04,582 --> 00:07:09,582 So we definitely don't want that which brings us to option B. 121 00:07:09,582 --> 00:07:12,582 So going back to where we were before, 122 00:07:12,582 --> 00:07:16,582 here we've completed the Clean BG Noise step. 123 00:07:16,582 --> 00:07:19,581 Let's go into the alpha to be sure, there we go. 124 00:07:19,582 --> 00:07:29,582 And we can replace the Clean FG Noise with the Matte(+) and the Spill(+). 125 00:07:29,582 --> 00:07:33,381 The first one is the Matte(+) and the Matte(+) is an alternative to cleaning 126 00:07:33,381 --> 00:07:37,582 the foreground noise where it doesn't affect the despill. 127 00:07:37,582 --> 00:07:41,582 So I'm going to select Matte(+), 128 00:07:41,582 --> 00:07:46,582 make sure it's selected here and I'm going to fill in my matte. 129 00:07:46,582 --> 00:07:49,582 So we just box select a number of different times, 130 00:07:49,582 --> 00:07:52,581 adjust the LUT so we can see those details, 131 00:07:52,582 --> 00:07:55,582 make sure we're not missing anything. 132 00:07:55,582 --> 00:07:58,581 It's looking pretty darn good so turn off the eyedropper, 133 00:07:58,582 --> 00:08:05,582 back up to the regular LUT and let's take a look at the RGB. 134 00:08:05,582 --> 00:08:12,582 So here, this is great unlike before again where we lost the despill. 135 00:08:12,582 --> 00:08:19,582 Now we have the despill staying the same and a solid alpha. 136 00:08:19,582 --> 00:08:21,582 So what if this is too much magenta? 137 00:08:21,582 --> 00:08:26,582 What if we need to reintroduce a little bit more color back into our image? 138 00:08:26,582 --> 00:08:31,582 Well that's where the Spill(+) comes back into play. 139 00:08:31,582 --> 00:08:35,026 So let's take a look at that Primatte again and we're 140 00:08:35,026 --> 00:08:36,581 going to go back up to Spill(+). 141 00:08:36,582 --> 00:08:40,581 So Spill(+) will re-add a little bit of the green, 142 00:08:40,582 --> 00:08:44,582 Spill(-) will subtract it so we will start with Spill(+). 143 00:08:44,582 --> 00:08:49,582 I'm going to add just a little bit, make sure the eyedropper is selected. 144 00:08:49,582 --> 00:08:51,581 Ctrl+shift+left mouse button and drag. 145 00:08:51,582 --> 00:08:57,082 We've added a little bit be careful 'cause it's a little bit 146 00:08:57,082 --> 00:08:59,581 steppy down here so it's a good happy medium. 147 00:08:59,582 --> 00:09:04,582 Oh, it looks like we've added too much back to our character so Spill(-). 148 00:09:04,582 --> 00:09:08,582 Just a little bit, get rid of that up in there. 149 00:09:08,582 --> 00:09:12,582 Going to get rid of just a little bit more, let's just double check in there. 150 00:09:12,582 --> 00:09:13,582 There we go. 151 00:09:13,582 --> 00:09:19,582 It's a happy medium between the two so we have no green. 152 00:09:19,582 --> 00:09:23,581 This is it again, previously all green. 153 00:09:23,582 --> 00:09:30,582 This it revised and this was it before we revised it so it's a great way to 154 00:09:30,582 --> 00:09:35,581 retain our alpha while also modifying the despill separately. 155 00:09:35,582 --> 00:09:41,582 Let's just turn those off in all of our examples and take a look. 156 00:09:41,582 --> 00:09:45,581 And it's retained our alpha. 157 00:09:45,582 --> 00:09:50,582 It's great despill mix in with retaining the alpha channel. 158 00:09:50,582 --> 00:09:53,581 Now that we've gone through each one of those steps, 159 00:09:53,582 --> 00:09:55,582 or at least the major steps, 160 00:09:55,582 --> 00:09:59,781 let's take a look at a way that we can automate some of these 161 00:09:59,781 --> 00:10:02,582 particular steps in the workflow to work ahead. 162 00:10:02,582 --> 00:10:05,582 So over to our last example, 163 00:10:05,582 --> 00:10:10,582 I am going to view my regular image and view this Primatte tool. 164 00:10:10,582 --> 00:10:12,582 We've already gone through Actions operation, 165 00:10:12,582 --> 00:10:14,867 now we're going to go up a little bit further in the 166 00:10:14,867 --> 00:10:18,915 property bin and go to Initialize algorithm, 167 00:10:18,915 --> 00:10:20,581 Auto-Compute. 168 00:10:20,582 --> 00:10:22,582 There are three different options here. 169 00:10:22,582 --> 00:10:27,581 There's the Primatte, Primatte RT+ and RT. 170 00:10:27,582 --> 00:10:32,582 Now the Primatte is the heaviest of the three and it has the most flexibility. 171 00:10:32,582 --> 00:10:35,582 Primatte RT+ is the second best. 172 00:10:35,582 --> 00:10:42,296 It's a little bit faster than the Primatte RT but it has a little bit less 173 00:10:42,296 --> 00:10:46,010 features so it struggles with backing colors with little saturation and it 174 00:10:46,010 --> 00:10:51,332 doesn't support complementary colored despill so it's not as great as the 175 00:10:51,332 --> 00:10:53,582 Primatte but still better than the Primatte RT. 176 00:10:53,582 --> 00:10:57,581 So, what is a complementary color? 177 00:10:57,582 --> 00:10:58,582 Let's take a look at an example here. 178 00:10:58,582 --> 00:10:58,982 So, 179 00:10:58,982 --> 00:11:02,681 here's your grade tool and I'm going to open up the 180 00:11:02,681 --> 00:11:08,581 color wheel here so Ctrl+shift+click, we have our color wheel. 181 00:11:08,582 --> 00:11:15,248 You will see here is our greenscreen kind of area or range and the 182 00:11:15,248 --> 00:11:18,582 opposite of it is the complementary color which is magenta. 183 00:11:18,582 --> 00:11:22,582 That's why our despill was turning a little bit more magenta. 184 00:11:22,582 --> 00:11:29,582 The more magenta you add, the more it will basically, neutralize the green. 185 00:11:29,582 --> 00:11:31,582 So back to our image here. 186 00:11:31,582 --> 00:11:33,582 Deselect our grade tool. 187 00:11:33,582 --> 00:11:40,582 Here is our Primatte, let's take a look at the result of the Auto-Compute. 188 00:11:40,582 --> 00:11:43,582 And there we go there. 189 00:11:43,582 --> 00:11:47,582 It's doing something funny so let's take a look at a brand new one from scratch. 190 00:11:47,582 --> 00:11:52,582 Here's our Primatte tool, pull a brand new key. 191 00:11:52,582 --> 00:11:58,582 We're going to say, view it here and say Auto-Compute. 192 00:11:58,582 --> 00:11:59,581 That's a little bit more what we're looking for. 193 00:11:59,582 --> 00:12:06,582 It is keeping some information in the backing region as well in our alpha. 194 00:12:06,582 --> 00:12:10,582 Now you will notice that it goes down to the third option. 195 00:12:10,582 --> 00:12:15,415 We can go back an option and clean up that BG noise and so forth so it's 196 00:12:15,415 --> 00:12:19,581 really meant to be a starting point with our tool. 197 00:12:19,582 --> 00:12:24,081 Now the next one is we've pulled a key with the Primatte 198 00:12:24,081 --> 00:12:25,581 RT so let's take a look at that one. 199 00:12:25,582 --> 00:12:30,581 So Primatte RT and it's rid of all the information the backing region 200 00:12:30,582 --> 00:12:34,581 and it's created a nice and solid alpha down here. 201 00:12:34,582 --> 00:12:35,582 99. 202 00:12:35,582 --> 00:12:38,582 99% solid alpha. 203 00:12:38,582 --> 00:12:42,332 The last example here is the Primatte RT so that is the fastest of 204 00:12:42,332 --> 00:12:45,582 the three and let's take a look at those results. 205 00:12:45,582 --> 00:12:48,582 It's having some problems with this here. 206 00:12:48,582 --> 00:12:52,248 It's adding some alpha back to where our despill was 207 00:12:52,248 --> 00:12:55,582 really intense so it does work. 208 00:12:55,582 --> 00:12:59,582 I would say that probably the second one in this example, 209 00:12:59,582 --> 00:13:02,582 for going through simple keys at least, 210 00:13:02,582 --> 00:13:06,082 is the best option of the three but sometimes you will 211 00:13:06,082 --> 00:13:11,248 find that a mixture or just try different settings and you 212 00:13:11,248 --> 00:13:14,582 may get better results so try, try again. 213 00:13:14,582 --> 00:13:17,582 If you don't get the right key the first time add another keyer, 214 00:13:17,582 --> 00:13:21,182 try a slightly different order of operation and you should 215 00:13:21,182 --> 00:13:26,582 be able to get a good mixture between the despill and 216 00:13:26,582 --> 00:13:31,582 creating a really great alpha. 19160

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