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In this clip we are going to be talking about Primatte keying fundamentals.
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So, how exactly does the Primatte tool work?
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Well, the Primatte tool is a three-dimensional chroma keyer.
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It isolates the image into four different segments which can be
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also called the polyhedral slicing algorithm.
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The polyhedral slicing algorithm operates in a
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three-dimensional RGB color space by arranging each of the
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individual RGB color components into the X,
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Y or Z axis.
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A color then can be represented by a point locating
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within the virtual XYZ space.
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So,
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now that we understand the math or at least the
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description of the Primatte tool, let's take a look at it in detail.
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Back to our scratch and we're going to take a look at a
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overlay that I have already created and that is this one over
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here and compare it to our image.
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So,
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if I bring down the dissolve just a little bit for this
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overlay we can see it in relation to our plate.
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The first one is color sample and that's A,
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or I call it A and that is the exact pixel that we're going
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to select for the initial greenscreen key.
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So,
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because this exact pixel is being selected we have zero alpha here
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and because we have no alpha that means that we don't need any
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despill because no RGB image is visible.
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The second sample is B.
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B has light colors to A but they're not exactly the same so because of
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that we do have some values in our alpha and because we have some
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values in our alpha we require a despill.
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C.
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C basically allows us to have a solid alpha.
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We can see here this is the inside of our character so we do want
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to have a solid matte and because we have spill,
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let's just take a look at that very quick.
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We have some spill here,
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we have to do a despill operation so spill on the cup or mug here,
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on the watch reflection over there and over here on the cup.
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Back to our overlay.
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So, here we have a solid alpha but a despill.
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On this section of our character you will notice that there's no
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need for a despill so because of that there is no despill
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operation but we do have a solid alpha.
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So this is a recap.
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Section A is our initial sample area.
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It has no alpha and no despill because there is no RGB image.
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Area segment B is going to be similar colors to A.
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It has some alpha below one and has a despill.
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C,
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this type of area has a despill and a solid alpha of one and D
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requires no despill and has a solid alpha of one as well.
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So now that we understand the different segments of the Primatte tool,
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let's see how to pull a key.
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So down to our example down here and we are starting on frame one.
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Now,
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in these examples they are set up in the following way and that is that I
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have a starting point and then I have a reference of something that has
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been pulled previously for us to review so each different section here that
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we have will build upon the last one.
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Let's pull a Primatte key.
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Here we go,
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we're going to toggle down to our tool and down here we're going to see Actions,
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operation, Smart Select BG Color.
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That's the initial sample that we're going to take.
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Make sure that this little eyedropper is select and
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we're going to zoom in to our character.
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Make sure not to select any portion of him but as close as we can to his edges.
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So Ctrl+shift+left mouse button and drag and we're
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going to take a look at the result.
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So looking pretty good overall, that's our initial key.
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We're going to deselect that little red sample so Ctrl+shift+click
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and it gets rid of it and turn off our eyedropper.
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Take a look at the alpha.
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So our alpha, it's working a little bit for now.
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We see some information in the backing region.
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We also have some holes inside of our matte so it will need to be revised.
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Now you can sample different locations for this tool
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so if I sample here it changes, here again,
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here again so it is because the greenscreen is unevenly lit to a certain degree.
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I find that it pulls the best key up here by the character's head.
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So let's see how we can go and refine this key a little bit further and so
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we turn off that eyedropper and go to our next tool.
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So again,
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this is a tool that's been pulled in advance but
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let's take a look at our next step.
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Here, we have multiple different steps,
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we're going to move on to our next one so Clean BG Noise.
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BG noise is considered to be in the backing region of our image,
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so where the greenscreen was,
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and we want to clean it up so we are going to select the Primatte
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tool make sure that eyedropper is selected and hold down
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Ctrl+shift+left mouse button and drag and continue to remove it until
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the majority of it is no longer visible.
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So it's looking pretty good there.
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I'm going to turn down that LUT again and see it hasn't done anything for our
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core or our inside of our image here so that will have to be revised but in
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our backing region it's looking pretty clean.
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So, deselect, Ctrl+shift+click,
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turn off our eyedropper and move on to the next step.
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There are two options for the following step and this is the first
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one of the two we will review in a few moments what the benefit
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and the downfalls of this method are.
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So here is our start image again and we are going to look
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to fill in the inside of our matte.
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So, selecting your Primatte,
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go down to the third option which is clean the foreground noise,
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make sure your eyedropper is selected and Ctrl+shift+left mouse
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button click and we're going to fill in these gaps.
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I'm going to turn down my LUT just so I can make sure that
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there's no extra details that were missing.
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And that's looking pretty good for us so turn off the eyedropper,
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turn off the red box and we have a really nice,
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solid matte but look what happens when we go back to RGB,
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back to regular LUT,
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we've reintroduced all of this green so this was in our
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previous step and this is it at our current step.
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So we have a really nice alpha which is great except
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for we have the green reintroduced.
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So we definitely don't want that which brings us to option B.
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So going back to where we were before,
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here we've completed the Clean BG Noise step.
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Let's go into the alpha to be sure, there we go.
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And we can replace the Clean FG Noise with the Matte(+) and the Spill(+).
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The first one is the Matte(+) and the Matte(+) is an alternative to cleaning
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the foreground noise where it doesn't affect the despill.
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So I'm going to select Matte(+),
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make sure it's selected here and I'm going to fill in my matte.
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So we just box select a number of different times,
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adjust the LUT so we can see those details,
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make sure we're not missing anything.
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It's looking pretty darn good so turn off the eyedropper,
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back up to the regular LUT and let's take a look at the RGB.
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So here, this is great unlike before again where we lost the despill.
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Now we have the despill staying the same and a solid alpha.
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So what if this is too much magenta?
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What if we need to reintroduce a little bit more color back into our image?
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Well that's where the Spill(+) comes back into play.
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So let's take a look at that Primatte again and we're
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going to go back up to Spill(+).
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So Spill(+) will re-add a little bit of the green,
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Spill(-) will subtract it so we will start with Spill(+).
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I'm going to add just a little bit, make sure the eyedropper is selected.
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Ctrl+shift+left mouse button and drag.
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We've added a little bit be careful 'cause it's a little bit
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steppy down here so it's a good happy medium.
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Oh, it looks like we've added too much back to our character so Spill(-).
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Just a little bit, get rid of that up in there.
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Going to get rid of just a little bit more, let's just double check in there.
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There we go.
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It's a happy medium between the two so we have no green.
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This is it again, previously all green.
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This it revised and this was it before we revised it so it's a great way to
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retain our alpha while also modifying the despill separately.
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Let's just turn those off in all of our examples and take a look.
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And it's retained our alpha.
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It's great despill mix in with retaining the alpha channel.
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Now that we've gone through each one of those steps,
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or at least the major steps,
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let's take a look at a way that we can automate some of these
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particular steps in the workflow to work ahead.
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So over to our last example,
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I am going to view my regular image and view this Primatte tool.
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We've already gone through Actions operation,
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now we're going to go up a little bit further in the
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property bin and go to Initialize algorithm,
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Auto-Compute.
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There are three different options here.
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There's the Primatte, Primatte RT+ and RT.
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Now the Primatte is the heaviest of the three and it has the most flexibility.
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Primatte RT+ is the second best.
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It's a little bit faster than the Primatte RT but it has a little bit less
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features so it struggles with backing colors with little saturation and it
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doesn't support complementary colored despill so it's not as great as the
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Primatte but still better than the Primatte RT.
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So, what is a complementary color?
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Let's take a look at an example here.
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So,
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here's your grade tool and I'm going to open up the
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color wheel here so Ctrl+shift+click, we have our color wheel.
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You will see here is our greenscreen kind of area or range and the
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opposite of it is the complementary color which is magenta.
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That's why our despill was turning a little bit more magenta.
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The more magenta you add, the more it will basically, neutralize the green.
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So back to our image here.
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Deselect our grade tool.
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Here is our Primatte, let's take a look at the result of the Auto-Compute.
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And there we go there.
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It's doing something funny so let's take a look at a brand new one from scratch.
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Here's our Primatte tool, pull a brand new key.
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We're going to say, view it here and say Auto-Compute.
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That's a little bit more what we're looking for.
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It is keeping some information in the backing region as well in our alpha.
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Now you will notice that it goes down to the third option.
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We can go back an option and clean up that BG noise and so forth so it's
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really meant to be a starting point with our tool.
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Now the next one is we've pulled a key with the Primatte
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RT so let's take a look at that one.
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So Primatte RT and it's rid of all the information the backing region
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and it's created a nice and solid alpha down here.
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99.
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99% solid alpha.
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The last example here is the Primatte RT so that is the fastest of
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the three and let's take a look at those results.
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It's having some problems with this here.
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It's adding some alpha back to where our despill was
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really intense so it does work.
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I would say that probably the second one in this example,
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for going through simple keys at least,
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is the best option of the three but sometimes you will
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find that a mixture or just try different settings and you
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may get better results so try, try again.
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If you don't get the right key the first time add another keyer,
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try a slightly different order of operation and you should
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be able to get a good mixture between the despill and
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creating a really great alpha.
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