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In this clip we're going to take a look at keying in different color spaces.
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So let's take a look at our script.
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So the first thing that we're going to look at is the
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linear color space versus log color space.
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So the linear color space is a physical color space.
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Images will often appear to be contrasty.
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They will also appear to be too dark without color
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space management or viewer LUTs.
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So let's take a look.
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So up here we have our LUTs.
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It is by default in sRGB.
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I'm going to turn it off and now it's at none.
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So a LUT is a lookup table.
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It's for viewing purposes only.
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You can see it's quite hard to see the character here.
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She's quite dark.
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We can't see those details so we're going to turn back on the LUT.
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So for more information on LUTs or other terminology that
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you may hear in this particular clip,
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please refer back to the NUKE Green Screen Keying
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Fundamentals course as found at Pluralsight.
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As a general rule of thumb, compositing is completed in linear color space.
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This is often found in EXR images, but can also be found in other file formats.
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Linear color space allows us to store more information in higher bit depths.
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They can display values above 1.
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So let's go into log images now.
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So log color space, let's take a look at that there.
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So let's turn off that LUT.
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It's really washed out so images appear to be too washed out generally overall,
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no matter if there is a viewer LUT or a baked-in color correction.
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They represent film color scans.
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Traditionally these file types were stored in Cineon flies or.
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cin, which have since been replaced by.
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dpx file types.
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So there's a really great quote and description about log space.
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I'm going to use the following description.
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Log images are designed to carry as much information as possible about color.
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Don't see them directly as useable images, but more as archives like zip files.
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Once converted to linear, so the equivalent of unzipping an image or a file,
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you can work with these images.
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Now most compositing softwares like NUKE will force all
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images into linear color space unless the user specifically
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tells NUKE to do so otherwise.
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So let's take a look.
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So here we have told NUKE to change it.
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We have going into this Log2Lin1 tool linear.
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So linear we're changing it to log.
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We're leaving the default different values in here.
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So it was originally linear color space and now it is log.
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So now let's take a look at a couple of different color spaces.
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So we've looked at log versus lin.
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Now we're going to look at sRGB and rec709 and see how they are
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different from the first two that we took a look at.
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So here is our sRGB color space image.
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So what exactly does this mean?
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Well sRGB color space is the default color space used on the internet.
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It be used as a viewer LUT or be baked into an image so
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here we have baked it into the image.
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Here is the color space.
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We are inputting linear and outputting sRGB.
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It can also be used as a LUT so up here we have our LUT.
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There is sRGB, but watch what happens.
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So we have applied this color space twice, which we definitely don't want to do.
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So either just use the image with an sRGB LUT or turn off
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the LUT and bake it into the image.
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Now be careful with baking these color corrections into the
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image because once you have baked it in,
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we do have some information that is lost.
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Now the sRGB color space is equivalent approximately to
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a linear color space image with a 2.
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2 gamma correction applied.
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So let's take a look at that.
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So here's the sRGB color space.
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I'm going to zoom in just a little bit so we can see the
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details and here is a linear image with a 2.
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2 gamma correction applied.
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So is it before.
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Take a look at her face and after.
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So we can see that it's not 100% equal, but it's just approximate.
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So now let's take a look at that rec709.
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So rec709, you can see that changed ever so slightly from the sRGB.
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Again it can be either baked into the image so here is our color space,
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baking it into the image or be changed in the LUT.
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Again, make sure not to do a double conversion.
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The default color space for rec709 is used for HDTV.
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So for high-definition images.
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It can be used as that viewer LUT or be baked into the image.
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It's equivalent or appears to be equivalent to a linear color space with a 1.
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95 gamma correction applied.
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So again let's take a look at that.
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So here is the gamma correction and the rec709.
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So again, very similar.
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It's a little different than the last conversion that
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we did so it is only approximate.
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So now let's take a look at a couple of different color
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spaces that we can use for keying purposes.
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So down here at the bottom of our script we're going to take a look at the
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default linear color space and we're going to pull a key,
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just the default key.
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These are all default keylight tools, which we will be using.
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So let's take a look at our original image.
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We will turn back on the viewer LUT to the default sRGB and look at a
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tool that they've added here which is the switch tool.
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So it allows me to switch between all these different
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color spaces that we will be testing.
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So up here I'm going to change it to white and I'm going to make
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sure that I can see my original image there.
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So here's my linear color space image and it's not looking bad.
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We expect a little bit of artifacting in the backing region
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just because there are some wrinkles still on the screen
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here so it has been preprocessed, but it's not perfect.
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And again, usually any value that is below 0.
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05 is okay.
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So generally speaking,
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this will work when it's placed over top of a new background.
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It may or may not work.
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You might have to double check it, but as a general rule of thumb,
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that's a good safe number.
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So again, let's take a look at these values here.
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We some artifacting that's going on in here wispies.
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Not 100% happy with that so we are going to try some other
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color spaces to see if we get a better result.
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Now RGB compositing should be done in linear color space,
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however, when pooling a key or creating alpha,
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it doesn't really matter.
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So all we care about is that black and white alpha and make
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sure that we get the best edge detail.
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So we can use different color spaces to get the best alpha and then
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we can do the despill on the RGB image after.
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So next I'm going to switch to the log color space.
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So look at the difference already in the edge work over here.
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So this was the linear.
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This is the log.
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Now I have added a small color correction just to increase the contrast,
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but the log color space is looking a lot better.
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So again, those values are well below the 0.
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05 so that's great.
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So, so far log is actually doing a better job.
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So let's go on to our next example.
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So sRGB, it's alright.
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It's similar to log, but we aren't getting any better in our wispies; in fact,
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it's almost worse so we're not going to use the sRGB.
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Rec709 is quite similar so if anything,
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it's actually worse so we won't bake that color correction in to get the alpha.
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Next we're looking at HSV and that's definitely not
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usable so why would we take a look at it?
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So let me turn off the sample so Ctrl + Shift + click and turn
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off the white and let's evaluate the HSV image.
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So we want to take a look at this because we're really looking
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for a channel that has great contrast in it.
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So let's go into the individual channels.
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This stands for hue, saturation and value.
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So let's go into the red and it's contrasty,
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but look at all the detail we're missing on the character's head.
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So that won't work.
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Green, again not very contrasty to the degree that we'd like it.
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And B, that definitely won't work.
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So in this case HSV is not a great solution.
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So back to full color, okay, A and let's take a look at the next option.
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So the next option is YPbPr color space and that
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stands for the analog video signal.
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So that's where we would find that color space.
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Again, let's go into RGB so this is R, G, and B.
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So green looks not bad,
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but we are missing the character's head so that's not usable.
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So let's take a look at that last one.
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So this is the YCbCr color space and that is the digital video signal.
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So this is the color space that we use for digital video; however,
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look at the artifacting.
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So why do we have artifacting in YCbCr?
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Well,
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unfortunately the chrominance in the YCbCr has artifacting in it
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or compression so we would have to move some of that compression
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to perhaps get a better alpha,
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but if we compare this back against our log color space,
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it definitely doesn't hold up.
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So that is the YCbCr and back top of that to the log color space.
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So in this example it looks like the log color space
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creates a really great start for our alpha.
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We will have to fix the core as we can see here, but it's pretty minimal.
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So in this particular clip we looked at log versus linear color space.
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We looked at the sRGB versus rec709 for LUTs and baking that color
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correction or that color space correction into the image and we also
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looked at trying different color spaces.
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So if the default linear color space is not yielding the best results,
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please feel free to try different color spaces; you might be surprised and
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find a really great workflow for your perfect alpha.
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