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These are the user uploaded subtitles that are being translated: 1 00:00:01,096 --> 00:00:05,096 In this clip we're going to take a look at combining core 2 00:00:05,096 --> 00:00:07,095 fringe mattes with the keylight tool. 3 00:00:07,096 --> 00:00:10,429 In previous clips we've used the keymix and channel merge 4 00:00:10,429 --> 00:00:12,096 tools for combining multiple mattes. 5 00:00:12,096 --> 00:00:15,953 Combining them with a keylight tool offers a really 6 00:00:15,953 --> 00:00:18,095 great alternative to these workflows. 7 00:00:18,096 --> 00:00:20,277 So let's take a look at our shot. 8 00:00:20,277 --> 00:00:24,096 So inside of our script we are working with the footage of this little 9 00:00:24,096 --> 00:00:28,550 girl on a portable green screen and we have preprocessed the image so that 10 00:00:28,550 --> 00:00:31,095 we can really optimize it for keying purposes. 11 00:00:31,096 --> 00:00:33,306 So here is the preprocessed image. 12 00:00:33,306 --> 00:00:37,359 It has been white balanced, any color cast has been removed, 13 00:00:37,359 --> 00:00:40,596 and the green screen is a little bit more even than it 14 00:00:40,596 --> 00:00:42,096 was before with all the wrinkles. 15 00:00:42,096 --> 00:00:45,411 Now if you're not familiar with the preprocessing workflow, 16 00:00:45,411 --> 00:00:49,429 there is an example of what I have used here; however, 17 00:00:49,429 --> 00:00:53,762 I will go into it in more depth and as well with multiple 18 00:00:53,762 --> 00:00:58,368 different keyers so just the basic of those keyers inside of the 19 00:00:58,368 --> 00:01:01,095 NUKE Green Screen Keying Fundamentals Course. 20 00:01:01,096 --> 00:01:04,277 So let's take a look at the keylight tool itself. 21 00:01:04,277 --> 00:01:08,095 So inside the keylight tool we have a number of different inputs. 22 00:01:08,096 --> 00:01:12,517 We have the source input, the OutM, the BG, and the InM. 23 00:01:12,517 --> 00:01:15,095 So what exactly do those all mean? 24 00:01:15,096 --> 00:01:18,777 So let's take a look at a reference example. 25 00:01:18,777 --> 00:01:24,810 So here we have an example and we're going to pretend that this gingerbread man 26 00:01:24,810 --> 00:01:29,096 so to speak is our little girl in our green screen footage. 27 00:01:29,096 --> 00:01:31,545 So the OutM represents the garbage matte. 28 00:01:31,545 --> 00:01:36,095 So that would be either created with a roto shape or in this 29 00:01:36,096 --> 00:01:40,095 example we're going to be using an alpha channel that has been 30 00:01:40,095 --> 00:01:42,095 dilated so it's a rough matte. 31 00:01:42,096 --> 00:01:45,095 InM is the inside matte or the inner matte. 32 00:01:45,095 --> 00:01:47,095 Another term could be core matte. 33 00:01:47,096 --> 00:01:50,443 So it will be 100% opaque with no holes in it. 34 00:01:50,443 --> 00:01:54,857 The source is the RGB source input so that's the green screen that we 35 00:01:54,857 --> 00:02:00,191 will be plugging into our keylight tool and BG allows us to plug the 36 00:02:00,191 --> 00:02:06,762 new background into our keylight tool, assuming that that is a funnel key. 37 00:02:06,762 --> 00:02:09,095 So let's get started. 38 00:02:09,096 --> 00:02:14,096 So inside of our shot we have a number of different blue backdrops. 39 00:02:14,096 --> 00:02:17,096 So each one of them will build on top of the other. 40 00:02:17,096 --> 00:02:20,762 So inside of it we have a starting tool and then a reference tool, 41 00:02:20,762 --> 00:02:24,096 which is the optimized tool for us to work with. 42 00:02:24,096 --> 00:02:27,996 So I'm going to skip over a couple of steps just because they 43 00:02:27,996 --> 00:02:30,096 involve pulling the basic key and preprocessing. 44 00:02:30,096 --> 00:02:32,052 So here's a preprocessed image. 45 00:02:32,052 --> 00:02:35,574 We pull a brief key with the IBK tools, 46 00:02:35,574 --> 00:02:39,796 but we have to do one last step with them because 47 00:02:39,796 --> 00:02:42,245 this is not an even green screen. 48 00:02:42,245 --> 00:02:42,945 In fact, 49 00:02:42,945 --> 00:02:47,429 we have some non-green screen portions here on the right and left-hand sides. 50 00:02:47,429 --> 00:02:49,762 So we have used the IBK color, 51 00:02:49,762 --> 00:02:54,368 which is our clean plate and made sure that we've retained part of it. 52 00:02:54,368 --> 00:02:56,277 So here is a roto shape. 53 00:02:56,277 --> 00:03:00,711 I've taken the roto shape and isolate it so that our clean plate will 54 00:03:00,711 --> 00:03:04,096 always be seen on the right and left-hand side of screen. 55 00:03:04,096 --> 00:03:06,277 So we've blurred our edges ever so slightly. 56 00:03:06,277 --> 00:03:10,448 We do want to blur edges of all of our mattes just so they don't 57 00:03:10,448 --> 00:03:13,272 have a hard edge and they're better integrated, 58 00:03:13,272 --> 00:03:16,095 back to full color and to the keymix. 59 00:03:16,096 --> 00:03:20,575 So here we have kept the green on the right and left-hand side and 60 00:03:20,575 --> 00:03:25,780 we pull a key and all we're left with is a little girl instead of 61 00:03:25,780 --> 00:03:28,727 the extra stuff on the two sides. 62 00:03:28,727 --> 00:03:32,096 So there we go and now it's gone. 63 00:03:32,096 --> 00:03:33,331 On to optimization. 64 00:03:33,331 --> 00:03:39,095 So the IBK color in this example is going to represent our core matte. 65 00:03:39,096 --> 00:03:43,356 So let's take a look at that and really just optimize it so close 66 00:03:43,356 --> 00:03:46,096 the property bin there and we have the IBK. 67 00:03:46,096 --> 00:03:48,249 Let's take a look at our alpha. 68 00:03:48,249 --> 00:03:53,172 If I mouse over top of these values, some of them are pretty high so 0. 69 00:03:53,172 --> 00:03:54,096 5 is okay. 70 00:03:54,096 --> 00:03:55,359 It's about 5%, 71 00:03:55,359 --> 00:04:01,674 but 18% is definitely pushing our limit so we're going to have to optimize that, 72 00:04:01,674 --> 00:04:03,634 especially for our core matte. 73 00:04:03,634 --> 00:04:07,096 So let's take a look at our gray tool. 74 00:04:07,096 --> 00:04:10,748 So here we're going to use the gray tool to optimize our 75 00:04:10,748 --> 00:04:13,182 alpha so double click on the gray tool, 76 00:04:13,182 --> 00:04:19,182 change it to alpha so we're not changing our RGB and we're going to pull down 77 00:04:19,182 --> 00:04:24,154 on our gamma and if we have any holes inside of our matte, 78 00:04:24,154 --> 00:04:26,272 let's just see, and we do. 79 00:04:26,272 --> 00:04:29,096 So I'm going to bring up the game. 80 00:04:29,096 --> 00:04:29,748 So it's okay. 81 00:04:29,748 --> 00:04:31,052 She is dilating out a bit. 82 00:04:31,052 --> 00:04:33,443 We can change that after to modify it so we're just 83 00:04:33,443 --> 00:04:35,762 going to pull it up a little bit. 84 00:04:35,762 --> 00:04:39,429 I'm going to clip or clamp the white values just so 85 00:04:39,429 --> 00:04:42,095 that I ensure they don't go above 1. 86 00:04:42,096 --> 00:04:46,095 So there are other ways definitely to optimize the alpha. 87 00:04:46,095 --> 00:04:48,095 This is just one example. 88 00:04:48,096 --> 00:04:50,721 From there, back to your regular lights, 89 00:04:50,721 --> 00:04:54,096 double check these values are a little bit better. 90 00:04:54,096 --> 00:04:55,732 Much better, around 2%, 91 00:04:55,732 --> 00:05:02,277 and I'm going to erode at that alpha just a little bit and then blur out 92 00:05:02,277 --> 00:05:07,895 those edges so that when I combine it with the fringe matte that it's 93 00:05:07,895 --> 00:05:11,095 nice and clean and has a nice transition. 94 00:05:11,096 --> 00:05:12,550 So there we go. 95 00:05:12,550 --> 00:05:15,096 So there is our optimized core matte. 96 00:05:15,096 --> 00:05:15,651 Moving on. 97 00:05:15,651 --> 00:05:20,095 So now that we have our optimized core matte, let's take a look at that there. 98 00:05:20,096 --> 00:05:23,762 So there's our core matte and we're going to create the 99 00:05:23,762 --> 00:05:26,095 outside mask or the garbage mask now. 100 00:05:26,096 --> 00:05:30,429 So I have grabbed a filter erode tool and I'm going to take 101 00:05:30,429 --> 00:05:35,569 it and dilate it out so you can dilate it out quite a bit so 102 00:05:35,569 --> 00:05:37,043 it's increasing those numbers. 103 00:05:37,043 --> 00:05:41,095 It's a rough matte so it's okay if it's not perfect. 104 00:05:41,096 --> 00:05:44,464 So that's why we're going to start there. 105 00:05:44,464 --> 00:05:49,096 So there's our core matte and there is our garbage matte. 106 00:05:49,096 --> 00:05:49,629 Next step. 107 00:05:49,629 --> 00:05:53,095 So this is where we get to combine it with the keylight tool. 108 00:05:53,096 --> 00:05:57,095 So I have taken the garbage matte here so that's the outside, 109 00:05:57,095 --> 00:05:58,429 here's our core matte, 110 00:05:58,429 --> 00:06:02,005 and now we're going to combine them into the keylight tool. 111 00:06:02,005 --> 00:06:03,914 So what we want to do, 112 00:06:03,914 --> 00:06:07,684 let's just make this a little bit wider so that we 113 00:06:07,684 --> 00:06:11,213 can see what we're doing here. 114 00:06:11,213 --> 00:06:17,095 We're going to take the source to our original plate. 115 00:06:17,096 --> 00:06:18,381 Actually, not to our original plate, 116 00:06:18,381 --> 00:06:20,096 to our denoise plate or our preprocess plate. 117 00:06:20,096 --> 00:06:21,186 It's really fine. 118 00:06:21,186 --> 00:06:24,096 We're going to do a despill separately, remember? 119 00:06:24,096 --> 00:06:30,953 And we're going to take the OutM and plug it into our 120 00:06:30,953 --> 00:06:36,095 garbage matte and the InM to the core matte. 121 00:06:36,096 --> 00:06:39,517 And we're going to take a look at how we're going to make 122 00:06:39,517 --> 00:06:41,095 sure that the keylight recognizes it. 123 00:06:41,096 --> 00:06:45,625 So here we have in component alpha and out component alpha. 124 00:06:45,625 --> 00:06:48,096 So what exactly does that mean? 125 00:06:48,096 --> 00:06:52,762 So we're going to go back here and take a look at an example. 126 00:06:52,762 --> 00:06:54,095 So here's another reference. 127 00:06:54,096 --> 00:06:58,096 Back to full color and what we are trying to do is we are trying to 128 00:06:58,096 --> 00:07:02,238 make it so that all the artifacting that was on the outside will be 129 00:07:02,238 --> 00:07:05,095 gone and we will keep our core matte. 130 00:07:05,096 --> 00:07:10,269 So we have the InM component as the alpha; we're going to set it to alpha so 131 00:07:10,269 --> 00:07:13,429 that our core matte is retained and the OutM component, 132 00:07:13,429 --> 00:07:16,095 which is our garbage matte will be inverted. 133 00:07:16,096 --> 00:07:20,855 So what it will do is it will get rid of all the artifacting outside of here 134 00:07:20,855 --> 00:07:25,496 and only keep it so that we have the ability to key between these hard edge 135 00:07:25,496 --> 00:07:27,896 and our core matte that's probably around here, 136 00:07:27,896 --> 00:07:33,095 which will give us a nice falloff of our soft edges and motion blur. 137 00:07:33,095 --> 00:07:37,095 So let's see how we can do that down here. 138 00:07:37,096 --> 00:07:41,530 So back to our script and we're going to take a look at our keylight tool in 139 00:07:41,530 --> 00:07:45,550 the property bin and scroll down to the bottom and it says InM component and 140 00:07:45,550 --> 00:07:49,938 that's going to be alpha because we want to keep our core and OutM component 141 00:07:49,938 --> 00:07:53,306 is going to be set to alpha inverted. 142 00:07:53,306 --> 00:07:57,096 So let's take a look at that keylight tool. 143 00:07:57,096 --> 00:07:58,095 So there's our keylight tool. 144 00:07:58,095 --> 00:08:00,695 That's exactly what we want it to look like because now we can 145 00:08:00,695 --> 00:08:07,346 key between here and here; it will keep our core matte while 146 00:08:07,346 --> 00:08:11,096 combining it with our fringe matte. 147 00:08:11,096 --> 00:08:13,182 Moving on to our last few steps now. 148 00:08:13,182 --> 00:08:17,095 So now that we have this set up here, we're going to pull the key. 149 00:08:17,096 --> 00:08:22,873 So I'm going to pull the key, double click on your keylight tool, 150 00:08:22,873 --> 00:08:26,810 select the eyedropper and generally speaking I want to go really 151 00:08:26,810 --> 00:08:29,095 close to our character where her wispies are. 152 00:08:29,096 --> 00:08:32,429 So Ctrl + Shift + left mouse button and drag. 153 00:08:32,429 --> 00:08:33,762 So there we go. 154 00:08:33,762 --> 00:08:36,096 Make sure that we're clicking on there. 155 00:08:36,096 --> 00:08:37,238 There we go. 156 00:08:37,238 --> 00:08:38,381 Nice and clean. 157 00:08:38,381 --> 00:08:44,096 Turn off the eyedropper, turn off the little selection so Ctrl + Shift + click. 158 00:08:44,096 --> 00:08:47,151 And overall we have a pretty nice key in here so 159 00:08:47,151 --> 00:08:49,096 let's take a look at that alpha. 160 00:08:49,096 --> 00:08:52,846 Her alpha is nice and solid and we've retained nice 161 00:08:52,846 --> 00:08:55,096 detail now also in here wispies. 162 00:08:55,096 --> 00:08:58,175 Now if I take a look down here at the bottom, 163 00:08:58,175 --> 00:09:02,095 we have a lot of values in here that are a little bit high. 164 00:09:02,096 --> 00:09:04,096 So we can pull a second alpha. 165 00:09:04,096 --> 00:09:06,096 So let's take a look at that. 166 00:09:06,096 --> 00:09:09,984 We're going to use our keymix tool to do that. 167 00:09:09,984 --> 00:09:13,096 So I have pulled a second keylight here. 168 00:09:13,096 --> 00:09:14,914 You can see it's a little bit better. 169 00:09:14,914 --> 00:09:15,596 It's cleaned up. 170 00:09:15,596 --> 00:09:18,096 I have sampled down here at the bottom rather at the 171 00:09:18,096 --> 00:09:22,495 wispies up top so even though we have optimized this comp 172 00:09:22,495 --> 00:09:26,970 and optimized the green screen, we don't have the perfect key yet. 173 00:09:26,970 --> 00:09:31,637 So here is the nice key for her wispies at the top and a second really 174 00:09:31,637 --> 00:09:35,641 nice key to fix all the issues down here at the bottom. 175 00:09:35,641 --> 00:09:38,550 Now to combine the best of both worlds, 176 00:09:38,550 --> 00:09:43,895 we have taken a roto shape with a blur tool just to combine them. 177 00:09:43,895 --> 00:09:44,295 Again, 178 00:09:44,295 --> 00:09:49,857 nice and smooth transition and keymix them so it's going to retain the nice 179 00:09:49,857 --> 00:09:54,429 key here at the bottom and retain the wispies at the top, 180 00:09:54,429 --> 00:09:57,096 keymix it together, and there we go. 181 00:09:57,096 --> 00:09:59,443 So now we have the best of both worlds. 182 00:09:59,443 --> 00:10:03,095 We're going to merge over top of a checkerboard just to take a look. 183 00:10:03,096 --> 00:10:07,459 We have included the despill here that is just so that we can see what we're 184 00:10:07,459 --> 00:10:11,277 working with to begin with for our edges and overall this is looking pretty 185 00:10:11,277 --> 00:10:14,005 good so it can be refined a little bit further, 186 00:10:14,005 --> 00:10:18,277 but for a quick key we have a pretty great output. 187 00:10:18,277 --> 00:10:22,368 So in this clip we reviewed the inner matte, 188 00:10:22,368 --> 00:10:23,732 the outer matte, 189 00:10:23,732 --> 00:10:36,096 and how to combine the core and fringe mattes together in the keylight tool. 16487

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