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hi everyone
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and welcome to the first class of Nuke 3:09
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and I must say
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I'm really excited because what we're gonna work on
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uh in this course is equal to working on a feature film
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uh the quality of the material is high
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these are 3K plates
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and the shots are challenging
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very challenging
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and each one of the three shots
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has its own little quirks and
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problems that will have to solve
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so it's not gonna be easy
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but it's definitely gonna be interesting
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in addition to the three shots that we're
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going to work on
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you'll get a fourth shot
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that's completely for you to work on
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and who knows
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maybe the best ones will find their way into the film
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so in this class
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I want to start by
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analyzing the three shots and kind of
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identifying the problems and what's ahead of us
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and then move on to talk about color
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procedure and workflow for the effects
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the way it is usually in movies
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so a lot to do
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let's get started
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so as you can see
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I'm having a hero opened here and we're going to
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use the software quite a lot in the course
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uh hero basically comes into flavors
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there's the big hero
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the one that I'm having here
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the one that we have at the FX PhD
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VPN and there's also Hero Player
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which is very similar
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only it can't export anything
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so you can't use it for ingesting
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um material
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but you can use it as a wonderful review tool
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and that's how I use it all the time
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and there are several advantages
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because when you review shots for your own
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or as a supervisor
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uh you wanna be able to um
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quickly compare between different versions
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you wanna be able to AB between
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your latest stake and the plate
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for example
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and hero does all that
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and has some really nice goodies that I'll show you
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as we go through the course
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for now we simply wanna open um
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the three shots and look at them
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and one of the advantages of hero then
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one of the reasons I really like it is that it caches
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really fast
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so let's load one of the shots
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for example
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3:40 and I'll just double click on it
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and you can see how quickly it caches
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so that shot exist on my SSD drive
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which helps of course
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but even from a regular drive
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it will be pretty fast
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and in a matter of like a second or two
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you can already
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um play as a shot in real time
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and again we're talking about
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2880 by 1620
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so that in itself is great
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so now that I'm done with my promotion to
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to hero in the Foundry
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let's go and look at our first shot
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and when I say look at it
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I really mean kind of analyze it
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and this is important
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uh if you're a compositor
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it's important
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that you look at the shot
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and figure out in advance what you'll need to do
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instead of just jumping on it uh
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without thinking ahead
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it's important to plant
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if you're a supervisor uh
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you definitely wanna look at the shot and assess
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how much time and how much effort it will take
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and you have to give that information to the producer
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who needs to beat on it and give it a price
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and it's very easy to make a mistake as a compositor
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look at it and say
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oh well you know
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that's a green screenshot easy
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of course it's not
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it's actually a very hard shot for many reasons
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so let's look at it and
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figure out why
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so um what we have here is this this girl
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the hero of the movie
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stepping out into her balcony
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and what we're supposed to be seeing is
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sort of a panorama of the city because
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the balcony is supposed to be
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on a high floor uh
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now the reason there is a green screen there is because
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the balcony is not really on a high floor
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and it's kind of blocked by other houses
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so the first
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issue you can see quite immediately
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is the tracking
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this is a very
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very hard track
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the camera does an almost one 80 degree turn
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well why almost
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it does the one 80 degree turn
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um but because we have no depth in the shot
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everything is blocked by the green screen
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there is hardly any parallax and um
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the tracking is
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one thing we're not gonna do in this course
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because it is so hard um
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you're more than welcome to try and do it on your own
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but we will provide you with the track
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so um now that we know that we'll have a track
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it's a bit reassuring
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let's look at the other problems
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so yellow um
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tracking markers on a green screen
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it's easy to remove them
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when they're far from her
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but once they go into her hair
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as you can see here
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we need to go and paint them out
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one by one now
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I'll show you
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the technique to do that later on in the course
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but that's one difficulty we have
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green screen is very uneven
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there is lots of folds
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there is lots of
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shadowing um
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we'll see how we can deal with that
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but that of course
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it doesn't make the shot easier
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now we have all these stands um
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they're standing on the floor
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they're over the green screen
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they're getting in her hair
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um looking at that
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we have to find a way to get rid of all these
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especially when they go into her hair
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get rid of them over the green screen
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but also clean
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plate them on the ground
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and when you see so many of them on the floor
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um one thing you might
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come to conclusion is that
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instead of just clean
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plating each
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piece of these from the floor
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it might be easier to just replace the entire floor
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and this is probably what we're gonna do oh
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if you tracking markers here
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um spill is that spill
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um that's going on here
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everything is green what is it
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is that spill
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I mean the first Assumption is that it's spill
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but this is when you really wanna look at some
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photography from the location to figure out
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what their original
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colours are
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because when you have such a big
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giant screen
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kind of choking everything uh
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you can assume that everything will have a lot of spill
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so luckily we have some photos
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and I brought a few here
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off the original location
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so here is how the balcony looks
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without the green screen
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it's actually pretty nice
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but it's not serving the purpose of the movie
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um we have um
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buildings blocking everything
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and also we wanna make the balcony look a bit more
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um modern um
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rich people's
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penthouse style
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not this kind of
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concrete um
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but one thing we can see is that we have those shades
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and those shades are actually greenish
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so when we go back to our shot
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uh we have to be careful
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uh not to just
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automatically
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dispel everything
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now let's talk about
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environment
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we just looked at
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all the problems of
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tracking and
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marker removal
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rig removal
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and so forth um
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we have nothing here
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besides the floor
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so we're supposed
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to probably
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we need to extend the floor
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uh build um
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the railing
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or whatever is there
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at the edge
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of the balcony
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and then of course
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put a background in there
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and that background
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should serve us
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for a big big
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camera move
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so it's not a simple
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you know one played background
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we need to either
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use a panoramic stitch
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or create something similar
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that will serve us so
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um oh and here
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that shadow
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under the green screen is never
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very helpful
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so basically
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this is a tough shot
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and we'll spend
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a few classes just working on it
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now we're not gonna start with
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each shot though
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we're gonna start with another one
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so let's look
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at this one um
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and let's just
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let it play
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okay so let's talk about simple things
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what's easy
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no problem tracking here
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it's a simple to detrack
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um they hardly move the girls
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uh much easier to create a background environment
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for this one
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it can almost be
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a steel photo because there is no dolly in
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dolly out there is no perspective shift
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so that's the easy part
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the hard part is extraction
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I mean you again
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might make the wrong Assumption looking at it
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that it's an easy shot yeah
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just you know
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pull the key
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put the background and it's done
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the problem with shots like this is uh
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detail and we're talking mainly about hair
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and about the fact that there is um
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a very shallow depth of field and there is a rack focus
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so we're focused on this girl
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at the beginning of the shot
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the other one is completely out of focus
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and now we rack focus
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and suddenly this one is out of focus
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this is in focus
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everything that has to do with very soft edge and
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edges and very fuzzy edges like hair um
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edges that are out of focus
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edges that are motion blurred
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which we don't really have here
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because there is no fast motion
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are gonna be hard
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and we wanna
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and because these
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these girls are basically feeling the screen
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it's a two shot
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we wanna make it look nice
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so we're gonna start the course actually with this shot
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because it's a
288
00:09:38,133 --> 00:09:40,266
we can call it a nice warm up
289
00:09:40,333 --> 00:09:42,033
for the harder ones
290
00:09:42,566 --> 00:09:45,033
and will devote at least a class on just
291
00:09:45,266 --> 00:09:46,633
extraction techniques
292
00:09:47,000 --> 00:09:51,100
if any one of you has taken my previous new course
293
00:09:51,700 --> 00:09:53,500
the a Nuke 2:17
294
00:09:53,500 --> 00:09:54,866
we had a class about this
295
00:09:54,866 --> 00:09:55,800
this is gonna be
296
00:09:55,800 --> 00:09:59,300
sort of like a continuation of that class
297
00:09:59,733 --> 00:10:01,766
um so that's the second shot
298
00:10:02,200 --> 00:10:03,566
and the third one
299
00:10:04,100 --> 00:10:05,700
a very interesting one
300
00:10:06,100 --> 00:10:08,233
so again we can play it and
301
00:10:08,400 --> 00:10:10,133
immediately figure out that there is no
302
00:10:10,133 --> 00:10:11,133
big tracking issue
303
00:10:11,133 --> 00:10:13,066
there is no big camera move
304
00:10:13,866 --> 00:10:16,566
what the director wants in this shot is to have
305
00:10:16,566 --> 00:10:18,266
um sort of a
306
00:10:18,966 --> 00:10:19,900
passenger plane
307
00:10:19,900 --> 00:10:22,000
or a plane that crashed right over there
308
00:10:22,000 --> 00:10:23,766
so it's a crash site
309
00:10:23,900 --> 00:10:25,300
when she's walking
310
00:10:25,566 --> 00:10:28,300
right in front of it um
311
00:10:28,300 --> 00:10:30,300
so this is a mat painting shot
312
00:10:30,300 --> 00:10:31,500
we have to create
313
00:10:31,500 --> 00:10:33,466
something that totally doesn't exist there
314
00:10:33,466 --> 00:10:34,766
and we're gonna work
315
00:10:34,766 --> 00:10:36,666
uh with the mat painter here
316
00:10:36,666 --> 00:10:37,733
with my colleague
317
00:10:37,733 --> 00:10:38,766
Matthew Connor
318
00:10:38,800 --> 00:10:40,100
who also uh
319
00:10:40,100 --> 00:10:41,166
helped out and
320
00:10:41,166 --> 00:10:43,166
talked on my previous new course
321
00:10:43,166 --> 00:10:44,566
the new 2:17
322
00:10:44,733 --> 00:10:47,666
but besides the matte painting
323
00:10:47,666 --> 00:10:49,366
it's gonna be a very hard
324
00:10:49,366 --> 00:10:51,333
shot to integrate stuff into
325
00:10:51,333 --> 00:10:52,133
as you can see
326
00:10:52,133 --> 00:10:53,100
the lighting
327
00:10:53,166 --> 00:10:55,000
is very very uh
328
00:10:55,000 --> 00:10:56,300
how would I say cruel
329
00:10:56,300 --> 00:10:58,733
haha very restricting
330
00:10:58,733 --> 00:10:59,533
uh the shot
331
00:10:59,533 --> 00:11:01,566
is very strongly backlet
332
00:11:01,566 --> 00:11:03,400
uh right there from the sun
333
00:11:03,766 --> 00:11:05,833
the colours are very subdued
334
00:11:06,100 --> 00:11:07,466
almost desaturated
335
00:11:07,466 --> 00:11:09,100
so it's hard to bring in detail
336
00:11:09,100 --> 00:11:09,966
make it look good
337
00:11:09,966 --> 00:11:10,766
and make it fitting
338
00:11:10,766 --> 00:11:11,300
there of course
339
00:11:11,300 --> 00:11:13,700
we have this giant flare going on top of everything
340
00:11:13,700 --> 00:11:14,600
which will of course
341
00:11:14,600 --> 00:11:17,200
have to recreate or extend
342
00:11:17,300 --> 00:11:18,866
over the top of other things
343
00:11:18,866 --> 00:11:20,766
so this shot can be um
344
00:11:20,766 --> 00:11:22,566
a good challenge
345
00:11:22,600 --> 00:11:25,666
for integrating matte painting elements
346
00:11:25,666 --> 00:11:28,400
and creating a finished comp that feels
347
00:11:28,500 --> 00:11:30,900
coherent okay
348
00:11:30,900 --> 00:11:33,400
so let's not talk about a typical visual
349
00:11:33,400 --> 00:11:34,333
effects input
350
00:11:34,333 --> 00:11:35,866
output workflow
351
00:11:35,933 --> 00:11:38,833
and what it means in terms of color work
352
00:11:39,000 --> 00:11:42,300
so we start by everything being shot by the camera
353
00:11:42,300 --> 00:11:43,300
and once a day
354
00:11:43,300 --> 00:11:44,433
shoot is over
355
00:11:44,766 --> 00:11:46,200
dailies are created
356
00:11:46,566 --> 00:11:47,633
now in the old
357
00:11:47,800 --> 00:11:49,233
old days of film
358
00:11:49,333 --> 00:11:51,800
old days in the days of film
359
00:11:52,100 --> 00:11:54,600
that meant scanning the film through
360
00:11:54,600 --> 00:11:56,166
teleseen or something similar
361
00:11:56,166 --> 00:11:59,300
fast scan and creating video files uh
362
00:11:59,300 --> 00:12:02,000
today when almost everything is shot digitally
363
00:12:02,000 --> 00:12:04,266
it basically means taking the raw
364
00:12:04,300 --> 00:12:07,600
uh footage and converting it into small
365
00:12:07,866 --> 00:12:09,200
uh low quality
366
00:12:09,200 --> 00:12:10,900
manageable quick times
367
00:12:11,333 --> 00:12:14,233
now the important thing is that usually when the guy
368
00:12:14,266 --> 00:12:15,600
does the stuff
369
00:12:15,600 --> 00:12:17,566
he also color grades
370
00:12:17,700 --> 00:12:18,766
um the quick times
371
00:12:18,766 --> 00:12:19,966
because the raw material
372
00:12:19,966 --> 00:12:21,333
of course uh
373
00:12:21,333 --> 00:12:23,133
is not very nice to look at
374
00:12:23,133 --> 00:12:24,666
it's probably to desaturate
375
00:12:24,666 --> 00:12:25,333
it doesn't have
376
00:12:25,333 --> 00:12:26,466
enough contrast
377
00:12:26,966 --> 00:12:29,300
so the dailies guy
378
00:12:29,300 --> 00:12:30,266
looks at the shots
379
00:12:30,266 --> 00:12:31,133
and grades them
380
00:12:31,133 --> 00:12:33,200
either by shot
381
00:12:33,200 --> 00:12:34,866
by shot bases or
382
00:12:34,866 --> 00:12:36,100
by sequences
383
00:12:37,000 --> 00:12:39,200
and at the same time of course
384
00:12:39,300 --> 00:12:41,066
the raw material is
385
00:12:41,333 --> 00:12:43,433
taken out and sent to the lab
386
00:12:43,600 --> 00:12:45,966
now I wrote DPX here because this is the most
387
00:12:45,966 --> 00:12:47,366
common file format in
388
00:12:47,366 --> 00:12:48,800
the film industry
389
00:12:48,800 --> 00:12:50,533
and this is basically because that's
390
00:12:50,533 --> 00:12:51,766
always been used
391
00:12:51,766 --> 00:12:53,166
for scanning film
392
00:12:53,800 --> 00:12:55,333
nowadays again
393
00:12:55,333 --> 00:12:57,233
when everything is digital
394
00:12:57,366 --> 00:12:58,666
we're almost everything
395
00:12:58,666 --> 00:13:00,900
thiefs and exors
396
00:13:00,900 --> 00:13:02,033
can do even better
397
00:13:02,600 --> 00:13:03,533
but most labs
398
00:13:03,533 --> 00:13:04,966
are still kind of
399
00:13:05,333 --> 00:13:06,933
built around the PXs
400
00:13:06,933 --> 00:13:08,400
so that's why it's still
401
00:13:08,400 --> 00:13:09,400
the most common
402
00:13:09,400 --> 00:13:10,800
file type alright
403
00:13:10,800 --> 00:13:12,466
so now we move to editorial
404
00:13:12,466 --> 00:13:13,666
and the director and
405
00:13:13,666 --> 00:13:14,400
the editor are
406
00:13:14,400 --> 00:13:15,166
cutting the film
407
00:13:15,166 --> 00:13:16,366
and they're actually
408
00:13:16,466 --> 00:13:17,600
using the um
409
00:13:17,600 --> 00:13:19,233
quick times from dailies
410
00:13:19,533 --> 00:13:21,133
um because it's faster and easier
411
00:13:21,133 --> 00:13:23,100
and also because they're already color graded
412
00:13:23,100 --> 00:13:24,100
so things look
413
00:13:24,100 --> 00:13:25,733
better for them
414
00:13:25,733 --> 00:13:26,533
in the meantime
415
00:13:26,533 --> 00:13:28,833
the raw material just sits there in the lab
416
00:13:29,700 --> 00:13:30,700
now a rough
417
00:13:30,700 --> 00:13:31,766
cut has been made
418
00:13:31,766 --> 00:13:33,066
and editorial is
419
00:13:33,266 --> 00:13:34,900
starting to send stuff
420
00:13:34,900 --> 00:13:35,733
for visual effects
421
00:13:35,733 --> 00:13:37,466
so they start by sending
422
00:13:37,466 --> 00:13:39,366
quick times from their cut
423
00:13:39,800 --> 00:13:41,266
for those shots that need to
424
00:13:41,266 --> 00:13:42,800
uh have visual effects
425
00:13:42,866 --> 00:13:43,900
and these are of course
426
00:13:43,900 --> 00:13:45,166
not to be worked on
427
00:13:45,166 --> 00:13:46,366
we don't do the visual
428
00:13:46,366 --> 00:13:47,700
effects on quick times
429
00:13:47,900 --> 00:13:48,333
but they're
430
00:13:48,333 --> 00:13:49,500
important because
431
00:13:49,533 --> 00:13:50,900
they're used as reference
432
00:13:50,900 --> 00:13:52,300
and they're used for visual
433
00:13:52,300 --> 00:13:53,900
by visual effects to
434
00:13:54,100 --> 00:13:56,000
assess the amount of work on shots
435
00:13:56,000 --> 00:13:56,966
and create beads
436
00:13:56,966 --> 00:13:58,066
and so forth
437
00:13:58,100 --> 00:13:59,200
once that is done
438
00:13:59,200 --> 00:14:02,266
a tutorial is basically ordering from the lab
439
00:14:02,400 --> 00:14:05,100
um the relevant frames to be sent to
440
00:14:05,100 --> 00:14:05,766
the visual effects
441
00:14:05,766 --> 00:14:08,100
so now we have high resolution frames
442
00:14:08,200 --> 00:14:09,200
and we have
443
00:14:09,200 --> 00:14:09,933
the quick times
444
00:14:09,933 --> 00:14:10,866
and of course
445
00:14:11,000 --> 00:14:12,533
there is a big difference because
446
00:14:12,533 --> 00:14:14,300
the high resolution frames
447
00:14:14,366 --> 00:14:15,566
are raw and
448
00:14:15,566 --> 00:14:17,266
the quick times are graded
449
00:14:17,600 --> 00:14:19,000
so here's the thing now
450
00:14:19,000 --> 00:14:21,600
um we have to give editorial
451
00:14:21,733 --> 00:14:22,733
quick times
452
00:14:22,733 --> 00:14:24,200
with our visual effects
453
00:14:24,200 --> 00:14:26,366
but the quick times have to look exactly like
454
00:14:26,366 --> 00:14:27,866
the stuff they already have there
455
00:14:27,866 --> 00:14:30,300
if we send them something that has a different color
456
00:14:30,300 --> 00:14:31,566
it's gonna look weird to them
457
00:14:31,566 --> 00:14:33,166
and it will cause problems
458
00:14:33,333 --> 00:14:35,100
the thing is that we um
459
00:14:35,100 --> 00:14:36,200
don't have that color
460
00:14:36,200 --> 00:14:37,866
because we've been working on the
461
00:14:37,866 --> 00:14:38,700
raw footage
462
00:14:38,700 --> 00:14:40,566
so we have to um
463
00:14:40,566 --> 00:14:42,166
match by eye
464
00:14:42,733 --> 00:14:43,400
a color that
465
00:14:43,400 --> 00:14:45,000
was applied a long time ago
466
00:14:45,000 --> 00:14:46,166
to a quick times
467
00:14:46,166 --> 00:14:47,066
and that's of course
468
00:14:47,066 --> 00:14:48,233
not always easy
469
00:14:48,466 --> 00:14:49,566
now on some movies
470
00:14:49,566 --> 00:14:51,000
especially ones that have
471
00:14:51,000 --> 00:14:52,333
lots of visual effects
472
00:14:52,333 --> 00:14:54,166
and usually also are
473
00:14:54,200 --> 00:14:55,466
set up technically
474
00:14:55,466 --> 00:14:57,400
um for visual effects
475
00:14:57,533 --> 00:14:58,500
this will be sold
476
00:14:58,500 --> 00:14:59,666
by having a
477
00:14:59,666 --> 00:15:01,066
one unified lot
478
00:15:01,066 --> 00:15:02,066
or look up table
479
00:15:02,066 --> 00:15:02,666
that will be
480
00:15:02,666 --> 00:15:03,333
applied to all
481
00:15:03,333 --> 00:15:04,166
the footage
482
00:15:04,200 --> 00:15:05,066
and editorial
483
00:15:05,066 --> 00:15:06,600
will be working with that lot
484
00:15:06,600 --> 00:15:08,800
and visual effects will be working with it
485
00:15:09,200 --> 00:15:11,033
that makes things very easy
486
00:15:11,100 --> 00:15:12,000
unfortunately
487
00:15:12,000 --> 00:15:13,200
this is almost never
488
00:15:13,200 --> 00:15:14,400
the case in um
489
00:15:14,400 --> 00:15:15,566
most movies
490
00:15:15,866 --> 00:15:16,733
and that's where
491
00:15:16,733 --> 00:15:18,733
you have to go into um
492
00:15:18,733 --> 00:15:20,233
grading your
493
00:15:20,566 --> 00:15:22,366
work to match a tutorial
494
00:15:22,366 --> 00:15:23,900
and this is what we're gonna look at
495
00:15:23,900 --> 00:15:25,233
now in nuke
496
00:15:25,366 --> 00:15:26,100
so let's open
497
00:15:26,100 --> 00:15:27,000
nuke and uh
498
00:15:27,000 --> 00:15:27,800
we wanna look at
499
00:15:27,800 --> 00:15:28,566
the shot that we're
500
00:15:28,566 --> 00:15:29,866
we'll start working on in
501
00:15:29,866 --> 00:15:31,633
the next class s H
502
00:15:31,700 --> 00:15:33,566
3:40 and first
503
00:15:33,566 --> 00:15:34,200
let's bring in
504
00:15:34,200 --> 00:15:35,733
the editorial reference
505
00:15:35,733 --> 00:15:36,700
so that would be in
506
00:15:36,700 --> 00:15:37,700
the riff folder
507
00:15:41,333 --> 00:15:43,633
and we want the graded quick time
508
00:15:43,733 --> 00:15:45,066
the one that has the grade
509
00:15:46,066 --> 00:15:48,533
and as you can see
510
00:15:48,533 --> 00:15:51,833
um this is of course HD and it's Avid D& X
511
00:15:51,900 --> 00:15:54,600
now this codec is usually used
512
00:15:54,600 --> 00:15:57,333
um when exporting or importing to the avid
513
00:15:57,333 --> 00:15:58,700
so in the film industry
514
00:15:58,700 --> 00:16:02,066
it's pretty much the standard for quick times
515
00:16:02,300 --> 00:16:06,000
now rvdn XHD comes in different levels of quality
516
00:16:06,166 --> 00:16:09,800
uh the 36 which is this quick time is the lowest one
517
00:16:09,800 --> 00:16:11,900
so it's fast and quick
518
00:16:11,900 --> 00:16:13,600
but the quality is not very good
519
00:16:13,600 --> 00:16:17,600
um we're gonna use the AVDNX36 here in this course
520
00:16:17,700 --> 00:16:21,400
for posting uh your shots for review because it's small
521
00:16:21,600 --> 00:16:22,733
and quick to download
522
00:16:22,733 --> 00:16:24,866
at a certain point where you wanna show
523
00:16:24,866 --> 00:16:26,666
higher quality work you wanna
524
00:16:27,133 --> 00:16:29,166
you might wanna jump into 1:15
525
00:16:29,166 --> 00:16:31,633
which is a higher quality setup
526
00:16:31,866 --> 00:16:32,900
larger files
527
00:16:33,366 --> 00:16:35,300
so now let's bring in the uh
528
00:16:35,300 --> 00:16:37,433
the original plate for this shot
529
00:16:43,766 --> 00:16:45,866
and this is of course the 3K
530
00:16:46,466 --> 00:16:47,600
raw footage
531
00:16:47,666 --> 00:16:49,533
and the first thing we see when we
532
00:16:49,533 --> 00:16:51,666
AB between them is that they don't match
533
00:16:51,666 --> 00:16:53,633
and the reason is that usually
534
00:16:53,900 --> 00:16:55,866
what you get from editorial is
535
00:16:55,866 --> 00:16:57,866
the exact length in the cut
536
00:16:58,266 --> 00:16:59,966
but what you get from the lab
537
00:16:59,966 --> 00:17:01,966
in terms of high resolution frames
538
00:17:01,966 --> 00:17:03,366
you usually get handles
539
00:17:03,366 --> 00:17:05,733
usually eight frames at the beginning and the end
540
00:17:05,733 --> 00:17:07,200
or head and tail
541
00:17:07,366 --> 00:17:08,666
um in this case
542
00:17:08,666 --> 00:17:09,400
in our case
543
00:17:09,400 --> 00:17:11,000
we actually have 12 frames
544
00:17:11,000 --> 00:17:12,033
head and tail
545
00:17:12,366 --> 00:17:14,300
um so you wanna
546
00:17:14,466 --> 00:17:16,433
move it 12 frames
547
00:17:16,566 --> 00:17:19,333
uh backwards to match to the quick time
548
00:17:19,333 --> 00:17:21,533
but if you also look at the shot
549
00:17:21,533 --> 00:17:24,366
you see that it's actually starting at frame 1000
550
00:17:24,366 --> 00:17:26,366
where is our quick time starts
551
00:17:26,366 --> 00:17:26,966
at frame one
552
00:17:26,966 --> 00:17:29,666
so if we go back to the plate
553
00:17:29,666 --> 00:17:34,366
let's change frame to start at and put it at frame 1
554
00:17:34,500 --> 00:17:36,100
now it's gonna start at frame 1
555
00:17:36,100 --> 00:17:39,200
now we can add a temporary time offset
556
00:17:39,666 --> 00:17:42,833
and put it back to minus 12
557
00:17:43,400 --> 00:17:45,466
and now if we AB between them
558
00:17:45,466 --> 00:17:48,166
they should match in terms of the frame
559
00:17:50,333 --> 00:17:52,800
now you see that in this specific case
560
00:17:52,800 --> 00:17:56,800
the colored Quick time is not too far from the original
561
00:17:56,966 --> 00:17:59,400
so you can just go ahead and
562
00:17:59,666 --> 00:18:00,533
put a grade node
563
00:18:00,533 --> 00:18:03,066
and very easily kind of match this color
564
00:18:03,100 --> 00:18:05,866
so it has more contrast a little bit brighter
565
00:18:05,866 --> 00:18:08,500
so you wanna probably turn down the gamma
566
00:18:08,766 --> 00:18:10,200
turn up the gain
567
00:18:11,566 --> 00:18:13,033
probably more gain
568
00:18:13,800 --> 00:18:17,366
it also feels a tiny bit more blue so you wanna
569
00:18:18,100 --> 00:18:20,233
maybe add a little bit more blue
570
00:18:21,133 --> 00:18:23,033
you can look at the yellow colors
571
00:18:23,733 --> 00:18:26,100
maybe we went a bit too far in the gamma
572
00:18:26,333 --> 00:18:29,433
now this is all fine and dandy when you have a
573
00:18:29,933 --> 00:18:32,800
a very easy grade like this but things can
574
00:18:33,000 --> 00:18:35,200
very easily become very complicated
575
00:18:35,200 --> 00:18:38,066
and you have a hard time matching the grades
576
00:18:38,066 --> 00:18:41,333
and this is where an a really useful um
577
00:18:41,333 --> 00:18:43,233
new tool in UK comes in
578
00:18:43,333 --> 00:18:45,866
the match grade so let's now take a look at that
579
00:18:45,866 --> 00:18:50,000
so let's delete our own grade and let's bring in the um
580
00:18:50,000 --> 00:18:51,166
match grade node
581
00:18:53,866 --> 00:18:56,066
and you wanna connect your source
582
00:18:56,300 --> 00:18:59,533
to your to what you wanna grade and the target
583
00:18:59,533 --> 00:19:01,966
to the uh graded element
584
00:19:01,966 --> 00:19:05,266
now one thing you really really have to remember
585
00:19:05,300 --> 00:19:09,366
uh both source and target have to match exactly
586
00:19:09,366 --> 00:19:11,966
and if you look at our resolution
587
00:19:12,066 --> 00:19:14,133
when you AB doesn't look different
588
00:19:14,133 --> 00:19:17,600
but actually here we have 2880
589
00:19:18,000 --> 00:19:19,800
and here we're talking HD
590
00:19:19,800 --> 00:19:22,366
so if you try to use the match grade
591
00:19:22,366 --> 00:19:24,900
without reformating um
592
00:19:24,900 --> 00:19:28,900
your your source material it's gonna go all crazy
593
00:19:29,000 --> 00:19:31,366
because the pixels need to be
594
00:19:31,400 --> 00:19:34,200
exactly on top of each other so
595
00:19:34,366 --> 00:19:37,100
all you need to do is add a reformat node here
596
00:19:40,266 --> 00:19:44,166
and set it to HD so it matches the uh the quick time
597
00:19:44,966 --> 00:19:46,966
now you can also see that there is
598
00:19:46,966 --> 00:19:48,866
a big difference between the quality
599
00:19:48,866 --> 00:19:52,533
even reformatted between the quality of the raw frames
600
00:19:52,533 --> 00:19:53,666
and the quick time
601
00:19:53,666 --> 00:19:54,766
it's not just the colour
602
00:19:54,766 --> 00:19:55,466
it's just that
603
00:19:55,466 --> 00:19:56,133
look at the hair
604
00:19:56,133 --> 00:19:57,566
I mean we lost all of it
605
00:19:58,000 --> 00:20:00,400
but the match grade will look through it
606
00:20:00,400 --> 00:20:02,166
and will still do a good job
607
00:20:02,166 --> 00:20:03,366
so basically
608
00:20:03,366 --> 00:20:05,100
if we look at our target
609
00:20:05,100 --> 00:20:07,000
and we double click on the match grade
610
00:20:07,100 --> 00:20:10,166
we have to give it a few key frames to check
611
00:20:10,333 --> 00:20:11,933
and depending on the footage
612
00:20:11,933 --> 00:20:13,200
sometimes uh
613
00:20:13,200 --> 00:20:14,800
one key frame is enough
614
00:20:15,133 --> 00:20:16,566
uh sometimes you need more
615
00:20:16,566 --> 00:20:19,400
if there's more color changes going on through
616
00:20:19,900 --> 00:20:21,200
uh in this case
617
00:20:21,600 --> 00:20:23,100
you know one might be enough
618
00:20:23,100 --> 00:20:24,166
but we'll just give it
619
00:20:24,166 --> 00:20:25,600
um 3 keyframe
620
00:20:25,600 --> 00:20:27,766
so we go somewhere that we wanna grab
621
00:20:27,766 --> 00:20:29,900
we add a keyframe
622
00:20:30,566 --> 00:20:32,100
let's go another area
623
00:20:32,266 --> 00:20:33,733
and another keyframe
624
00:20:33,733 --> 00:20:36,100
and let's add a third one towards the end
625
00:20:37,066 --> 00:20:39,266
and now we can let
626
00:20:39,366 --> 00:20:41,466
the match grade just do its work
627
00:20:41,800 --> 00:20:44,033
so analyze reference frames
628
00:20:44,066 --> 00:20:45,466
it's gonna look at these frames
629
00:20:45,466 --> 00:20:46,600
match the grade
630
00:20:46,733 --> 00:20:48,866
and now if we look through it and we
631
00:20:48,866 --> 00:20:50,666
compare to the quick time
632
00:20:50,733 --> 00:20:52,300
and I'm a being now
633
00:20:52,300 --> 00:20:53,800
the only difference I'm seeing
634
00:20:53,800 --> 00:20:56,166
if I'll zoom in is the difference in quality
635
00:20:56,166 --> 00:20:58,600
but the grades are spot on
636
00:20:59,066 --> 00:21:01,766
so now you might say here
637
00:21:01,766 --> 00:21:03,166
my life is so much easier
638
00:21:03,166 --> 00:21:04,333
I have this wonderful tool
639
00:21:04,333 --> 00:21:05,766
it is a wonderful tool
640
00:21:05,766 --> 00:21:07,600
but like all automated
641
00:21:07,766 --> 00:21:09,666
tools it has pit falls
642
00:21:09,666 --> 00:21:11,166
and I wanna show you
643
00:21:11,333 --> 00:21:13,000
a a good example of when
644
00:21:13,000 --> 00:21:15,000
you don't want to use the match grade
645
00:21:15,933 --> 00:21:18,566
so what I have here is a plate of
646
00:21:18,566 --> 00:21:20,433
one of the shots we're gonna work on
647
00:21:20,700 --> 00:21:23,966
and I took this plate and created a grade
648
00:21:24,266 --> 00:21:26,100
and this time it's not even a quick time
649
00:21:26,100 --> 00:21:27,766
it's stealing the XR
650
00:21:27,933 --> 00:21:29,100
the same format
651
00:21:29,533 --> 00:21:32,800
now when you compare between the non graded plate
652
00:21:32,800 --> 00:21:33,966
and the graded plate
653
00:21:34,066 --> 00:21:36,066
you can see that there are some things
654
00:21:36,066 --> 00:21:37,900
that look a bit weird over here
655
00:21:37,900 --> 00:21:39,600
and this is based on my experience
656
00:21:39,600 --> 00:21:40,666
a lot of Times
657
00:21:40,666 --> 00:21:42,966
Daily's grades are done on
658
00:21:42,966 --> 00:21:44,500
8 bit quick times
659
00:21:44,533 --> 00:21:46,400
and the extreme ranges
660
00:21:46,400 --> 00:21:48,700
especially the highlights get crushed
661
00:21:48,733 --> 00:21:51,400
in um in all kinds of weird ways
662
00:21:51,400 --> 00:21:53,700
and this is actually typical of a grade
663
00:21:53,700 --> 00:21:55,433
you might need to match to
664
00:21:55,766 --> 00:21:57,266
and um first
665
00:21:57,266 --> 00:21:59,466
let's see what happens when we uh
666
00:21:59,466 --> 00:22:01,300
use the match grade node
667
00:22:02,100 --> 00:22:04,233
so let's bring it on
668
00:22:06,466 --> 00:22:08,000
and connect it
669
00:22:09,100 --> 00:22:13,466
and let's do the usual thing select uh three key frames
670
00:22:20,700 --> 00:22:21,500
and
671
00:22:23,333 --> 00:22:25,233
let it do the analyzing
672
00:22:29,300 --> 00:22:30,733
okay so here's the result
673
00:22:30,733 --> 00:22:33,766
and if we compare it to the graded plate
674
00:22:34,100 --> 00:22:35,100
it's wonderful
675
00:22:35,100 --> 00:22:38,200
excellent it's almost 100% identical
676
00:22:38,200 --> 00:22:39,466
slight differences
677
00:22:39,466 --> 00:22:42,700
so match grade is doing a terrific job
678
00:22:42,700 --> 00:22:44,666
I think it's doing probably a better
679
00:22:44,666 --> 00:22:46,766
job than most of us can do by
680
00:22:46,900 --> 00:22:49,166
eyeballing and grading manually
681
00:22:49,700 --> 00:22:51,200
so all this is great
682
00:22:51,466 --> 00:22:55,900
but here is uh what happens if you start working
683
00:22:55,900 --> 00:22:56,500
on your comp
684
00:22:56,500 --> 00:22:57,766
so to give you an example
685
00:22:57,766 --> 00:22:59,100
I'll add a grade note here
686
00:22:59,100 --> 00:23:00,600
say you're working on your comp now
687
00:23:00,600 --> 00:23:03,466
and of course this is before it gets that final grade
688
00:23:03,866 --> 00:23:06,766
um and let's say in your comp
689
00:23:06,766 --> 00:23:08,300
you're doing some color changes
690
00:23:08,300 --> 00:23:10,800
and you pull a little bit of the green out
691
00:23:10,800 --> 00:23:12,133
so let's do that
692
00:23:12,133 --> 00:23:14,566
and start pulling a little bit of the green out
693
00:23:16,266 --> 00:23:17,500
just a little bit
694
00:23:18,800 --> 00:23:21,133
alright so look what's happening right there
695
00:23:21,133 --> 00:23:21,866
around the sun
696
00:23:21,866 --> 00:23:24,366
something very bad is happening
697
00:23:24,666 --> 00:23:26,566
and if we look at um
698
00:23:26,566 --> 00:23:29,066
the grade without the match grade
699
00:23:29,066 --> 00:23:29,800
it looks good
700
00:23:29,800 --> 00:23:31,300
so that's uh
701
00:23:31,300 --> 00:23:32,900
with pulling the greens down
702
00:23:32,900 --> 00:23:34,933
that's without everything is well
703
00:23:34,933 --> 00:23:37,800
so it's pretty obvious that whatever is happening is
704
00:23:37,800 --> 00:23:39,866
caused by the match rate
705
00:23:40,066 --> 00:23:41,733
and basically um
706
00:23:41,733 --> 00:23:44,066
the reason it doesn't work like this is
707
00:23:44,566 --> 00:23:47,800
the way I created this grade was kind of simulate how
708
00:23:47,800 --> 00:23:49,800
grades are applied to 8 beat
709
00:23:49,800 --> 00:23:51,700
footage or 8 beat quick times
710
00:23:51,700 --> 00:23:52,966
all the clamping that
711
00:23:52,966 --> 00:23:55,200
happens and the crushing of the highlights
712
00:23:55,200 --> 00:23:57,300
now Match Grade is an automated tool
713
00:23:57,300 --> 00:23:58,766
so he doesn't think that way
714
00:23:58,766 --> 00:24:00,000
doesn't think oh well
715
00:24:00,000 --> 00:24:02,933
but maybe I shouldn't crash the highlight so much
716
00:24:02,933 --> 00:24:04,400
even though it's like it's great
717
00:24:04,400 --> 00:24:06,066
it's just doing what it's supposed to do
718
00:24:06,066 --> 00:24:07,766
and trying its best to match
719
00:24:07,766 --> 00:24:09,166
but this is causing problems
720
00:24:09,166 --> 00:24:11,900
because it's pulling and pushing the colours in a way
721
00:24:11,900 --> 00:24:15,033
that make it really hard to work on the comp without
722
00:24:15,666 --> 00:24:17,300
having all kinds of issues
723
00:24:17,766 --> 00:24:20,300
so in a case like this
724
00:24:20,300 --> 00:24:22,733
you definitely wanna go and create your own
725
00:24:22,733 --> 00:24:24,600
manual grade by eyeballing
726
00:24:24,600 --> 00:24:26,500
and I have one here
727
00:24:26,566 --> 00:24:28,800
and you can see that it's not as
728
00:24:30,100 --> 00:24:31,633
similar to the
729
00:24:32,100 --> 00:24:34,300
reference as the match grade did
730
00:24:34,600 --> 00:24:37,000
but the good thing about this grade
731
00:24:37,000 --> 00:24:39,800
is that it doesn't hurt the highlights in the same way
732
00:24:39,800 --> 00:24:42,900
because I use the clamp to kind of pull down
733
00:24:42,933 --> 00:24:45,000
the sky the way was in the grade
734
00:24:45,166 --> 00:24:48,966
and if I copy that little green pulling
735
00:24:49,566 --> 00:24:53,000
and put it here and we compare the results
736
00:24:54,366 --> 00:24:58,566
so here we have these horrible artifacts happening
737
00:24:58,900 --> 00:25:01,400
and here it's working fine
738
00:25:01,933 --> 00:25:03,833
so then again
739
00:25:03,900 --> 00:25:06,133
a match grade is a is a wonderful tool
740
00:25:06,133 --> 00:25:07,866
but be careful when you use it
741
00:25:07,933 --> 00:25:09,400
be careful what you match to
742
00:25:09,400 --> 00:25:11,866
because sometimes it can cause problems
743
00:25:11,866 --> 00:25:14,566
so now let's go back to our first match grade
744
00:25:14,566 --> 00:25:17,000
so in case you do wanna use the match grade
745
00:25:17,000 --> 00:25:17,900
like in this case
746
00:25:17,900 --> 00:25:19,766
which is gonna work just fine
747
00:25:19,900 --> 00:25:21,900
what you want to do is export
748
00:25:21,900 --> 00:25:25,233
a lot file from the match grade so that you can use
749
00:25:25,533 --> 00:25:27,266
to grade your quick times
750
00:25:27,266 --> 00:25:29,333
and for that you go into the match grade
751
00:25:29,333 --> 00:25:30,700
you go all the way down
752
00:25:31,966 --> 00:25:36,666
it will save a CSP file so you save it as CSP
753
00:25:37,300 --> 00:25:40,033
you're right I'm overriding what I already had there
754
00:25:40,366 --> 00:25:44,266
and then when you need to use that grade in your comp
755
00:25:45,166 --> 00:25:47,833
all you need to do is create a vector field node
756
00:25:49,200 --> 00:25:53,766
um so you can read this lot file and just load it
757
00:25:59,800 --> 00:26:00,900
and this is it
758
00:26:00,900 --> 00:26:02,500
so now you have a lot
759
00:26:02,500 --> 00:26:03,500
that's without
760
00:26:03,500 --> 00:26:04,566
that's with
761
00:26:05,466 --> 00:26:08,966
so now that we have a lot file grade
762
00:26:09,166 --> 00:26:11,166
let's go and take a look at the
763
00:26:11,166 --> 00:26:12,566
basic setup for this creep
764
00:26:12,566 --> 00:26:15,266
so you start of course by bringing the plate
765
00:26:15,866 --> 00:26:18,833
and I know there's always a confusion about
766
00:26:18,900 --> 00:26:21,200
in what color space to bring in the plate
767
00:26:21,200 --> 00:26:23,766
and what color space to look at well
768
00:26:23,766 --> 00:26:25,900
EXRs are usually linear
769
00:26:25,900 --> 00:26:29,200
so much as DPX's are usually logorithmic
770
00:26:29,300 --> 00:26:30,600
it's not always the case
771
00:26:30,600 --> 00:26:31,800
doesn't have to be like that
772
00:26:31,800 --> 00:26:34,233
but there is a very simple rule basically
773
00:26:34,533 --> 00:26:35,900
whatever you bring it in
774
00:26:35,900 --> 00:26:38,000
if you render it out the same way
775
00:26:38,166 --> 00:26:39,700
it will be exactly the same
776
00:26:39,700 --> 00:26:43,166
so if you're worried about sending back to the lab
777
00:26:43,166 --> 00:26:45,666
something that will look different than what they gave
778
00:26:45,666 --> 00:26:47,800
you as long as you keep that rule
779
00:26:47,800 --> 00:26:48,900
everything will work
780
00:26:48,900 --> 00:26:51,600
so if you bring the XR as linear
781
00:26:51,600 --> 00:26:54,000
you should just render it out as linear
782
00:26:54,266 --> 00:26:55,200
whatever you choose
783
00:26:55,200 --> 00:26:57,600
here is a viewing that doesn't really matter
784
00:26:57,666 --> 00:27:00,166
if you decide to bring it in as srgb
785
00:27:00,166 --> 00:27:02,666
just remember to render it as srgb
786
00:27:02,766 --> 00:27:04,400
it will still look the same
787
00:27:04,400 --> 00:27:07,066
and whoever is gonna use this in the di
788
00:27:07,733 --> 00:27:10,266
is gonna load it whichever way they want
789
00:27:10,300 --> 00:27:12,966
so there really isn't a big problem here
790
00:27:13,366 --> 00:27:14,066
on the other hand
791
00:27:14,066 --> 00:27:16,033
when you render your quick times
792
00:27:16,200 --> 00:27:17,100
you wanna render
793
00:27:17,100 --> 00:27:19,766
what you are actually seeing on the screen
794
00:27:19,766 --> 00:27:20,766
in that case
795
00:27:20,766 --> 00:27:23,366
you wanna set them to the color space you're viewing
796
00:27:23,366 --> 00:27:25,400
which in these cases srgb
797
00:27:25,533 --> 00:27:27,400
so we brought in the plate
798
00:27:27,733 --> 00:27:30,066
of course we wanna make it start at frame one
799
00:27:30,066 --> 00:27:31,600
and not frame 1 thousand
800
00:27:31,600 --> 00:27:33,266
so let's change this
801
00:27:34,766 --> 00:27:37,600
and we also want to set our globals
802
00:27:37,600 --> 00:27:39,166
first of all to have the right train
803
00:27:39,166 --> 00:27:42,233
so the shorties 120 frames
804
00:27:42,600 --> 00:27:46,000
let's set our range to 1 to 1:20
805
00:27:46,000 --> 00:27:48,366
and the other thing you wanna do of course
806
00:27:48,366 --> 00:27:49,200
and that's very important
807
00:27:49,200 --> 00:27:53,466
is to set your resolution to the correct one
808
00:27:53,533 --> 00:27:54,800
and that will usually be
809
00:27:54,800 --> 00:27:56,566
the last one that appears there
810
00:27:56,766 --> 00:27:59,933
here is our 2880 by 1620
811
00:27:59,933 --> 00:28:02,066
so this is all set
812
00:28:02,100 --> 00:28:04,500
and now you're gonna do your comp
813
00:28:04,500 --> 00:28:08,600
let's just put a node here and call it comp
814
00:28:10,466 --> 00:28:12,200
and at the end of the comp
815
00:28:12,200 --> 00:28:16,066
you basically want to write two different outputs
816
00:28:16,066 --> 00:28:19,400
one will be the raw output that goes to the eye
817
00:28:19,400 --> 00:28:21,966
and one will be for the quick time
818
00:28:22,266 --> 00:28:24,833
so for the row I'll put just as we said
819
00:28:24,900 --> 00:28:28,000
you want to write back exactly the way you brought it
820
00:28:28,000 --> 00:28:32,266
right EXRS and set your color space to linear
821
00:28:32,266 --> 00:28:34,033
that's as simple as that
822
00:28:35,333 --> 00:28:36,866
for your quick time
823
00:28:37,900 --> 00:28:39,866
you want to add your color grade
824
00:28:39,866 --> 00:28:42,666
so we'll open a Victor Field node
825
00:28:45,466 --> 00:28:48,966
and we'll bring in that lot that we created
826
00:28:53,866 --> 00:28:55,833
she is right here
827
00:29:00,133 --> 00:29:01,266
as we fill out
828
00:29:01,333 --> 00:29:01,900
and of course
829
00:29:01,900 --> 00:29:04,966
we want to reform at the usually will be HD
830
00:29:05,466 --> 00:29:09,433
so let's um reform at this to HD
831
00:29:11,566 --> 00:29:12,566
right here
832
00:29:14,766 --> 00:29:18,666
and for the settings in the right node
833
00:29:18,666 --> 00:29:20,333
so you wanna write an MOV
834
00:29:20,333 --> 00:29:25,600
so for this case let's just go to our shot to
835
00:29:26,866 --> 00:29:31,466
renders cutie and you see I have a separate folder
836
00:29:31,566 --> 00:29:34,966
just for the quick times and let's give you the name
837
00:29:34,966 --> 00:29:37,066
some name just for now
838
00:29:38,666 --> 00:29:43,300
movie and as you set it to mov dot MOV
839
00:29:43,300 --> 00:29:44,566
it's gonna give you all the options
840
00:29:44,566 --> 00:29:46,666
so first as I said
841
00:29:46,733 --> 00:29:48,600
you wanna set your color space
842
00:29:48,600 --> 00:29:50,200
to the one you're viewing
843
00:29:50,200 --> 00:29:51,466
otherwise if it said
844
00:29:51,466 --> 00:29:54,066
for example to the default Gamma 2.2
845
00:29:54,133 --> 00:29:56,866
your Quick Time will come out with a different color
846
00:29:56,966 --> 00:29:58,866
and that's a case for big confusion
847
00:29:58,866 --> 00:30:02,266
so make sure you always match the way you viewed it
848
00:30:02,266 --> 00:30:02,966
if you want
849
00:30:02,966 --> 00:30:06,000
the editor or the director to see what you're seeing
850
00:30:06,000 --> 00:30:07,233
on the Quick Time
851
00:30:07,333 --> 00:30:09,066
and then you wanna set your codec
852
00:30:09,066 --> 00:30:10,366
and as I mentioned before
853
00:30:10,366 --> 00:30:13,900
we wanna work in Avid DNX HD because that's
854
00:30:14,000 --> 00:30:15,800
the most common codec
855
00:30:16,000 --> 00:30:18,633
um for for the avid
856
00:30:18,866 --> 00:30:20,366
so let's set it to this
857
00:30:20,366 --> 00:30:21,800
click on advance
858
00:30:23,533 --> 00:30:24,900
and bring in this
859
00:30:24,900 --> 00:30:30,000
and we probably wanna use 23.98 frames per second
860
00:30:30,000 --> 00:30:32,500
if it goes to an editing suit like the avid
861
00:30:32,733 --> 00:30:34,766
we don't need millions of colors
862
00:30:34,766 --> 00:30:36,966
plus that's for Alfa or other things
863
00:30:36,966 --> 00:30:38,800
they don't need millions of colors
864
00:30:38,900 --> 00:30:40,433
we wanna set it to
865
00:30:40,500 --> 00:30:43,000
RGB levels because we're rendering it as RGB
866
00:30:43,000 --> 00:30:43,900
that's important
867
00:30:43,900 --> 00:30:45,166
if it was Rex 7:09
868
00:30:45,166 --> 00:30:46,233
we would like this
869
00:30:46,966 --> 00:30:49,666
no Alpha and finally
870
00:30:49,666 --> 00:30:50,833
we want to use
871
00:30:51,133 --> 00:30:56,400
the 23.976 DNX AG36 beat
872
00:30:56,400 --> 00:30:59,000
so you see we have one 15 and one 75
873
00:30:59,000 --> 00:31:00,166
these are higher
874
00:31:01,266 --> 00:31:02,533
qualities for now
875
00:31:02,533 --> 00:31:04,100
we use 36 beat
876
00:31:04,733 --> 00:31:05,766
we said all that
877
00:31:05,766 --> 00:31:07,233
that's ready to go
878
00:31:07,666 --> 00:31:09,900
and that's basically it
879
00:31:10,500 --> 00:31:13,366
now what I suggest is that you render out
880
00:31:13,400 --> 00:31:15,300
the first version v 0
881
00:31:15,300 --> 00:31:17,700
1 uh which will be just the plate
882
00:31:17,700 --> 00:31:20,100
and you render it out also as a quick time
883
00:31:20,100 --> 00:31:21,200
using your grade
884
00:31:21,200 --> 00:31:22,533
that will allow you in
885
00:31:22,533 --> 00:31:23,966
uh hero to uh
886
00:31:23,966 --> 00:31:26,733
quickly go back and forth between your next version
887
00:31:26,733 --> 00:31:28,600
which will be already the comp
888
00:31:28,900 --> 00:31:30,000
and the plate
889
00:31:30,166 --> 00:31:31,933
it's also important that you have
890
00:31:31,933 --> 00:31:33,866
a good folder structure for your shot
891
00:31:33,866 --> 00:31:37,066
and that you can keep it consistent between the shots
892
00:31:37,400 --> 00:31:38,566
here is what I suggest
893
00:31:38,566 --> 00:31:40,533
of course you can do any variation on that
894
00:31:40,533 --> 00:31:42,500
as long as you know where your stuff is
895
00:31:42,700 --> 00:31:45,766
um a 2D folder has all the nuke scripts
896
00:31:45,766 --> 00:31:48,800
uh the hero um files
897
00:31:48,900 --> 00:31:51,933
any Photoshop files and so forth um
898
00:31:51,933 --> 00:31:54,400
the 3D will have your myocene files
899
00:31:54,400 --> 00:31:56,266
featurey or whatever you're using
900
00:31:56,266 --> 00:31:58,366
that's a 3D software
901
00:31:58,566 --> 00:31:59,333
in elements
902
00:31:59,333 --> 00:32:02,600
you're gonna put all your matte paintings or renders
903
00:32:04,066 --> 00:32:05,866
um plates of course
904
00:32:05,866 --> 00:32:07,600
will be the plate itself
905
00:32:07,600 --> 00:32:09,066
as you can see here
906
00:32:09,600 --> 00:32:11,133
ref is a good one to put
907
00:32:11,133 --> 00:32:12,700
all kinds of reference material
908
00:32:12,700 --> 00:32:13,300
for example
909
00:32:13,300 --> 00:32:16,066
now we have the two quick times from a tutorial
910
00:32:16,266 --> 00:32:18,966
the non graded and the graded as reference
911
00:32:19,100 --> 00:32:19,733
and finally
912
00:32:19,733 --> 00:32:20,966
the renders folder
913
00:32:20,966 --> 00:32:24,766
or where you put your final renders or new renders
914
00:32:25,200 --> 00:32:28,366
as opposed to the 3D renders which will go in elements
915
00:32:28,400 --> 00:32:30,166
and here we have
916
00:32:30,333 --> 00:32:32,666
um a folder for each new
917
00:32:32,666 --> 00:32:35,633
version that you create for the EXRS
918
00:32:35,766 --> 00:32:39,233
and the Quick Time folders that have all these versions
919
00:32:39,666 --> 00:32:43,200
of the quick times that correspond to the um the XRS
920
00:32:43,200 --> 00:32:44,133
and as you can see
921
00:32:44,133 --> 00:32:45,966
I named them v zero one
922
00:32:45,966 --> 00:32:48,400
v zero two and not t for take
923
00:32:48,400 --> 00:32:50,000
uh that simply because hero
924
00:32:50,000 --> 00:32:52,766
will automatically look at anything named V
925
00:32:53,000 --> 00:32:55,533
number and trade it as a new version
926
00:32:55,533 --> 00:32:57,566
so this is it for this class
927
00:32:57,566 --> 00:33:01,666
and in the next class we're going to work on the shot s
928
00:33:01,666 --> 00:33:06,233
H 3:40 and you got a few JPGs and one of them
929
00:33:06,366 --> 00:33:08,500
should be the background for the shot
930
00:33:08,766 --> 00:33:09,966
so take a look at it
931
00:33:09,966 --> 00:33:12,200
and feel free to start working on the shot
932
00:33:12,200 --> 00:33:14,633
and I'll see you all next week bye bye
63202
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