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These are the user uploaded subtitles that are being translated: 1 00:00:06,366 --> 00:00:07,400 hi everyone 2 00:00:07,400 --> 00:00:10,833 and welcome to the first class of Nuke 3:09 3 00:00:11,133 --> 00:00:11,666 and I must say 4 00:00:11,666 --> 00:00:14,566 I'm really excited because what we're gonna work on 5 00:00:14,700 --> 00:00:18,766 uh in this course is equal to working on a feature film 6 00:00:18,900 --> 00:00:21,300 uh the quality of the material is high 7 00:00:21,333 --> 00:00:23,300 these are 3K plates 8 00:00:23,566 --> 00:00:25,066 and the shots are challenging 9 00:00:25,066 --> 00:00:25,933 very challenging 10 00:00:25,933 --> 00:00:27,700 and each one of the three shots 11 00:00:27,866 --> 00:00:29,800 has its own little quirks and 12 00:00:29,800 --> 00:00:31,666 problems that will have to solve 13 00:00:31,666 --> 00:00:33,066 so it's not gonna be easy 14 00:00:33,066 --> 00:00:35,200 but it's definitely gonna be interesting 15 00:00:35,266 --> 00:00:37,333 in addition to the three shots that we're 16 00:00:37,333 --> 00:00:38,733 going to work on 17 00:00:38,733 --> 00:00:40,200 you'll get a fourth shot 18 00:00:40,200 --> 00:00:42,600 that's completely for you to work on 19 00:00:43,000 --> 00:00:44,000 and who knows 20 00:00:44,000 --> 00:00:47,033 maybe the best ones will find their way into the film 21 00:00:47,333 --> 00:00:48,400 so in this class 22 00:00:48,400 --> 00:00:49,700 I want to start by 23 00:00:49,766 --> 00:00:51,933 analyzing the three shots and kind of 24 00:00:51,933 --> 00:00:54,733 identifying the problems and what's ahead of us 25 00:00:54,733 --> 00:00:57,766 and then move on to talk about color 26 00:00:57,766 --> 00:01:00,100 procedure and workflow for the effects 27 00:01:00,366 --> 00:01:02,700 the way it is usually in movies 28 00:01:02,700 --> 00:01:04,266 so a lot to do 29 00:01:04,266 --> 00:01:05,433 let's get started 30 00:01:07,000 --> 00:01:07,933 so as you can see 31 00:01:07,933 --> 00:01:11,100 I'm having a hero opened here and we're going to 32 00:01:11,100 --> 00:01:13,300 use the software quite a lot in the course 33 00:01:13,500 --> 00:01:16,000 uh hero basically comes into flavors 34 00:01:16,000 --> 00:01:17,066 there's the big hero 35 00:01:17,066 --> 00:01:18,200 the one that I'm having here 36 00:01:18,200 --> 00:01:20,500 the one that we have at the FX PhD 37 00:01:20,733 --> 00:01:23,400 VPN and there's also Hero Player 38 00:01:23,400 --> 00:01:24,766 which is very similar 39 00:01:24,766 --> 00:01:26,566 only it can't export anything 40 00:01:26,566 --> 00:01:28,733 so you can't use it for ingesting 41 00:01:28,733 --> 00:01:30,433 um material 42 00:01:30,533 --> 00:01:33,466 but you can use it as a wonderful review tool 43 00:01:33,466 --> 00:01:35,466 and that's how I use it all the time 44 00:01:35,566 --> 00:01:37,366 and there are several advantages 45 00:01:37,366 --> 00:01:39,466 because when you review shots for your own 46 00:01:39,466 --> 00:01:40,900 or as a supervisor 47 00:01:40,933 --> 00:01:42,933 uh you wanna be able to um 48 00:01:42,933 --> 00:01:45,066 quickly compare between different versions 49 00:01:45,066 --> 00:01:47,366 you wanna be able to AB between 50 00:01:47,533 --> 00:01:49,400 your latest stake and the plate 51 00:01:49,400 --> 00:01:50,433 for example 52 00:01:50,566 --> 00:01:51,800 and hero does all that 53 00:01:51,800 --> 00:01:54,600 and has some really nice goodies that I'll show you 54 00:01:54,600 --> 00:01:56,300 as we go through the course 55 00:01:56,366 --> 00:01:58,633 for now we simply wanna open um 56 00:01:59,333 --> 00:02:00,933 the three shots and look at them 57 00:02:00,933 --> 00:02:03,266 and one of the advantages of hero then 58 00:02:03,266 --> 00:02:06,100 one of the reasons I really like it is that it caches 59 00:02:06,500 --> 00:02:07,133 really fast 60 00:02:07,133 --> 00:02:10,033 so let's load one of the shots 61 00:02:10,466 --> 00:02:11,366 for example 62 00:02:11,366 --> 00:02:14,766 3:40 and I'll just double click on it 63 00:02:15,066 --> 00:02:17,866 and you can see how quickly it caches 64 00:02:18,266 --> 00:02:20,766 so that shot exist on my SSD drive 65 00:02:20,766 --> 00:02:21,866 which helps of course 66 00:02:21,866 --> 00:02:23,266 but even from a regular drive 67 00:02:23,266 --> 00:02:24,366 it will be pretty fast 68 00:02:24,366 --> 00:02:26,633 and in a matter of like a second or two 69 00:02:26,700 --> 00:02:28,000 you can already 70 00:02:28,100 --> 00:02:31,700 um play as a shot in real time 71 00:02:31,700 --> 00:02:33,666 and again we're talking about 72 00:02:34,166 --> 00:02:37,033 2880 by 1620 73 00:02:37,166 --> 00:02:39,766 so that in itself is great 74 00:02:40,000 --> 00:02:43,666 so now that I'm done with my promotion to 75 00:02:44,333 --> 00:02:45,733 to hero in the Foundry 76 00:02:45,733 --> 00:02:48,100 let's go and look at our first shot 77 00:02:48,300 --> 00:02:49,933 and when I say look at it 78 00:02:49,933 --> 00:02:52,433 I really mean kind of analyze it 79 00:02:52,566 --> 00:02:53,966 and this is important 80 00:02:54,066 --> 00:02:55,700 uh if you're a compositor 81 00:02:55,700 --> 00:02:56,666 it's important 82 00:02:56,666 --> 00:02:58,100 that you look at the shot 83 00:02:58,100 --> 00:03:00,766 and figure out in advance what you'll need to do 84 00:03:00,800 --> 00:03:02,600 instead of just jumping on it uh 85 00:03:02,600 --> 00:03:03,800 without thinking ahead 86 00:03:03,800 --> 00:03:05,166 it's important to plant 87 00:03:05,166 --> 00:03:07,166 if you're a supervisor uh 88 00:03:07,166 --> 00:03:09,900 you definitely wanna look at the shot and assess 89 00:03:10,200 --> 00:03:12,966 how much time and how much effort it will take 90 00:03:12,966 --> 00:03:15,733 and you have to give that information to the producer 91 00:03:15,733 --> 00:03:18,366 who needs to beat on it and give it a price 92 00:03:18,700 --> 00:03:21,733 and it's very easy to make a mistake as a compositor 93 00:03:21,733 --> 00:03:22,666 look at it and say 94 00:03:22,666 --> 00:03:23,766 oh well you know 95 00:03:23,766 --> 00:03:26,200 that's a green screenshot easy 96 00:03:26,466 --> 00:03:27,366 of course it's not 97 00:03:27,366 --> 00:03:30,100 it's actually a very hard shot for many reasons 98 00:03:30,100 --> 00:03:31,766 so let's look at it and 99 00:03:31,866 --> 00:03:33,166 figure out why 100 00:03:33,533 --> 00:03:37,600 so um what we have here is this this girl 101 00:03:37,600 --> 00:03:39,200 the hero of the movie 102 00:03:39,200 --> 00:03:41,466 stepping out into her balcony 103 00:03:41,700 --> 00:03:44,700 and what we're supposed to be seeing is 104 00:03:45,300 --> 00:03:48,433 sort of a panorama of the city because 105 00:03:48,533 --> 00:03:50,700 the balcony is supposed to be 106 00:03:51,066 --> 00:03:52,700 on a high floor uh 107 00:03:52,700 --> 00:03:55,166 now the reason there is a green screen there is because 108 00:03:55,166 --> 00:03:57,666 the balcony is not really on a high floor 109 00:03:57,866 --> 00:04:00,466 and it's kind of blocked by other houses 110 00:04:00,600 --> 00:04:02,200 so the first 111 00:04:02,200 --> 00:04:04,633 issue you can see quite immediately 112 00:04:04,966 --> 00:04:05,900 is the tracking 113 00:04:05,900 --> 00:04:07,000 this is a very 114 00:04:07,000 --> 00:04:08,366 very hard track 115 00:04:08,366 --> 00:04:12,166 the camera does an almost one 80 degree turn 116 00:04:12,300 --> 00:04:13,666 well why almost 117 00:04:13,666 --> 00:04:15,566 it does the one 80 degree turn 118 00:04:16,333 --> 00:04:20,400 um but because we have no depth in the shot 119 00:04:20,400 --> 00:04:22,566 everything is blocked by the green screen 120 00:04:22,566 --> 00:04:26,833 there is hardly any parallax and um 121 00:04:27,366 --> 00:04:28,366 the tracking is 122 00:04:28,366 --> 00:04:30,733 one thing we're not gonna do in this course 123 00:04:30,733 --> 00:04:33,400 because it is so hard um 124 00:04:33,600 --> 00:04:36,900 you're more than welcome to try and do it on your own 125 00:04:37,133 --> 00:04:39,833 but we will provide you with the track 126 00:04:40,566 --> 00:04:44,666 so um now that we know that we'll have a track 127 00:04:44,933 --> 00:04:46,166 it's a bit reassuring 128 00:04:46,166 --> 00:04:47,800 let's look at the other problems 129 00:04:47,800 --> 00:04:50,300 so yellow um 130 00:04:50,300 --> 00:04:52,366 tracking markers on a green screen 131 00:04:52,366 --> 00:04:54,166 it's easy to remove them 132 00:04:54,266 --> 00:04:55,866 when they're far from her 133 00:04:55,866 --> 00:04:58,166 but once they go into her hair 134 00:04:58,500 --> 00:04:59,966 as you can see here 135 00:05:00,066 --> 00:05:02,066 we need to go and paint them out 136 00:05:03,066 --> 00:05:04,700 one by one now 137 00:05:04,700 --> 00:05:05,466 I'll show you 138 00:05:05,466 --> 00:05:07,966 the technique to do that later on in the course 139 00:05:07,966 --> 00:05:10,100 but that's one difficulty we have 140 00:05:10,100 --> 00:05:11,866 green screen is very uneven 141 00:05:11,866 --> 00:05:13,500 there is lots of folds 142 00:05:13,500 --> 00:05:14,733 there is lots of 143 00:05:14,733 --> 00:05:16,366 shadowing um 144 00:05:16,366 --> 00:05:18,066 we'll see how we can deal with that 145 00:05:18,066 --> 00:05:19,066 but that of course 146 00:05:19,066 --> 00:05:20,800 it doesn't make the shot easier 147 00:05:21,166 --> 00:05:23,100 now we have all these stands um 148 00:05:23,100 --> 00:05:24,266 they're standing on the floor 149 00:05:24,266 --> 00:05:25,600 they're over the green screen 150 00:05:25,600 --> 00:05:27,200 they're getting in her hair 151 00:05:27,566 --> 00:05:29,166 um looking at that 152 00:05:29,200 --> 00:05:32,066 we have to find a way to get rid of all these 153 00:05:32,066 --> 00:05:34,200 especially when they go into her hair 154 00:05:34,500 --> 00:05:36,166 get rid of them over the green screen 155 00:05:36,166 --> 00:05:37,300 but also clean 156 00:05:37,300 --> 00:05:38,833 plate them on the ground 157 00:05:38,866 --> 00:05:41,966 and when you see so many of them on the floor 158 00:05:42,466 --> 00:05:44,400 um one thing you might 159 00:05:44,966 --> 00:05:47,000 come to conclusion is that 160 00:05:47,300 --> 00:05:48,500 instead of just clean 161 00:05:48,500 --> 00:05:49,566 plating each 162 00:05:49,566 --> 00:05:50,966 piece of these from the floor 163 00:05:50,966 --> 00:05:53,900 it might be easier to just replace the entire floor 164 00:05:54,166 --> 00:05:57,066 and this is probably what we're gonna do oh 165 00:05:57,066 --> 00:05:58,966 if you tracking markers here 166 00:05:59,400 --> 00:06:02,166 um spill is that spill 167 00:06:02,166 --> 00:06:04,300 um that's going on here 168 00:06:04,300 --> 00:06:07,400 everything is green what is it 169 00:06:07,400 --> 00:06:08,266 is that spill 170 00:06:08,266 --> 00:06:10,866 I mean the first Assumption is that it's spill 171 00:06:10,900 --> 00:06:12,933 but this is when you really wanna look at some 172 00:06:12,933 --> 00:06:15,633 photography from the location to figure out 173 00:06:15,666 --> 00:06:16,800 what their original 174 00:06:16,800 --> 00:06:17,533 colours are 175 00:06:17,533 --> 00:06:18,966 because when you have such a big 176 00:06:18,966 --> 00:06:19,700 giant screen 177 00:06:19,700 --> 00:06:21,933 kind of choking everything uh 178 00:06:21,933 --> 00:06:24,700 you can assume that everything will have a lot of spill 179 00:06:24,766 --> 00:06:27,300 so luckily we have some photos 180 00:06:27,300 --> 00:06:28,900 and I brought a few here 181 00:06:29,466 --> 00:06:30,733 off the original location 182 00:06:30,733 --> 00:06:32,700 so here is how the balcony looks 183 00:06:32,700 --> 00:06:33,766 without the green screen 184 00:06:33,766 --> 00:06:35,000 it's actually pretty nice 185 00:06:35,000 --> 00:06:37,200 but it's not serving the purpose of the movie 186 00:06:37,466 --> 00:06:39,166 um we have um 187 00:06:39,166 --> 00:06:40,566 buildings blocking everything 188 00:06:40,566 --> 00:06:43,333 and also we wanna make the balcony look a bit more 189 00:06:43,333 --> 00:06:45,900 um modern um 190 00:06:45,900 --> 00:06:47,166 rich people's 191 00:06:47,166 --> 00:06:48,300 penthouse style 192 00:06:48,300 --> 00:06:49,066 not this kind of 193 00:06:49,066 --> 00:06:51,233 concrete um 194 00:06:51,300 --> 00:06:53,900 but one thing we can see is that we have those shades 195 00:06:53,900 --> 00:06:55,966 and those shades are actually greenish 196 00:06:55,966 --> 00:06:58,600 so when we go back to our shot 197 00:06:59,300 --> 00:07:01,200 uh we have to be careful 198 00:07:01,200 --> 00:07:02,366 uh not to just 199 00:07:02,366 --> 00:07:03,200 automatically 200 00:07:03,200 --> 00:07:04,633 dispel everything 201 00:07:05,066 --> 00:07:06,000 now let's talk about 202 00:07:06,000 --> 00:07:06,600 environment 203 00:07:06,600 --> 00:07:07,400 we just looked at 204 00:07:07,400 --> 00:07:08,900 all the problems of 205 00:07:09,200 --> 00:07:10,566 tracking and 206 00:07:10,566 --> 00:07:12,033 marker removal 207 00:07:12,400 --> 00:07:13,200 rig removal 208 00:07:13,200 --> 00:07:15,400 and so forth um 209 00:07:15,400 --> 00:07:16,666 we have nothing here 210 00:07:16,666 --> 00:07:17,900 besides the floor 211 00:07:18,100 --> 00:07:19,100 so we're supposed 212 00:07:19,100 --> 00:07:20,333 to probably 213 00:07:20,333 --> 00:07:22,000 we need to extend the floor 214 00:07:22,166 --> 00:07:23,700 uh build um 215 00:07:23,700 --> 00:07:24,366 the railing 216 00:07:24,366 --> 00:07:26,666 or whatever is there 217 00:07:27,466 --> 00:07:28,366 at the edge 218 00:07:28,366 --> 00:07:29,466 of the balcony 219 00:07:29,466 --> 00:07:31,066 and then of course 220 00:07:31,100 --> 00:07:32,266 put a background in there 221 00:07:32,266 --> 00:07:33,266 and that background 222 00:07:33,266 --> 00:07:34,000 should serve us 223 00:07:34,000 --> 00:07:35,366 for a big big 224 00:07:35,600 --> 00:07:36,766 camera move 225 00:07:37,133 --> 00:07:38,700 so it's not a simple 226 00:07:38,733 --> 00:07:40,066 you know one played background 227 00:07:40,066 --> 00:07:41,133 we need to either 228 00:07:41,133 --> 00:07:43,066 use a panoramic stitch 229 00:07:43,266 --> 00:07:44,866 or create something similar 230 00:07:44,866 --> 00:07:47,033 that will serve us so 231 00:07:47,166 --> 00:07:48,333 um oh and here 232 00:07:48,333 --> 00:07:49,000 that shadow 233 00:07:49,000 --> 00:07:50,466 under the green screen is never 234 00:07:50,466 --> 00:07:51,400 very helpful 235 00:07:51,400 --> 00:07:52,200 so basically 236 00:07:52,200 --> 00:07:53,733 this is a tough shot 237 00:07:53,733 --> 00:07:54,900 and we'll spend 238 00:07:55,166 --> 00:07:57,566 a few classes just working on it 239 00:07:57,666 --> 00:07:58,900 now we're not gonna start with 240 00:07:58,900 --> 00:07:59,500 each shot though 241 00:07:59,500 --> 00:08:00,966 we're gonna start with another one 242 00:08:00,966 --> 00:08:01,600 so let's look 243 00:08:01,600 --> 00:08:04,466 at this one um 244 00:08:04,800 --> 00:08:05,466 and let's just 245 00:08:05,466 --> 00:08:06,433 let it play 246 00:08:11,133 --> 00:08:15,500 okay so let's talk about simple things 247 00:08:15,500 --> 00:08:16,500 what's easy 248 00:08:17,533 --> 00:08:18,866 no problem tracking here 249 00:08:18,866 --> 00:08:20,566 it's a simple to detrack 250 00:08:20,800 --> 00:08:23,866 um they hardly move the girls 251 00:08:24,066 --> 00:08:26,800 uh much easier to create a background environment 252 00:08:26,800 --> 00:08:27,400 for this one 253 00:08:27,400 --> 00:08:29,066 it can almost be 254 00:08:29,300 --> 00:08:32,333 a steel photo because there is no dolly in 255 00:08:32,333 --> 00:08:34,833 dolly out there is no perspective shift 256 00:08:35,266 --> 00:08:36,866 so that's the easy part 257 00:08:37,266 --> 00:08:38,700 the hard part is extraction 258 00:08:38,700 --> 00:08:39,600 I mean you again 259 00:08:39,600 --> 00:08:42,466 might make the wrong Assumption looking at it 260 00:08:42,466 --> 00:08:44,200 that it's an easy shot yeah 261 00:08:44,200 --> 00:08:45,400 just you know 262 00:08:45,400 --> 00:08:46,233 pull the key 263 00:08:46,666 --> 00:08:48,233 put the background and it's done 264 00:08:48,700 --> 00:08:52,233 the problem with shots like this is uh 265 00:08:52,400 --> 00:08:55,266 detail and we're talking mainly about hair 266 00:08:55,333 --> 00:08:58,133 and about the fact that there is um 267 00:08:58,133 --> 00:09:01,200 a very shallow depth of field and there is a rack focus 268 00:09:01,200 --> 00:09:03,000 so we're focused on this girl 269 00:09:03,000 --> 00:09:04,466 at the beginning of the shot 270 00:09:04,533 --> 00:09:06,966 the other one is completely out of focus 271 00:09:07,266 --> 00:09:09,466 and now we rack focus 272 00:09:09,466 --> 00:09:11,200 and suddenly this one is out of focus 273 00:09:11,200 --> 00:09:12,400 this is in focus 274 00:09:12,666 --> 00:09:15,300 everything that has to do with very soft edge and 275 00:09:15,300 --> 00:09:18,200 edges and very fuzzy edges like hair um 276 00:09:18,200 --> 00:09:19,766 edges that are out of focus 277 00:09:19,766 --> 00:09:21,200 edges that are motion blurred 278 00:09:21,200 --> 00:09:22,533 which we don't really have here 279 00:09:22,533 --> 00:09:24,300 because there is no fast motion 280 00:09:25,000 --> 00:09:26,333 are gonna be hard 281 00:09:26,333 --> 00:09:27,133 and we wanna 282 00:09:27,133 --> 00:09:28,066 and because these 283 00:09:28,066 --> 00:09:30,800 these girls are basically feeling the screen 284 00:09:31,066 --> 00:09:32,066 it's a two shot 285 00:09:32,066 --> 00:09:33,833 we wanna make it look nice 286 00:09:34,100 --> 00:09:36,966 so we're gonna start the course actually with this shot 287 00:09:36,966 --> 00:09:38,033 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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