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hello everyone
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this is class No. 2 of nuke 3:09
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Last week was a little bit on the theoretical side
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this week we have a shot to do
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so there is a lot of work ahead of us
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but before we start
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just a quick question and a pretty quick answer
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so the big question we always ask
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why do I get bad edges
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we're talking about extraction of course
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so in a perfect world
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everything would have a solid edge
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and we would create mats in a matter of seconds
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and our life would be much easier
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but in the real world
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edges are fuzzy
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or some of the edges are half transparent
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especially when
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solid edges out of focus
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that's pretty self explanatory
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solid edges
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motion blurred
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or the object itself is half transparent or translucent
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and here we're talking about everything from hair
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cloth rain fog
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and so forth
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so we have two uh basic issues to deal with them
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the easy one is the hue
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so of course
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uh a green screen is green and a blue screen is blue
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and we'll have green or blue in those fuzzy
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edges that we need to get rid of
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the other one is the big issue
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Lumino City
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so basically
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a green screen is a flat
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background that has
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sort of a unified luminosity
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and whenever you replace that background
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and put something else
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almost always the background that
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you're going to put behind is gonna have
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varying levels of luminosity
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bright and dark
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so wherever the luminosity
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value of the new background does not match
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the luminosity of the green screen
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there is a potential for dark or bright edges
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what we call bad edges
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and that is very simple
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so why do I get bad edges
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because you're replacing the background
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so this is a pretty common misconception
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people think that once they created a perfect
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clean extraction
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they have the alpha or the mats and the color
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and they combine them together
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and now they expect to
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put them over different backgrounds
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and everything will work the same
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but it won't
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whenever you change the background
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problems with edges will pop up again
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so the point I'm trying to make here is very simple
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your extraction really depends on the background
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you're putting behind it
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and whenever you change the background
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or the color of the background
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you have to be aware that it will also change
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your extraction look
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and that needs to be revisited
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so now that I made my point
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let's start working
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so here we are
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ready to go
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I brought in the plate
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I set it to start at frame 1
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and the globals are set
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to start to frame 1 to 1:20
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and the correct format
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I also brought in
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the vector field with our grade from last class
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it's always good to look at your comp
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both ways so that you know how it looks
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in the raw and how it looks in the quick time graded
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and I also brought in the
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four images
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and one of them we should use for the background
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so as I said just before
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it's important to set the background first
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let's just do this
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and for that we'll do a really
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really quick dirty extraction on this
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so I like to use Primat for this
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let's just swipe around
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we really don't wanna spend too much time here
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so we're going to quickly clean up the background
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you can hold control and shift on windows and drag
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that will clean up the whole area
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or you can just hold control like I'm doing right now
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we don't mind if it's a little dirty
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just a little bit here
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and as you see
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I'm playing with the gamma to see both the um
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the mat and the background
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and now let's clean up the mat itself
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so that it doesn't have too many holes
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so right here
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and right here
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and that would be good for our purposes
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oop I got some
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background noise to clean up here
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yeah I think that's good enough
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okay let's bring the gamma back
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and this is about as dirty as we can get
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um the other thing I wanna bring up at this point is um
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spill suppression
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so in your class material
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you should have the Pixel Fudger plugin
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it's a little set of plugins that's available for free
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and the kill spill is probably the best spiller I know
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I really like using it
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I think that once you use it
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you'll never wanna go back to other methods
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um so it's easy to install
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just drop them in the plugins folder
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and uh let's use that just to kill the spiel
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so we don't have that green because that may
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might confuse us when we do the color
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for the background
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um so let's go into that bringing the keel spiel
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and now we just wanna copy the mat
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our prime mat
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and copy the color through the spiel suppression
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and let's pre multiply this
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and now we have an ugly
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but usable mat for setting the backgrounds
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now let's put something behind and see how it looks
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if we look at these
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these are 5K
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um these are steals um
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so of course we need to reform at them just to explain
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as you can see there are in the shoe store
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so we need to
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make them feel like they are in a shoe store
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this one looks like it's the outside of the store
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but let's just try this one
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so we just wanna reform at it
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and we wanna put our foreground over
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well yeah that
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that makes them look like they're outside the store
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so this one we can delete
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let's try this one
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the same thing
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it's outside the store
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so we're left with two um
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that one feels like it's gonna be problematic
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um for several reasons
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the angle feels a little weird
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even if we tweak the scaling so forth
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um the other thing is the lighting on them
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if you look at the plate
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let's see when she's in focus
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the um the red haired girl
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um there is
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some kind of strong light coming from this side
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which we don't quite feel here actually
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we feel like the light is coming from the other
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way around we can try and uh flop it
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but that's not looking great either
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let's try the last one
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and obviously that one would make the best candidate
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with a little bit of tweaking
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so let's do that
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now at this point
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before we start repositioning the background to
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uh to work uh
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it might be a good idea to track it in um
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since there is a lot of uh camera
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it's kind of handheld camera move
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so um we wanna do that because we wanna know uh
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if we rescale it
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how much of it goes out of frame and so forth
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cause it's moving quite a lot there
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so uh let's add a tracker node
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and I don't think I need to teach you how to track
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pointing 2D
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that's I'm sure you all know
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but just two things
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one advice is I usually turn off the blue channel
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just because it's the noisy one
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and it usually helps to get a cleaner track
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the other thing
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just looking at these specific footage
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we start off with the tracking markers
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completely out of focus and then they come in focus
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so it might actually be a good idea
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to track from the end towards the beginning
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um just so that we start with in focus trackers
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so um you know let's add a track here
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we wanna get this nice marker
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maybe expand the range a little bit
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and that's about it
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you can let it track
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and I usually
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as it goes I'm tracking backwards
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I usually just look at the
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at this window and as long as I see that nothing is
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moving or hardly moving
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I know that I have a good enough track
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which uh it looks like this
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so this is about as easy as it can get
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let's see how it handles the uh
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out of focus
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everything is great
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so we got a track
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no problem there
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now we're gonna use this track for a lot of things
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because everything moves in this shot
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this kind of the same way
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we're gonna use it for the background
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but we can also use it for any paint work
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uh that we can track any rotos and so forth
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so this will be our master track here
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let's just change it
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the transform from non to match move one point
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and now we can always
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clone that track and use it everywhere
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so let's just do that
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old K to clone
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and we'll put this
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so now and um
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we can look at it at
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8 so it goes fast
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we have a track
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now a little trick you know
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sometimes when you track a green screen like this
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everything feels almost too perfect
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like the background is uh
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moving exactly like the foreground
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uh now on Small Moves like this
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there really is not gonna be a lot of parallax
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but if you wanna loosen up the track just a little bit
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to get a bit more of a kind of a natural feel um
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you can fake that by simply adding a little expression
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if I go into my tracker transform and um
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let's open the curve 80 tour
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and these are my translate X and y
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on the track
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you can select them just that movement and
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let's edit the expression here
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and we just wanna divide the curve
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to make it basically just loosen it up a little bit
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so we can do curve times
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point nine or let's try point eight
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and do the same for the y times
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point eight
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and we can watch this again
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well that might be a little too much
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but we can always change it later to point 9
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you can see in your curves here
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this is the original curve
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and this is how we kind of squeezed it in a little bit
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so it's not matching perfectly
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um for now let's use um
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you know let's set it to point 9
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I think it's a bit
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a bit too exaggerated so
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just adding a tiny bit of
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leeway there
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and you can see that
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our curves are now getting closer to the original
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now it's a good idea
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from time to time to clear your cash
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especially the buffers that get feeling pretty quick
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and things are slowing down
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I usually clear all three of them
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but for this cash and layback cash
279
00:11:47,933 --> 00:11:49,200
uh so uh let
280
00:11:49,200 --> 00:11:51,233
and let's go back to uh one
281
00:11:51,900 --> 00:11:53,333
cause we wanna look at it
282
00:11:53,333 --> 00:11:54,366
so yeah okay
283
00:11:54,366 --> 00:11:55,500
here's our background
284
00:11:55,500 --> 00:11:56,266
the one thing
285
00:11:56,266 --> 00:11:57,700
except for the color of course
286
00:11:57,700 --> 00:11:59,066
which is totally off
287
00:11:59,200 --> 00:12:00,600
um the one thing that
288
00:12:00,600 --> 00:12:02,800
strikes me is that perspective is wrong
289
00:12:02,800 --> 00:12:05,233
um it feels like we're looking
290
00:12:05,566 --> 00:12:07,666
uh too much down uh
291
00:12:07,666 --> 00:12:09,400
we see too much of the floor
292
00:12:09,500 --> 00:12:14,600
the mannequin just behind her seems awfully high um
293
00:12:14,600 --> 00:12:17,366
what we wanna do and try and adjust as much as we can
294
00:12:17,366 --> 00:12:19,466
since we only have one steel image here
295
00:12:19,466 --> 00:12:20,900
there's not a lot we can do
296
00:12:20,900 --> 00:12:24,300
but we can definitely scale it up a little bit
297
00:12:24,700 --> 00:12:26,000
let's try that
298
00:12:26,400 --> 00:12:30,766
um and then try and move it down as much as we can
299
00:12:32,300 --> 00:12:35,233
that already feels much better
300
00:12:37,400 --> 00:12:40,566
let's make it smaller cause once we scale it up
301
00:12:40,566 --> 00:12:41,166
we're making
302
00:12:41,166 --> 00:12:43,666
the whole environment behind them a little too tight
303
00:12:43,900 --> 00:12:48,233
let's try point um 1.05
304
00:12:49,166 --> 00:12:54,100
um and we get a black edge there it's good
305
00:12:54,100 --> 00:12:57,000
but it almost feels like we wanna lower it a little bit
306
00:12:57,000 --> 00:12:59,900
more and at this point uh yeah
307
00:12:59,900 --> 00:13:03,000
because it feels like the camera is looking slightly up
308
00:13:03,000 --> 00:13:06,133
so that kind of feels better
309
00:13:06,133 --> 00:13:08,266
what if we make it a little bigger
310
00:13:09,566 --> 00:13:14,966
well that's not too bad um now here's our problem
311
00:13:15,266 --> 00:13:18,566
so when we move the background down at the beginning
312
00:13:19,700 --> 00:13:22,000
we're missing a piece at the top
313
00:13:24,766 --> 00:13:26,500
I kind of like this
314
00:13:27,200 --> 00:13:30,166
um let's look at the beginning again
315
00:13:30,400 --> 00:13:34,666
so what if we make it a little bit smaller
316
00:13:37,766 --> 00:13:39,300
let's keep it at 1.1
317
00:13:39,300 --> 00:13:41,666
so that feels pretty good
318
00:13:41,666 --> 00:13:42,933
if that feels good
319
00:13:42,933 --> 00:13:45,866
then our only issue here is um
320
00:13:46,000 --> 00:13:48,733
extending the top to fill in this little gap there
321
00:13:48,733 --> 00:13:50,666
which we can do later on
322
00:13:50,700 --> 00:13:54,100
it's pretty simple and we have to remember that um
323
00:13:54,100 --> 00:13:56,533
the background will be kind of out of focus
324
00:13:56,533 --> 00:13:57,833
throughout the shot
325
00:13:58,266 --> 00:13:59,500
depending on the rock
326
00:13:59,600 --> 00:14:03,166
um so it's probably not a giant matte painting work
327
00:14:03,166 --> 00:14:06,233
probably just extending the color to feeling the
328
00:14:06,400 --> 00:14:07,566
the ceiling there
329
00:14:07,666 --> 00:14:09,200
so let's keep that
330
00:14:09,200 --> 00:14:11,966
maybe just raise it a tiny bit
331
00:14:13,500 --> 00:14:14,833
something like that
332
00:14:15,266 --> 00:14:16,466
um this is good
333
00:14:16,466 --> 00:14:19,600
now the it's time to add a little defocus there
334
00:14:19,600 --> 00:14:22,600
just to see the background to make it feel better
335
00:14:22,600 --> 00:14:23,666
and what we wanna know
336
00:14:23,666 --> 00:14:25,666
I mean we already analyze the shot
337
00:14:25,666 --> 00:14:28,233
and we know that there is a rock focus going on
338
00:14:28,400 --> 00:14:32,833
what we wanna know is where it happens so
339
00:14:33,266 --> 00:14:36,233
a good way to do that is to look at the girl in focus
340
00:14:36,866 --> 00:14:39,700
and see where she starts going out of focus
341
00:14:39,700 --> 00:14:42,766
so now she's definitely out of focus so I'd say
342
00:14:43,600 --> 00:14:46,100
if you look here at her shirt
343
00:14:46,300 --> 00:14:47,700
this is already starting
344
00:14:47,700 --> 00:14:50,166
so I'd say 20s the beginning
345
00:14:50,366 --> 00:14:52,966
then we can look at the girl that goes in focus
346
00:14:54,100 --> 00:14:56,066
and see where she's fully sharpened
347
00:14:56,066 --> 00:14:57,833
there is no more change on her
348
00:14:58,133 --> 00:15:00,800
and it looks like this happens around 34
349
00:15:00,800 --> 00:15:03,500
so remember this range 20 to 34
350
00:15:03,500 --> 00:15:05,066
this is our rack focus
351
00:15:05,166 --> 00:15:06,966
range because we'll need to do it
352
00:15:07,466 --> 00:15:09,500
to use it for several things
353
00:15:09,533 --> 00:15:11,666
for now we just wanna apply to the uh
354
00:15:11,666 --> 00:15:12,633
the background
355
00:15:13,100 --> 00:15:15,766
so that will go after the the tracker
356
00:15:16,100 --> 00:15:19,066
um let's just add um a filter
357
00:15:20,966 --> 00:15:23,133
and that's gonna be a simple defocus of course
358
00:15:23,133 --> 00:15:25,866
there is no Z defocus because we don't have a Z depth
359
00:15:25,866 --> 00:15:27,166
and we probably don't need it
360
00:15:27,166 --> 00:15:28,966
the whole shot is very shallow
361
00:15:29,133 --> 00:15:30,833
um depth of field
362
00:15:31,333 --> 00:15:33,833
so it's either in focus or not in focus
363
00:15:33,966 --> 00:15:36,766
um so let's go to frame twenty
364
00:15:38,200 --> 00:15:41,700
that's our last frame of before the rock
365
00:15:41,700 --> 00:15:44,566
and she's completely out of focus so we can
366
00:15:44,866 --> 00:15:48,166
put the background pretty much
367
00:15:49,366 --> 00:15:50,633
let's try 20
368
00:15:52,966 --> 00:15:55,000
I'd even go with 30
369
00:15:56,733 --> 00:15:59,166
now what confuses us is our bad edges
370
00:15:59,166 --> 00:16:02,633
and this also shows how important and how hard
371
00:16:02,966 --> 00:16:05,900
the focus edges are because our extraction is really
372
00:16:05,900 --> 00:16:07,700
really hard matte
373
00:16:08,066 --> 00:16:10,566
um things just don't look the same
374
00:16:10,566 --> 00:16:12,000
but I'm looking at her eyes
375
00:16:12,000 --> 00:16:13,966
and her mouth and the features on her
376
00:16:13,966 --> 00:16:16,566
and I'm thinking between 20 and 30
377
00:16:17,066 --> 00:16:20,033
that's uh the right amount of the focus there
378
00:16:20,066 --> 00:16:23,333
um let's keep it 25 and um
379
00:16:23,333 --> 00:16:24,866
set a keyframe there
380
00:16:26,500 --> 00:16:29,000
and let's move to the end of the rock focus
381
00:16:29,000 --> 00:16:30,800
which we said is 34
382
00:16:30,900 --> 00:16:33,433
and now we wanna put it back in focus
383
00:16:33,866 --> 00:16:37,166
but looking at the other girl and again
384
00:16:37,166 --> 00:16:41,566
don't let these hard edges confuse you
385
00:16:41,766 --> 00:16:44,400
she's pretty much out of focus by this time
386
00:16:44,866 --> 00:16:47,766
so it might be a good idea to put the background
387
00:16:47,966 --> 00:16:51,133
just a little bit out of focus behind her
388
00:16:51,133 --> 00:16:52,666
I mean we can't even cheat on that
389
00:16:52,666 --> 00:16:53,966
let's try five
390
00:16:55,300 --> 00:16:57,033
yeah five or four
391
00:16:57,300 --> 00:16:59,900
just a little bit defocused
392
00:16:59,900 --> 00:17:02,633
and that would give us kind of a nice range
393
00:17:03,400 --> 00:17:05,266
now the next thing we wanna do
394
00:17:05,266 --> 00:17:06,533
of course is color
395
00:17:06,533 --> 00:17:08,433
currently it's completely off
396
00:17:08,866 --> 00:17:10,166
and you know
397
00:17:10,166 --> 00:17:11,400
when it gets to color
398
00:17:11,400 --> 00:17:13,800
and I think color is the essence of compositing
399
00:17:13,800 --> 00:17:15,500
or visual effects in general
400
00:17:15,566 --> 00:17:17,266
it becomes very subjective
401
00:17:17,266 --> 00:17:20,000
there are no rules and there are no um
402
00:17:20,000 --> 00:17:21,200
precise methods
403
00:17:21,200 --> 00:17:24,066
it's not like tracking or getting a 3D camera
404
00:17:24,533 --> 00:17:26,966
uh there is no precision tools here
405
00:17:27,100 --> 00:17:29,866
uh it it has to work by eye
406
00:17:29,866 --> 00:17:30,766
and there are different
407
00:17:30,766 --> 00:17:33,166
ways and different methods to colorize
408
00:17:33,166 --> 00:17:36,133
some people like to start with setting the whites and
409
00:17:36,133 --> 00:17:38,066
the blacks um
410
00:17:38,066 --> 00:17:41,200
I usually prefer to start with the simplest
411
00:17:41,466 --> 00:17:44,133
thing and go from simple to uh
412
00:17:44,133 --> 00:17:45,600
more advanced so to say
413
00:17:45,600 --> 00:17:47,666
so let's add a grade note
414
00:17:48,066 --> 00:17:50,700
so instead of trying to set the black point
415
00:17:50,700 --> 00:17:51,733
and white point
416
00:17:51,733 --> 00:17:53,666
I start by setting a general
417
00:17:53,666 --> 00:17:55,566
color tone to the whole thing
418
00:17:55,566 --> 00:17:56,666
using again
419
00:17:57,100 --> 00:18:00,533
um because what we can see now is that
420
00:18:00,533 --> 00:18:03,166
the background looks very kind of warmish
421
00:18:03,166 --> 00:18:06,366
greenish and the foreground is much more bluish
422
00:18:06,366 --> 00:18:09,766
and a good way to assess this is looking at
423
00:18:09,933 --> 00:18:11,900
natural whites and natural grays
424
00:18:11,900 --> 00:18:14,866
so we wanna look at her shirt
425
00:18:14,866 --> 00:18:16,666
we wanna look at her shirt
426
00:18:16,733 --> 00:18:18,400
we wanna look at this shoe
427
00:18:18,400 --> 00:18:19,800
we wanna look at this shoe
428
00:18:19,800 --> 00:18:22,100
we don't wanna look at the red hair
429
00:18:22,166 --> 00:18:24,566
or the blue jeans jacket
430
00:18:24,566 --> 00:18:26,666
which already have a hue to them
431
00:18:26,966 --> 00:18:30,233
so let's try starting by
432
00:18:31,766 --> 00:18:34,166
just darkening the whole thing a little bit
433
00:18:35,366 --> 00:18:36,400
and
434
00:18:37,800 --> 00:18:39,100
adding blue back
435
00:18:45,466 --> 00:18:46,866
alright
436
00:18:48,200 --> 00:18:50,500
this is starting to look better
437
00:18:51,366 --> 00:18:55,100
um the white still feel a little bit too green
438
00:18:55,100 --> 00:18:59,000
maybe we need to pull a little bit of it um
439
00:19:02,666 --> 00:19:04,766
and maybe a little bit more blue
440
00:19:09,733 --> 00:19:13,200
yeah something like this that's
441
00:19:16,066 --> 00:19:18,266
I think much closer
442
00:19:18,766 --> 00:19:23,833
um no another thing is the blacks in the background
443
00:19:24,000 --> 00:19:25,366
feel awfully strong
444
00:19:25,366 --> 00:19:26,366
I mean don't look at the top
445
00:19:26,366 --> 00:19:28,800
because it's just a hole that we didn't fix it
446
00:19:28,933 --> 00:19:29,900
but you look here
447
00:19:29,900 --> 00:19:30,600
you look here
448
00:19:30,600 --> 00:19:32,166
you look at this mannequin
449
00:19:32,400 --> 00:19:33,600
now blacks are tough
450
00:19:33,600 --> 00:19:35,300
because you don't wanna lift them too much
451
00:19:35,300 --> 00:19:38,233
start getting everything kind of um
452
00:19:38,300 --> 00:19:39,900
fuzzy and decontrustee
453
00:19:39,900 --> 00:19:41,200
decontrusted
454
00:19:41,400 --> 00:19:44,400
but um let's add a little bit of leaf
455
00:19:44,400 --> 00:19:46,000
let's say like point zero
456
00:19:46,000 --> 00:19:48,166
zero five yeah
457
00:19:48,166 --> 00:19:50,166
it's just giving it a little bit you know
458
00:19:50,166 --> 00:19:52,333
making it a little bit closer to the foreground
459
00:19:52,333 --> 00:19:53,900
because you look at her hair
460
00:19:54,000 --> 00:19:55,800
her head you look at these shoe
461
00:19:55,900 --> 00:19:59,400
the blacks are you know are not that pronounced
462
00:19:59,400 --> 00:20:01,866
so this is without lifting the blacks
463
00:20:02,300 --> 00:20:05,633
it definitely feels a bit too punchy um
464
00:20:05,866 --> 00:20:08,433
this is with a little lift of the blacks
465
00:20:08,533 --> 00:20:11,766
not too much and that's working better
466
00:20:12,600 --> 00:20:14,100
now let's see what else we can do
467
00:20:14,100 --> 00:20:18,033
so there is something a bit too flat in this image
468
00:20:18,333 --> 00:20:21,566
it's it definitely doesn't match the lighting on them
469
00:20:21,566 --> 00:20:24,700
and we can get a better sense of it here or you know
470
00:20:24,700 --> 00:20:28,166
we can also do is look at this through our grade
471
00:20:28,166 --> 00:20:30,500
which actually is a good idea to do now
472
00:20:30,566 --> 00:20:31,800
because the Grade
473
00:20:31,800 --> 00:20:35,033
a punches up the colours and the contrast much more
474
00:20:35,266 --> 00:20:39,066
and this is actually feeling pretty nice already um
475
00:20:39,300 --> 00:20:42,600
you see the sense of strong light on on the girl's face
476
00:20:42,600 --> 00:20:43,466
and on this one too
477
00:20:43,466 --> 00:20:45,800
if you look at it when she's in focus
478
00:20:45,800 --> 00:20:48,266
you can see the back is dark
479
00:20:48,266 --> 00:20:50,633
you can see it on his on her shirt
480
00:20:50,966 --> 00:20:52,100
on her hands
481
00:20:52,400 --> 00:20:55,300
and there is a little bit of it in here
482
00:20:56,066 --> 00:20:57,266
in the actual image
483
00:20:57,266 --> 00:20:59,166
but we might wanna make it even
484
00:20:59,733 --> 00:21:00,900
more pronounced
485
00:21:00,900 --> 00:21:03,166
so what we can do first of all is
486
00:21:03,166 --> 00:21:05,666
and I like using the multiply as a second gain
487
00:21:05,666 --> 00:21:07,000
because it is what it is
488
00:21:07,000 --> 00:21:08,833
multiplying gain are the same
489
00:21:09,166 --> 00:21:10,866
in the um in the great note
490
00:21:10,866 --> 00:21:13,566
so let's take the whole thing down
491
00:21:14,300 --> 00:21:16,166
um maybe this is too much
492
00:21:16,166 --> 00:21:17,900
but let's start from this
493
00:21:17,900 --> 00:21:20,166
so now everything is kind of darkish
494
00:21:20,533 --> 00:21:23,066
but what we wanna do is brighten up this area
495
00:21:23,066 --> 00:21:23,933
to make it feel
496
00:21:23,933 --> 00:21:25,200
you know kind of
497
00:21:25,600 --> 00:21:27,400
add some lighting depth
498
00:21:28,266 --> 00:21:32,333
so let's let's add another grade
499
00:21:32,333 --> 00:21:34,033
now this one we wanna put
500
00:21:34,100 --> 00:21:35,366
after the reformat
501
00:21:35,366 --> 00:21:37,266
just because we're gonna use a roto
502
00:21:37,666 --> 00:21:38,766
to constrain it
503
00:21:38,766 --> 00:21:40,500
and we don't wanna have a problem
504
00:21:40,600 --> 00:21:43,066
with the roto not being in the right format
505
00:21:43,966 --> 00:21:46,900
let's put a rectangle right about here
506
00:21:47,300 --> 00:21:49,200
let's give it a lot of blur
507
00:21:49,366 --> 00:21:51,533
and say 1,000
508
00:21:51,533 --> 00:21:53,033
so it's very fragile
509
00:21:53,366 --> 00:21:56,100
and let's start pulling the gain here
510
00:21:59,200 --> 00:22:00,000
and
511
00:22:01,500 --> 00:22:05,166
you know as I pull it's starting to feel
512
00:22:06,466 --> 00:22:10,600
pretty nice let's settle for like 1.9
513
00:22:11,266 --> 00:22:15,466
and now we can move that and exactly define where we
514
00:22:16,133 --> 00:22:19,600
want that that grading or to occur
515
00:22:22,333 --> 00:22:25,400
now this feels pretty good we might wanna
516
00:22:26,966 --> 00:22:29,566
lift the blacks a little bit more now
517
00:22:34,900 --> 00:22:36,366
um this is not bad
518
00:22:36,366 --> 00:22:36,933
you know I mean
519
00:22:36,933 --> 00:22:40,300
right now the thing that throws us off is the bad edges
520
00:22:40,533 --> 00:22:43,733
uh being so bright over so they feel like they
521
00:22:43,733 --> 00:22:46,133
are totally cut out against that dark background
522
00:22:46,133 --> 00:22:49,033
but of course when we start working on our extraction
523
00:22:49,066 --> 00:22:51,166
things are going to start blending in
524
00:22:51,366 --> 00:22:54,866
so um let's use this as a starting point and again
525
00:22:54,866 --> 00:22:55,700
now we're looking at it
526
00:22:55,700 --> 00:22:56,533
through the grade
527
00:22:56,533 --> 00:22:58,000
let's look at it in raw
528
00:22:58,000 --> 00:22:58,966
it feels you know
529
00:22:58,966 --> 00:23:01,800
more even because there's not so much contrast pool
530
00:23:01,866 --> 00:23:02,900
let's keep it like this
531
00:23:02,900 --> 00:23:04,100
we can always tweak it
532
00:23:04,100 --> 00:23:06,500
just remember that when you tweak your background
533
00:23:06,500 --> 00:23:07,933
you have to look at your extraction
534
00:23:07,933 --> 00:23:12,066
make sure that everything still works the same okay
535
00:23:12,066 --> 00:23:15,433
um I think that now it's time to start working on the
536
00:23:15,700 --> 00:23:17,033
extraction itself
537
00:23:17,133 --> 00:23:18,066
and of course
538
00:23:18,066 --> 00:23:20,533
the first thing we wanna do is get rid of these markers
539
00:23:20,533 --> 00:23:21,666
now this is not a
540
00:23:21,900 --> 00:23:23,666
a big deal because they don't
541
00:23:23,766 --> 00:23:24,666
uh you know
542
00:23:24,666 --> 00:23:25,666
fortunately
543
00:23:25,700 --> 00:23:28,100
they don't go underneath the girls
544
00:23:28,100 --> 00:23:30,666
and don't go through hair or anything like that
545
00:23:30,866 --> 00:23:33,500
um that should be an easy thing to do
546
00:23:33,866 --> 00:23:37,266
so um let's put in a paint note here
547
00:23:39,266 --> 00:23:42,400
and what we wanna do is we wanna do a one time paint
548
00:23:42,400 --> 00:23:43,600
and heavy tracked
549
00:23:43,900 --> 00:23:46,833
so uh we can take the our tracker
550
00:23:46,933 --> 00:23:50,800
uh we wanna go to the um translate X y
551
00:23:51,266 --> 00:23:54,400
and we want to copy uh copy links
552
00:23:54,400 --> 00:23:57,700
so it's gonna keep it linked to our Roto pane
553
00:23:57,700 --> 00:23:59,100
then go to our Roto pane
554
00:23:59,100 --> 00:24:00,600
select the root node
555
00:24:01,266 --> 00:24:04,700
go to transform and we wanna paste this
556
00:24:05,566 --> 00:24:07,600
and we wanna pace absolute of course
557
00:24:07,600 --> 00:24:10,233
so now they're linked and whatever we paint
558
00:24:10,266 --> 00:24:13,300
anywhere in here should follow through
559
00:24:13,300 --> 00:24:16,366
so uh let's select the clone tool
560
00:24:16,400 --> 00:24:19,600
and one thing you wanna make sure you do is change it
561
00:24:19,600 --> 00:24:21,733
from single to all so that it
562
00:24:21,733 --> 00:24:24,400
won't be a single frame or anything like that
563
00:24:24,666 --> 00:24:27,766
and now we just wanna paint these over
564
00:24:32,266 --> 00:24:34,033
um so this is one
565
00:24:37,333 --> 00:24:40,000
maybe go to another frame where it's more
566
00:24:44,533 --> 00:24:47,300
okay maybe it's a good idea to do it
567
00:24:47,300 --> 00:24:50,300
at the beginning where they're out of focus and we can
568
00:24:50,766 --> 00:24:54,233
definitely if you see some poking up steel
569
00:24:54,766 --> 00:24:56,200
you can paint over
570
00:24:59,133 --> 00:25:00,666
and the last one
571
00:25:03,166 --> 00:25:05,566
and just now check and see
572
00:25:05,566 --> 00:25:07,200
now if it's a little different here
573
00:25:07,200 --> 00:25:08,966
we still have a little bit here
574
00:25:09,700 --> 00:25:11,600
just make sure you paint from an angle
575
00:25:11,600 --> 00:25:13,866
that's not gonna catch her or anything
576
00:25:14,700 --> 00:25:17,466
um here's a little one pointing here
577
00:25:17,466 --> 00:25:19,166
so just do a little clean up
578
00:25:22,966 --> 00:25:26,400
and that should be it if you see a little bit of uh oh
579
00:25:27,600 --> 00:25:28,866
this guy is persistent
580
00:25:28,866 --> 00:25:31,066
so this guy is getting really close to her head
581
00:25:31,066 --> 00:25:33,700
so we have to be a little bit more careful here
582
00:25:36,800 --> 00:25:39,233
I think that's about the closest it gets
583
00:25:39,900 --> 00:25:41,700
um that's it if the
584
00:25:41,700 --> 00:25:44,200
green feels a little different or anything like that
585
00:25:44,200 --> 00:25:45,400
that's not a big issue
586
00:25:45,400 --> 00:25:47,800
all of these will go away with the extraction
587
00:25:48,133 --> 00:25:50,066
here's a little one pointing
588
00:25:50,566 --> 00:25:52,500
the only thing you wanna make sure is that
589
00:25:52,500 --> 00:25:55,000
you don't have any yellow in there or red
590
00:25:55,566 --> 00:25:58,966
cause that's of course not gonna key all right
591
00:25:58,966 --> 00:26:00,266
so this is our
592
00:26:00,566 --> 00:26:03,100
plate with the markers painted out
593
00:26:03,466 --> 00:26:05,866
let's add a no op node
594
00:26:05,866 --> 00:26:08,566
and the reason I'm doing it is simply is I mean you
595
00:26:08,566 --> 00:26:09,333
can put a point
596
00:26:09,333 --> 00:26:10,266
it's the same idea
597
00:26:10,266 --> 00:26:12,866
but we're going to connect different things to this
598
00:26:13,166 --> 00:26:16,200
input and if you change anything over here
599
00:26:16,200 --> 00:26:19,266
the plate it's easier to have something in between
600
00:26:19,266 --> 00:26:21,766
so you don't have to reconnect all the connections
601
00:26:21,766 --> 00:26:22,766
that's about it
602
00:26:22,933 --> 00:26:24,800
now we're gonna use the IBK
603
00:26:24,800 --> 00:26:26,066
um extraction
604
00:26:26,066 --> 00:26:28,166
and I just wanna say something about the IBK
605
00:26:28,166 --> 00:26:29,733
the reason I like using it
606
00:26:29,733 --> 00:26:32,700
is because it's not a pre multiplied extraction
607
00:26:32,700 --> 00:26:33,766
that is you don't
608
00:26:33,766 --> 00:26:35,266
you're not painting in black
609
00:26:35,266 --> 00:26:37,300
everything that's outside the mat
610
00:26:37,366 --> 00:26:40,433
so the extraction is very noisy and dirty
611
00:26:41,166 --> 00:26:41,900
what I became
612
00:26:41,900 --> 00:26:45,333
does is kind of camouflage all this dirt and noise by
613
00:26:45,333 --> 00:26:47,833
coloring it to the color of the background
614
00:26:47,933 --> 00:26:51,533
um the the advantage of using the IBK is
615
00:26:51,533 --> 00:26:53,366
you can get much softer
616
00:26:53,533 --> 00:26:55,166
edges and much better blends
617
00:26:55,166 --> 00:26:56,933
the disadvantage is that usually
618
00:26:56,933 --> 00:26:58,766
the core will not be totally solid
619
00:26:58,766 --> 00:27:00,666
and that's why you wanna add the core
620
00:27:00,800 --> 00:27:02,300
uh extraction to it
621
00:27:02,666 --> 00:27:05,166
um the other thing is that the IBK
622
00:27:05,166 --> 00:27:08,900
like every other extraction algorithm has some quirks
623
00:27:08,933 --> 00:27:09,900
that you have to
624
00:27:09,900 --> 00:27:11,166
um go around
625
00:27:11,166 --> 00:27:12,666
but it's definitely
626
00:27:12,900 --> 00:27:14,866
my preferred method
627
00:27:15,000 --> 00:27:18,833
um so we'll start by adding an IBK color node
628
00:27:20,266 --> 00:27:22,066
and the IBK colored
629
00:27:22,466 --> 00:27:24,533
just is there to create
630
00:27:24,533 --> 00:27:26,866
to tell the IBK extractor what color
631
00:27:26,866 --> 00:27:28,033
the green screen is
632
00:27:28,266 --> 00:27:31,433
and it does that by creating a sort of a clean
633
00:27:31,533 --> 00:27:32,333
green screen
634
00:27:32,333 --> 00:27:33,900
so what you need to do is
635
00:27:33,900 --> 00:27:35,366
you need to make sure that all
636
00:27:35,366 --> 00:27:37,533
the everything that's green screen is green
637
00:27:37,533 --> 00:27:40,800
and everything that's not green screen is black
638
00:27:40,800 --> 00:27:42,266
and as you can see right now
639
00:27:42,266 --> 00:27:43,866
we have lots of holes in here
640
00:27:43,866 --> 00:27:45,600
and that really depends on the
641
00:27:45,600 --> 00:27:47,833
luminosity values of the green screen
642
00:27:48,200 --> 00:27:49,833
so basically you wanna
643
00:27:50,100 --> 00:27:52,233
play with the darks and lights
644
00:27:52,333 --> 00:27:55,300
to get this filled in so um
645
00:27:56,966 --> 00:27:59,300
let's start with the um darks
646
00:27:59,500 --> 00:28:01,966
and you can see that as you uh
647
00:28:02,133 --> 00:28:03,433
push these in
648
00:28:04,566 --> 00:28:06,566
you're starting to feel in the blacks
649
00:28:06,566 --> 00:28:08,866
but you're also starting to get blacks
650
00:28:09,100 --> 00:28:10,800
uh on the green screen
651
00:28:10,800 --> 00:28:13,633
so for that you need to go into the lights
652
00:28:13,866 --> 00:28:15,166
and compensate for that
653
00:28:15,166 --> 00:28:17,400
so it's it's a bit of a tweaking
654
00:28:17,700 --> 00:28:20,400
um let's set this to uh
655
00:28:21,766 --> 00:28:23,400
let's set this higher
656
00:28:25,266 --> 00:28:27,533
okay there is a little bit of holes there
657
00:28:27,533 --> 00:28:31,333
but what you can see is that part which is all her hair
658
00:28:31,333 --> 00:28:33,866
is becoming a sort of half transparent
659
00:28:33,866 --> 00:28:35,733
and that's exactly what you want
660
00:28:35,733 --> 00:28:37,200
if you'll have this part
661
00:28:37,200 --> 00:28:38,633
the hair all black
662
00:28:39,300 --> 00:28:41,666
the extraction is gonna be too harsh there
663
00:28:41,700 --> 00:28:42,333
if you have
664
00:28:42,333 --> 00:28:44,866
you see all the hair here kind of in between
665
00:28:44,933 --> 00:28:47,000
that will be the precise setup
666
00:28:47,000 --> 00:28:50,266
so you can also tweak the IBK color as
667
00:28:50,266 --> 00:28:52,300
you proceed with your extraction
668
00:28:52,300 --> 00:28:54,200
you don't have to set everything right now
669
00:28:54,200 --> 00:28:58,633
but you can see it will affect the IBK extractor a lot
670
00:28:58,766 --> 00:29:01,833
so next comes in the IBK here
671
00:29:03,533 --> 00:29:05,066
or gizmo as it's called
672
00:29:05,066 --> 00:29:06,566
and of course you want to connect
673
00:29:06,566 --> 00:29:08,700
your coloring food through the color
674
00:29:09,100 --> 00:29:11,766
and your foreground to your foreground
675
00:29:11,766 --> 00:29:14,366
let's just put make it a little cleaner
676
00:29:14,533 --> 00:29:16,766
and very importantly the BG
677
00:29:16,766 --> 00:29:18,166
you wanna connect that
678
00:29:18,400 --> 00:29:20,400
and while we do that
679
00:29:20,400 --> 00:29:22,100
and here's our BG
680
00:29:23,166 --> 00:29:26,733
I think we wanna add grain at this stage
681
00:29:26,733 --> 00:29:27,466
and you know
682
00:29:27,466 --> 00:29:28,333
a lot of people
683
00:29:28,333 --> 00:29:30,866
add the grain to the background right at the end
684
00:29:31,066 --> 00:29:33,166
but the grain really helps with
685
00:29:33,166 --> 00:29:34,766
figuring out the extraction
686
00:29:34,766 --> 00:29:36,566
because a lot of noise that we
687
00:29:36,566 --> 00:29:39,033
see on a non grained image kind of gets hidden
688
00:29:39,066 --> 00:29:40,233
when there is grain
689
00:29:40,333 --> 00:29:42,300
and it's confusing to extract
690
00:29:42,300 --> 00:29:44,400
and have this noise without adding some grain
691
00:29:44,400 --> 00:29:45,766
so let's do it right now
692
00:29:45,766 --> 00:29:48,400
and let's use our old dirty extraction for it
693
00:29:48,533 --> 00:29:50,466
just to add some grain in there
694
00:29:50,966 --> 00:29:52,966
we can look at the blue channel
695
00:29:53,766 --> 00:29:56,700
and you see how grainy that feels
696
00:29:56,966 --> 00:29:59,666
and how clean our images
697
00:29:59,933 --> 00:30:01,900
so right at the end
698
00:30:01,900 --> 00:30:03,833
we want to add a grain old
699
00:30:07,266 --> 00:30:10,400
and we're looking at the blue channel
700
00:30:10,533 --> 00:30:12,400
it feels a bit too big
701
00:30:13,533 --> 00:30:15,066
and a bit too strong
702
00:30:15,133 --> 00:30:17,500
what we wanna make sure is that we have
703
00:30:17,500 --> 00:30:19,900
enough grain in the darks or in the blacks
704
00:30:19,900 --> 00:30:23,033
and if you see at the um image here
705
00:30:23,366 --> 00:30:26,166
there is a lot of it in the darks in the blue channel
706
00:30:26,166 --> 00:30:27,566
and if we just take the blue
707
00:30:27,566 --> 00:30:29,766
because now it's too strong and start reducing
708
00:30:29,766 --> 00:30:32,366
it will lose a lot of it in the darks
709
00:30:32,466 --> 00:30:35,566
so what you wanna do is first set the blacks
710
00:30:35,566 --> 00:30:37,866
and we can set it for all three channels
711
00:30:38,133 --> 00:30:39,600
and let's add
712
00:30:42,800 --> 00:30:45,500
let's see how much point one
713
00:30:45,933 --> 00:30:49,900
well that's too much point zero one um
714
00:30:51,400 --> 00:30:54,600
it's 2.005 so
715
00:30:54,600 --> 00:30:57,066
now we have some grain in the blacks there
716
00:30:57,166 --> 00:30:59,300
and now we can set the actual level
717
00:30:59,300 --> 00:31:01,066
and it's way too high now
718
00:31:01,366 --> 00:31:04,200
so for that you need to look at
719
00:31:04,466 --> 00:31:06,333
different luminosity values
720
00:31:06,333 --> 00:31:07,700
so we looked at the darks
721
00:31:07,933 --> 00:31:10,566
now we can compare these to her here
722
00:31:10,566 --> 00:31:13,500
and I think the blue should be actually a bit bigger
723
00:31:14,200 --> 00:31:18,500
um and it's probably needs to be less than that
724
00:31:18,500 --> 00:31:21,866
so let's reduce it to about this
725
00:31:23,300 --> 00:31:25,600
let's look at the green way too strong
726
00:31:30,766 --> 00:31:32,500
and the red red is
727
00:31:34,866 --> 00:31:38,633
and we can see here that's a good comparison
728
00:31:38,933 --> 00:31:42,500
um red is probably too big
729
00:31:46,100 --> 00:31:49,066
the green is also a little too big green is fine
730
00:31:49,066 --> 00:31:50,966
let's put it to 2.5
731
00:31:51,766 --> 00:31:56,466
um we can push the green a little bit and push the red
732
00:31:57,966 --> 00:31:59,066
don surprisingly
733
00:31:59,066 --> 00:32:01,400
there's quite a lot of green in the red channel
734
00:32:02,200 --> 00:32:04,733
now we don't have to set them totally precisely
735
00:32:04,733 --> 00:32:06,400
we can always change
736
00:32:06,400 --> 00:32:08,800
but we wanna have something in there
737
00:32:09,766 --> 00:32:11,400
maybe a little bit more blue
738
00:32:14,933 --> 00:32:17,900
and let's make the blue irregularity
739
00:32:17,900 --> 00:32:19,433
same as the other stuff
740
00:32:20,166 --> 00:32:23,666
um well that's good enough for now
741
00:32:23,900 --> 00:32:25,566
you want to have that little bit of green
742
00:32:25,566 --> 00:32:28,333
because it's going to help you with the IBK right
743
00:32:28,333 --> 00:32:30,600
so let's look at all the color channels
744
00:32:30,600 --> 00:32:34,766
and let's go back to our IBK gizmo right now
745
00:32:34,766 --> 00:32:37,666
the alpha is wrong because we have to set it to green
746
00:32:38,166 --> 00:32:41,600
now you have an option in the IBK to set
747
00:32:41,966 --> 00:32:43,500
set it to pick and then you
748
00:32:43,500 --> 00:32:45,166
you're basically gonna pick the color
749
00:32:45,166 --> 00:32:47,900
same as like other extractors um
750
00:32:47,900 --> 00:32:49,700
but now we're going to use
751
00:32:49,700 --> 00:32:51,200
the sea green or the color green
752
00:32:51,200 --> 00:32:56,233
which is our IBK color know that we just set up and um
753
00:32:57,266 --> 00:32:58,600
as you can see
754
00:32:58,933 --> 00:33:01,833
the Alpha or the mat is extremely dirty
755
00:33:02,000 --> 00:33:03,300
but that doesn't
756
00:33:03,466 --> 00:33:04,866
need to deter you
757
00:33:05,200 --> 00:33:07,366
um this is the way it should be
758
00:33:07,900 --> 00:33:11,933
and you can see all the nice color here
759
00:33:11,933 --> 00:33:14,366
you can also see some green screen poking through
760
00:33:14,366 --> 00:33:15,800
some really weird beats
761
00:33:15,800 --> 00:33:17,300
now what are these beats
762
00:33:17,300 --> 00:33:19,700
that's because in the IBK color
763
00:33:19,900 --> 00:33:21,200
after we set
764
00:33:21,300 --> 00:33:22,500
the black and the green
765
00:33:22,500 --> 00:33:23,700
we didn't patch the black
766
00:33:23,700 --> 00:33:25,200
so we basically want to shrink
767
00:33:25,200 --> 00:33:27,833
all these black so that they don't pump out through
768
00:33:28,133 --> 00:33:30,100
um you do that
769
00:33:30,100 --> 00:33:31,366
you can go beyond
770
00:33:31,866 --> 00:33:33,833
the slider let's put it to 8
771
00:33:34,166 --> 00:33:36,533
and now we kind of have a nice clean green screen
772
00:33:36,533 --> 00:33:38,666
and if we look back at the IBK gizmo
773
00:33:38,666 --> 00:33:41,266
all these stuff that we saw before is now gone
774
00:33:41,700 --> 00:33:44,766
now our background is already connected
775
00:33:47,266 --> 00:33:50,200
and I wanna show you before we actually put it over
776
00:33:50,200 --> 00:33:51,133
the background
777
00:33:51,133 --> 00:33:53,900
what a background luminance and chroma
778
00:33:53,900 --> 00:33:55,766
and luminance match do
779
00:33:55,766 --> 00:33:56,600
so first of all
780
00:33:56,600 --> 00:33:59,600
screen substruction is the built in screen
781
00:33:59,600 --> 00:34:01,866
suppression and usually works very well
782
00:34:01,866 --> 00:34:03,366
as you can see here
783
00:34:03,800 --> 00:34:05,133
background luminance
784
00:34:05,133 --> 00:34:07,100
look what happens when I bring it in
785
00:34:07,466 --> 00:34:10,333
it's bringing in the luminance values of the background
786
00:34:10,333 --> 00:34:13,300
and that ties it to exactly what we were talking about
787
00:34:13,300 --> 00:34:14,866
at the beginning of the class
788
00:34:15,066 --> 00:34:18,366
you wanna match luminance to your background
789
00:34:18,966 --> 00:34:21,400
Chroma is going to match the hues
790
00:34:21,933 --> 00:34:22,600
as you can see
791
00:34:22,600 --> 00:34:25,200
it's becoming warmer to match the background
792
00:34:25,300 --> 00:34:28,366
you have to be really careful about using Chroma
793
00:34:28,366 --> 00:34:30,800
because sometimes it actually does things that you
794
00:34:30,800 --> 00:34:31,533
don't want to
795
00:34:31,533 --> 00:34:33,600
I'll show you in a moment uh
796
00:34:33,600 --> 00:34:36,200
luminance match is usually used
797
00:34:36,266 --> 00:34:38,533
um to push in the edges a little bit
798
00:34:38,533 --> 00:34:40,866
and you can see how it's actually pushing
799
00:34:40,866 --> 00:34:43,466
uh to get a bit of a cleaner extraction
800
00:34:43,466 --> 00:34:47,000
usually at the expense of losing some detail
801
00:34:47,000 --> 00:34:49,600
but the interesting thing is that you can see
802
00:34:49,800 --> 00:34:52,800
how much detail you already are getting
803
00:34:52,800 --> 00:34:55,666
and this is the point where I wanna talk about
804
00:34:55,866 --> 00:34:57,900
the noising or degraining
805
00:34:57,966 --> 00:34:59,500
a lot of compositors
806
00:34:59,500 --> 00:35:03,100
uh start by degraining their plate before extracting
807
00:35:03,666 --> 00:35:05,533
I am well I
808
00:35:05,533 --> 00:35:08,566
I won't say I'm against it as a general rule
809
00:35:08,566 --> 00:35:10,566
but I'm against it as a rule
810
00:35:10,566 --> 00:35:13,400
when we're dealing with things that have a lot of wispy
811
00:35:13,766 --> 00:35:15,366
detail like hair
812
00:35:15,666 --> 00:35:17,133
and I wanna show you why of course
813
00:35:17,133 --> 00:35:19,466
degraining the plate will make all the extraction
814
00:35:19,466 --> 00:35:20,800
so much easier
815
00:35:20,933 --> 00:35:22,166
and less noisier
816
00:35:22,166 --> 00:35:25,800
and it's gonna be faster to work let's um
817
00:35:26,566 --> 00:35:28,100
let's open the um
818
00:35:28,100 --> 00:35:28,966
the degrain
819
00:35:28,966 --> 00:35:30,366
the denoys tool
820
00:35:30,366 --> 00:35:32,800
um which is really useful by the way
821
00:35:33,166 --> 00:35:35,900
and let's look at our um
822
00:35:36,600 --> 00:35:38,033
original plate
823
00:35:39,200 --> 00:35:43,300
and we can certainly take that little
824
00:35:43,566 --> 00:35:45,033
where are you here
825
00:35:45,366 --> 00:35:51,233
and put it over the green screen to get a a noise so
826
00:35:53,933 --> 00:35:55,833
let's look at it with the noise
827
00:35:56,000 --> 00:35:59,033
so everything is much cleaner
828
00:36:00,766 --> 00:36:03,033
but we're losing detail
829
00:36:03,966 --> 00:36:06,133
um besides the fact that her eyes
830
00:36:06,133 --> 00:36:07,766
if you look really closely
831
00:36:07,766 --> 00:36:09,300
are getting a little blurry
832
00:36:10,100 --> 00:36:11,266
and this is actually
833
00:36:11,266 --> 00:36:13,133
the denoise is a very good algorithm
834
00:36:13,133 --> 00:36:14,333
and there are other um
835
00:36:14,333 --> 00:36:16,666
degrainers available
836
00:36:16,666 --> 00:36:18,300
plugins that do a great job
837
00:36:18,466 --> 00:36:19,500
but there is
838
00:36:19,500 --> 00:36:22,300
there is no such thing as a lossless uh
839
00:36:22,300 --> 00:36:24,000
degrain just doesn't exist
840
00:36:24,000 --> 00:36:25,633
where you're taking out grain
841
00:36:25,966 --> 00:36:27,100
um you're taking
842
00:36:27,100 --> 00:36:29,400
you're taking out detail from the image
843
00:36:29,400 --> 00:36:31,366
and the grainier the images
844
00:36:31,366 --> 00:36:33,000
the more it will happen
845
00:36:33,000 --> 00:36:34,166
unfortunately
846
00:36:34,166 --> 00:36:35,500
look at her hair
847
00:36:35,733 --> 00:36:37,133
that's without the grain
848
00:36:37,133 --> 00:36:38,233
that's with
849
00:36:38,700 --> 00:36:41,333
now there's still a lot of detail in there
850
00:36:41,333 --> 00:36:44,400
because we're talking about 3K images
851
00:36:44,400 --> 00:36:45,133
which is great
852
00:36:45,133 --> 00:36:48,833
there's more pixel per strand so to say
853
00:36:49,566 --> 00:36:53,333
but I would keep the idinois for creating a
854
00:36:53,333 --> 00:36:56,233
format that will definitely make it better
855
00:36:56,400 --> 00:36:58,100
or for certain areas
856
00:36:58,100 --> 00:37:00,000
but first start um
857
00:37:00,000 --> 00:37:02,200
doing the extraction without the noising
858
00:37:02,200 --> 00:37:03,766
using the original grain
859
00:37:03,766 --> 00:37:05,800
and just matching it on the background
860
00:37:05,900 --> 00:37:08,600
because you wanna get as much detail as you want
861
00:37:08,600 --> 00:37:11,466
and you don't wanna start blurring your image
862
00:37:11,466 --> 00:37:14,300
so the noise is out for now
863
00:37:14,666 --> 00:37:17,233
okay let's go back to our IBK
864
00:37:17,933 --> 00:37:19,866
and after we looked at these
865
00:37:20,300 --> 00:37:23,200
we want to make sure luminous match is not turned on
866
00:37:23,200 --> 00:37:25,900
for now we want to leave Chroma out
867
00:37:26,200 --> 00:37:28,200
I never ever use auto level
868
00:37:28,200 --> 00:37:29,533
I don't even know what they do
869
00:37:29,533 --> 00:37:30,666
but they certainly
870
00:37:30,733 --> 00:37:32,833
don't look like they're doing something nice
871
00:37:33,000 --> 00:37:35,300
um never use that
872
00:37:35,366 --> 00:37:37,533
if anyone knows what this is for
873
00:37:37,533 --> 00:37:39,000
I'll be happy to know
874
00:37:39,133 --> 00:37:41,000
um in the luminance match
875
00:37:41,000 --> 00:37:44,133
I almost never use this enable
876
00:37:44,133 --> 00:37:45,833
and the luminance level
877
00:37:46,000 --> 00:37:48,266
again not sure exactly what it does
878
00:37:48,566 --> 00:37:50,200
um red weight and blue
879
00:37:50,200 --> 00:37:51,700
green weight yes
880
00:37:51,900 --> 00:37:53,333
but very carefully
881
00:37:53,333 --> 00:37:55,266
and we look at it over the background
882
00:37:55,700 --> 00:37:58,366
um let's put it over
883
00:37:58,366 --> 00:37:59,266
so as you can see
884
00:37:59,266 --> 00:38:01,166
I'm not pre multiplying anything
885
00:38:01,166 --> 00:38:03,600
there's no pre multiplication here
886
00:38:03,733 --> 00:38:05,866
and just connect to the background
887
00:38:06,800 --> 00:38:08,600
and this is how it goes right now
888
00:38:08,600 --> 00:38:10,000
so one thing you can see is
889
00:38:10,000 --> 00:38:12,600
the amount of detail that we're getting on the hair
890
00:38:12,600 --> 00:38:13,766
which is great
891
00:38:14,000 --> 00:38:16,433
um compare this to our
892
00:38:17,100 --> 00:38:18,700
uh you know
893
00:38:18,933 --> 00:38:20,166
previous mat
894
00:38:20,533 --> 00:38:21,900
um this is great
895
00:38:21,900 --> 00:38:23,133
the amount of detail here
896
00:38:23,133 --> 00:38:25,200
you can definitely see noise and grain
897
00:38:25,200 --> 00:38:29,166
now one area where this happens a lot is of course
898
00:38:29,700 --> 00:38:31,533
wherever something is the focus
899
00:38:31,533 --> 00:38:32,733
as we talked earlier
900
00:38:32,733 --> 00:38:34,366
the focus edges are hard
901
00:38:34,366 --> 00:38:37,466
because they definitely just break into grain
902
00:38:37,466 --> 00:38:38,200
as you can see here
903
00:38:38,200 --> 00:38:39,500
so we'll have to treat these
904
00:38:39,500 --> 00:38:42,600
and there are simple ways to do to do that
905
00:38:42,766 --> 00:38:44,000
not in the IBK
906
00:38:44,700 --> 00:38:45,766
uh one thing you wanna
907
00:38:45,766 --> 00:38:48,900
be aware of is the added noise that it comes with
908
00:38:49,133 --> 00:38:52,233
so one good way is to um
909
00:38:52,800 --> 00:38:56,600
compare the background with and without your extraction
910
00:38:56,600 --> 00:38:58,200
and see if there's added noise
911
00:38:58,200 --> 00:39:00,733
and you can see a little bit of like all these
912
00:39:00,733 --> 00:39:03,266
you know little things popping in there
913
00:39:04,400 --> 00:39:07,733
but because we're having grain in there
914
00:39:07,733 --> 00:39:08,900
they're kind of hidden
915
00:39:08,900 --> 00:39:10,033
camouflaged
916
00:39:10,466 --> 00:39:12,166
here too uh
917
00:39:12,166 --> 00:39:13,900
there's definitely some noise in there
918
00:39:13,900 --> 00:39:15,000
so over here
919
00:39:15,000 --> 00:39:18,366
we might need to do something to reduce that amount
920
00:39:18,666 --> 00:39:21,066
now I just wanna say something um
921
00:39:21,966 --> 00:39:23,566
let me show you what happens when
922
00:39:23,566 --> 00:39:27,233
you disable background luminance oh wow
923
00:39:27,733 --> 00:39:30,333
there's plenty of noise that basically everything is
924
00:39:30,333 --> 00:39:32,666
now popping now
925
00:39:33,400 --> 00:39:36,900
background luminance is great to camouflage the noise
926
00:39:36,900 --> 00:39:40,000
the only thing is that sometimes this goes on expensive
927
00:39:40,366 --> 00:39:44,266
detail and on some occasions
928
00:39:44,266 --> 00:39:46,133
on certain areas you want
929
00:39:46,133 --> 00:39:47,666
you might wanna use a
930
00:39:47,666 --> 00:39:49,766
separate IBK extractor
931
00:39:49,800 --> 00:39:51,700
without the background luminance
932
00:39:51,700 --> 00:39:52,933
to get some more detail
933
00:39:52,933 --> 00:39:54,466
in the case here
934
00:39:55,066 --> 00:39:58,200
um I'm not sure we'll use it
935
00:39:58,200 --> 00:40:01,700
now here is a perfect example of what I said
936
00:40:01,700 --> 00:40:04,066
at the beginning of the class um
937
00:40:04,066 --> 00:40:05,666
we've replaced
938
00:40:05,933 --> 00:40:06,700
a background
939
00:40:06,700 --> 00:40:09,933
which has kind of a unified luminosity
940
00:40:09,933 --> 00:40:11,633
it's actually pretty bright
941
00:40:11,766 --> 00:40:14,766
throughout the whole image
942
00:40:14,766 --> 00:40:17,566
we've replaced that with the background that goes
943
00:40:17,566 --> 00:40:18,666
really bright here
944
00:40:18,666 --> 00:40:20,433
but goes really dark there
945
00:40:20,666 --> 00:40:21,900
and as you can see
946
00:40:21,900 --> 00:40:23,500
everything already looks
947
00:40:23,500 --> 00:40:26,300
pretty nice over the bright background
948
00:40:26,533 --> 00:40:28,633
but things start looking weird
949
00:40:28,733 --> 00:40:29,700
over the dark
950
00:40:29,700 --> 00:40:30,766
and this is because we
951
00:40:30,766 --> 00:40:31,766
replace the background
952
00:40:31,766 --> 00:40:33,266
it's as simple as this
953
00:40:33,866 --> 00:40:36,633
okay um let's look at the um
954
00:40:36,700 --> 00:40:38,466
use background Chroma
955
00:40:38,600 --> 00:40:39,533
and see if it
956
00:40:39,533 --> 00:40:41,133
actually helps us here
957
00:40:41,133 --> 00:40:42,500
so turn it on
958
00:40:43,733 --> 00:40:44,800
um
959
00:40:47,600 --> 00:40:49,666
it's a very subtle change
960
00:40:49,866 --> 00:40:52,866
but you can see for example this girl's hair
961
00:40:53,200 --> 00:40:58,566
um going slightly bluer to match the background um
962
00:40:58,566 --> 00:41:02,400
let's see when she's in focus if this is helping us any
963
00:41:03,300 --> 00:41:05,566
and again you can see when she's in focus
964
00:41:05,566 --> 00:41:07,933
how much hair detail we're getting with the IBK
965
00:41:07,933 --> 00:41:10,600
we're also getting a little bit of noisy stuff
966
00:41:11,600 --> 00:41:14,566
um a little bit of an edge there
967
00:41:19,900 --> 00:41:23,866
I think we can do without the background Chroma alright
968
00:41:23,866 --> 00:41:26,700
so our time is starting to run out on this class
969
00:41:26,700 --> 00:41:28,266
and there's still a lot to do
970
00:41:28,400 --> 00:41:30,000
um we don't have a format
971
00:41:30,000 --> 00:41:31,700
we have to treat the IBK
972
00:41:31,900 --> 00:41:34,066
and we have to fix all these edges
973
00:41:34,066 --> 00:41:35,900
and there's one great tool that I usually
974
00:41:35,900 --> 00:41:37,600
use that will go through it
975
00:41:38,266 --> 00:41:39,466
in the next class
976
00:41:39,600 --> 00:41:40,700
called the Edge Blur
977
00:41:40,966 --> 00:41:43,866
really simple to use and can help you a lot with that
978
00:41:43,966 --> 00:41:46,866
what you will need to do for next week
979
00:41:47,000 --> 00:41:48,966
of course feel free to go on and
980
00:41:49,100 --> 00:41:50,066
you know do the shot
981
00:41:50,066 --> 00:41:51,866
but one thing I'm already telling you
982
00:41:51,866 --> 00:41:55,200
you'll have to do is a soft mat for one of the girls
983
00:41:55,500 --> 00:41:56,900
uh just to separate them
984
00:41:56,900 --> 00:41:59,566
and the reason is that they both are in different
985
00:41:59,566 --> 00:42:00,566
focus levels
986
00:42:00,566 --> 00:42:01,733
when one is in focus
987
00:42:01,733 --> 00:42:02,333
the other one
988
00:42:02,333 --> 00:42:04,466
is not and we wanna use a
989
00:42:04,466 --> 00:42:07,600
hefty amount of edge blur to help with the focused ones
990
00:42:07,866 --> 00:42:09,533
so we need to separate them
991
00:42:09,533 --> 00:42:11,500
this should just be a rough
992
00:42:11,500 --> 00:42:13,366
soft mat around her
993
00:42:13,733 --> 00:42:17,000
just make sure that where the intersection happens
994
00:42:17,000 --> 00:42:18,466
that it works well
995
00:42:18,866 --> 00:42:21,466
we want to have a way to quickly
996
00:42:21,933 --> 00:42:24,766
separate these two and give them separate treatments
997
00:42:25,300 --> 00:42:26,866
and finally
998
00:42:26,866 --> 00:42:28,766
you know you can use uh
999
00:42:28,800 --> 00:42:30,300
the tracker for all your rotos
1000
00:42:30,300 --> 00:42:32,300
which will make everything much easier
1001
00:42:32,300 --> 00:42:34,800
because they are actually not moving a lot
1002
00:42:35,000 --> 00:42:36,900
uh what is moving is the camera
1003
00:42:37,200 --> 00:42:38,800
so if you use your
1004
00:42:39,000 --> 00:42:41,700
apply your tracker to the transform of your rottos
1005
00:42:41,700 --> 00:42:44,000
just like we did for the paint
1006
00:42:44,000 --> 00:42:46,500
that will make everything much faster
1007
00:42:46,666 --> 00:42:49,300
so we'll go back to this shot next week
1008
00:42:49,300 --> 00:42:50,966
feel free to go on with it
1009
00:42:51,000 --> 00:42:53,866
and next week we're gonna finish this shot
1010
00:42:53,866 --> 00:42:56,900
and then we'll start working on the balcony
1011
00:42:56,900 --> 00:42:59,600
so I'll see you all next week bye bye
72320
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