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These are the user uploaded subtitles that are being translated: 1 00:00:06,600 --> 00:00:07,500 hello everyone 2 00:00:07,500 --> 00:00:10,300 this is class No. 2 of nuke 3:09 3 00:00:10,466 --> 00:00:13,466 Last week was a little bit on the theoretical side 4 00:00:13,600 --> 00:00:15,166 this week we have a shot to do 5 00:00:15,166 --> 00:00:17,700 so there is a lot of work ahead of us 6 00:00:18,066 --> 00:00:19,133 but before we start 7 00:00:19,133 --> 00:00:22,566 just a quick question and a pretty quick answer 8 00:00:22,900 --> 00:00:25,200 so the big question we always ask 9 00:00:25,200 --> 00:00:26,666 why do I get bad edges 10 00:00:26,666 --> 00:00:28,766 we're talking about extraction of course 11 00:00:28,900 --> 00:00:30,333 so in a perfect world 12 00:00:30,333 --> 00:00:32,100 everything would have a solid edge 13 00:00:32,100 --> 00:00:34,666 and we would create mats in a matter of seconds 14 00:00:34,666 --> 00:00:36,666 and our life would be much easier 15 00:00:37,000 --> 00:00:38,566 but in the real world 16 00:00:38,566 --> 00:00:39,733 edges are fuzzy 17 00:00:39,733 --> 00:00:42,400 or some of the edges are half transparent 18 00:00:42,500 --> 00:00:43,666 especially when 19 00:00:44,400 --> 00:00:46,300 solid edges out of focus 20 00:00:46,300 --> 00:00:48,466 that's pretty self explanatory 21 00:00:48,533 --> 00:00:49,700 solid edges 22 00:00:49,733 --> 00:00:50,833 motion blurred 23 00:00:51,600 --> 00:00:55,200 or the object itself is half transparent or translucent 24 00:00:55,200 --> 00:00:58,666 and here we're talking about everything from hair 25 00:00:58,866 --> 00:01:01,533 cloth rain fog 26 00:01:01,533 --> 00:01:02,600 and so forth 27 00:01:02,600 --> 00:01:06,566 so we have two uh basic issues to deal with them 28 00:01:06,566 --> 00:01:07,900 the easy one is the hue 29 00:01:07,900 --> 00:01:08,566 so of course 30 00:01:08,566 --> 00:01:11,600 uh a green screen is green and a blue screen is blue 31 00:01:11,666 --> 00:01:14,166 and we'll have green or blue in those fuzzy 32 00:01:14,166 --> 00:01:16,066 edges that we need to get rid of 33 00:01:16,166 --> 00:01:17,800 the other one is the big issue 34 00:01:17,866 --> 00:01:19,000 Lumino City 35 00:01:19,300 --> 00:01:20,900 so basically 36 00:01:21,366 --> 00:01:23,200 a green screen is a flat 37 00:01:23,566 --> 00:01:25,000 background that has 38 00:01:25,333 --> 00:01:28,166 sort of a unified luminosity 39 00:01:28,333 --> 00:01:30,200 and whenever you replace that background 40 00:01:30,200 --> 00:01:31,566 and put something else 41 00:01:31,600 --> 00:01:33,300 almost always the background that 42 00:01:33,300 --> 00:01:35,466 you're going to put behind is gonna have 43 00:01:35,500 --> 00:01:37,533 varying levels of luminosity 44 00:01:37,533 --> 00:01:38,366 bright and dark 45 00:01:38,366 --> 00:01:39,866 so wherever the luminosity 46 00:01:39,866 --> 00:01:42,500 value of the new background does not match 47 00:01:42,533 --> 00:01:44,800 the luminosity of the green screen 48 00:01:45,000 --> 00:01:48,333 there is a potential for dark or bright edges 49 00:01:48,333 --> 00:01:49,933 what we call bad edges 50 00:01:49,933 --> 00:01:51,500 and that is very simple 51 00:01:51,500 --> 00:01:53,633 so why do I get bad edges 52 00:01:54,100 --> 00:01:55,933 because you're replacing the background 53 00:01:55,933 --> 00:01:58,366 so this is a pretty common misconception 54 00:01:58,366 --> 00:02:01,300 people think that once they created a perfect 55 00:02:01,300 --> 00:02:03,300 clean extraction 56 00:02:03,300 --> 00:02:06,200 they have the alpha or the mats and the color 57 00:02:06,200 --> 00:02:07,866 and they combine them together 58 00:02:07,866 --> 00:02:09,066 and now they expect to 59 00:02:09,066 --> 00:02:10,600 put them over different backgrounds 60 00:02:10,600 --> 00:02:12,500 and everything will work the same 61 00:02:12,700 --> 00:02:13,366 but it won't 62 00:02:13,366 --> 00:02:15,166 whenever you change the background 63 00:02:15,166 --> 00:02:17,666 problems with edges will pop up again 64 00:02:17,766 --> 00:02:20,700 so the point I'm trying to make here is very simple 65 00:02:21,000 --> 00:02:23,800 your extraction really depends on the background 66 00:02:23,800 --> 00:02:25,200 you're putting behind it 67 00:02:25,200 --> 00:02:26,900 and whenever you change the background 68 00:02:26,900 --> 00:02:28,533 or the color of the background 69 00:02:28,533 --> 00:02:30,900 you have to be aware that it will also change 70 00:02:30,900 --> 00:02:31,900 your extraction look 71 00:02:31,900 --> 00:02:33,800 and that needs to be revisited 72 00:02:33,800 --> 00:02:36,000 so now that I made my point 73 00:02:36,333 --> 00:02:37,666 let's start working 74 00:02:38,066 --> 00:02:38,933 so here we are 75 00:02:38,933 --> 00:02:39,700 ready to go 76 00:02:39,700 --> 00:02:40,900 I brought in the plate 77 00:02:40,900 --> 00:02:43,066 I set it to start at frame 1 78 00:02:43,400 --> 00:02:45,266 and the globals are set 79 00:02:45,866 --> 00:02:48,133 to start to frame 1 to 1:20 80 00:02:48,133 --> 00:02:50,600 and the correct format 81 00:02:50,933 --> 00:02:51,966 I also brought in 82 00:02:51,966 --> 00:02:55,000 the vector field with our grade from last class 83 00:02:55,000 --> 00:02:57,100 it's always good to look at your comp 84 00:02:57,266 --> 00:02:59,433 both ways so that you know how it looks 85 00:02:59,900 --> 00:03:04,066 in the raw and how it looks in the quick time graded 86 00:03:04,133 --> 00:03:05,800 and I also brought in the 87 00:03:07,400 --> 00:03:08,666 four images 88 00:03:09,333 --> 00:03:11,700 and one of them we should use for the background 89 00:03:11,700 --> 00:03:13,466 so as I said just before 90 00:03:13,466 --> 00:03:15,366 it's important to set the background first 91 00:03:15,366 --> 00:03:16,333 let's just do this 92 00:03:16,333 --> 00:03:17,700 and for that we'll do a really 93 00:03:17,700 --> 00:03:20,066 really quick dirty extraction on this 94 00:03:20,200 --> 00:03:24,000 so I like to use Primat for this 95 00:03:26,566 --> 00:03:28,833 let's just swipe around 96 00:03:29,566 --> 00:03:31,800 we really don't wanna spend too much time here 97 00:03:31,800 --> 00:03:36,266 so we're going to quickly clean up the background 98 00:03:36,266 --> 00:03:40,866 you can hold control and shift on windows and drag 99 00:03:40,866 --> 00:03:42,966 that will clean up the whole area 100 00:03:42,966 --> 00:03:47,366 or you can just hold control like I'm doing right now 101 00:03:50,133 --> 00:03:51,800 we don't mind if it's a little dirty 102 00:03:51,800 --> 00:03:52,866 just a little bit here 103 00:03:52,866 --> 00:03:53,500 and as you see 104 00:03:53,500 --> 00:03:56,933 I'm playing with the gamma to see both the um 105 00:03:56,933 --> 00:03:59,133 the mat and the background 106 00:03:59,133 --> 00:04:01,333 and now let's clean up the mat itself 107 00:04:01,333 --> 00:04:04,066 so that it doesn't have too many holes 108 00:04:04,866 --> 00:04:06,300 so right here 109 00:04:07,666 --> 00:04:09,300 and right here 110 00:04:10,466 --> 00:04:13,700 and that would be good for our purposes 111 00:04:13,700 --> 00:04:15,233 oop I got some 112 00:04:17,100 --> 00:04:19,400 background noise to clean up here 113 00:04:19,733 --> 00:04:23,433 yeah I think that's good enough 114 00:04:26,800 --> 00:04:28,766 okay let's bring the gamma back 115 00:04:29,533 --> 00:04:32,833 and this is about as dirty as we can get 116 00:04:33,600 --> 00:04:37,600 um the other thing I wanna bring up at this point is um 117 00:04:37,666 --> 00:04:38,866 spill suppression 118 00:04:39,666 --> 00:04:41,700 so in your class material 119 00:04:41,700 --> 00:04:45,166 you should have the Pixel Fudger plugin 120 00:04:46,166 --> 00:04:48,966 it's a little set of plugins that's available for free 121 00:04:48,966 --> 00:04:52,300 and the kill spill is probably the best spiller I know 122 00:04:52,300 --> 00:04:53,500 I really like using it 123 00:04:53,500 --> 00:04:55,100 I think that once you use it 124 00:04:55,266 --> 00:04:58,100 you'll never wanna go back to other methods 125 00:04:58,400 --> 00:05:00,266 um so it's easy to install 126 00:05:00,266 --> 00:05:02,700 just drop them in the plugins folder 127 00:05:02,966 --> 00:05:05,900 and uh let's use that just to kill the spiel 128 00:05:05,900 --> 00:05:07,700 so we don't have that green because that may 129 00:05:07,700 --> 00:05:09,600 might confuse us when we do the color 130 00:05:09,600 --> 00:05:10,766 for the background 131 00:05:10,966 --> 00:05:14,100 um so let's go into that bringing the keel spiel 132 00:05:16,366 --> 00:05:19,200 and now we just wanna copy the mat 133 00:05:19,600 --> 00:05:20,533 our prime mat 134 00:05:20,533 --> 00:05:23,300 and copy the color through the spiel suppression 135 00:05:24,200 --> 00:05:27,966 and let's pre multiply this 136 00:05:30,366 --> 00:05:32,200 and now we have an ugly 137 00:05:32,200 --> 00:05:35,366 but usable mat for setting the backgrounds 138 00:05:35,500 --> 00:05:38,300 now let's put something behind and see how it looks 139 00:05:38,333 --> 00:05:39,400 if we look at these 140 00:05:39,400 --> 00:05:41,166 these are 5K 141 00:05:41,266 --> 00:05:44,100 um these are steals um 142 00:05:44,100 --> 00:05:48,333 so of course we need to reform at them just to explain 143 00:05:48,333 --> 00:05:50,600 as you can see there are in the shoe store 144 00:05:50,600 --> 00:05:51,500 so we need to 145 00:05:51,500 --> 00:05:53,866 make them feel like they are in a shoe store 146 00:05:53,866 --> 00:05:56,600 this one looks like it's the outside of the store 147 00:05:56,666 --> 00:05:58,366 but let's just try this one 148 00:05:58,366 --> 00:06:00,600 so we just wanna reform at it 149 00:06:02,533 --> 00:06:05,700 and we wanna put our foreground over 150 00:06:08,900 --> 00:06:09,866 well yeah that 151 00:06:09,866 --> 00:06:12,700 that makes them look like they're outside the store 152 00:06:12,700 --> 00:06:14,633 so this one we can delete 153 00:06:14,966 --> 00:06:16,600 let's try this one 154 00:06:16,966 --> 00:06:17,566 the same thing 155 00:06:17,566 --> 00:06:18,500 it's outside the store 156 00:06:18,500 --> 00:06:21,600 so we're left with two um 157 00:06:22,933 --> 00:06:25,600 that one feels like it's gonna be problematic 158 00:06:25,600 --> 00:06:28,766 um for several reasons 159 00:06:29,133 --> 00:06:30,533 the angle feels a little weird 160 00:06:30,533 --> 00:06:33,066 even if we tweak the scaling so forth 161 00:06:33,466 --> 00:06:36,166 um the other thing is the lighting on them 162 00:06:36,166 --> 00:06:37,700 if you look at the plate 163 00:06:38,133 --> 00:06:40,300 let's see when she's in focus 164 00:06:40,300 --> 00:06:42,500 the um the red haired girl 165 00:06:42,866 --> 00:06:43,700 um there is 166 00:06:43,700 --> 00:06:46,633 some kind of strong light coming from this side 167 00:06:47,000 --> 00:06:51,766 which we don't quite feel here actually 168 00:06:51,766 --> 00:06:54,100 we feel like the light is coming from the other 169 00:06:54,100 --> 00:06:57,800 way around we can try and uh flop it 170 00:07:03,066 --> 00:07:06,566 but that's not looking great either 171 00:07:07,000 --> 00:07:08,466 let's try the last one 172 00:07:10,166 --> 00:07:14,100 and obviously that one would make the best candidate 173 00:07:14,700 --> 00:07:16,666 with a little bit of tweaking 174 00:07:16,666 --> 00:07:18,100 so let's do that 175 00:07:18,366 --> 00:07:19,566 now at this point 176 00:07:19,566 --> 00:07:22,400 before we start repositioning the background to 177 00:07:22,400 --> 00:07:24,800 uh to work uh 178 00:07:24,800 --> 00:07:28,566 it might be a good idea to track it in um 179 00:07:29,333 --> 00:07:31,066 since there is a lot of uh camera 180 00:07:31,066 --> 00:07:33,300 it's kind of handheld camera move 181 00:07:33,300 --> 00:07:37,300 so um we wanna do that because we wanna know uh 182 00:07:37,300 --> 00:07:38,300 if we rescale it 183 00:07:38,300 --> 00:07:40,766 how much of it goes out of frame and so forth 184 00:07:40,766 --> 00:07:42,766 cause it's moving quite a lot there 185 00:07:42,766 --> 00:07:45,866 so uh let's add a tracker node 186 00:07:46,166 --> 00:07:49,166 and I don't think I need to teach you how to track 187 00:07:49,166 --> 00:07:50,300 pointing 2D 188 00:07:50,800 --> 00:07:52,566 that's I'm sure you all know 189 00:07:52,566 --> 00:07:54,233 but just two things 190 00:07:54,700 --> 00:07:58,133 one advice is I usually turn off the blue channel 191 00:07:58,133 --> 00:07:59,700 just because it's the noisy one 192 00:07:59,700 --> 00:08:02,266 and it usually helps to get a cleaner track 193 00:08:02,800 --> 00:08:03,466 the other thing 194 00:08:03,466 --> 00:08:06,566 just looking at these specific footage 195 00:08:06,700 --> 00:08:09,366 we start off with the tracking markers 196 00:08:09,366 --> 00:08:12,100 completely out of focus and then they come in focus 197 00:08:12,333 --> 00:08:14,366 so it might actually be a good idea 198 00:08:14,366 --> 00:08:17,366 to track from the end towards the beginning 199 00:08:17,600 --> 00:08:20,466 um just so that we start with in focus trackers 200 00:08:20,466 --> 00:08:24,033 so um you know let's add a track here 201 00:08:29,566 --> 00:08:31,900 we wanna get this nice marker 202 00:08:31,900 --> 00:08:34,600 maybe expand the range a little bit 203 00:08:34,966 --> 00:08:36,566 and that's about it 204 00:08:36,566 --> 00:08:37,566 you can let it track 205 00:08:37,566 --> 00:08:38,566 and I usually 206 00:08:39,400 --> 00:08:41,200 as it goes I'm tracking backwards 207 00:08:41,200 --> 00:08:42,833 I usually just look at the 208 00:08:43,566 --> 00:08:46,200 at this window and as long as I see that nothing is 209 00:08:46,200 --> 00:08:47,733 moving or hardly moving 210 00:08:47,733 --> 00:08:49,633 I know that I have a good enough track 211 00:08:50,400 --> 00:08:52,266 which uh it looks like this 212 00:08:52,333 --> 00:08:54,766 so this is about as easy as it can get 213 00:08:54,766 --> 00:08:56,633 let's see how it handles the uh 214 00:08:56,666 --> 00:08:57,466 out of focus 215 00:08:57,966 --> 00:08:59,066 everything is great 216 00:08:59,066 --> 00:09:00,300 so we got a track 217 00:09:00,300 --> 00:09:01,500 no problem there 218 00:09:01,566 --> 00:09:03,800 now we're gonna use this track for a lot of things 219 00:09:03,800 --> 00:09:05,600 because everything moves in this shot 220 00:09:05,600 --> 00:09:06,766 this kind of the same way 221 00:09:06,766 --> 00:09:08,466 we're gonna use it for the background 222 00:09:08,466 --> 00:09:11,800 but we can also use it for any paint work 223 00:09:11,866 --> 00:09:14,800 uh that we can track any rotos and so forth 224 00:09:14,800 --> 00:09:17,666 so this will be our master track here 225 00:09:18,166 --> 00:09:20,000 let's just change it 226 00:09:20,000 --> 00:09:23,700 the transform from non to match move one point 227 00:09:23,966 --> 00:09:25,466 and now we can always 228 00:09:25,500 --> 00:09:28,066 clone that track and use it everywhere 229 00:09:28,066 --> 00:09:29,633 so let's just do that 230 00:09:29,866 --> 00:09:31,566 old K to clone 231 00:09:33,000 --> 00:09:34,866 and we'll put this 232 00:09:40,300 --> 00:09:42,133 so now and um 233 00:09:42,133 --> 00:09:44,000 we can look at it at 234 00:09:45,333 --> 00:09:46,800 8 so it goes fast 235 00:09:46,800 --> 00:09:47,900 we have a track 236 00:09:47,966 --> 00:09:49,733 now a little trick you know 237 00:09:49,733 --> 00:09:51,966 sometimes when you track a green screen like this 238 00:09:51,966 --> 00:09:54,700 everything feels almost too perfect 239 00:09:55,100 --> 00:09:56,566 like the background is uh 240 00:09:56,566 --> 00:09:58,966 moving exactly like the foreground 241 00:09:59,333 --> 00:10:00,900 uh now on Small Moves like this 242 00:10:00,900 --> 00:10:03,133 there really is not gonna be a lot of parallax 243 00:10:03,133 --> 00:10:06,000 but if you wanna loosen up the track just a little bit 244 00:10:06,500 --> 00:10:10,866 to get a bit more of a kind of a natural feel um 245 00:10:10,900 --> 00:10:14,433 you can fake that by simply adding a little expression 246 00:10:14,500 --> 00:10:19,866 if I go into my tracker transform and um 247 00:10:20,066 --> 00:10:22,300 let's open the curve 80 tour 248 00:10:22,733 --> 00:10:25,300 and these are my translate X and y 249 00:10:25,866 --> 00:10:27,000 on the track 250 00:10:27,600 --> 00:10:31,400 you can select them just that movement and 251 00:10:32,366 --> 00:10:34,100 let's edit the expression here 252 00:10:34,766 --> 00:10:37,566 and we just wanna divide the curve 253 00:10:37,566 --> 00:10:41,000 to make it basically just loosen it up a little bit 254 00:10:41,000 --> 00:10:43,566 so we can do curve times 255 00:10:43,566 --> 00:10:46,033 point nine or let's try point eight 256 00:10:46,700 --> 00:10:49,400 and do the same for the y times 257 00:10:49,766 --> 00:10:50,833 point eight 258 00:10:52,466 --> 00:10:54,433 and we can watch this again 259 00:11:04,100 --> 00:11:05,733 well that might be a little too much 260 00:11:05,733 --> 00:11:07,966 but we can always change it later to point 9 261 00:11:07,966 --> 00:11:09,566 you can see in your curves here 262 00:11:09,566 --> 00:11:10,966 this is the original curve 263 00:11:10,966 --> 00:11:14,000 and this is how we kind of squeezed it in a little bit 264 00:11:14,000 --> 00:11:16,033 so it's not matching perfectly 265 00:11:16,566 --> 00:11:19,066 um for now let's use um 266 00:11:19,066 --> 00:11:20,533 you know let's set it to point 9 267 00:11:20,533 --> 00:11:21,800 I think it's a bit 268 00:11:22,466 --> 00:11:24,666 a bit too exaggerated so 269 00:11:25,400 --> 00:11:27,400 just adding a tiny bit of 270 00:11:28,966 --> 00:11:30,166 leeway there 271 00:11:30,300 --> 00:11:31,300 and you can see that 272 00:11:31,300 --> 00:11:33,833 our curves are now getting closer to the original 273 00:11:34,266 --> 00:11:35,466 now it's a good idea 274 00:11:35,466 --> 00:11:38,100 from time to time to clear your cash 275 00:11:38,266 --> 00:11:41,266 especially the buffers that get feeling pretty quick 276 00:11:41,366 --> 00:11:43,066 and things are slowing down 277 00:11:43,066 --> 00:11:45,000 I usually clear all three of them 278 00:11:45,000 --> 00:11:47,500 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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