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hello everyone
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this is class No. 3 of Nuke 3:09
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and this time I don't have any uh
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exciting Powerpoint presentation to show you
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uh we have a lot of work to do
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so let's just get to the business
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so I'm picking up exactly where we stopped last week
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and first let's clean up um
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this stuff here
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this is the old temporary extraction that we did
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we really don't need it here anymore
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now as you remember last week we looked at um
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the beat of noise that we have from the IBK
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extraction over here generally
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and one way to reduce that is to cheat the background
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that goes through the IBK and make it darker
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or at least make the blacks darker
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so if we had a grade note here
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where the background goes into the IBK
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we can go to the lift and basically go down
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and as you can see
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we can control the um
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the color of the noise over here
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um let's see here too
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it's helping a little bit
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yeah and you wanna look at the brighter parts and
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see that you're not um
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destroying anything nice that you had
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let's go to where she's in focus and turn it off and on
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and actually
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it's helping because it's
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getting us a little bit more hair detail in there
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that kind of got lost before
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uh it might be a little
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um too hard
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edgy at this point
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but we'll see
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it again with edge blur
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so let's keep it like this for now and see what we get
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later on we can always turn it off
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now as you remember
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I asked you to create a mat for her
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a soft mat around one of the girls
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so we can separate them
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I have a roto here and it's very rough
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and it's tracked to the track so it moves with her
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and
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um so one thing we wanna do is try and help those
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edge blurred
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I'm sorry those defoccused edges
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and let's look at her when she's out of focus
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and you can see you know
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the way they look right now
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um we wanna make them feel a bit more integral and
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out of focus
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and for this we can use an edge blur
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and it's a great tool
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it's a great little note that I use a lot
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because you can not only control the
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softness of the edges
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you can also use it to control the color
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luminosity of the edges so um
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let's add an edge blur right before the IBK goes over
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the background
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and for now it's going to be applied to both of them
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of course we wanna separate
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so the edge blur is now set to 3
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and you can see doing its thing on the um
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on the noisy edges there
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now remember that we're working on a 3K image
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so values for blur should go higher than you
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think because really this goes by pixels
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let's set it for 20
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and you see how nicely it's now softening her hair
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and making it look more out of focus
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of course now it's hitting this girl
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which we don't want to
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but we'll take care of it in a moment
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another thing we wanna use the edge blur
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for is when she's out of focus
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you can see that the edges of her hair feel too bright
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um in a little too greenish maybe
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and we can use the brightness
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and tint on the edge blur to kind of heat that
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so if we reduce the brightness a little
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um it's hitting also the center here
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but as as I said before
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we're going to use different extraction for that
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so we really only wanna look at the edges
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we don't wanna go too far
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but this is kind of helping
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and we can also control the tint
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maybe take a little bit of green
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out of it to make it feel a bit more reddish
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not too much something like this
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and this is already helping
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now if you look very closely
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you'll see that we're starting to lose grain
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on the focused on the
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wherever we have the edge blur
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and this is natural
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I'll show you later on how you can put the
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grain back in only in these areas
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for now this is pretty nice
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so we have to animate this blur because as she
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goes in focus with the rock focus
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we want to reduce that to match
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so let's go to frame 20
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and we want to put a
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a keyframe here for the size
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and probably for whatever else we change
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so that would be the tint and the brightness
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and now let's go to frame 34
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which is the end of our rack
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and of course
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now you can see she's all blurry at the edges
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we wanna reduce these back to say three
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to keep her nice and sharp ah
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let's try and putting this back to the original value
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the tint and the brightness
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um so let's put this at 1
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and a key frame there let's put the tint at 1
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um
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and that's it
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now we wanna do something similar for the other girl
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so we need to split
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our comb for the Edgewood to have another one for her
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this is where the Rodo comes in handy
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so let's add a key mix here
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and
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the edge blur for the woman will go into the a
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because we have the rotto for the a
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and of course in a key mix
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um everything that
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goes into the a will be affected by the mat
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and everything that's outside the mat
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will go into the B
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and this is our B
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um and let's put another edge blur here
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and it's a good idea to put some softness on this mat
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so we don't have anything weird
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happening let's put 20 in there
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um so for the other girl
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we're gonna start of course with an edge of lower three
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which is what we're having now and
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you can see it affecting just a little bit
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they are just killing off some of that draininess
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and that's good we might need to make it a bit higher
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but for now let's keep it at three
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and of course we wanna put our keyframe at twenty
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and let's keyframe the size
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let's also keyframe the tint and brightness if we
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will wanna change those
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and now let's go to frame 34 we wanna
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put this to about 20 to get nice soft edges
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and we might wanna reduce the brightness slightly
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to get rid of some of those dark edges
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and I think that is looking pretty nice like this
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so there you go now two different
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the focuses and two different edge blurs going on them
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okay time to clear up the cash
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um let's do that right now
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clear buffer is
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and let's go and create the format
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and for that of course we wanna use the prime mat
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and this time we wanna be really careful
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we wanna create a mat that's
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um really really sharp black and white so
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let's start by this
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let's see if we can swipe somewhere else
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maybe around the center
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uh clean the BG noise
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so it's kind of like what we already did
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now just we're trying to
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make it a bit more defined and cleaner
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and again I'm gambling up to see all the little
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points that we wanna keep it as clean as possible
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and I'll show you why in a moment
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and this is of course going to be a very hard mat
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but that's fine with us
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a little bit more here
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and now let's gamma down
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and do the same for the uh FG
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and as we do that it might bring back
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some back into the background which is fine
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okay let's gamma back to about the middle
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see if we need to clean any BG
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yeah there's a little bit here a little bit there
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now the reason we want this mat to be very very um
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accurate or precise
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um is because we're really going to use it only to tell
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nuke where to use the actual plate
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and not do any kind of over with the background
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basically everything at the core in the middle of these
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uh two girls or our subject or foreground
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should just be the plate
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maybe with some uh dispel going on
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and that's all
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but for that
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we wanna shrink this mat quite a lot to keep the edges
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clean so that these will be used by the IBK
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so um if we add um
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um let's say in a road node here
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look at the Alpha and we start dilating down
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you'll see that even the smallest
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tiny pixels that are black and really
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it's even hard to tell
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you see these little tiny
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tiny little ones
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like one pixel or half a pixel wide
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when we start dilating
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they become gigantic holes
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and this is not good
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because these holes will show through um
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but since we did already a pretty clean prime mat
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we can use instead of the regular dilate
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the road dilate
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which is much better for this
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and this time it
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it's a little confusing because instead of going minus
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you wanna go plus to eroded
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but you see that the erosion is very clean
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and on top of that
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we can blur the edges to get a nicer transition
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how much to do really depends on what it looks like
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so we now wanna do this
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we have our IBK with the background on top
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we wanna add a keymix here
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let's do that
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and into the I a channel
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we basically want to plug in the plate
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and into that we want to plug our Ma
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oh for some reason the serge blur got disconnected
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let's connect it again
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now you can see that our mat is extending too much
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let's kill the key mix and we see the IBK
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oh looks nice
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the Maddie is extending too much
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we see the green
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which will take care of in a moment
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but that actually helps us to see how much we're using
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and you know
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it depends on the areas like over the
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where the edges are harder like here
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it works kind of well over here not too much
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so we need to extend the erosion
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maybe reduce the blur
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let's just do that until
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we are left with just the IBK at the top
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so what we're doing is we're putting back the plate
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everywhere in the center
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so you can see that without it
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we had all kinds of issues with the IBK not being
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uh fully opaque like here
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and once we do that
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we're filling in with the right color however
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it still feels a little greenish
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and that's why we want to use the kill spiel
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um over the whole plate
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in this case
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we just wanna make sure that we're
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not dispeeling things that should actually be green
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or exaggerating the spill
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so this is our channel that goes from
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the plate directly into the Chemix
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uh let's add um
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a kill spill there
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not here here
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and let's just look at it and compare it to the plate
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so what you wanna make sure is that
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you're really killing only the green stuff and not
272
00:12:40,300 --> 00:12:42,633
anything else and
273
00:12:43,866 --> 00:12:45,500
just by default I mean
274
00:12:45,500 --> 00:12:48,700
you have ways to tweak the spill and tweak the colours
275
00:12:48,700 --> 00:12:51,100
but it seems pretty right to me
276
00:12:51,100 --> 00:12:53,400
because there is a little bit of green
277
00:12:53,400 --> 00:12:56,833
um reflection going on on her jacket
278
00:12:57,500 --> 00:12:59,033
which we're removing
279
00:12:59,200 --> 00:13:02,166
there's definitely some green on the skin tone
280
00:13:02,500 --> 00:13:04,700
like if you look here or here
281
00:13:05,933 --> 00:13:07,333
but it's very subtle
282
00:13:07,333 --> 00:13:09,300
and that's why I like Kill Spiel
283
00:13:09,300 --> 00:13:11,500
it's not really changing a lot of the colours
284
00:13:11,500 --> 00:13:12,866
just taking out the green
285
00:13:12,933 --> 00:13:14,333
so I think that's right
286
00:13:14,333 --> 00:13:16,666
now let's look again at the whole thing
287
00:13:16,900 --> 00:13:20,300
and um that's without the spill suppression
288
00:13:20,300 --> 00:13:20,866
you can see
289
00:13:20,866 --> 00:13:21,400
for example
290
00:13:21,400 --> 00:13:22,066
on that shoe
291
00:13:22,066 --> 00:13:24,233
that there is a little bit of that green hue
292
00:13:24,566 --> 00:13:27,000
or on the everything that is natural
293
00:13:27,000 --> 00:13:28,633
you can see very easily
294
00:13:28,700 --> 00:13:30,300
and that is helping
295
00:13:30,300 --> 00:13:34,666
so now we have edges controlled by the IBK
296
00:13:34,666 --> 00:13:37,666
everything in the center is basically just a plate
297
00:13:37,800 --> 00:13:39,533
and we're using the prime at
298
00:13:39,533 --> 00:13:42,200
to define where we just use the plate
299
00:13:43,266 --> 00:13:45,566
so this is the basic setup
300
00:13:45,566 --> 00:13:49,300
and we managed to get a lot of detail in the extraction
301
00:13:49,400 --> 00:13:50,966
we managed to
302
00:13:51,166 --> 00:13:55,500
deal with the changing focus levels and
303
00:13:55,933 --> 00:13:57,166
create a core
304
00:13:57,800 --> 00:13:59,000
and from here on
305
00:13:59,000 --> 00:14:01,966
it's basically trading specific edges
306
00:14:02,200 --> 00:14:04,000
and making everything look better
307
00:14:04,000 --> 00:14:06,633
and the best way to do it is to render out
308
00:14:06,866 --> 00:14:09,166
and um compare to the plate
309
00:14:09,300 --> 00:14:11,833
um see where you have noisy edges
310
00:14:11,866 --> 00:14:12,500
for example
311
00:14:12,500 --> 00:14:14,000
when I go back to her
312
00:14:14,000 --> 00:14:16,066
um um in the focus
313
00:14:16,533 --> 00:14:18,600
I definitely feel that this
314
00:14:18,600 --> 00:14:20,700
edge right here feels too bright
315
00:14:20,733 --> 00:14:22,366
so you have different ways to do it
316
00:14:22,366 --> 00:14:24,800
I mean you wanna do a soft matte around it
317
00:14:24,800 --> 00:14:25,866
a soft roto
318
00:14:26,000 --> 00:14:27,533
and maybe um
319
00:14:27,533 --> 00:14:30,300
put another IBK gizmo connected and do a
320
00:14:30,300 --> 00:14:31,400
chemix between them
321
00:14:31,400 --> 00:14:32,400
and for that area
322
00:14:32,400 --> 00:14:34,100
tweak the IBK
323
00:14:34,400 --> 00:14:35,066
for example
324
00:14:35,066 --> 00:14:37,300
in the IBK um
325
00:14:37,300 --> 00:14:40,300
you can tweak the red weight and
326
00:14:40,366 --> 00:14:41,600
blue green weight
327
00:14:41,700 --> 00:14:45,500
to darken or color correct the edges slightly
328
00:14:45,800 --> 00:14:48,733
uh you just wanna make sure that you don't do it over
329
00:14:48,733 --> 00:14:49,800
the whole thing because
330
00:14:49,800 --> 00:14:52,166
you wanna keep the consistency between
331
00:14:52,166 --> 00:14:53,266
the real plate
332
00:14:53,333 --> 00:14:54,366
and the IBK
333
00:14:54,366 --> 00:14:56,133
so if you start tweaking too much
334
00:14:56,133 --> 00:14:56,866
as you can see
335
00:14:56,866 --> 00:14:57,666
you're gonna get this
336
00:14:57,666 --> 00:14:59,566
so this is where our real plate is
337
00:14:59,566 --> 00:15:01,866
this is where the IBK takes over
338
00:15:01,866 --> 00:15:02,900
and you definitely don't
339
00:15:02,900 --> 00:15:04,200
don't wanna do that
340
00:15:04,366 --> 00:15:07,933
and really it's a matter of isolating specific
341
00:15:07,933 --> 00:15:09,600
areas with a soft roto
342
00:15:09,600 --> 00:15:11,166
just like we did here
343
00:15:11,366 --> 00:15:13,466
and tweaking them differently
344
00:15:14,133 --> 00:15:15,066
apart from that
345
00:15:15,066 --> 00:15:16,800
I promise to show you
346
00:15:16,800 --> 00:15:18,666
anti grain back into the
347
00:15:19,533 --> 00:15:20,700
the edge blur
348
00:15:20,700 --> 00:15:22,466
and let's just look here
349
00:15:22,466 --> 00:15:23,566
and you see that area
350
00:15:23,566 --> 00:15:26,300
and that doesn't feel good and might pop up when you
351
00:15:26,300 --> 00:15:28,000
color grade or correct
352
00:15:28,500 --> 00:15:31,600
so usually the way to do that
353
00:15:33,133 --> 00:15:35,833
um you wanna take your edge blur
354
00:15:36,366 --> 00:15:37,933
and you wanna output
355
00:15:37,933 --> 00:15:40,600
a channel and you wanna create a new channel
356
00:15:40,866 --> 00:15:42,000
or a new layer for that
357
00:15:42,000 --> 00:15:45,100
so let's create new we'll call it blur
358
00:15:46,000 --> 00:15:49,600
dot alpha cause we wanna put that in the alpha
359
00:15:50,366 --> 00:15:54,966
channel and we wanna do the same here
360
00:15:56,333 --> 00:15:59,500
so here we can just use the blur dot alpha
361
00:15:59,500 --> 00:16:03,266
we want both of them and um
362
00:16:03,266 --> 00:16:06,700
we should be able to see that if we change to the blur
363
00:16:07,600 --> 00:16:10,300
now you can see it's catching a lot of stuff
364
00:16:10,300 --> 00:16:11,533
and it's a bit confusing
365
00:16:11,533 --> 00:16:13,700
because the blur is very wide here
366
00:16:14,000 --> 00:16:17,000
but it will probably be still useful
367
00:16:19,333 --> 00:16:21,433
let's go back to RGBA
368
00:16:24,000 --> 00:16:27,400
so now we wanna add another keymix
369
00:16:31,400 --> 00:16:36,266
and we wanna clone our drain or let's copy it
370
00:16:36,266 --> 00:16:38,833
because we might wanna tweak it slightly
371
00:16:39,166 --> 00:16:44,100
so we don't wanna clone it and put here
372
00:16:44,100 --> 00:16:45,400
we don't wanna go through
373
00:16:45,400 --> 00:16:47,233
um the alpha
374
00:16:48,000 --> 00:16:50,466
cause we were using the key mix as the alpha
375
00:16:51,166 --> 00:16:56,166
and now we wanna grab is our channel for the key mix
376
00:16:56,166 --> 00:16:57,200
the Blur Alpha
377
00:16:57,200 --> 00:17:00,033
so mass channel would be Blur Alpha
378
00:17:05,200 --> 00:17:07,100
and as you can see
379
00:17:07,300 --> 00:17:08,800
we're adding back
380
00:17:09,133 --> 00:17:10,366
the grain into the blur
381
00:17:10,366 --> 00:17:12,733
now it's also affecting a little bit
382
00:17:12,733 --> 00:17:13,900
what's going around there
383
00:17:13,900 --> 00:17:17,466
this is natural because we're using a very soft matte
384
00:17:17,666 --> 00:17:21,066
and the blur is also affecting all the noise in the IVK
385
00:17:21,066 --> 00:17:24,300
but it's not going to make a huge difference
386
00:17:24,300 --> 00:17:26,166
and it help us really fix that
387
00:17:26,166 --> 00:17:29,233
add back rain to those blurred edges
388
00:17:30,100 --> 00:17:31,733
especially where they're really blurred
389
00:17:31,733 --> 00:17:34,266
like look here on that girl
390
00:17:34,333 --> 00:17:36,466
you know without adding that grain
391
00:17:36,466 --> 00:17:39,300
we really have a weird kind of soft band
392
00:17:39,766 --> 00:17:40,500
and you know
393
00:17:40,500 --> 00:17:41,366
if it's too much
394
00:17:41,366 --> 00:17:42,400
if you wanna reduce it
395
00:17:42,400 --> 00:17:44,966
just reduce the mix on the key mix
396
00:17:45,200 --> 00:17:47,400
just get a little bit in there
397
00:17:48,066 --> 00:17:49,466
something like this
398
00:17:50,200 --> 00:17:51,666
or a little bit more
399
00:17:51,666 --> 00:17:53,033
and that should work
400
00:17:54,133 --> 00:17:55,666
okay so at this point
401
00:17:55,666 --> 00:17:57,900
you really wanna render out of version
402
00:17:58,166 --> 00:18:00,066
and watch it in hero
403
00:18:00,066 --> 00:18:01,066
for example
404
00:18:01,333 --> 00:18:02,300
because there will
405
00:18:02,300 --> 00:18:05,200
there will always be things that will jump out to you
406
00:18:05,200 --> 00:18:07,800
that you only see when it's in motion
407
00:18:07,866 --> 00:18:10,433
so it's always a good idea to go ahead and
408
00:18:10,500 --> 00:18:11,866
render a version
409
00:18:12,066 --> 00:18:13,700
look at it make notes
410
00:18:13,700 --> 00:18:16,300
and then go back and fix those things
411
00:18:16,466 --> 00:18:17,800
before you render
412
00:18:17,800 --> 00:18:20,100
you wanna just check that everything is okay
413
00:18:20,100 --> 00:18:23,200
and when I'm looking at what I have so far
414
00:18:23,200 --> 00:18:25,700
well I'm seeing that our background
415
00:18:25,900 --> 00:18:28,300
um goes out of frame on the sides
416
00:18:28,300 --> 00:18:30,500
and this really shouldn't be the case
417
00:18:30,500 --> 00:18:33,366
because we know that we have a piece at the top
418
00:18:33,933 --> 00:18:36,366
but uh there's something weird going on
419
00:18:36,366 --> 00:18:39,700
and this must be related to a bounding box
420
00:18:39,766 --> 00:18:43,833
so if we go back to our reformat for the background
421
00:18:44,066 --> 00:18:46,000
yeah preserve bounding box is off
422
00:18:46,000 --> 00:18:47,266
if we turn it on
423
00:18:47,900 --> 00:18:51,166
um then this is fixed
424
00:18:51,300 --> 00:18:55,000
the other thing also related to bounding box um
425
00:18:55,566 --> 00:18:59,066
EXRS will actually render the whole bounding box
426
00:18:59,066 --> 00:19:00,766
not just the viewable frame
427
00:19:00,766 --> 00:19:02,800
so if you look at your end
428
00:19:03,000 --> 00:19:04,366
at the end of the comp
429
00:19:04,466 --> 00:19:06,166
you see where the bounding box is
430
00:19:06,166 --> 00:19:07,766
if you're entering EXRS
431
00:19:07,766 --> 00:19:09,966
they will actually include all this area
432
00:19:10,066 --> 00:19:13,266
so what you wanna do is add a reformat node
433
00:19:13,500 --> 00:19:15,233
uh right there at the end
434
00:19:15,266 --> 00:19:16,900
just to a constrain
435
00:19:17,733 --> 00:19:18,866
the bounding box
436
00:19:18,966 --> 00:19:20,500
so this is ready to render
437
00:19:20,500 --> 00:19:22,100
you can add a right note here
438
00:19:22,100 --> 00:19:23,866
and don't forget to render linear
439
00:19:23,866 --> 00:19:25,066
just like you brought it in
440
00:19:25,066 --> 00:19:27,166
we're talking about the XRS of course
441
00:19:27,166 --> 00:19:27,800
if you want
442
00:19:27,800 --> 00:19:29,300
you can also render um
443
00:19:29,533 --> 00:19:30,500
and now VDNX
444
00:19:30,500 --> 00:19:32,166
HD quick time
445
00:19:33,300 --> 00:19:34,733
through the vector field
446
00:19:34,733 --> 00:19:35,533
through the color
447
00:19:35,533 --> 00:19:36,366
but usually it's
448
00:19:36,366 --> 00:19:40,366
it's faster to just render it out of the rendered frame
449
00:19:40,366 --> 00:19:43,533
so you want to first render the E XRS
450
00:19:43,533 --> 00:19:45,733
so let's just do that
451
00:19:45,733 --> 00:19:47,633
and go to hero
452
00:19:48,266 --> 00:19:49,966
so if you remember in the first class
453
00:19:49,966 --> 00:19:53,366
I said that we'll find some time during the course to
454
00:19:53,500 --> 00:19:56,466
um take a look at some of the features of hero
455
00:19:56,666 --> 00:19:58,933
so this is a good opportunity to do that
456
00:19:58,933 --> 00:20:00,133
and I wanna talk
457
00:20:00,133 --> 00:20:02,466
especially about features that relate to hero
458
00:20:02,466 --> 00:20:03,833
is a review tool
459
00:20:04,100 --> 00:20:07,133
uh because these features also apply to the much uh
460
00:20:07,133 --> 00:20:08,966
cheaper more affordable version
461
00:20:08,966 --> 00:20:10,233
the hero player
462
00:20:10,600 --> 00:20:12,133
so let's first create
463
00:20:12,133 --> 00:20:13,700
um a sequence
464
00:20:14,333 --> 00:20:16,200
and now we can bring in uh
465
00:20:16,200 --> 00:20:18,066
let's start with our plate
466
00:20:18,566 --> 00:20:20,466
so let's bring in the plate
467
00:20:21,300 --> 00:20:25,266
and let me just clear the play bank cash
468
00:20:25,266 --> 00:20:27,900
and now we can drag the plate over
469
00:20:28,166 --> 00:20:29,166
and as you see
470
00:20:29,166 --> 00:20:31,700
hero is cashing pretty fast
471
00:20:31,700 --> 00:20:34,866
I must say pretty fast for the size of frame
472
00:20:35,333 --> 00:20:38,100
the problem is that when you bring in more
473
00:20:38,733 --> 00:20:41,033
versions and you want to quickly
474
00:20:41,466 --> 00:20:44,066
jump between one version to the other
475
00:20:44,466 --> 00:20:47,466
this caching speed might not be enough
476
00:20:48,133 --> 00:20:48,800
and you'll have
477
00:20:48,800 --> 00:20:50,866
you know it will stutter or stop
478
00:20:50,900 --> 00:20:54,433
so you have the option of localization
479
00:20:54,900 --> 00:20:56,400
so if you look um
480
00:20:56,400 --> 00:20:58,266
in your preferences
481
00:20:58,333 --> 00:20:59,800
on the first tab
482
00:21:00,366 --> 00:21:04,266
um you can set a path for a localized folder
483
00:21:04,266 --> 00:21:05,700
so if like me
484
00:21:05,700 --> 00:21:07,700
you have a solid state drive
485
00:21:07,700 --> 00:21:09,066
but it's really small one
486
00:21:09,066 --> 00:21:10,300
and you have your um
487
00:21:10,933 --> 00:21:14,100
probably your system and your software installed on it
488
00:21:14,466 --> 00:21:15,533
um and but you
489
00:21:15,533 --> 00:21:17,900
you can't put all your work stuff in there
490
00:21:17,900 --> 00:21:18,766
it's just too big
491
00:21:18,766 --> 00:21:20,566
you put it on your regular drive
492
00:21:20,700 --> 00:21:22,766
uh you can use the localized feature
493
00:21:22,766 --> 00:21:24,866
which is similar to nukes by the way
494
00:21:24,933 --> 00:21:26,700
to temporarily um
495
00:21:26,700 --> 00:21:28,366
localize files over there
496
00:21:28,366 --> 00:21:30,533
and they will be read much faster
497
00:21:30,533 --> 00:21:32,400
and then you can just clear it
498
00:21:32,400 --> 00:21:33,700
when you're done with it
499
00:21:33,800 --> 00:21:35,100
so you set the path
500
00:21:35,100 --> 00:21:36,966
and you set the amount of space
501
00:21:36,966 --> 00:21:39,666
you want to allocate for the localized folder
502
00:21:40,333 --> 00:21:42,666
and now let me
503
00:21:43,200 --> 00:21:44,866
turn down the cash again
504
00:21:44,900 --> 00:21:46,200
and clear the cash
505
00:21:46,700 --> 00:21:47,800
now we can select
506
00:21:47,800 --> 00:21:49,300
this clip and
507
00:21:49,500 --> 00:21:50,800
right click on it
508
00:21:51,166 --> 00:21:53,833
and go to localization policy
509
00:21:53,933 --> 00:21:55,266
and change it to always
510
00:21:55,266 --> 00:21:56,066
and you see the
511
00:21:56,066 --> 00:21:58,333
The Orange Bard that just went there
512
00:21:58,333 --> 00:22:00,833
that means it was localized to the
513
00:22:01,766 --> 00:22:02,600
faster drive
514
00:22:02,600 --> 00:22:04,200
and now if I play it again
515
00:22:04,200 --> 00:22:05,533
you can see that the
516
00:22:05,533 --> 00:22:07,600
caching is almost real time
517
00:22:07,600 --> 00:22:10,233
almost 24 frames per second
518
00:22:10,533 --> 00:22:11,733
and once you do that
519
00:22:11,733 --> 00:22:14,233
it keeps there in the localized folder
520
00:22:14,533 --> 00:22:16,700
until you tell it to
521
00:22:16,766 --> 00:22:18,866
to clear the folder
522
00:22:18,933 --> 00:22:21,166
so now let's bring in
523
00:22:21,500 --> 00:22:23,000
the render we did
524
00:22:33,133 --> 00:22:35,700
and we can localize it too
525
00:22:35,700 --> 00:22:39,566
that will just make things faster so let's do that
526
00:22:40,866 --> 00:22:42,766
and now that it's localized too
527
00:22:42,766 --> 00:22:44,700
we can just bring it and put it
528
00:22:44,700 --> 00:22:46,333
on top of our plate
529
00:22:46,333 --> 00:22:49,366
now uh hero is asking us about the frame cone
530
00:22:49,366 --> 00:22:51,300
because actually the plates
531
00:22:51,300 --> 00:22:53,266
were probably rendered straight from
532
00:22:53,266 --> 00:22:56,066
either from hero or from the editing suit
533
00:22:56,333 --> 00:23:01,100
so they are actually 23.98 and we're rendering it 24
534
00:23:01,500 --> 00:23:03,866
um that's really not a big deal
535
00:23:03,866 --> 00:23:06,500
so we can just say yes okay
536
00:23:06,733 --> 00:23:10,666
um we probably also want to view instead of time code
537
00:23:10,666 --> 00:23:12,066
just uh the frame
538
00:23:12,066 --> 00:23:14,200
so if we take notes about things to do
539
00:23:14,200 --> 00:23:16,466
we can always write down uh
540
00:23:16,466 --> 00:23:17,400
the frame number
541
00:23:17,400 --> 00:23:20,533
and as you see everything runs very smoothly now
542
00:23:20,533 --> 00:23:22,766
then it's that it's localized to the Sol
543
00:23:22,766 --> 00:23:23,800
it's a drive
544
00:23:24,266 --> 00:23:27,733
and what you can do is select your top one
545
00:23:27,733 --> 00:23:29,800
the um the render
546
00:23:29,933 --> 00:23:31,100
and if you hit d
547
00:23:31,100 --> 00:23:32,000
just like in nuke
548
00:23:32,000 --> 00:23:33,733
it will disable it or hide it
549
00:23:33,733 --> 00:23:36,733
so you can quickly toggle between the two
550
00:23:36,733 --> 00:23:39,300
that's just one way of doing things
551
00:23:39,300 --> 00:23:41,366
and you see that as you do that
552
00:23:41,400 --> 00:23:43,500
um a hero is cashing
553
00:23:43,500 --> 00:23:45,266
but because they're on the solely say drive
554
00:23:45,266 --> 00:23:46,800
it's almost real time
555
00:23:46,800 --> 00:23:49,366
and eventually both will be cashed and that's it
556
00:23:49,366 --> 00:23:51,866
so localisation is a good idea
557
00:23:51,866 --> 00:23:53,500
or when you wanna speed up things
558
00:23:53,500 --> 00:23:55,000
and it's even a better idea
559
00:23:55,000 --> 00:23:57,400
if you're actually working on a network
560
00:23:57,400 --> 00:23:59,300
say you're working in a studio
561
00:23:59,566 --> 00:24:01,333
because that's even slower
562
00:24:01,333 --> 00:24:04,800
so that will allow you to temporarily localize
563
00:24:04,933 --> 00:24:07,533
all those files to your own computer
564
00:24:07,533 --> 00:24:09,133
and to your faster drive
565
00:24:09,133 --> 00:24:11,900
so hero uh just like nuke
566
00:24:11,900 --> 00:24:13,966
lets you adjust your interface
567
00:24:14,100 --> 00:24:16,033
and save different layouts
568
00:24:16,533 --> 00:24:19,066
and that's a good idea to do it right now because
569
00:24:19,166 --> 00:24:20,366
we have a lots of
570
00:24:20,600 --> 00:24:21,766
windows and stuff here
571
00:24:21,766 --> 00:24:23,966
and but we really we wanna see the
572
00:24:23,966 --> 00:24:25,266
our main view
573
00:24:25,366 --> 00:24:26,900
as large as possible
574
00:24:26,933 --> 00:24:29,900
so one thing you can do is float a panel
575
00:24:29,900 --> 00:24:32,833
let's float our whole timeline here
576
00:24:33,200 --> 00:24:40,100
and we can scale it down and put it back say here
577
00:24:41,200 --> 00:24:43,966
now we can lower this all the way down
578
00:24:44,566 --> 00:24:46,966
we don't need these
579
00:24:47,666 --> 00:24:49,500
and then we can bring these bars
580
00:24:49,500 --> 00:24:51,633
so really we have a tiny little
581
00:24:51,800 --> 00:24:53,333
timeline here to work with
582
00:24:53,333 --> 00:24:54,800
but we don't need to do much here
583
00:24:54,800 --> 00:24:55,800
we're not editing
584
00:24:55,800 --> 00:24:57,100
we're just reviewing
585
00:24:57,266 --> 00:25:00,433
and the most things we need to do is like disable
586
00:25:00,500 --> 00:25:01,866
one layer and so forth
587
00:25:01,866 --> 00:25:05,100
so now you can go into um window
588
00:25:05,800 --> 00:25:06,866
and workspace
589
00:25:06,866 --> 00:25:08,800
and you can save your workspace
590
00:25:08,800 --> 00:25:09,600
give it a name
591
00:25:09,600 --> 00:25:10,200
for example
592
00:25:10,200 --> 00:25:12,066
I have my own workspace here
593
00:25:12,066 --> 00:25:13,400
called my review
594
00:25:13,566 --> 00:25:15,500
so that's a little bit like
595
00:25:15,600 --> 00:25:16,733
nuke alright
596
00:25:16,733 --> 00:25:19,200
so let's now look at
597
00:25:20,500 --> 00:25:21,800
uh the render
598
00:25:21,933 --> 00:25:23,900
and kind of identify problems
599
00:25:23,900 --> 00:25:24,933
so one thing I'm
600
00:25:24,933 --> 00:25:28,566
I'm seeing and it becomes clear when I um
601
00:25:28,666 --> 00:25:30,666
jump back and forth with the plate is
602
00:25:30,666 --> 00:25:32,000
the hair on this girl
603
00:25:32,333 --> 00:25:33,733
and we might wanna zoom in
604
00:25:33,733 --> 00:25:35,566
and you see this dark band here
605
00:25:35,566 --> 00:25:36,566
that shouldn't be
606
00:25:36,600 --> 00:25:40,500
so I think this is because the IBK here is a bit
607
00:25:40,733 --> 00:25:43,400
uh is not dense enough and um
608
00:25:43,700 --> 00:25:46,666
our format is just not reaching all the way to there
609
00:25:46,666 --> 00:25:49,433
so we push the format pretty
610
00:25:49,666 --> 00:25:51,933
hard inside so that it doesn't touch
611
00:25:51,933 --> 00:25:53,433
any of the hair and stuff
612
00:25:53,466 --> 00:25:55,166
but in this specific area
613
00:25:55,166 --> 00:25:59,000
we might wanna push it back to cover um
614
00:25:59,000 --> 00:26:01,900
this black hole in here uh so um
615
00:26:01,900 --> 00:26:05,166
it's a good idea at this stage to note things down and
616
00:26:05,166 --> 00:26:06,433
uh give yourself
617
00:26:06,900 --> 00:26:10,200
some frame ranges if it happens on specific frames
618
00:26:10,400 --> 00:26:12,700
uh there is some stuff going on here
619
00:26:12,700 --> 00:26:15,000
you can see um
620
00:26:15,000 --> 00:26:17,566
and then if I zoom in closer
621
00:26:18,166 --> 00:26:19,733
I mean it's not looking bad
622
00:26:19,733 --> 00:26:21,100
but there are few things
623
00:26:21,933 --> 00:26:24,666
it feels a little too noisy
624
00:26:24,666 --> 00:26:26,333
I also think that the grain
625
00:26:26,333 --> 00:26:28,566
on the background is too harsh
626
00:26:29,200 --> 00:26:30,133
there is too much
627
00:26:30,133 --> 00:26:32,366
I need to reduce that um
628
00:26:32,366 --> 00:26:34,166
the area here feels too noisy
629
00:26:34,166 --> 00:26:35,900
and the other thing is that
630
00:26:36,566 --> 00:26:38,066
you know if you look at it
631
00:26:38,166 --> 00:26:41,733
it almost feels like we're missing some hair stuff
632
00:26:41,733 --> 00:26:42,800
and this is probably
633
00:26:42,800 --> 00:26:46,500
we're not gonna get it from either the IBK or any other
634
00:26:46,966 --> 00:26:48,166
green screen extractor
635
00:26:48,166 --> 00:26:51,900
so we might wanna augment this one where another
636
00:26:51,900 --> 00:26:55,400
just feels like we're missing a lot of detail in there
637
00:26:55,966 --> 00:26:58,133
what else uh
638
00:26:58,133 --> 00:26:59,800
when she's out of focus
639
00:27:00,500 --> 00:27:04,000
I really don't like the very bright edge on her hair
640
00:27:04,000 --> 00:27:05,066
especially this side
641
00:27:05,066 --> 00:27:06,100
but also here
642
00:27:06,100 --> 00:27:07,566
if you look at the plate
643
00:27:07,600 --> 00:27:09,500
it doesn't exist um
644
00:27:09,500 --> 00:27:11,533
this girl looks really good in focus
645
00:27:11,533 --> 00:27:12,533
the hair detailing
646
00:27:12,533 --> 00:27:14,666
all that so it's mainly fixing this
647
00:27:14,666 --> 00:27:15,533
so it's this
648
00:27:15,533 --> 00:27:17,600
the grain um
649
00:27:17,600 --> 00:27:20,466
the bright edges on the hair when she's out of focus
650
00:27:21,100 --> 00:27:22,266
the noisiness
651
00:27:22,800 --> 00:27:24,766
um adding some detail here
652
00:27:24,966 --> 00:27:27,166
so let's go back to nuke
653
00:27:27,966 --> 00:27:29,300
so here is a new version
654
00:27:29,300 --> 00:27:29,966
in New Core
655
00:27:29,966 --> 00:27:31,700
I kind of try to uh
656
00:27:31,700 --> 00:27:33,366
address all these issues
657
00:27:33,366 --> 00:27:34,866
so first of all
658
00:27:34,866 --> 00:27:36,566
um the hair
659
00:27:36,666 --> 00:27:37,800
on this girl
660
00:27:38,100 --> 00:27:40,466
and it's always a good idea when you work on a
661
00:27:40,466 --> 00:27:43,366
new version to bring in the previous version so you can
662
00:27:43,500 --> 00:27:44,333
ABN compare
663
00:27:44,333 --> 00:27:46,400
so here is the version we looked at
664
00:27:46,500 --> 00:27:47,566
we thought dark
665
00:27:47,566 --> 00:27:48,800
um band here
666
00:27:48,800 --> 00:27:50,200
and here's the new version
667
00:27:50,200 --> 00:27:51,500
which looks better
668
00:27:51,600 --> 00:27:53,500
you see other things happening too
669
00:27:53,500 --> 00:27:55,033
I'll show you them in a moment
670
00:27:55,066 --> 00:27:56,766
so basically
671
00:27:56,766 --> 00:27:58,066
this is our prime at
672
00:27:58,066 --> 00:28:02,466
and this is the original road that we had um
673
00:28:02,733 --> 00:28:03,800
but that that
674
00:28:03,800 --> 00:28:05,400
that defines where we just
675
00:28:05,400 --> 00:28:07,466
use the plate and not the IBK
676
00:28:07,700 --> 00:28:10,066
so I used another key mix here
677
00:28:10,200 --> 00:28:11,700
with a different road
678
00:28:11,700 --> 00:28:13,333
that's a bit more open
679
00:28:13,333 --> 00:28:14,366
for the girl
680
00:28:14,533 --> 00:28:16,166
uh here is a roto
681
00:28:16,733 --> 00:28:18,933
uh that goes just around her head
682
00:28:18,933 --> 00:28:20,600
these areas that we wanna address
683
00:28:20,600 --> 00:28:21,700
and also uh
684
00:28:21,700 --> 00:28:23,500
on the shirt of the other girl
685
00:28:23,500 --> 00:28:26,266
because that had the similar problem
686
00:28:26,866 --> 00:28:28,466
and it's tracked
687
00:28:28,466 --> 00:28:30,800
and it's um
688
00:28:30,800 --> 00:28:32,100
blurred a little bit
689
00:28:32,300 --> 00:28:34,166
and then basically
690
00:28:34,533 --> 00:28:35,566
we have two different
691
00:28:35,566 --> 00:28:36,833
and maybe we need to
692
00:28:36,866 --> 00:28:38,133
make the blur a bit more
693
00:28:38,133 --> 00:28:39,700
you can see the edge there
694
00:28:39,700 --> 00:28:42,700
um so now we have two different versions of erosions
695
00:28:42,700 --> 00:28:44,666
this one I also animated
696
00:28:44,666 --> 00:28:46,000
depending on the frame
697
00:28:46,100 --> 00:28:47,833
um just to um
698
00:28:47,966 --> 00:28:49,666
make it match better
699
00:28:49,900 --> 00:28:53,033
um depending on the movement she does with her head
700
00:28:53,666 --> 00:28:56,000
so that's without the key mix
701
00:28:56,000 --> 00:28:57,566
we're back to this area
702
00:28:57,566 --> 00:28:59,066
you know black hole area
703
00:28:59,066 --> 00:29:01,766
where the format doesn't reach all the way to the end
704
00:29:01,800 --> 00:29:03,000
and that's uh
705
00:29:03,000 --> 00:29:04,866
with adding a second road
706
00:29:04,866 --> 00:29:06,566
key mixed using this
707
00:29:06,566 --> 00:29:08,933
um this roto
708
00:29:08,933 --> 00:29:11,166
so this is for this
709
00:29:11,566 --> 00:29:13,466
another change is
710
00:29:15,966 --> 00:29:16,900
the area
711
00:29:18,200 --> 00:29:21,733
over here so this is our previous version
712
00:29:21,733 --> 00:29:25,100
I mean let's actually go to see when she's in focus
713
00:29:26,300 --> 00:29:30,400
this is our previous version and this is our new
714
00:29:31,933 --> 00:29:33,966
and you can see that I added
715
00:29:34,766 --> 00:29:36,400
quite a lot more detail in here
716
00:29:36,400 --> 00:29:37,766
feels more natural
717
00:29:37,866 --> 00:29:41,200
and again this is basically a cheat or trick
718
00:29:41,466 --> 00:29:42,700
to get a little bit of hair
719
00:29:42,700 --> 00:29:44,566
so let's quickly go over it
720
00:29:45,533 --> 00:29:47,433
I'm going back to the plate
721
00:29:48,166 --> 00:29:49,600
you identify
722
00:29:49,900 --> 00:29:52,600
the channel that has the most contrast around the here
723
00:29:52,600 --> 00:29:54,333
and that would obviously be the green
724
00:29:54,333 --> 00:29:57,000
it's usually the green channel on the green screen
725
00:29:57,500 --> 00:29:59,566
um so then you wanna shuffle
726
00:29:59,566 --> 00:30:01,300
and just get that green channel
727
00:30:01,300 --> 00:30:03,566
so now we have a black and white image
728
00:30:03,566 --> 00:30:05,800
that represents only the green channel
729
00:30:06,100 --> 00:30:07,733
uh now we want of course
730
00:30:07,733 --> 00:30:09,966
the hair to be bright and the background to be dark
731
00:30:09,966 --> 00:30:11,833
so you invert everything
732
00:30:12,566 --> 00:30:15,566
the difference between dark and white is not enough
733
00:30:15,566 --> 00:30:17,300
so you wanna grade it
734
00:30:18,300 --> 00:30:20,300
now one thing you wanna uh
735
00:30:20,366 --> 00:30:21,366
make sure you do
736
00:30:21,366 --> 00:30:27,033
is that you clamp both the blacks and the whites um
737
00:30:27,400 --> 00:30:28,666
and you know what
738
00:30:28,666 --> 00:30:29,566
for this purpose
739
00:30:29,566 --> 00:30:30,466
since we're over
740
00:30:30,466 --> 00:30:31,533
we're adding it
741
00:30:31,533 --> 00:30:34,300
we actually don't need to clamp the whites
742
00:30:34,866 --> 00:30:37,000
it actually doesn't make a big difference
743
00:30:37,166 --> 00:30:38,466
if you were multiplying
744
00:30:38,466 --> 00:30:40,766
it would definitely want the whites to be clamped
745
00:30:40,766 --> 00:30:43,200
and I'll go over one anyway
746
00:30:43,200 --> 00:30:44,933
you can also see that I uh
747
00:30:44,933 --> 00:30:47,200
graded the original um
748
00:30:47,200 --> 00:30:48,366
let's copy this here
749
00:30:48,366 --> 00:30:49,566
for example
750
00:30:50,333 --> 00:30:51,766
just to show you
751
00:30:51,766 --> 00:30:54,100
and I'll reset this back to normal
752
00:30:54,100 --> 00:30:55,466
so what we get is
753
00:30:56,066 --> 00:30:57,833
basically black and white
754
00:30:58,066 --> 00:31:00,500
and I'll connect to these just to show you
755
00:31:00,500 --> 00:31:02,300
so here's my background
756
00:31:03,766 --> 00:31:05,233
and now I am
757
00:31:05,600 --> 00:31:09,100
actually placing or adding that hair
758
00:31:09,100 --> 00:31:10,666
and as you can see
759
00:31:10,900 --> 00:31:14,966
uh I'm only using a smaller mix range
760
00:31:14,966 --> 00:31:17,300
I'm not really putting in all the way to one
761
00:31:17,466 --> 00:31:18,700
and it's also animated
762
00:31:18,700 --> 00:31:21,366
it's animated because once she's uh
763
00:31:21,366 --> 00:31:21,966
the beginning
764
00:31:21,966 --> 00:31:23,100
she's out of focus
765
00:31:23,333 --> 00:31:25,166
this thing is not gonna help us anymore
766
00:31:25,166 --> 00:31:26,666
just gonna make it look worse
767
00:31:27,100 --> 00:31:30,466
so I animated it to appear during the rock focus
768
00:31:30,566 --> 00:31:33,566
but the problem with this is if we look at the
769
00:31:33,566 --> 00:31:34,800
at the whole thing
770
00:31:35,266 --> 00:31:37,833
is that the color feels off
771
00:31:37,866 --> 00:31:40,633
because really we're using a black and white
772
00:31:41,066 --> 00:31:43,500
you know color or no color
773
00:31:43,666 --> 00:31:47,066
so that's why in this grade I kept the same
774
00:31:47,400 --> 00:31:49,200
push and pull on the black point
775
00:31:49,200 --> 00:31:51,766
and white point to get the contrast that you want
776
00:31:51,766 --> 00:31:53,566
you want the background to be totally black
777
00:31:53,566 --> 00:31:55,566
so you don't wanna get any noise in there
778
00:31:55,666 --> 00:31:57,133
and you want everything
779
00:31:57,133 --> 00:31:59,500
all the hair detail to be as bright as you can
780
00:32:00,200 --> 00:32:02,700
um but in addition to that
781
00:32:02,866 --> 00:32:07,600
I also colored it using just the gain to be much warmer
782
00:32:07,700 --> 00:32:08,800
much redder
783
00:32:09,566 --> 00:32:12,600
and let's reconnect this one
784
00:32:13,066 --> 00:32:16,033
and now it feels more like an extension to her hair
785
00:32:16,066 --> 00:32:17,500
and that gives
786
00:32:17,600 --> 00:32:19,700
us back some of the detail
787
00:32:19,733 --> 00:32:21,466
even though it's not as
788
00:32:21,466 --> 00:32:24,233
sharp and clear as on the green screen is gonna
789
00:32:24,533 --> 00:32:26,066
be really hard to get
790
00:32:26,066 --> 00:32:28,233
especially with the the grain
791
00:32:28,533 --> 00:32:30,466
but it definitely helps us
792
00:32:30,466 --> 00:32:31,833
so that's without
793
00:32:32,600 --> 00:32:35,933
it feels almost like something weird is going on
794
00:32:35,933 --> 00:32:36,666
and that's with
795
00:32:36,666 --> 00:32:37,200
and of course
796
00:32:37,200 --> 00:32:38,833
you want to constrain it
797
00:32:38,866 --> 00:32:40,200
only to this area
798
00:32:40,200 --> 00:32:42,966
you definitely don't wanna have this effect going on
799
00:32:42,966 --> 00:32:43,600
for example
800
00:32:43,600 --> 00:32:44,300
on this girl
801
00:32:44,300 --> 00:32:45,866
now we get it sort of a Halo
802
00:32:46,200 --> 00:32:47,500
so again you
803
00:32:47,500 --> 00:32:49,400
you use a tracked photo to
804
00:32:49,400 --> 00:32:51,766
define and always blur those photos
805
00:32:51,800 --> 00:32:53,333
just this area
806
00:32:53,333 --> 00:32:56,433
so here's another improvement on the
807
00:32:56,766 --> 00:32:57,966
um the other take
808
00:32:57,966 --> 00:32:59,800
I also went and change the grain
809
00:32:59,800 --> 00:33:00,466
as you can see
810
00:33:00,466 --> 00:33:02,800
the grain is heavier in the previous take
811
00:33:02,800 --> 00:33:03,966
less heavy on this one
812
00:33:03,966 --> 00:33:07,000
I think it works um better
813
00:33:07,366 --> 00:33:09,100
and the last thing um
814
00:33:09,100 --> 00:33:10,700
I wanted to address this
815
00:33:10,700 --> 00:33:12,700
what we saw when we reviewed
816
00:33:12,966 --> 00:33:15,333
that take was the kind of bright
817
00:33:15,333 --> 00:33:16,333
kind of greenish
818
00:33:16,333 --> 00:33:18,400
edge around her when she's out of focus
819
00:33:18,400 --> 00:33:20,633
if we look back at the older take
820
00:33:24,400 --> 00:33:27,166
yeah that feels a bit off
821
00:33:27,166 --> 00:33:33,100
so one way to to do that is to copy your IBK gizmo
822
00:33:33,866 --> 00:33:36,100
and put another one that's exactly the same
823
00:33:36,100 --> 00:33:39,166
copy and connect it to the color and to the plate
824
00:33:39,366 --> 00:33:41,366
and to the background the same way
825
00:33:41,900 --> 00:33:43,300
add a Chemix here
826
00:33:43,366 --> 00:33:46,366
isolate just the area that you wanna tweak
827
00:33:46,500 --> 00:33:50,300
and in this eye because you see here the red and um
828
00:33:51,066 --> 00:33:52,666
red and blue weights are
829
00:33:53,133 --> 00:33:54,833
exactly point five
830
00:33:54,966 --> 00:33:56,600
if you tweak those
831
00:33:56,600 --> 00:33:57,800
you're gonna change
832
00:33:57,800 --> 00:34:00,966
the color of the extraction and especially the edges
833
00:34:01,200 --> 00:34:03,400
so if you look at this IBK
834
00:34:05,800 --> 00:34:08,900
you see the difference in color so
835
00:34:11,366 --> 00:34:12,900
let's go back here
836
00:34:14,066 --> 00:34:15,866
so this ibk
837
00:34:16,166 --> 00:34:18,466
uh I tweaked the red weight
838
00:34:18,500 --> 00:34:21,000
took it down a lot more
839
00:34:21,366 --> 00:34:24,900
and that basically controls the color of the edges
840
00:34:24,900 --> 00:34:27,566
so even without using an edge blur or
841
00:34:27,733 --> 00:34:29,733
because we already have an edge blur there
842
00:34:29,733 --> 00:34:31,466
and we can't use another one
843
00:34:31,466 --> 00:34:32,500
it's not gonna work
844
00:34:32,500 --> 00:34:34,700
you can actually tweak it um
845
00:34:34,700 --> 00:34:37,100
so that's another thing you end up doing
846
00:34:37,100 --> 00:34:39,200
sometimes you just copy your IBK
847
00:34:39,200 --> 00:34:41,066
create another one um
848
00:34:41,066 --> 00:34:42,533
constrain to a certain area
849
00:34:42,533 --> 00:34:44,900
when you want to have different settings
850
00:34:45,000 --> 00:34:49,466
now the Kimix is animated because once she is in focus
851
00:34:49,700 --> 00:34:52,300
we really don't need that other IBK
852
00:34:52,300 --> 00:34:55,800
because everything looks good on that edge okay
853
00:34:55,800 --> 00:34:57,366
so we're back in hero uh
854
00:34:57,366 --> 00:35:00,100
I ran a new render with the changes
855
00:35:00,100 --> 00:35:01,400
so we have a new version
856
00:35:01,400 --> 00:35:04,466
and here's a nice little thing in uh in hero
857
00:35:04,600 --> 00:35:06,966
uh if you right click on the version we have
858
00:35:06,966 --> 00:35:08,466
which is version 4
859
00:35:08,766 --> 00:35:11,366
um and you look for um
860
00:35:12,066 --> 00:35:13,866
scan for versions
861
00:35:13,933 --> 00:35:15,800
it's actually gonna go through the folder
862
00:35:15,800 --> 00:35:17,600
and here he tells you found two new versions
863
00:35:17,600 --> 00:35:19,466
because he also found an earlier
864
00:35:19,466 --> 00:35:22,133
version that we didn't even look at um
865
00:35:22,133 --> 00:35:24,200
and now basically
866
00:35:24,200 --> 00:35:27,566
if you have the selected and you hold Alt on Windows
867
00:35:27,566 --> 00:35:29,700
and you use the up and down arrows
868
00:35:29,800 --> 00:35:31,900
you're gonna be moving between the versions
869
00:35:31,900 --> 00:35:33,966
and you can see the version number right here
870
00:35:33,966 --> 00:35:36,466
I wish it would show it a little bit larger
871
00:35:36,600 --> 00:35:38,400
I don't know how you can do that in hero
872
00:35:38,400 --> 00:35:39,700
but it's still there
873
00:35:39,933 --> 00:35:42,366
and you can immediately see um
874
00:35:42,566 --> 00:35:44,200
the differences
875
00:35:44,466 --> 00:35:45,766
and as you play
876
00:35:46,300 --> 00:35:49,400
you can toggle between the two versions
877
00:35:49,600 --> 00:35:51,800
and see what has been done
878
00:35:51,800 --> 00:35:52,900
and that's great
879
00:35:53,100 --> 00:35:55,400
and if you still want to toggle to the plate
880
00:35:55,400 --> 00:35:56,866
you just use the d
881
00:35:57,666 --> 00:35:59,200
to go back to the plate
882
00:35:59,200 --> 00:36:00,733
so that gives you an option
883
00:36:00,733 --> 00:36:01,766
the way I set it up
884
00:36:01,766 --> 00:36:03,900
to toggle between different versions
885
00:36:03,900 --> 00:36:05,066
and see the differences
886
00:36:05,066 --> 00:36:08,300
and also toggle between all the versions and the plate
887
00:36:08,300 --> 00:36:10,500
so you have always the reference there
888
00:36:10,600 --> 00:36:12,300
so that's um
889
00:36:12,300 --> 00:36:14,900
some of the reasons why I really like using hero
890
00:36:14,900 --> 00:36:16,166
and Hero Player
891
00:36:16,266 --> 00:36:18,666
as a review tool so
892
00:36:18,666 --> 00:36:19,666
um this is it
893
00:36:19,666 --> 00:36:22,000
the shot is not completely done um
894
00:36:22,000 --> 00:36:24,133
there are other little things to tweak
895
00:36:24,133 --> 00:36:26,500
especially the area over here and again
896
00:36:26,500 --> 00:36:28,366
it has to do with the format
897
00:36:28,366 --> 00:36:30,800
um but you're getting the idea
898
00:36:31,000 --> 00:36:33,333
you do the rough brushes
899
00:36:33,333 --> 00:36:34,866
so to say the big
900
00:36:34,900 --> 00:36:35,700
brush strokes
901
00:36:35,700 --> 00:36:36,400
at the beginning
902
00:36:36,400 --> 00:36:41,066
you create an extraction that works for you a format
903
00:36:41,133 --> 00:36:42,366
set it all up
904
00:36:42,366 --> 00:36:44,066
and then you render out
905
00:36:44,066 --> 00:36:47,933
you identify the small problems and um
906
00:36:47,933 --> 00:36:50,933
you fix them by isolating certain areas and
907
00:36:50,933 --> 00:36:52,000
treating them
908
00:36:52,200 --> 00:36:53,600
so this is it
909
00:36:53,600 --> 00:36:56,466
this was our warm up shot
910
00:36:56,933 --> 00:36:58,000
and next week
911
00:36:58,000 --> 00:37:00,600
we're going to start with a big balcony shot
912
00:37:00,600 --> 00:37:01,966
which is not gonna be easy
913
00:37:01,966 --> 00:37:04,366
not that this one was very easy
914
00:37:04,366 --> 00:37:06,666
but it's gonna be much harder and much more interesting
915
00:37:06,666 --> 00:37:09,600
because we actually go and do a lot of things in 3D
916
00:37:09,733 --> 00:37:12,066
and use my Iron Arnold
917
00:37:12,166 --> 00:37:13,500
so I'll see you all
918
00:37:13,500 --> 00:37:15,466
uh next week bye bye
64337
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