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These are the user uploaded subtitles that are being translated: 1 00:00:06,466 --> 00:00:07,366 hello everyone 2 00:00:07,366 --> 00:00:10,066 this is class No. 3 of Nuke 3:09 3 00:00:10,266 --> 00:00:12,066 and this time I don't have any uh 4 00:00:12,066 --> 00:00:14,833 exciting Powerpoint presentation to show you 5 00:00:14,900 --> 00:00:16,933 uh we have a lot of work to do 6 00:00:16,933 --> 00:00:19,033 so let's just get to the business 7 00:00:19,500 --> 00:00:22,866 so I'm picking up exactly where we stopped last week 8 00:00:22,966 --> 00:00:25,433 and first let's clean up um 9 00:00:25,733 --> 00:00:26,600 this stuff here 10 00:00:26,600 --> 00:00:30,233 this is the old temporary extraction that we did 11 00:00:30,533 --> 00:00:32,900 we really don't need it here anymore 12 00:00:33,200 --> 00:00:36,766 now as you remember last week we looked at um 13 00:00:36,766 --> 00:00:39,300 the beat of noise that we have from the IBK 14 00:00:39,300 --> 00:00:41,500 extraction over here generally 15 00:00:41,933 --> 00:00:45,566 and one way to reduce that is to cheat the background 16 00:00:45,566 --> 00:00:47,866 that goes through the IBK and make it darker 17 00:00:47,866 --> 00:00:50,766 or at least make the blacks darker 18 00:00:50,766 --> 00:00:52,666 so if we had a grade note here 19 00:00:52,666 --> 00:00:54,966 where the background goes into the IBK 20 00:00:55,400 --> 00:00:59,133 we can go to the lift and basically go down 21 00:00:59,133 --> 00:01:00,666 and as you can see 22 00:01:01,866 --> 00:01:03,666 we can control the um 23 00:01:03,733 --> 00:01:06,200 the color of the noise over here 24 00:01:06,400 --> 00:01:08,200 um let's see here too 25 00:01:08,200 --> 00:01:09,766 it's helping a little bit 26 00:01:10,566 --> 00:01:14,200 yeah and you wanna look at the brighter parts and 27 00:01:14,200 --> 00:01:16,033 see that you're not um 28 00:01:16,100 --> 00:01:18,100 destroying anything nice that you had 29 00:01:18,100 --> 00:01:22,233 let's go to where she's in focus and turn it off and on 30 00:01:22,266 --> 00:01:23,266 and actually 31 00:01:23,266 --> 00:01:24,700 it's helping because it's 32 00:01:24,700 --> 00:01:27,166 getting us a little bit more hair detail in there 33 00:01:27,166 --> 00:01:29,166 that kind of got lost before 34 00:01:29,333 --> 00:01:31,433 uh it might be a little 35 00:01:32,266 --> 00:01:33,566 um too hard 36 00:01:33,566 --> 00:01:34,733 edgy at this point 37 00:01:34,733 --> 00:01:35,300 but we'll see 38 00:01:35,300 --> 00:01:36,466 it again with edge blur 39 00:01:36,466 --> 00:01:39,766 so let's keep it like this for now and see what we get 40 00:01:40,366 --> 00:01:42,466 later on we can always turn it off 41 00:01:43,533 --> 00:01:44,766 now as you remember 42 00:01:44,766 --> 00:01:47,100 I asked you to create a mat for her 43 00:01:47,100 --> 00:01:49,533 a soft mat around one of the girls 44 00:01:49,533 --> 00:01:51,033 so we can separate them 45 00:01:51,166 --> 00:01:55,200 I have a roto here and it's very rough 46 00:01:55,600 --> 00:01:59,266 and it's tracked to the track so it moves with her 47 00:02:01,066 --> 00:02:01,966 and 48 00:02:05,300 --> 00:02:09,466 um so one thing we wanna do is try and help those 49 00:02:09,466 --> 00:02:10,566 edge blurred 50 00:02:10,700 --> 00:02:12,866 I'm sorry those defoccused edges 51 00:02:13,466 --> 00:02:15,966 and let's look at her when she's out of focus 52 00:02:16,300 --> 00:02:18,033 and you can see you know 53 00:02:18,400 --> 00:02:20,100 the way they look right now 54 00:02:20,300 --> 00:02:23,566 um we wanna make them feel a bit more integral and 55 00:02:23,566 --> 00:02:24,266 out of focus 56 00:02:24,266 --> 00:02:26,100 and for this we can use an edge blur 57 00:02:26,100 --> 00:02:27,100 and it's a great tool 58 00:02:27,100 --> 00:02:29,433 it's a great little note that I use a lot 59 00:02:29,533 --> 00:02:31,566 because you can not only control the 60 00:02:31,566 --> 00:02:33,166 softness of the edges 61 00:02:33,166 --> 00:02:35,400 you can also use it to control the color 62 00:02:35,400 --> 00:02:38,800 luminosity of the edges so um 63 00:02:39,100 --> 00:02:42,866 let's add an edge blur right before the IBK goes over 64 00:02:42,866 --> 00:02:43,866 the background 65 00:02:50,866 --> 00:02:53,566 and for now it's going to be applied to both of them 66 00:02:53,566 --> 00:02:55,166 of course we wanna separate 67 00:02:55,266 --> 00:02:58,066 so the edge blur is now set to 3 68 00:02:58,200 --> 00:03:00,733 and you can see doing its thing on the um 69 00:03:00,733 --> 00:03:02,366 on the noisy edges there 70 00:03:02,366 --> 00:03:06,066 now remember that we're working on a 3K image 71 00:03:06,066 --> 00:03:09,300 so values for blur should go higher than you 72 00:03:09,300 --> 00:03:12,366 think because really this goes by pixels 73 00:03:12,700 --> 00:03:14,366 let's set it for 20 74 00:03:15,333 --> 00:03:18,633 and you see how nicely it's now softening her hair 75 00:03:18,666 --> 00:03:20,600 and making it look more out of focus 76 00:03:20,600 --> 00:03:22,066 of course now it's hitting this girl 77 00:03:22,066 --> 00:03:22,933 which we don't want to 78 00:03:22,933 --> 00:03:24,666 but we'll take care of it in a moment 79 00:03:24,900 --> 00:03:27,100 another thing we wanna use the edge blur 80 00:03:27,200 --> 00:03:29,366 for is when she's out of focus 81 00:03:29,366 --> 00:03:32,300 you can see that the edges of her hair feel too bright 82 00:03:32,733 --> 00:03:35,066 um in a little too greenish maybe 83 00:03:35,200 --> 00:03:36,600 and we can use the brightness 84 00:03:36,600 --> 00:03:39,066 and tint on the edge blur to kind of heat that 85 00:03:39,066 --> 00:03:41,766 so if we reduce the brightness a little 86 00:03:43,166 --> 00:03:47,100 um it's hitting also the center here 87 00:03:47,100 --> 00:03:48,666 but as as I said before 88 00:03:48,666 --> 00:03:51,366 we're going to use different extraction for that 89 00:03:51,366 --> 00:03:53,266 so we really only wanna look at the edges 90 00:03:53,266 --> 00:03:54,900 we don't wanna go too far 91 00:03:55,066 --> 00:03:56,566 but this is kind of helping 92 00:03:56,566 --> 00:03:58,200 and we can also control the tint 93 00:03:58,200 --> 00:03:59,800 maybe take a little bit of green 94 00:03:59,800 --> 00:04:02,033 out of it to make it feel a bit more reddish 95 00:04:02,366 --> 00:04:04,100 not too much something like this 96 00:04:04,100 --> 00:04:05,666 and this is already helping 97 00:04:05,666 --> 00:04:07,333 now if you look very closely 98 00:04:07,333 --> 00:04:10,033 you'll see that we're starting to lose grain 99 00:04:10,100 --> 00:04:11,933 on the focused on the 100 00:04:11,933 --> 00:04:13,833 wherever we have the edge blur 101 00:04:13,900 --> 00:04:15,133 and this is natural 102 00:04:15,133 --> 00:04:17,366 I'll show you later on how you can put the 103 00:04:17,366 --> 00:04:19,666 grain back in only in these areas 104 00:04:20,266 --> 00:04:23,000 for now this is pretty nice 105 00:04:23,000 --> 00:04:27,166 so we have to animate this blur because as she 106 00:04:27,166 --> 00:04:29,066 goes in focus with the rock focus 107 00:04:29,066 --> 00:04:31,066 we want to reduce that to match 108 00:04:31,066 --> 00:04:34,366 so let's go to frame 20 109 00:04:35,100 --> 00:04:36,466 and we want to put a 110 00:04:37,866 --> 00:04:40,966 a keyframe here for the size 111 00:04:42,166 --> 00:04:44,500 and probably for whatever else we change 112 00:04:44,500 --> 00:04:48,800 so that would be the tint and the brightness 113 00:04:49,566 --> 00:04:51,566 and now let's go to frame 34 114 00:04:51,566 --> 00:04:53,433 which is the end of our rack 115 00:04:53,866 --> 00:04:54,566 and of course 116 00:04:54,566 --> 00:04:56,866 now you can see she's all blurry at the edges 117 00:04:56,966 --> 00:05:00,033 we wanna reduce these back to say three 118 00:05:00,500 --> 00:05:03,366 to keep her nice and sharp ah 119 00:05:03,366 --> 00:05:07,300 let's try and putting this back to the original value 120 00:05:07,566 --> 00:05:09,633 the tint and the brightness 121 00:05:11,600 --> 00:05:14,200 um so let's put this at 1 122 00:05:15,400 --> 00:05:18,766 and a key frame there let's put the tint at 1 123 00:05:20,366 --> 00:05:21,600 um 124 00:05:25,100 --> 00:05:26,433 and that's it 125 00:05:28,566 --> 00:05:31,566 now we wanna do something similar for the other girl 126 00:05:31,566 --> 00:05:33,066 so we need to split 127 00:05:33,600 --> 00:05:36,466 our comb for the Edgewood to have another one for her 128 00:05:36,600 --> 00:05:39,166 this is where the Rodo comes in handy 129 00:05:39,166 --> 00:05:41,400 so let's add a key mix here 130 00:05:43,000 --> 00:05:44,000 and 131 00:05:45,333 --> 00:05:47,800 the edge blur for the woman will go into the a 132 00:05:47,800 --> 00:05:49,866 because we have the rotto for the a 133 00:05:49,866 --> 00:05:51,433 and of course in a key mix 134 00:05:51,766 --> 00:05:53,500 um everything that 135 00:05:53,766 --> 00:05:56,966 goes into the a will be affected by the mat 136 00:05:57,200 --> 00:05:59,300 and everything that's outside the mat 137 00:05:59,300 --> 00:06:00,266 will go into the B 138 00:06:00,266 --> 00:06:01,433 and this is our B 139 00:06:01,866 --> 00:06:05,366 um and let's put another edge blur here 140 00:06:11,533 --> 00:06:14,466 and it's a good idea to put some softness on this mat 141 00:06:14,466 --> 00:06:16,666 so we don't have anything weird 142 00:06:16,666 --> 00:06:18,966 happening let's put 20 in there 143 00:06:19,266 --> 00:06:21,833 um so for the other girl 144 00:06:24,600 --> 00:06:27,866 we're gonna start of course with an edge of lower three 145 00:06:30,266 --> 00:06:32,700 which is what we're having now and 146 00:06:33,466 --> 00:06:35,833 you can see it affecting just a little bit 147 00:06:36,800 --> 00:06:40,066 they are just killing off some of that draininess 148 00:06:40,666 --> 00:06:44,366 and that's good we might need to make it a bit higher 149 00:06:44,366 --> 00:06:46,200 but for now let's keep it at three 150 00:06:46,300 --> 00:06:49,766 and of course we wanna put our keyframe at twenty 151 00:06:50,800 --> 00:06:53,666 and let's keyframe the size 152 00:06:54,066 --> 00:06:57,466 let's also keyframe the tint and brightness if we 153 00:06:57,933 --> 00:06:59,666 will wanna change those 154 00:07:01,100 --> 00:07:04,833 and now let's go to frame 34 we wanna 155 00:07:05,933 --> 00:07:09,500 put this to about 20 to get nice soft edges 156 00:07:09,700 --> 00:07:12,800 and we might wanna reduce the brightness slightly 157 00:07:14,066 --> 00:07:16,066 to get rid of some of those dark edges 158 00:07:16,066 --> 00:07:20,166 and I think that is looking pretty nice like this 159 00:07:20,666 --> 00:07:22,533 so there you go now two different 160 00:07:22,533 --> 00:07:26,300 the focuses and two different edge blurs going on them 161 00:07:27,266 --> 00:07:29,966 okay time to clear up the cash 162 00:07:29,966 --> 00:07:32,000 um let's do that right now 163 00:07:32,700 --> 00:07:34,100 clear buffer is 164 00:07:37,366 --> 00:07:39,900 and let's go and create the format 165 00:07:39,900 --> 00:07:42,833 and for that of course we wanna use the prime mat 166 00:07:48,000 --> 00:07:50,000 and this time we wanna be really careful 167 00:07:50,000 --> 00:07:52,033 we wanna create a mat that's 168 00:07:52,733 --> 00:07:58,066 um really really sharp black and white so 169 00:07:59,400 --> 00:08:00,900 let's start by this 170 00:08:01,133 --> 00:08:03,300 let's see if we can swipe somewhere else 171 00:08:03,300 --> 00:08:04,866 maybe around the center 172 00:08:05,266 --> 00:08:07,800 uh clean the BG noise 173 00:08:08,300 --> 00:08:10,600 so it's kind of like what we already did 174 00:08:10,600 --> 00:08:11,933 now just we're trying to 175 00:08:11,933 --> 00:08:16,000 make it a bit more defined and cleaner 176 00:08:16,000 --> 00:08:19,300 and again I'm gambling up to see all the little 177 00:08:19,700 --> 00:08:22,366 points that we wanna keep it as clean as possible 178 00:08:22,366 --> 00:08:24,633 and I'll show you why in a moment 179 00:08:25,533 --> 00:08:27,933 and this is of course going to be a very hard mat 180 00:08:27,933 --> 00:08:29,466 but that's fine with us 181 00:08:30,333 --> 00:08:32,033 a little bit more here 182 00:08:32,166 --> 00:08:35,100 and now let's gamma down 183 00:08:36,500 --> 00:08:39,766 and do the same for the uh FG 184 00:08:41,133 --> 00:08:43,833 and as we do that it might bring back 185 00:08:44,300 --> 00:08:47,366 some back into the background which is fine 186 00:08:53,766 --> 00:08:57,033 okay let's gamma back to about the middle 187 00:08:58,300 --> 00:08:59,900 see if we need to clean any BG 188 00:08:59,900 --> 00:09:04,700 yeah there's a little bit here a little bit there 189 00:09:09,000 --> 00:09:13,833 now the reason we want this mat to be very very um 190 00:09:14,100 --> 00:09:15,833 accurate or precise 191 00:09:16,466 --> 00:09:20,433 um is because we're really going to use it only to tell 192 00:09:20,666 --> 00:09:23,166 nuke where to use the actual plate 193 00:09:23,166 --> 00:09:25,866 and not do any kind of over with the background 194 00:09:25,866 --> 00:09:29,266 basically everything at the core in the middle of these 195 00:09:29,266 --> 00:09:32,333 uh two girls or our subject or foreground 196 00:09:32,333 --> 00:09:33,700 should just be the plate 197 00:09:33,766 --> 00:09:36,566 maybe with some uh dispel going on 198 00:09:36,966 --> 00:09:38,000 and that's all 199 00:09:38,166 --> 00:09:38,800 but for that 200 00:09:38,800 --> 00:09:42,333 we wanna shrink this mat quite a lot to keep the edges 201 00:09:42,333 --> 00:09:45,266 clean so that these will be used by the IBK 202 00:09:45,566 --> 00:09:48,666 so um if we add um 203 00:09:49,300 --> 00:09:51,866 um let's say in a road node here 204 00:09:53,666 --> 00:09:56,833 look at the Alpha and we start dilating down 205 00:09:57,100 --> 00:09:59,300 you'll see that even the smallest 206 00:09:59,300 --> 00:10:02,000 tiny pixels that are black and really 207 00:10:02,000 --> 00:10:03,100 it's even hard to tell 208 00:10:03,100 --> 00:10:04,166 you see these little tiny 209 00:10:04,166 --> 00:10:05,466 tiny little ones 210 00:10:05,766 --> 00:10:07,966 like one pixel or half a pixel wide 211 00:10:07,966 --> 00:10:09,166 when we start dilating 212 00:10:09,166 --> 00:10:10,733 they become gigantic holes 213 00:10:10,733 --> 00:10:11,600 and this is not good 214 00:10:11,600 --> 00:10:14,866 because these holes will show through um 215 00:10:14,900 --> 00:10:17,900 but since we did already a pretty clean prime mat 216 00:10:17,900 --> 00:10:20,800 we can use instead of the regular dilate 217 00:10:21,133 --> 00:10:22,700 the road dilate 218 00:10:22,700 --> 00:10:24,466 which is much better for this 219 00:10:24,466 --> 00:10:25,500 and this time it 220 00:10:25,500 --> 00:10:28,333 it's a little confusing because instead of going minus 221 00:10:28,333 --> 00:10:30,933 you wanna go plus to eroded 222 00:10:30,933 --> 00:10:33,500 but you see that the erosion is very clean 223 00:10:33,666 --> 00:10:34,766 and on top of that 224 00:10:34,766 --> 00:10:38,500 we can blur the edges to get a nicer transition 225 00:10:38,866 --> 00:10:42,266 how much to do really depends on what it looks like 226 00:10:42,266 --> 00:10:44,366 so we now wanna do this 227 00:10:44,500 --> 00:10:48,566 we have our IBK with the background on top 228 00:10:48,566 --> 00:10:51,266 we wanna add a keymix here 229 00:10:52,400 --> 00:10:53,600 let's do that 230 00:10:54,666 --> 00:10:56,366 and into the I a channel 231 00:10:56,366 --> 00:10:59,233 we basically want to plug in the plate 232 00:11:02,133 --> 00:11:06,066 and into that we want to plug our Ma 233 00:11:07,333 --> 00:11:11,066 oh for some reason the serge blur got disconnected 234 00:11:11,066 --> 00:11:12,466 let's connect it again 235 00:11:15,200 --> 00:11:18,333 now you can see that our mat is extending too much 236 00:11:18,333 --> 00:11:20,400 let's kill the key mix and we see the IBK 237 00:11:20,400 --> 00:11:21,500 oh looks nice 238 00:11:21,700 --> 00:11:23,166 the Maddie is extending too much 239 00:11:23,166 --> 00:11:24,000 we see the green 240 00:11:24,000 --> 00:11:25,866 which will take care of in a moment 241 00:11:25,866 --> 00:11:28,700 but that actually helps us to see how much we're using 242 00:11:28,700 --> 00:11:29,366 and you know 243 00:11:29,366 --> 00:11:31,400 it depends on the areas like over the 244 00:11:31,400 --> 00:11:33,933 where the edges are harder like here 245 00:11:33,933 --> 00:11:36,700 it works kind of well over here not too much 246 00:11:36,700 --> 00:11:39,100 so we need to extend the erosion 247 00:11:39,200 --> 00:11:40,566 maybe reduce the blur 248 00:11:41,200 --> 00:11:43,033 let's just do that until 249 00:11:43,100 --> 00:11:46,600 we are left with just the IBK at the top 250 00:11:48,266 --> 00:11:51,900 so what we're doing is we're putting back the plate 251 00:11:52,300 --> 00:11:53,466 everywhere in the center 252 00:11:53,466 --> 00:11:55,200 so you can see that without it 253 00:11:55,200 --> 00:11:58,366 we had all kinds of issues with the IBK not being 254 00:11:58,366 --> 00:12:00,766 uh fully opaque like here 255 00:12:01,000 --> 00:12:02,500 and once we do that 256 00:12:02,500 --> 00:12:04,733 we're filling in with the right color however 257 00:12:04,733 --> 00:12:06,600 it still feels a little greenish 258 00:12:06,900 --> 00:12:09,800 and that's why we want to use the kill spiel 259 00:12:10,100 --> 00:12:11,733 um over the whole plate 260 00:12:11,733 --> 00:12:12,533 in this case 261 00:12:12,533 --> 00:12:14,066 we just wanna make sure that we're 262 00:12:14,066 --> 00:12:16,333 not dispeeling things that should actually be green 263 00:12:16,333 --> 00:12:18,033 or exaggerating the spill 264 00:12:18,100 --> 00:12:20,366 so this is our channel that goes from 265 00:12:20,366 --> 00:12:22,633 the plate directly into the Chemix 266 00:12:23,166 --> 00:12:25,000 uh let's add um 267 00:12:25,000 --> 00:12:26,433 a kill spill there 268 00:12:27,800 --> 00:12:30,166 not here here 269 00:12:30,966 --> 00:12:33,466 and let's just look at it and compare it to the plate 270 00:12:33,466 --> 00:12:35,700 so what you wanna make sure is that 271 00:12:35,700 --> 00:12:39,666 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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