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hi everyone
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welcome to class No. 5 of Nuke 3:09
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and today we have uh
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the difficult task
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of getting rid of everything in the shot
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basically except her
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so painting out markers
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painting out the rigs
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um removing the whole floor
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extracting and of course
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this is not easy as we said before
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so we'll devote this class
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to different techniques of doing so from king roto
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painting to huking
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um but before we do that
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I just wanna pick up from where we left
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um last week
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and we were talking about precomping or rendering out
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our background to speed up our work
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and for that of course
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we want to turn off the temperature
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we don't want that baked in there
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it's also a good idea to turn off
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the grade node so we can
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we can apply it later
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we don't bake it into the precomp
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and we want to render any XR with two channels
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the RGBA or the RGB
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because we don't really need an alpha here
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and of course
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the Motion Victor so that we can apply
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a Victor Blur later on
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so we don't wanna ride all the channels into the XR
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we just wanna ride these two
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so for that
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we can use the channel node uh remove
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and attach it right here to our
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scanline render
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and let's uh
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you see that
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now I'm not getting anything because basically removed
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all the channels that are available
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but instead of Operation Remove
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we can change the operation to keep
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and now we can say that we wanna keep the
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RGBA of course
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and in addition
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we wanna keep
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um the motion
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and we should have these two channels
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and we can check that we have the motion right here
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and now at the right node
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and we're writing it as the XR
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and the only thing we need to do in the right node
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um is to change channels from RGB to O
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so now it's said to receive all channels
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and this is um
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used as our channel filter
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to filter through only these 2 channels
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now another thing you wanna
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look at before you render your background
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is exactly how many frames you don't wanna
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uh render out useless frames that you don't need
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just will take more time
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so the best way to do is look at our
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little rough comp here
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and look for the first frame where we actually
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see the background coming in
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and we're starting to see stuff around here
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let's exactly find the right frame
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yeah I think that it
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frame 99 would be a good frame to start on
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we still don't see any of our BG
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so you can set that as your render
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and render out
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your BG okay
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so now I brought in the plate
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uh all clean and fresh
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so that we can do the paint work
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and let's start with the tracking markers
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because relatively they're the
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easiest ones to take away
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even though they're not that easy here
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and a word about
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the color of markers on green screen
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when I go on set
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I usually advise to use
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green tracking markers on the green screen
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as long as they're slightly in a different hue
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or shade of green
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uh every tracker will pick them up very easily
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but on the other hand
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they will be so much easier to key
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so there really isn't any need to uh make uh
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your tracking markers yellow or pink
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or red on a green screen
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unless the light is very
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very low but it
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if the light is very very low
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you probably won't be able to use
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the green screen anyway because
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green screens don't work very well when the
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they're not properly lit
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um but um as you can see here
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we always get
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shots that have tracking markers at a different color
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and I always try to see if before I start um
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going and doing tedious paint work
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if there is any way I can isolate those
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markers with a kind of a key
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and paint them green
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sometimes it work
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in this case it won't
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and I can show you why
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so you might wanna look at a
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Luma key for example
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so if I look at the different channels
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I mean obviously
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there's no problem just painting out
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the markers when they're just
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they're free
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the problem is when they intersect with her
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and especially her hair
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as you can see right here
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if I'm looking at the different channels
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it becomes very clear that I can't just isolate
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those markers
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without hitting
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her actual hair
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in which case
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we didn't gain anything
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because we'll have to paint back her hair
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uh we can also try
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sometimes it work
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uh you can try a hukir
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in this case again
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because they are yellow
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they're close
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enough to some shades on her hair
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especially the wispy stuff
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that when we
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key them and make them green
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we're also going to make some of
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her hair green
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so unfortunately
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there is no um
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a smart way to just
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isolate the markers
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and make them green
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we really have to paint them
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so let's add a paint note
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and let's find a frame where a marker
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intersects her hair
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um let's say here
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here's a good one
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and we wanna use the clone tool
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but of course
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we don't wanna clone from a different area
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we wanna clone from a different time
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um so let's change our input from FG to BG
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so we're going to take from the same plate
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where we're connected through the BG
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and let's set
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the time to one frame
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so we're using a
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one frame offset
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and now as we turn on onion
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we can see the two frames
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and of course
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they're not aligned because she's moving
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um so we have this um
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handy manipulator here
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just like the transform tool
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you can hold control
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to bring it closer to the area
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that you wanna match
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and now you can
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um move the other frame around
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and you wanna get
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as close as possible to
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having them
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aligned and you can
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see when they
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get aligned
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when the features become sharp
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when they are blurry
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uh we can tell that
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you're not exactly aligned
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so that's kind of it
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of course they're
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not gonna match
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perfectly because
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things change around as she moves
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in her hair
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but let's say this is pretty close
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now I usually like to uh
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turn off the
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onion feature to
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see just the
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frame I'm painting
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and then carefully
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just paint in
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the area where
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the marker is
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you don't wanna
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affect too many areas
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you just wanna clear that
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and
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that is looking pretty good
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and you can see the before and after
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um let's find another frame
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to try and do the same let's say
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okay this frame where we have some of
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the marker over her hair
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so again the same procedure
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we turn on the onion
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and we look for the manipulator bring it closer
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now we try and match as good as possible
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something like this
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then turn off the onion
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and
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let's see
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this one is not perfect but
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it's not bad at all
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alright so then you go on and you find
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all those frames where those markers intersect her
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and you paint them out and once you do that
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you just need to remove what's remaining
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and we have to take into consideration
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the fact that later on
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we'll do a sort of a garbage mask
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a loose garbage mask around her
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so we might not even need to uh
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paint out every tracking markers
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wherever it is
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just the ones that are closer to her
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and once you do the ones that intersect
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you can just use uh
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and I like using separate paint notes for
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different tasks
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use a simple clone tool you know
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not a time clone
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just an area clone and just paint them out and
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I like doing this because
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I don't know
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I feel like it's a relaxing pastime and again
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you really wanna paint just
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the ones that are closer to her
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leave the ones that are far away from her intact
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they're gonna be taken out by the garbage masks
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so once you do all that
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you wanna go into
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the harder task of painting out the rigs
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and you wanna use exactly the same procedure
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you wanna find those frames where they intersect with
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her hair and use the uh
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time clone to get rid of them
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and it's not different than what we did with a marker
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it's just a little bit harder because you have
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a much larger area
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to paint out
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but it works and again
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once you do that
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you just wanna clear them when they get closer to her
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obviously we're
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talking about everything that happens inside
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the green screen
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everything below this area
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at the bottom of the green screen
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there is no point in painting out anything because
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we still have the floor here
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there is no green screen
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what we'll need to do unfortunately
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is do a combination of Frodo and some
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hue extraction
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to just get this part of her
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and and get as much as hair as we can and we look at it
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a little later um
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but the good thing is that once
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she passes this area of fast movement
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she's all again against the green screen so again
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you wanna take out all those markers across her
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no need to touch these because again
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these will be outside
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um the garbage mat
286
00:10:36,100 --> 00:10:40,866
so here's my work after doing all the paint work
287
00:10:41,166 --> 00:10:44,200
I basically have 3 paint nodes here
288
00:10:44,400 --> 00:10:46,733
this one is just taking out all the
289
00:10:46,733 --> 00:10:48,333
surrounding tracking markers
290
00:10:48,333 --> 00:10:49,833
and I actually did
291
00:10:49,933 --> 00:10:53,133
I overworked and just removed each and every one
292
00:10:53,133 --> 00:10:54,900
everywhere on the green screen
293
00:10:55,400 --> 00:10:57,733
this one is the one where I removed
294
00:10:57,733 --> 00:11:00,400
just like we did the ones that intersect
295
00:11:01,900 --> 00:11:03,100
as you can see
296
00:11:03,300 --> 00:11:05,233
so let's turn these two on
297
00:11:05,266 --> 00:11:09,200
and the last one of course is the one for the rigs
298
00:11:09,766 --> 00:11:12,933
so as you can see on frames where they
299
00:11:12,933 --> 00:11:15,766
get really close to her or intersect
300
00:11:16,000 --> 00:11:17,600
I painted them out
301
00:11:18,533 --> 00:11:21,866
I left everything on the floor the same
302
00:11:21,866 --> 00:11:23,233
here's another one
303
00:11:23,866 --> 00:11:26,233
so you wanna get all these done
304
00:11:26,900 --> 00:11:28,633
and once you do that
305
00:11:28,733 --> 00:11:31,066
and it will take a bit of time and patience
306
00:11:31,700 --> 00:11:35,600
um you probably want to pre render this or precomp this
307
00:11:35,700 --> 00:11:37,433
uh because paint nodes
308
00:11:37,500 --> 00:11:39,366
are notoriously slow
309
00:11:39,366 --> 00:11:41,933
and will slow down your script a lot
310
00:11:41,933 --> 00:11:43,500
and you don't wanna deal with them
311
00:11:43,700 --> 00:11:46,166
um you can always go back to the script and
312
00:11:46,166 --> 00:11:47,900
change something and re render
313
00:11:47,933 --> 00:11:50,800
so I'm just writing it out as a precomp
314
00:11:51,366 --> 00:11:54,066
so now that we've got the background pre rendered
315
00:11:54,066 --> 00:11:56,833
and we've got the cleaned up late pre rendered
316
00:11:57,100 --> 00:12:00,633
um I wanna show you how I set up the script
317
00:12:00,933 --> 00:12:01,866
and of course
318
00:12:01,866 --> 00:12:04,900
we want delve too much on stuff that we already covered
319
00:12:04,900 --> 00:12:07,400
like the IBK and prime and extraction
320
00:12:07,533 --> 00:12:09,733
but the other stuff that's more important
321
00:12:09,733 --> 00:12:10,966
so first of all
322
00:12:10,966 --> 00:12:13,366
here is our pre rendered BG
323
00:12:13,766 --> 00:12:15,466
and we want to apply back
324
00:12:15,466 --> 00:12:17,866
the color that we set up in the previous class
325
00:12:17,866 --> 00:12:19,866
and also enable motion blur
326
00:12:19,933 --> 00:12:21,233
the vector blur
327
00:12:21,800 --> 00:12:24,333
and it's currently set 2.5
328
00:12:24,333 --> 00:12:25,533
we can change that
329
00:12:25,533 --> 00:12:27,333
and finally set the distortion
330
00:12:27,333 --> 00:12:30,033
and this is ready to serve as our background
331
00:12:30,400 --> 00:12:31,866
now here is our
332
00:12:32,533 --> 00:12:33,500
cleaned up late
333
00:12:33,500 --> 00:12:37,100
the one where I did all the paint work
334
00:12:37,766 --> 00:12:41,600
and in order to get these to work
335
00:12:41,600 --> 00:12:43,566
you need a few rotos
336
00:12:43,933 --> 00:12:46,133
and let me show you what you want
337
00:12:46,133 --> 00:12:47,300
the first one
338
00:12:47,733 --> 00:12:49,600
will be a sort of a garbage mat
339
00:12:49,600 --> 00:12:51,966
you just wanna go around her softly
340
00:12:52,066 --> 00:12:55,066
um not cut off any hair or any stuff
341
00:12:55,066 --> 00:12:58,200
but you wanna basically mask out as much as you
342
00:12:58,200 --> 00:12:59,800
can from the outside
343
00:12:59,933 --> 00:13:03,566
so you wanna do a garbage mat and follow her through
344
00:13:03,666 --> 00:13:06,033
and here you really only care about
345
00:13:06,266 --> 00:13:07,233
keeping her
346
00:13:07,300 --> 00:13:09,466
out of all the stuff that's around her
347
00:13:09,666 --> 00:13:11,800
um here you need to be a bit tighter
348
00:13:11,800 --> 00:13:14,366
because you wanna get as much as you can
349
00:13:14,466 --> 00:13:15,800
of this stuff out
350
00:13:15,800 --> 00:13:18,400
so this is the garbage mat
351
00:13:20,800 --> 00:13:24,066
the second one would be a mat that defines
352
00:13:24,066 --> 00:13:28,000
where we switch from green screen extraction to roto
353
00:13:28,400 --> 00:13:30,866
and that's where we want to remove the ground
354
00:13:30,933 --> 00:13:34,100
now don't take the very bottom line of the green screen
355
00:13:34,100 --> 00:13:37,366
because that area of the green screen is gonna be
356
00:13:37,566 --> 00:13:40,766
pretty hard to key and pretty useless for us
357
00:13:40,766 --> 00:13:43,166
it's so shadowy and that dark line
358
00:13:43,300 --> 00:13:45,333
will pop up and will not keep
359
00:13:45,333 --> 00:13:47,133
so we might as well just
360
00:13:47,133 --> 00:13:49,900
extend our road a little further up on her
361
00:13:50,066 --> 00:13:51,766
and just use
362
00:13:51,900 --> 00:13:54,166
you know our bounding area
363
00:13:54,366 --> 00:13:56,700
a bit higher above this fold
364
00:13:57,000 --> 00:13:58,700
and once we get over here
365
00:13:58,700 --> 00:14:00,400
of course you don't need that roto
366
00:14:00,400 --> 00:14:01,966
that roto goes away
367
00:14:02,066 --> 00:14:04,566
because from here on it's clean green screen
368
00:14:04,800 --> 00:14:08,066
so this is the second roto that you want to create
369
00:14:08,166 --> 00:14:10,933
and again that shouldn't take a long time you see
370
00:14:10,933 --> 00:14:14,033
I don't have a key frame on every frame of course
371
00:14:15,266 --> 00:14:18,033
let me just set this back to global
372
00:14:18,733 --> 00:14:21,200
the next one is a roto that we already did in
373
00:14:21,200 --> 00:14:22,133
the previous class
374
00:14:22,133 --> 00:14:23,733
and that's the one that defines
375
00:14:23,733 --> 00:14:25,766
where we stop having a green screen
376
00:14:25,766 --> 00:14:28,600
and we're not extracting or cutting out anything
377
00:14:28,966 --> 00:14:32,500
and we're using that side of the wall is that were roto
378
00:14:32,500 --> 00:14:34,600
so that one you should already have
379
00:14:34,900 --> 00:14:38,266
and then the last one would actually be rotoing her
380
00:14:38,266 --> 00:14:39,500
and that should be
381
00:14:39,933 --> 00:14:41,100
a pretty accurate
382
00:14:41,100 --> 00:14:43,033
if not very accurate photo
383
00:14:43,200 --> 00:14:44,933
now here is the dilemma of course
384
00:14:44,933 --> 00:14:48,500
is how much of the hair you want to to get
385
00:14:49,266 --> 00:14:50,200
and of course
386
00:14:50,200 --> 00:14:52,133
you can't roto out strands of hair
387
00:14:52,133 --> 00:14:53,500
because you'll get the
388
00:14:54,900 --> 00:14:55,566
you'll get the
389
00:14:55,566 --> 00:14:58,500
the ground or the surface behind it
390
00:14:58,500 --> 00:14:59,900
and it's very bright
391
00:14:59,900 --> 00:15:02,633
and it's got all these things going through it
392
00:15:02,733 --> 00:15:04,400
so you know
393
00:15:04,400 --> 00:15:05,566
you have to um
394
00:15:05,566 --> 00:15:08,600
find a separate way to kind of get at least
395
00:15:08,600 --> 00:15:10,866
some of these strands of hair back
396
00:15:10,900 --> 00:15:12,133
but in terms of Frodo
397
00:15:12,133 --> 00:15:13,833
you basically wanna roto
398
00:15:14,500 --> 00:15:15,800
the last solid pixel
399
00:15:15,800 --> 00:15:17,966
so as you look close up
400
00:15:18,200 --> 00:15:20,800
you wanna keep your roto around
401
00:15:21,533 --> 00:15:22,900
the solid areas
402
00:15:23,300 --> 00:15:24,200
and here of course
403
00:15:24,200 --> 00:15:26,266
it doesn't matter already because we're
404
00:15:26,266 --> 00:15:28,400
going into the green screen
405
00:15:28,533 --> 00:15:31,766
so I admit my rotto here is a bit fast
406
00:15:31,766 --> 00:15:32,766
and not as accurate
407
00:15:32,766 --> 00:15:34,666
I'm sure you guys can do a better job
408
00:15:34,666 --> 00:15:35,866
and it's good to do
409
00:15:36,200 --> 00:15:39,166
probably try and give it a bit more work on there
410
00:15:39,533 --> 00:15:42,033
and then we'll look later on on how to uh
411
00:15:42,200 --> 00:15:43,666
to get a bit more of the hair
412
00:15:43,666 --> 00:15:45,533
even though this is gonna be hard because this
413
00:15:45,533 --> 00:15:46,833
is not a green screen
414
00:15:47,400 --> 00:15:51,166
alright so once you get all these 4 odos
415
00:15:51,166 --> 00:15:52,233
you can start
416
00:15:52,566 --> 00:15:53,700
doing the work
417
00:15:53,900 --> 00:15:56,900
so first we have our primat
418
00:15:56,900 --> 00:15:57,866
the coremat
419
00:15:58,666 --> 00:16:00,466
and again just like we did before
420
00:16:00,466 --> 00:16:03,400
you wanna get a very hard and very clean mat
421
00:16:03,533 --> 00:16:06,200
you wanna make sure that there's nothing
422
00:16:06,200 --> 00:16:07,666
no noise on the background
423
00:16:07,666 --> 00:16:10,233
and that your foreground is completely opaque
424
00:16:10,733 --> 00:16:12,566
and this is hard
425
00:16:12,566 --> 00:16:17,200
especially in areas like here around 1:40
426
00:16:17,266 --> 00:16:20,600
where there is a sort of a lens flare or flaring over
427
00:16:20,600 --> 00:16:22,066
the green screen gets very
428
00:16:22,066 --> 00:16:24,500
very bright and lifted
429
00:16:24,500 --> 00:16:27,266
so you basically have to go with your primer
430
00:16:27,400 --> 00:16:29,766
all along and make sure that everything is clean
431
00:16:29,766 --> 00:16:31,800
and again this is a very hard mat
432
00:16:31,933 --> 00:16:33,366
you don't care about here
433
00:16:34,066 --> 00:16:38,766
and here is our IBK color let me um
434
00:16:40,000 --> 00:16:41,666
put this back to zero
435
00:16:42,133 --> 00:16:45,666
so again you wanna make sure that everything is green
436
00:16:45,666 --> 00:16:46,900
except for her
437
00:16:47,133 --> 00:16:49,000
that she's all black
438
00:16:49,000 --> 00:16:50,400
of course you'll get these
439
00:16:50,400 --> 00:16:52,066
um that's natural
440
00:16:53,166 --> 00:16:55,400
and again the hardest area
441
00:16:55,500 --> 00:16:59,266
to tweak the IBK color is right around here
442
00:16:59,300 --> 00:17:01,300
and you can copy my settings or
443
00:17:01,300 --> 00:17:02,966
try to make it even better
444
00:17:04,500 --> 00:17:06,333
and now we have the eyeball
445
00:17:06,333 --> 00:17:09,033
let me just put this back color
446
00:17:09,800 --> 00:17:11,066
patch it back
447
00:17:12,100 --> 00:17:14,633
and here's the IBK gizmo
448
00:17:15,933 --> 00:17:19,666
and you already can see the luminance of the background
449
00:17:19,666 --> 00:17:22,233
because I have um
450
00:17:22,866 --> 00:17:25,366
use background luminance and use background chroma
451
00:17:25,366 --> 00:17:28,800
I don't know why I have luminance match here let's see
452
00:17:28,800 --> 00:17:31,566
and of course I'm connecting the background to it
453
00:17:31,700 --> 00:17:35,100
so that goes
454
00:17:37,500 --> 00:17:39,066
over the background
455
00:17:39,900 --> 00:17:43,400
but I'm also using my garbage
456
00:17:44,166 --> 00:17:48,366
mat to mask out anything outside so that cleans up all
457
00:17:48,366 --> 00:17:50,800
at least the stuff that's around her
458
00:17:50,900 --> 00:17:53,266
so this is over the background
459
00:17:54,800 --> 00:17:58,700
and without the mask we see all the stuff here
460
00:17:58,866 --> 00:18:02,300
using our garbage mat we clean up some of this
461
00:18:02,300 --> 00:18:06,600
so we still have some of the floor around her
462
00:18:06,600 --> 00:18:09,533
whatever is inside the mask okay
463
00:18:09,533 --> 00:18:13,066
and of course you can see that since this is an IBK
464
00:18:13,300 --> 00:18:17,600
this have transparent here and we need the same format
465
00:18:18,100 --> 00:18:20,300
to filling that area
466
00:18:20,300 --> 00:18:21,600
and this is what we're doing here
467
00:18:21,600 --> 00:18:26,833
so we're taking the prime at dilating it and blurring
468
00:18:29,200 --> 00:18:33,000
and putting that into the same garbage mat as well
469
00:18:33,000 --> 00:18:35,866
so this is used to just clean up everything
470
00:18:38,000 --> 00:18:40,200
and now we have our plate
471
00:18:40,200 --> 00:18:42,300
but going through a kill spiel
472
00:18:43,366 --> 00:18:45,433
and you can see here that I
473
00:18:45,666 --> 00:18:48,433
felt like I need to pull down the greens
474
00:18:49,200 --> 00:18:50,666
a little bit more
475
00:18:50,900 --> 00:18:53,233
there is a lot of spill on this shot
476
00:18:53,500 --> 00:18:55,866
so without pulling the green
477
00:18:55,866 --> 00:18:58,600
there's still some green on her face
478
00:18:58,766 --> 00:19:01,666
so I pulled a bit more in there
479
00:19:03,533 --> 00:19:07,533
and right now it's also heating this area equally
480
00:19:07,533 --> 00:19:09,266
but we'll take care of it later
481
00:19:09,266 --> 00:19:12,400
so we take our plate dispeeled
482
00:19:13,066 --> 00:19:20,633
and here we use a K mix and we use our dilate eroded um
483
00:19:21,266 --> 00:19:24,166
format to key mix between
484
00:19:24,966 --> 00:19:28,466
the IBK over the background around on the edges
485
00:19:28,733 --> 00:19:29,966
and the actual plate
486
00:19:29,966 --> 00:19:32,366
so now with the key mix in
487
00:19:32,600 --> 00:19:35,500
we fill in and this is exactly the same procedure
488
00:19:35,500 --> 00:19:37,600
we did on the previous shot
489
00:19:39,200 --> 00:19:41,000
okay so now again
490
00:19:41,000 --> 00:19:44,366
we take our kill spilled plate
491
00:19:44,966 --> 00:19:48,700
and we take the roto that we did for the bottom
492
00:19:48,700 --> 00:19:51,566
part of her body right here
493
00:19:52,133 --> 00:19:53,966
we blur it slightly
494
00:19:54,000 --> 00:19:56,100
let me turn this off for now
495
00:19:56,466 --> 00:19:59,300
and we copy the alpha into the plate
496
00:19:59,300 --> 00:20:02,800
and now we have this bottom part um
497
00:20:03,500 --> 00:20:05,600
roto doubt again
498
00:20:05,600 --> 00:20:09,666
I'm using the same garbage mat to just put it inside
499
00:20:09,666 --> 00:20:11,566
just in case to clean up
500
00:20:13,200 --> 00:20:16,600
and this I'm putting over the background again
501
00:20:16,800 --> 00:20:17,400
and you know what
502
00:20:17,400 --> 00:20:20,300
I can already see that a little bit of edge blur
503
00:20:20,366 --> 00:20:21,400
won't hurt here
504
00:20:21,400 --> 00:20:25,166
so let's do that um
505
00:20:28,066 --> 00:20:30,300
just something like three okay
506
00:20:30,300 --> 00:20:32,400
so now we have that part of the background
507
00:20:32,400 --> 00:20:35,066
then we take the roto that we did
508
00:20:35,866 --> 00:20:38,866
to define where we wanna use the green screen and when
509
00:20:38,866 --> 00:20:40,500
where we wanna use the uh
510
00:20:42,300 --> 00:20:44,466
what we did here the Roto
511
00:20:45,366 --> 00:20:47,400
we blur it a little bit
512
00:20:47,466 --> 00:20:50,100
and we use it as a mask for the Chemix
513
00:20:50,666 --> 00:20:53,866
so basically everything above
514
00:20:53,866 --> 00:20:57,000
this Roto will be the green screen extraction
515
00:20:57,000 --> 00:21:00,900
everything below this Roto is gonna be our
516
00:21:03,133 --> 00:21:04,833
precise mat here
517
00:21:05,333 --> 00:21:07,366
now if we look here
518
00:21:07,400 --> 00:21:10,133
things start to look nice and clean
519
00:21:10,133 --> 00:21:11,800
and we have just her
520
00:21:12,933 --> 00:21:15,200
but as we go to this area
521
00:21:15,200 --> 00:21:16,566
everything falls apart
522
00:21:16,566 --> 00:21:18,666
and that's because we're still missing that
523
00:21:18,666 --> 00:21:21,333
definition of where we end up with all the extractions
524
00:21:21,333 --> 00:21:23,233
we need that roto basically
525
00:21:23,966 --> 00:21:25,766
uh that we did before
526
00:21:25,933 --> 00:21:28,466
and now we can do a last key mix
527
00:21:28,500 --> 00:21:31,033
where this is used as a mask
528
00:21:31,333 --> 00:21:32,500
and basically
529
00:21:32,566 --> 00:21:35,866
everything in that roto will just be totally opaque
530
00:21:35,866 --> 00:21:37,300
and not extracted
531
00:21:37,733 --> 00:21:40,266
so now we're pretty much
532
00:21:41,333 --> 00:21:44,600
set up and we can look
533
00:21:45,366 --> 00:21:46,600
at different frames
534
00:21:46,600 --> 00:21:48,433
let's just turn off the
535
00:21:49,166 --> 00:21:50,233
vector blur
536
00:21:53,333 --> 00:21:54,766
that will make things
537
00:21:54,900 --> 00:21:57,266
a bit faster not a lot
538
00:21:57,566 --> 00:22:00,600
and you can see that all this area is pretty clean
539
00:22:01,133 --> 00:22:03,800
and we're starting to get a nice
540
00:22:03,900 --> 00:22:04,800
clean extraction
541
00:22:04,800 --> 00:22:06,066
and actually the
542
00:22:06,133 --> 00:22:09,666
IBK is already doing a pretty good job on her hair
543
00:22:10,000 --> 00:22:14,200
we get quite a lot of detail in there and
544
00:22:14,600 --> 00:22:17,000
it's working pretty nicely
545
00:22:17,200 --> 00:22:21,066
the one area were it's still looking kind of harsh
546
00:22:21,200 --> 00:22:22,500
and blocky is of course
547
00:22:22,500 --> 00:22:24,900
the area where we're actually using a roto
548
00:22:25,066 --> 00:22:28,300
and it's there that we miss all the subtle detail
549
00:22:28,566 --> 00:22:29,366
of the hair
550
00:22:29,366 --> 00:22:31,566
so now we should again
551
00:22:32,266 --> 00:22:34,666
as usual it's always here
552
00:22:34,666 --> 00:22:38,266
um go and see if we can do something
553
00:22:38,266 --> 00:22:39,533
to get some of the hair
554
00:22:39,533 --> 00:22:40,566
but unfortunately
555
00:22:40,566 --> 00:22:42,900
it's not gonna be like the previous shot we did
556
00:22:42,900 --> 00:22:44,900
because this is not over a green screen
557
00:22:45,566 --> 00:22:48,733
um so let's take a look at the yukir
558
00:22:48,733 --> 00:22:53,266
now the yukir is a sort of a last resort thing is
559
00:22:53,700 --> 00:22:54,766
it's not um
560
00:22:54,766 --> 00:22:56,466
a very precise tool
561
00:22:56,600 --> 00:22:57,966
um you can't get
562
00:22:57,966 --> 00:23:00,300
um very nice extractions out of it
563
00:23:00,300 --> 00:23:02,500
but you can try and get something
564
00:23:02,800 --> 00:23:03,966
since we have
565
00:23:03,966 --> 00:23:05,533
we can't use a Luma key here
566
00:23:05,533 --> 00:23:08,233
we have those things going on through
567
00:23:08,333 --> 00:23:11,366
we wanna try and get the U of her hair
568
00:23:11,366 --> 00:23:13,800
which is different than those rigs
569
00:23:14,133 --> 00:23:15,400
the gray metal
570
00:23:15,500 --> 00:23:16,533
or the floor
571
00:23:16,533 --> 00:23:19,300
to at least get some of the hair back or some
572
00:23:19,300 --> 00:23:20,400
some edge that feels a
573
00:23:20,400 --> 00:23:22,866
bit more natural than what we have right now
574
00:23:23,266 --> 00:23:23,866
with the roto
575
00:23:23,866 --> 00:23:26,700
because obviously you can't roto out here
576
00:23:26,900 --> 00:23:28,500
um here's our you here
577
00:23:28,500 --> 00:23:29,766
and what we wanna do
578
00:23:29,766 --> 00:23:31,000
it's connected
579
00:23:31,000 --> 00:23:32,766
um we wanna kind of
580
00:23:33,066 --> 00:23:35,233
scrub and pick up the color
581
00:23:36,100 --> 00:23:37,600
for hair and see
582
00:23:37,600 --> 00:23:38,900
with the yellow bar
583
00:23:38,900 --> 00:23:40,166
where it falls
584
00:23:40,500 --> 00:23:42,400
kind of kind of like the hue correct
585
00:23:42,400 --> 00:23:45,366
and it's kind of like in the orange yellow area
586
00:23:45,666 --> 00:23:48,600
so let's grab only the amount
587
00:23:49,600 --> 00:23:53,366
uh graph and we basically wanna grab all the points
588
00:23:53,533 --> 00:23:55,766
and just move the whole thing
589
00:23:56,400 --> 00:23:59,500
to be kind of centered around this area
590
00:24:00,466 --> 00:24:02,200
and we can look at the alpha
591
00:24:02,200 --> 00:24:02,933
and right now
592
00:24:02,933 --> 00:24:04,400
of course we're not
593
00:24:04,533 --> 00:24:05,266
seeing much
594
00:24:05,266 --> 00:24:08,900
this is what we're seeing so let's
595
00:24:10,066 --> 00:24:13,600
start narrowing down this area a bit more
596
00:24:14,800 --> 00:24:17,900
and we wanna be go pretty harshly with that
597
00:24:18,533 --> 00:24:20,333
but what you can see is that
598
00:24:20,333 --> 00:24:22,366
the background is becoming white
599
00:24:22,566 --> 00:24:25,500
and our hair is actually black and that's because
600
00:24:25,500 --> 00:24:28,600
for some reason to hear correct by default is inverted
601
00:24:28,600 --> 00:24:30,433
so if we turn this off
602
00:24:30,700 --> 00:24:32,233
we get what we want
603
00:24:32,700 --> 00:24:34,600
so this is already
604
00:24:35,733 --> 00:24:39,600
looking a little promising
605
00:24:39,966 --> 00:24:42,933
um what we wanna do is try and keep as many
606
00:24:42,933 --> 00:24:45,466
strands of hair as we can in the white
607
00:24:45,600 --> 00:24:48,833
without having too much noise in the background
608
00:24:50,000 --> 00:24:51,966
this is not easy of course
609
00:24:51,966 --> 00:24:53,466
but what we can do
610
00:24:53,666 --> 00:24:56,400
instead of just punching this too much
611
00:24:59,100 --> 00:25:01,800
if we get something that we think we like
612
00:25:02,333 --> 00:25:04,200
and there's some detail in here
613
00:25:04,200 --> 00:25:06,000
and we still have noise around
614
00:25:06,400 --> 00:25:08,666
we can just add another great note
615
00:25:08,666 --> 00:25:11,200
set it to alpha of course
616
00:25:12,100 --> 00:25:14,933
clamp the whites because it's just an alpha
617
00:25:14,933 --> 00:25:17,000
we don't want to go over one
618
00:25:17,000 --> 00:25:19,200
and now we can use the black
619
00:25:19,333 --> 00:25:23,633
and white controls to kind of accentuate this even more
620
00:25:23,733 --> 00:25:26,000
again it's fecal and tricky
621
00:25:26,200 --> 00:25:29,566
and require some back and forth
622
00:25:29,733 --> 00:25:33,466
um obviously you wanna blurry too at the end
623
00:25:33,466 --> 00:25:36,433
because you're gonna get something that's very harsh
624
00:25:37,700 --> 00:25:41,400
so all in all it's a matter of adding it to your mat
625
00:25:41,800 --> 00:25:43,100
and kind of
626
00:25:44,200 --> 00:25:46,733
sensing how it looks and this is what I did here
627
00:25:46,733 --> 00:25:50,500
so here is another one I did before another you care
628
00:25:51,266 --> 00:25:55,233
and I'm grading it down to get rid of most of the noise
629
00:25:55,900 --> 00:25:59,433
using basically taking the blacks way down there
630
00:25:59,900 --> 00:26:04,633
um let's clamp the whites and blurring it a little bit
631
00:26:04,866 --> 00:26:06,500
and this is my roto
632
00:26:08,933 --> 00:26:12,100
and I'm just adding this to my roto
633
00:26:12,733 --> 00:26:15,400
and you can see that it's adding a little bit
634
00:26:15,566 --> 00:26:23,400
so if we go let's say here and look at our final result
635
00:26:27,766 --> 00:26:29,000
um
636
00:26:30,800 --> 00:26:34,266
this is without the hue Kia added
637
00:26:34,500 --> 00:26:35,266
to the Rotto
638
00:26:35,266 --> 00:26:36,500
and this is with
639
00:26:36,533 --> 00:26:39,633
and you can see that we're getting some extra detail
640
00:26:39,700 --> 00:26:42,033
now it feels a little bright
641
00:26:42,866 --> 00:26:45,300
because of course it's uh
642
00:26:45,300 --> 00:26:47,900
the the stuff that's behind it is the floor
643
00:26:48,700 --> 00:26:51,100
and it feels a bit too bright over this
644
00:26:51,100 --> 00:26:52,333
specific background
645
00:26:52,333 --> 00:26:55,366
but what we shouldn't forget is that
646
00:26:55,366 --> 00:26:59,633
eventually when we create in 3D the balcony area
647
00:26:59,900 --> 00:27:02,900
we would probably end up having a floor
648
00:27:02,900 --> 00:27:05,266
right there that's going to replace
649
00:27:05,333 --> 00:27:08,466
the original floor and it's going to be pretty bright
650
00:27:08,766 --> 00:27:10,566
and the kind of same luminance
651
00:27:10,566 --> 00:27:13,666
so maybe we shouldn't worry too much
652
00:27:14,200 --> 00:27:16,000
about those bright edges that
653
00:27:16,000 --> 00:27:17,800
that we're adding right now
654
00:27:17,800 --> 00:27:18,333
and instead
655
00:27:18,333 --> 00:27:21,166
instead be happy that at least we're adding
656
00:27:21,466 --> 00:27:24,100
some kind of extra definition there
657
00:27:24,100 --> 00:27:27,866
let's look for example about here
658
00:27:29,566 --> 00:27:31,633
yeah you can see that our
659
00:27:32,466 --> 00:27:35,266
um Kia our rough Hukir
660
00:27:35,266 --> 00:27:38,100
is still managing to add a little bit of
661
00:27:38,933 --> 00:27:42,200
life into those edges
662
00:27:42,600 --> 00:27:44,166
let's look here
663
00:27:47,533 --> 00:27:50,200
yeah and we shouldn't worry about the bright
664
00:27:50,200 --> 00:27:52,666
edges because as as I always say it
665
00:27:52,666 --> 00:27:55,066
it's going to be defined by what's behind her
666
00:27:55,066 --> 00:27:57,866
and it's not gonna be those green trees right there
667
00:27:57,866 --> 00:27:59,966
so um here we go
668
00:27:59,966 --> 00:28:03,300
a little bit of extra detail to our roto
669
00:28:04,566 --> 00:28:07,433
now one last thing that's in this script that I
670
00:28:07,466 --> 00:28:10,100
haven't talked about yet is um
671
00:28:10,100 --> 00:28:13,166
a controlling the spiel suppression because um
672
00:28:13,166 --> 00:28:15,800
it looks like the kill spiel is helping us
673
00:28:15,900 --> 00:28:17,266
very nicely throughout
674
00:28:17,266 --> 00:28:19,366
the shout when she's all there alone
675
00:28:19,366 --> 00:28:20,700
over the green screen
676
00:28:21,066 --> 00:28:23,500
but when we look at the area where we see
677
00:28:23,766 --> 00:28:26,233
the back room and back wall behind her
678
00:28:26,466 --> 00:28:28,566
if you recall in the very first class
679
00:28:28,566 --> 00:28:31,500
we were wondering if what we see here
680
00:28:31,966 --> 00:28:35,633
is really all spiel or some of it is natural color
681
00:28:35,800 --> 00:28:37,300
and we looked at photos
682
00:28:37,300 --> 00:28:38,666
and we realize that these shades
683
00:28:38,666 --> 00:28:40,000
are actually kind of greenish
684
00:28:40,000 --> 00:28:42,600
and they might be throwing some green light over there
685
00:28:42,666 --> 00:28:45,333
so when we apply our kill spiel
686
00:28:45,333 --> 00:28:47,300
we're basically killing everything
687
00:28:47,300 --> 00:28:49,766
making everything kind of bluish gray
688
00:28:50,333 --> 00:28:52,300
and for this area alone
689
00:28:52,300 --> 00:28:53,700
not the area of the green screen
690
00:28:53,700 --> 00:28:54,833
we might wanna
691
00:28:55,000 --> 00:28:57,266
kind of control the amount of spill
692
00:28:57,466 --> 00:29:00,566
so that area basically goes into the last key
693
00:29:00,566 --> 00:29:02,766
mix over here through this photo
694
00:29:03,100 --> 00:29:06,000
so what we can do is um
695
00:29:06,000 --> 00:29:08,233
the plate that goes in here
696
00:29:09,300 --> 00:29:10,200
the easiest way
697
00:29:10,200 --> 00:29:12,966
instead of taking the kill spill and changing it
698
00:29:13,100 --> 00:29:15,766
the easiest way to do is kind of blend back
699
00:29:15,766 --> 00:29:16,800
the original
700
00:29:17,066 --> 00:29:18,800
non spilled plate in there
701
00:29:18,800 --> 00:29:21,200
and I really like the blend node
702
00:29:21,566 --> 00:29:22,466
uh the merge
703
00:29:22,466 --> 00:29:23,800
blend note um
704
00:29:23,800 --> 00:29:25,533
because it's normalized
705
00:29:25,533 --> 00:29:27,800
so you can tweak um
706
00:29:28,133 --> 00:29:30,700
the the ratio as much as you want
707
00:29:30,700 --> 00:29:31,866
and it will never
708
00:29:31,900 --> 00:29:33,000
you know break apart
709
00:29:33,000 --> 00:29:34,700
fall apart or change the uh
710
00:29:34,700 --> 00:29:35,833
luminance value
711
00:29:36,466 --> 00:29:37,666
so right here
712
00:29:37,666 --> 00:29:39,466
uh since we're plugging the the
713
00:29:39,466 --> 00:29:41,966
the steel suppressed blade into one
714
00:29:42,466 --> 00:29:44,100
we can basically control
715
00:29:44,200 --> 00:29:46,166
how much of that we want back
716
00:29:46,600 --> 00:29:48,066
and if we look at the whole shot
717
00:29:48,066 --> 00:29:49,866
we don't wanna go overboard
718
00:29:50,166 --> 00:29:51,533
but without our blend
719
00:29:51,533 --> 00:29:52,900
this whole look kind of
720
00:29:52,933 --> 00:29:54,400
greyish blue
721
00:29:54,400 --> 00:29:55,166
with the blend
722
00:29:55,166 --> 00:29:57,700
we are maintaining some of the green colour
723
00:29:58,200 --> 00:30:00,533
in here and some of it here without
724
00:30:00,533 --> 00:30:02,033
um having it
725
00:30:02,166 --> 00:30:04,966
you know feeling too spilly
726
00:30:05,100 --> 00:30:08,000
and hopefully as she passes by through the throttle
727
00:30:08,000 --> 00:30:09,800
we're not gonna see a giant
728
00:30:09,800 --> 00:30:13,000
change on her face as she goes into the
729
00:30:13,166 --> 00:30:14,900
more heavily dispeeled
730
00:30:14,900 --> 00:30:16,933
area so now
731
00:30:16,933 --> 00:30:19,733
I'd like to kind of recapitulate everything we've done
732
00:30:19,733 --> 00:30:22,966
because I know where I kind of crammed like
733
00:30:23,766 --> 00:30:27,033
two days worth of work into a single class
734
00:30:27,100 --> 00:30:30,600
so let's just take a look again at what we've done here
735
00:30:30,766 --> 00:30:33,400
we've got the background precompt
736
00:30:34,000 --> 00:30:35,200
and rendered um
737
00:30:35,200 --> 00:30:36,700
we're using our color correct
738
00:30:36,700 --> 00:30:38,466
we're adding the vector blur
739
00:30:38,466 --> 00:30:39,833
and the distortion
740
00:30:40,200 --> 00:30:42,333
uh we're taking the plate that
741
00:30:42,333 --> 00:30:45,033
already has all the paintwork baked in
742
00:30:45,733 --> 00:30:47,300
and we're creating
743
00:30:47,766 --> 00:30:49,800
um let's go over here
744
00:30:50,800 --> 00:30:52,800
an IBK extraction
745
00:30:53,066 --> 00:30:54,666
and a primatic extraction
746
00:30:54,666 --> 00:30:56,600
which is dilated and blurred
747
00:30:57,466 --> 00:31:00,900
and a bit of edge blur on the IBK
748
00:31:00,900 --> 00:31:03,466
and the IBK spoofed over the background
749
00:31:04,200 --> 00:31:07,800
and masked by our garbage mat
750
00:31:08,166 --> 00:31:10,133
the prime mat is also masked
751
00:31:10,133 --> 00:31:11,500
by the garbage mat
752
00:31:11,733 --> 00:31:12,900
and is used
753
00:31:13,533 --> 00:31:14,800
for the ski mix
754
00:31:14,933 --> 00:31:18,100
um to control what is IBK and what is
755
00:31:18,300 --> 00:31:20,133
um just regular plate
756
00:31:20,133 --> 00:31:22,966
through our kill spill
757
00:31:22,966 --> 00:31:26,600
which is a bit heavier on the green for this shot
758
00:31:27,400 --> 00:31:31,566
um then we take care of the bottom part
759
00:31:31,566 --> 00:31:33,733
we have a roto that defines the area
760
00:31:33,733 --> 00:31:36,400
where we're not using the green screen extraction
761
00:31:36,500 --> 00:31:38,433
which is used in this key mix
762
00:31:38,566 --> 00:31:39,266
and for that
763
00:31:39,266 --> 00:31:40,700
we're taking ours
764
00:31:40,766 --> 00:31:42,266
this field plate
765
00:31:42,500 --> 00:31:44,366
creating a roto for her
766
00:31:44,800 --> 00:31:46,966
adding some extra definition
767
00:31:46,966 --> 00:31:48,633
using the yukir
768
00:31:49,566 --> 00:31:51,500
creating a mat for that
769
00:31:51,900 --> 00:31:53,466
again some edge blur
770
00:31:53,533 --> 00:31:55,266
putting it inside our
771
00:31:55,266 --> 00:31:58,233
garbage mat to clean up areas on the side
772
00:31:58,333 --> 00:31:59,600
just like this
773
00:32:01,000 --> 00:32:03,533
and all that goes over the background again
774
00:32:03,533 --> 00:32:06,800
and key mixed using that roto that defines
775
00:32:06,800 --> 00:32:08,800
the green screen and on green screen
776
00:32:09,066 --> 00:32:09,966
and finally
777
00:32:09,966 --> 00:32:12,700
to take care of um
778
00:32:13,000 --> 00:32:15,533
the back wall and back room behind her
779
00:32:15,533 --> 00:32:17,966
we use uh this mat
780
00:32:18,100 --> 00:32:20,566
to define this area is totally opaque
781
00:32:20,700 --> 00:32:22,300
and also for this area
782
00:32:22,300 --> 00:32:24,466
we are changing the uh
783
00:32:24,466 --> 00:32:26,066
the ratio of the um
784
00:32:26,066 --> 00:32:29,300
spill suppression to get some uh green back
785
00:32:31,800 --> 00:32:32,800
and this is it
786
00:32:32,800 --> 00:32:35,500
we've got something that's clean enough
787
00:32:35,933 --> 00:32:40,566
for now to go to 3D and start working on building our
788
00:32:40,566 --> 00:32:42,900
um building our balcony
789
00:32:42,900 --> 00:32:43,666
the railing
790
00:32:43,666 --> 00:32:45,133
the floor texturing it
791
00:32:45,133 --> 00:32:48,733
lighting it and then adding some nice detail in there
792
00:32:48,733 --> 00:32:52,000
like plants and pots to make it feel more alive
793
00:32:52,000 --> 00:32:54,300
so all this in the next few classes
794
00:32:54,300 --> 00:32:57,066
and I hope to see you all there bye bye
55455
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