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These are the user uploaded subtitles that are being translated: 1 00:00:06,366 --> 00:00:07,166 hi everyone 2 00:00:07,166 --> 00:00:10,100 welcome to class No. 5 of Nuke 3:09 3 00:00:10,266 --> 00:00:11,733 and today we have uh 4 00:00:11,733 --> 00:00:13,200 the difficult task 5 00:00:13,500 --> 00:00:16,000 of getting rid of everything in the shot 6 00:00:16,000 --> 00:00:17,500 basically except her 7 00:00:17,733 --> 00:00:19,533 so painting out markers 8 00:00:19,533 --> 00:00:21,200 painting out the rigs 9 00:00:21,466 --> 00:00:24,266 um removing the whole floor 10 00:00:24,600 --> 00:00:27,066 extracting and of course 11 00:00:27,066 --> 00:00:29,866 this is not easy as we said before 12 00:00:29,900 --> 00:00:31,400 so we'll devote this class 13 00:00:31,400 --> 00:00:34,633 to different techniques of doing so from king roto 14 00:00:35,100 --> 00:00:37,466 painting to huking 15 00:00:37,600 --> 00:00:39,500 um but before we do that 16 00:00:39,500 --> 00:00:41,800 I just wanna pick up from where we left 17 00:00:41,800 --> 00:00:43,266 um last week 18 00:00:43,566 --> 00:00:47,400 and we were talking about precomping or rendering out 19 00:00:47,666 --> 00:00:50,500 our background to speed up our work 20 00:00:51,066 --> 00:00:52,200 and for that of course 21 00:00:52,200 --> 00:00:54,400 we want to turn off the temperature 22 00:00:54,400 --> 00:00:56,500 we don't want that baked in there 23 00:00:56,900 --> 00:00:59,066 it's also a good idea to turn off 24 00:00:59,200 --> 00:01:00,533 the grade node so we can 25 00:01:00,533 --> 00:01:01,900 we can apply it later 26 00:01:01,900 --> 00:01:03,900 we don't bake it into the precomp 27 00:01:04,666 --> 00:01:09,000 and we want to render any XR with two channels 28 00:01:09,000 --> 00:01:11,666 the RGBA or the RGB 29 00:01:11,666 --> 00:01:14,166 because we don't really need an alpha here 30 00:01:14,800 --> 00:01:15,866 and of course 31 00:01:16,100 --> 00:01:18,600 the Motion Victor so that we can apply 32 00:01:18,800 --> 00:01:21,166 a Victor Blur later on 33 00:01:21,166 --> 00:01:23,933 so we don't wanna ride all the channels into the XR 34 00:01:23,933 --> 00:01:25,500 we just wanna ride these two 35 00:01:25,500 --> 00:01:26,200 so for that 36 00:01:26,200 --> 00:01:28,833 we can use the channel node uh remove 37 00:01:29,466 --> 00:01:31,966 and attach it right here to our 38 00:01:32,200 --> 00:01:33,466 scanline render 39 00:01:33,966 --> 00:01:35,200 and let's uh 40 00:01:35,200 --> 00:01:35,700 you see that 41 00:01:35,700 --> 00:01:38,200 now I'm not getting anything because basically removed 42 00:01:38,200 --> 00:01:40,133 all the channels that are available 43 00:01:40,133 --> 00:01:42,166 but instead of Operation Remove 44 00:01:42,166 --> 00:01:44,266 we can change the operation to keep 45 00:01:44,466 --> 00:01:47,533 and now we can say that we wanna keep the 46 00:01:47,533 --> 00:01:48,966 RGBA of course 47 00:01:49,066 --> 00:01:50,100 and in addition 48 00:01:50,100 --> 00:01:51,100 we wanna keep 49 00:01:51,100 --> 00:01:52,600 um the motion 50 00:01:52,600 --> 00:01:54,766 and we should have these two channels 51 00:01:54,766 --> 00:01:57,566 and we can check that we have the motion right here 52 00:01:59,466 --> 00:02:01,400 and now at the right node 53 00:02:01,400 --> 00:02:03,233 and we're writing it as the XR 54 00:02:03,766 --> 00:02:07,033 and the only thing we need to do in the right node 55 00:02:07,200 --> 00:02:10,566 um is to change channels from RGB to O 56 00:02:10,766 --> 00:02:13,200 so now it's said to receive all channels 57 00:02:13,200 --> 00:02:14,366 and this is um 58 00:02:14,366 --> 00:02:16,366 used as our channel filter 59 00:02:16,366 --> 00:02:19,366 to filter through only these 2 channels 60 00:02:19,366 --> 00:02:21,200 now another thing you wanna 61 00:02:21,200 --> 00:02:23,733 look at before you render your background 62 00:02:23,733 --> 00:02:26,266 is exactly how many frames you don't wanna 63 00:02:26,266 --> 00:02:28,800 uh render out useless frames that you don't need 64 00:02:28,800 --> 00:02:30,433 just will take more time 65 00:02:30,533 --> 00:02:33,066 so the best way to do is look at our 66 00:02:33,066 --> 00:02:34,533 little rough comp here 67 00:02:34,533 --> 00:02:37,566 and look for the first frame where we actually 68 00:02:38,166 --> 00:02:41,233 see the background coming in 69 00:02:41,733 --> 00:02:44,966 and we're starting to see stuff around here 70 00:02:44,966 --> 00:02:47,900 let's exactly find the right frame 71 00:02:48,566 --> 00:02:50,066 yeah I think that it 72 00:02:50,066 --> 00:02:52,800 frame 99 would be a good frame to start on 73 00:02:52,800 --> 00:02:55,066 we still don't see any of our BG 74 00:02:55,200 --> 00:02:57,700 so you can set that as your render 75 00:02:58,166 --> 00:02:59,366 and render out 76 00:02:59,500 --> 00:03:01,700 your BG okay 77 00:03:01,700 --> 00:03:03,400 so now I brought in the plate 78 00:03:03,400 --> 00:03:05,266 uh all clean and fresh 79 00:03:05,733 --> 00:03:07,266 so that we can do the paint work 80 00:03:07,266 --> 00:03:08,966 and let's start with the tracking markers 81 00:03:08,966 --> 00:03:10,733 because relatively they're the 82 00:03:10,733 --> 00:03:12,566 easiest ones to take away 83 00:03:13,533 --> 00:03:15,833 even though they're not that easy here 84 00:03:16,400 --> 00:03:18,300 and a word about 85 00:03:18,300 --> 00:03:20,600 the color of markers on green screen 86 00:03:20,600 --> 00:03:21,566 when I go on set 87 00:03:21,566 --> 00:03:23,666 I usually advise to use 88 00:03:23,766 --> 00:03:26,200 green tracking markers on the green screen 89 00:03:26,200 --> 00:03:28,466 as long as they're slightly in a different hue 90 00:03:28,466 --> 00:03:29,766 or shade of green 91 00:03:29,866 --> 00:03:32,533 uh every tracker will pick them up very easily 92 00:03:32,533 --> 00:03:33,400 but on the other hand 93 00:03:33,400 --> 00:03:35,566 they will be so much easier to key 94 00:03:35,566 --> 00:03:38,600 so there really isn't any need to uh make uh 95 00:03:38,600 --> 00:03:41,266 your tracking markers yellow or pink 96 00:03:41,400 --> 00:03:43,000 or red on a green screen 97 00:03:43,000 --> 00:03:44,400 unless the light is very 98 00:03:44,400 --> 00:03:45,333 very low but it 99 00:03:45,333 --> 00:03:46,966 if the light is very very low 100 00:03:46,966 --> 00:03:48,500 you probably won't be able to use 101 00:03:48,500 --> 00:03:50,266 the green screen anyway because 102 00:03:50,300 --> 00:03:52,966 green screens don't work very well when the 103 00:03:52,966 --> 00:03:54,466 they're not properly lit 104 00:03:54,666 --> 00:03:57,200 um but um as you can see here 105 00:03:57,200 --> 00:03:58,866 we always get 106 00:03:58,933 --> 00:04:01,966 shots that have tracking markers at a different color 107 00:04:02,000 --> 00:04:06,300 and I always try to see if before I start um 108 00:04:06,300 --> 00:04:08,566 going and doing tedious paint work 109 00:04:08,566 --> 00:04:11,200 if there is any way I can isolate those 110 00:04:11,200 --> 00:04:13,033 markers with a kind of a key 111 00:04:13,133 --> 00:04:14,666 and paint them green 112 00:04:14,733 --> 00:04:16,200 sometimes it work 113 00:04:16,200 --> 00:04:17,700 in this case it won't 114 00:04:17,700 --> 00:04:18,800 and I can show you why 115 00:04:18,800 --> 00:04:20,766 so you might wanna look at a 116 00:04:21,166 --> 00:04:22,566 Luma key for example 117 00:04:22,566 --> 00:04:24,833 so if I look at the different channels 118 00:04:24,866 --> 00:04:25,700 I mean obviously 119 00:04:25,700 --> 00:04:27,566 there's no problem just painting out 120 00:04:27,566 --> 00:04:28,866 the markers when they're just 121 00:04:28,866 --> 00:04:29,966 they're free 122 00:04:29,966 --> 00:04:32,266 the problem is when they intersect with her 123 00:04:32,266 --> 00:04:33,766 and especially her hair 124 00:04:34,166 --> 00:04:36,033 as you can see right here 125 00:04:36,600 --> 00:04:38,833 if I'm looking at the different channels 126 00:04:39,066 --> 00:04:42,733 it becomes very clear that I can't just isolate 127 00:04:42,733 --> 00:04:43,800 those markers 128 00:04:43,800 --> 00:04:45,633 without hitting 129 00:04:45,933 --> 00:04:47,266 her actual hair 130 00:04:47,266 --> 00:04:48,166 in which case 131 00:04:48,166 --> 00:04:49,366 we didn't gain anything 132 00:04:49,366 --> 00:04:51,800 because we'll have to paint back her hair 133 00:04:52,066 --> 00:04:53,800 uh we can also try 134 00:04:53,800 --> 00:04:55,233 sometimes it work 135 00:04:55,700 --> 00:04:57,833 uh you can try a hukir 136 00:04:58,200 --> 00:04:59,333 in this case again 137 00:04:59,333 --> 00:05:00,800 because they are yellow 138 00:05:01,100 --> 00:05:02,266 they're close 139 00:05:02,266 --> 00:05:04,333 enough to some shades on her hair 140 00:05:04,333 --> 00:05:06,200 especially the wispy stuff 141 00:05:06,266 --> 00:05:07,500 that when we 142 00:05:07,500 --> 00:05:08,900 key them and make them green 143 00:05:08,900 --> 00:05:10,733 we're also going to make some of 144 00:05:10,733 --> 00:05:11,700 her hair green 145 00:05:11,933 --> 00:05:13,400 so unfortunately 146 00:05:13,400 --> 00:05:14,966 there is no um 147 00:05:15,533 --> 00:05:17,166 a smart way to just 148 00:05:17,166 --> 00:05:18,566 isolate the markers 149 00:05:18,566 --> 00:05:19,766 and make them green 150 00:05:19,766 --> 00:05:21,600 we really have to paint them 151 00:05:21,600 --> 00:05:23,800 so let's add a paint note 152 00:05:24,266 --> 00:05:26,366 and let's find a frame where a marker 153 00:05:26,366 --> 00:05:28,066 intersects her hair 154 00:05:29,133 --> 00:05:31,300 um let's say here 155 00:05:31,300 --> 00:05:32,566 here's a good one 156 00:05:32,900 --> 00:05:35,600 and we wanna use the clone tool 157 00:05:35,600 --> 00:05:36,133 but of course 158 00:05:36,133 --> 00:05:38,866 we don't wanna clone from a different area 159 00:05:39,166 --> 00:05:42,033 we wanna clone from a different time 160 00:05:42,366 --> 00:05:46,666 um so let's change our input from FG to BG 161 00:05:46,666 --> 00:05:48,966 so we're going to take from the same plate 162 00:05:48,966 --> 00:05:50,566 where we're connected through the BG 163 00:05:50,566 --> 00:05:51,266 and let's set 164 00:05:51,266 --> 00:05:52,333 the time to one frame 165 00:05:52,333 --> 00:05:53,333 so we're using a 166 00:05:53,333 --> 00:05:54,633 one frame offset 167 00:05:54,966 --> 00:05:56,800 and now as we turn on onion 168 00:05:56,800 --> 00:05:58,300 we can see the two frames 169 00:05:58,300 --> 00:05:58,933 and of course 170 00:05:58,933 --> 00:06:00,966 they're not aligned because she's moving 171 00:06:01,266 --> 00:06:03,433 um so we have this um 172 00:06:03,600 --> 00:06:05,500 handy manipulator here 173 00:06:05,500 --> 00:06:06,900 just like the transform tool 174 00:06:06,900 --> 00:06:08,400 you can hold control 175 00:06:08,500 --> 00:06:10,300 to bring it closer to the area 176 00:06:10,300 --> 00:06:11,666 that you wanna match 177 00:06:12,300 --> 00:06:14,000 and now you can 178 00:06:14,333 --> 00:06:16,533 um move the other frame around 179 00:06:16,533 --> 00:06:17,500 and you wanna get 180 00:06:17,500 --> 00:06:19,066 as close as possible to 181 00:06:19,066 --> 00:06:20,000 having them 182 00:06:20,200 --> 00:06:21,466 aligned and you can 183 00:06:21,466 --> 00:06:22,200 see when they 184 00:06:22,200 --> 00:06:22,766 get aligned 185 00:06:22,766 --> 00:06:25,000 when the features become sharp 186 00:06:25,000 --> 00:06:26,300 when they are blurry 187 00:06:26,300 --> 00:06:27,466 uh we can tell that 188 00:06:27,466 --> 00:06:29,300 you're not exactly aligned 189 00:06:29,800 --> 00:06:31,733 so that's kind of it 190 00:06:31,733 --> 00:06:32,600 of course they're 191 00:06:32,600 --> 00:06:33,466 not gonna match 192 00:06:33,466 --> 00:06:35,800 perfectly because 193 00:06:36,166 --> 00:06:38,466 things change around as she moves 194 00:06:38,466 --> 00:06:39,466 in her hair 195 00:06:39,733 --> 00:06:41,500 but let's say this is pretty close 196 00:06:41,500 --> 00:06:43,233 now I usually like to uh 197 00:06:43,733 --> 00:06:44,866 turn off the 198 00:06:44,966 --> 00:06:45,966 onion feature to 199 00:06:45,966 --> 00:06:46,666 see just the 200 00:06:46,666 --> 00:06:48,100 frame I'm painting 201 00:06:48,166 --> 00:06:49,600 and then carefully 202 00:06:49,900 --> 00:06:51,200 just paint in 203 00:06:51,200 --> 00:06:51,933 the area where 204 00:06:51,933 --> 00:06:53,200 the marker is 205 00:06:53,600 --> 00:06:54,566 you don't wanna 206 00:06:55,100 --> 00:06:56,500 affect too many areas 207 00:06:56,500 --> 00:06:58,233 you just wanna clear that 208 00:07:00,000 --> 00:07:00,966 and 209 00:07:02,300 --> 00:07:04,233 that is looking pretty good 210 00:07:04,566 --> 00:07:07,400 and you can see the before and after 211 00:07:08,566 --> 00:07:10,900 um let's find another frame 212 00:07:12,066 --> 00:07:16,300 to try and do the same let's say 213 00:07:18,466 --> 00:07:20,166 okay this frame where we have some of 214 00:07:20,166 --> 00:07:21,866 the marker over her hair 215 00:07:21,933 --> 00:07:23,533 so again the same procedure 216 00:07:23,533 --> 00:07:24,966 we turn on the onion 217 00:07:27,400 --> 00:07:30,766 and we look for the manipulator bring it closer 218 00:07:31,533 --> 00:07:36,566 now we try and match as good as possible 219 00:07:38,933 --> 00:07:40,700 something like this 220 00:07:42,266 --> 00:07:44,033 then turn off the onion 221 00:07:56,600 --> 00:07:57,566 and 222 00:08:00,333 --> 00:08:01,266 let's see 223 00:08:07,066 --> 00:08:10,100 this one is not perfect but 224 00:08:11,766 --> 00:08:13,433 it's not bad at all 225 00:08:15,866 --> 00:08:18,533 alright so then you go on and you find 226 00:08:18,533 --> 00:08:21,966 all those frames where those markers intersect her 227 00:08:22,000 --> 00:08:24,433 and you paint them out and once you do that 228 00:08:24,900 --> 00:08:27,500 you just need to remove what's remaining 229 00:08:27,666 --> 00:08:29,733 and we have to take into consideration 230 00:08:29,733 --> 00:08:30,933 the fact that later on 231 00:08:30,933 --> 00:08:32,966 we'll do a sort of a garbage mask 232 00:08:32,966 --> 00:08:35,166 a loose garbage mask around her 233 00:08:35,366 --> 00:08:37,866 so we might not even need to uh 234 00:08:37,866 --> 00:08:39,866 paint out every tracking markers 235 00:08:39,866 --> 00:08:40,766 wherever it is 236 00:08:40,766 --> 00:08:43,100 just the ones that are closer to her 237 00:08:43,100 --> 00:08:44,933 and once you do the ones that intersect 238 00:08:44,933 --> 00:08:46,133 you can just use uh 239 00:08:46,133 --> 00:08:48,900 and I like using separate paint notes for 240 00:08:49,100 --> 00:08:50,266 different tasks 241 00:08:50,300 --> 00:08:52,566 use a simple clone tool you know 242 00:08:52,766 --> 00:08:54,400 not a time clone 243 00:08:54,400 --> 00:08:57,866 just an area clone and just paint them out and 244 00:09:03,866 --> 00:09:05,733 I like doing this because 245 00:09:05,733 --> 00:09:06,333 I don't know 246 00:09:06,333 --> 00:09:09,766 I feel like it's a relaxing pastime and again 247 00:09:09,766 --> 00:09:11,000 you really wanna paint just 248 00:09:11,000 --> 00:09:12,466 the ones that are closer to her 249 00:09:12,466 --> 00:09:15,266 leave the ones that are far away from her intact 250 00:09:15,266 --> 00:09:18,700 they're gonna be taken out by the garbage masks 251 00:09:18,800 --> 00:09:20,866 so once you do all that 252 00:09:20,866 --> 00:09:21,900 you wanna go into 253 00:09:21,900 --> 00:09:24,066 the harder task of painting out the rigs 254 00:09:24,066 --> 00:09:26,633 and you wanna use exactly the same procedure 255 00:09:26,733 --> 00:09:29,466 you wanna find those frames where they intersect with 256 00:09:29,466 --> 00:09:31,633 her hair and use the uh 257 00:09:32,000 --> 00:09:34,700 time clone to get rid of them 258 00:09:34,700 --> 00:09:37,400 and it's not different than what we did with a marker 259 00:09:37,400 --> 00:09:39,866 it's just a little bit harder because you have 260 00:09:39,866 --> 00:09:41,400 a much larger area 261 00:09:41,666 --> 00:09:42,833 to paint out 262 00:09:43,066 --> 00:09:44,600 but it works and again 263 00:09:44,600 --> 00:09:45,733 once you do that 264 00:09:45,733 --> 00:09:49,066 you just wanna clear them when they get closer to her 265 00:09:49,166 --> 00:09:50,066 obviously we're 266 00:09:50,066 --> 00:09:52,400 talking about everything that happens inside 267 00:09:52,400 --> 00:09:53,133 the green screen 268 00:09:53,133 --> 00:09:55,366 everything below this area 269 00:09:55,600 --> 00:09:57,233 at the bottom of the green screen 270 00:09:57,400 --> 00:10:00,566 there is no point in painting out anything because 271 00:10:00,566 --> 00:10:02,300 we still have the floor here 272 00:10:02,600 --> 00:10:03,933 there is no green screen 273 00:10:03,933 --> 00:10:06,133 what we'll need to do unfortunately 274 00:10:06,133 --> 00:10:09,200 is do a combination of Frodo and some 275 00:10:09,400 --> 00:10:10,700 hue extraction 276 00:10:10,800 --> 00:10:13,300 to just get this part of her 277 00:10:13,300 --> 00:10:17,266 and and get as much as hair as we can and we look at it 278 00:10:17,766 --> 00:10:19,533 a little later um 279 00:10:19,533 --> 00:10:21,000 but the good thing is that once 280 00:10:21,000 --> 00:10:23,333 she passes this area of fast movement 281 00:10:23,333 --> 00:10:26,733 she's all again against the green screen so again 282 00:10:26,733 --> 00:10:29,633 you wanna take out all those markers across her 283 00:10:29,800 --> 00:10:31,566 no need to touch these because again 284 00:10:31,566 --> 00:10:33,166 these will be outside 285 00:10:33,400 --> 00:10:35,966 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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