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okay so let's talk about the RGB versus alpha
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or what I like to call the d spill versus the mat
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and these are two different things we create separately
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and then we combine them together at the end
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the actual d spill is taking the green polluted
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light that's the green light that be bouncing and hits
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Jack here on the face
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and you know little little areas that are
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really green like in this reflective goggles here
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and also in between little here's here
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that's how we got to get we have to basically get
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rid of the green
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and then over here
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this is where we create
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the mat so this is all about
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creating the black and white mat
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this is all about creating the actual RGB information
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and then finally we use this as the cookie dough
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laid out on a cookie sheet
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whereas the alpha is sort of like the cookie cutout
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stencil shape that cuts out the eventual RGB
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so these are taken into accounts separately and then
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again
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the alpha consists of the core mat and the fringe mat
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and then the
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d spill has to do with the core d spill and the
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Edge d spill so there is an element where
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we're gonna have to maintain as much as we possibly
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can the original skin tones
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you will not want to tick off the DP or the colorist
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as a compositor
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by actually changing the skin tones because
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maybe they're meant to be left that way
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sometimes of course you will have the color grade
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the background to the foreground and let the colorist
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do the stylistic approach
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but ultimately
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you have to be extremely cautious
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not to affect the skin tones
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I know when we were doing the Capital One commercials
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even though Sam Jackson is a relatively dark complexion
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we had be very careful
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not to fiddle with his skin tones
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through the whole process
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it was more about
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just be
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very careful to match him and being very careful about
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color grading to get not too goofy
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because there's two people you can
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tick off in the professional world
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one of which is your colorist and the other of course
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is the original cinematographer
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and in our case that was John Schwarzman
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who is going to be the
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DP for Star Wars Episode 9
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and these big wigs you do not want to tick off
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so they'll of course
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even in the post process
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actually meet with the colorist and just
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kind of look at the final
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image because
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ultimately it is their vision
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they are the quote unquote cinematographer despite the
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heavy hand of the
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you know the colorist as well as
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ultimately and also as compositors
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so just kind of keep that in mind
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throughout the whole process that the whole point of
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doing a Core d spill is to
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kind of maintain the core
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almost like how we create the core with the
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with the alpha
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the core is to kind of keep that going
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and then the edges
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that's where we can have a little bit of play
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to kind of blend the two together in the background
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as far as the back plate whatever we choose
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it's going to be behind Jack here
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in the foreground
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so the d spill has its greatest hits
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we have expressions
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these are really great
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this is one of the real popular
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expressions where it talks about
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if green is greater than
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the red and blue combined divided by 2 or the average
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then take the red and the blue
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divided by 2 that's your green
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again I'm not much of a math guide
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but anyway it does take out the green really
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effectively in this expression
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it's the most popular expressions used
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it also maintains the luminance information pretty
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well throughout the process
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not completely but it does do a good job
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the key light is even though this is a key
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this can act as an actual d spell
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and I'm going to go over that
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the hue correct is another one that kind of
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gate little spot areas
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this is extremely difficult key
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even though it may look very simple with Jack
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because
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we're going to have all types of issues with his beard
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we're going to have issues over here
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there's all types of stuff
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things we're going to have to do with these goggles
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and the transparency issues
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and then there's kill spill kill spill is
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really really popular in the industry
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this is pixel fudger I think they are
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kill spill you can get this off a new Wikipedia
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you can see there's a suppression a limiter
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a spill tweak
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and you can choose either
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red screen green screen or blue screen
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again really awesome
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and then of course there's d spill madness which
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will not
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necessarily work unless you have it plugged in
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installed it's a little bit more complicated
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d spill madness is downloaded off newkpd
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com those are the most popular
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Dspill tools that we use in the industry
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and I'm going to show you
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kind of kind of go through all those
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as we kind of move through this training video
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but I first want to kind of show you guys the
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actual mat that I created
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with Jack
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or what I decided upon so obviously I did a d noise
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and there is no d noise when you deal with the d spill
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there's no need to do that it's just what it is
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the whole point of this is we're not worried about the
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red green blue information
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we worry about the alpha
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that we're gonna be building off of
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the red green blue
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so I used a primat
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see it's pretty clean
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if I slam the gamba down there is no holes in him
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and then I went ahead and grated
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him up a little bit here
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so you can see right here
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if I take a look
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I just crushed the blacks a little bit
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brought the gamba down a little bit
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gamma
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in this sense is going to play with the gradient here
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it's going to lock down your absolute whites
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and absolute blacks
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but it's going to allow you to kind of
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I put my viewer to it here
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kind of adjust
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the fall off so you can kind of create
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somewhat of a feathering effect
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if you want to pull back a little bit
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which is what we're always trying to do with the core
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trying to pull it back a little bit
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because it's going to be that
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piece
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of the pie that fills in the Swiss cheese holes of
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our fringe mat
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so then I like to dilate it out just a hair
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so if you can see I just dilate it out just a bit
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and that basically if there's any holes in here
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in this case I might not even need this dilay
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because if you kind of
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crush down you can see I don't see any holes in here
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but just by dilating
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a little bit
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if there was holes in here you can dilate out
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I would never do a dilate more than maybe one pixel
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usually
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that's just what it is
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and then the filter rode
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this is where we do the pull back
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we have to shrink it in
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to be on the inside of what is the fringe mat
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so if I go ahead and take a look at it
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you can see we're losing this area right here
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and then we blur it
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a little bit
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so you can see here's the blur
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this is at 19
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again I could probably go a little bit less than that
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and just kind of blur it out a little bit
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you know so what's important to note
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when we come over to our fringe mat
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I went ahead and I didn't use the daisy chain
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version of the IPK color
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because I found this
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actually gave me a pretty good result
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so the IBK color you can see it's extremely eroded
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right I had to pretty much
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erode this out pretty inextensively
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so let me go ahead and show you what that looks like
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so there it is
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and if you take a look at the alpha
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it's been eroded pretty heavy
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so what it is is the default 10
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I really had to you know bring down the darks
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bring up the lights a little bit
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I eroded very heavily
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you can see I'm
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eroding pretty far to get outside the
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boundaries of Jack's hairs that are sticking out
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and then I just patch black 11 daylights out of it
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and bring it in
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so here's my IBK color with all the defaults setup
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there's nothing here
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except they have luminance match on
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and if we take a look at the Alpha Edge
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we have these beautiful hairs
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which is what we're trying to hold on to
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we do have transparency here
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but that's where the core mat's going to come in
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and fix that so if I come over here and click and drag
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you see these values are below point zero five
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and that's legal
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so in other words
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when we mat this on the back of a back plate image
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we're not going to
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see this noise visible to the human eye when
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you know the scenes moving
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we're not going to see some
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you know weird cloud moving around up here
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so just be aware of the point 05 or
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less is actually acceptable
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so don't always
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think your mat has to be perfectly black and white
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especially when you get into gray mats
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such as windshields and so forth on a car
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so IBK gizmo is looking good
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we could push this red weight and in this case
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blue weight back and forth
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I did a little bit of a grade
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I commonly do
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a grade afterwards where I grade the alpha
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and I grade the white 10.98
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and you can see the difference here
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I'm going to go ahead and slam the gamma down here
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and you can see with this grade
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if I turn it off and turn it on just by
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inching the white point to point 98
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just a hair you get something that is definitely
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filling in the holes a little bit more right
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as you can see here because
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this area here is going to be tricky
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because it may not be included in the final
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solve with our actual
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core mat so keep that in mind
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again you can push this a little bit more
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go to 97 90
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you can see we're starting to creep up on that
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highlight there
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so these highlights
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are the big problem areas because
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they're practically white
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in pixel value
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and those can get in your way
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so you don't want to get too crazy with this okay
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because the more you fiddle with the black
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point and white point
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the more you're hardening up the edge of your mat
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so if I take this back here
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you can see if I continue to crush the white
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we start expanding the mat out too far right
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and again respectively the opposite direction
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the black point we start to eat the hair up right
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so this is something that you got to be
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you don't want to touch
273
00:09:32,100 --> 00:09:33,866
your fringe mat too much
274
00:09:34,266 --> 00:09:35,366
through the process
275
00:09:35,900 --> 00:09:37,666
so now we screen these together
276
00:09:37,700 --> 00:09:38,866
which is a nice complement
277
00:09:38,866 --> 00:09:41,266
and you can always hit d to disable to see
278
00:09:41,666 --> 00:09:42,100
the difference
279
00:09:42,100 --> 00:09:44,966
I always put the core mat in the a input because
280
00:09:45,066 --> 00:09:47,100
if I disable it defaults to the B
281
00:09:47,500 --> 00:09:49,600
so I can see this is basically without the core mat
282
00:09:49,600 --> 00:09:50,566
with the core mat
283
00:09:50,566 --> 00:09:52,600
what am I losing well I am losing
284
00:09:52,866 --> 00:09:55,066
a little bit of this hair detail here
285
00:09:55,266 --> 00:09:56,866
see if I can find it like this here
286
00:09:57,533 --> 00:10:00,333
see that's basically being kind of sucked up
287
00:10:00,700 --> 00:10:02,966
okay let's take a look over here
288
00:10:04,666 --> 00:10:06,866
this is getting filled in but we still have a
289
00:10:07,000 --> 00:10:08,366
little bit of issues here right
290
00:10:08,366 --> 00:10:10,100
this stuff might have to require
291
00:10:10,100 --> 00:10:12,200
an animated roto or some paintwork
292
00:10:12,500 --> 00:10:13,600
to recover
293
00:10:14,300 --> 00:10:16,600
again I could come over here maybe do
294
00:10:16,866 --> 00:10:19,133
another key light to kind of fill in this area
295
00:10:19,133 --> 00:10:22,066
like a localized based key for this
296
00:10:23,133 --> 00:10:23,800
I could show you guys
297
00:10:23,800 --> 00:10:24,366
I do that later
298
00:10:24,366 --> 00:10:26,100
where I would like probably do an offset to this
299
00:10:26,100 --> 00:10:27,400
do a key light that's
300
00:10:27,766 --> 00:10:29,000
localized to this area
301
00:10:29,000 --> 00:10:30,400
and try to pull a very soft
302
00:10:30,400 --> 00:10:33,266
key for just this area and mask it to this area
303
00:10:33,466 --> 00:10:34,933
and that will kind of maybe collect
304
00:10:34,933 --> 00:10:36,400
some of this information here
305
00:10:36,900 --> 00:10:37,966
this is very reminiscent
306
00:10:37,966 --> 00:10:40,600
of a time when I was doing a Capital one commercial
307
00:10:40,600 --> 00:10:42,100
and again you could look it up online
308
00:10:42,400 --> 00:10:43,766
it's called Capital One
309
00:10:44,966 --> 00:10:45,800
tiles
310
00:10:46,266 --> 00:10:50,866
and it is Sam Jackson walking a bunch of moving blocks
311
00:10:50,866 --> 00:10:53,000
and he was wearing very shiny
312
00:10:53,166 --> 00:10:53,966
dress shoes
313
00:10:53,966 --> 00:10:56,200
and they were so shiny that we had to literally
314
00:10:56,200 --> 00:10:58,166
roto out his shoes
315
00:10:58,366 --> 00:11:00,166
we could not pull a key out of
316
00:11:00,166 --> 00:11:02,666
we tried many different key possibilities
317
00:11:02,866 --> 00:11:04,000
but we could not do it
318
00:11:04,000 --> 00:11:06,500
so we had to physically animate with motion blur
319
00:11:06,500 --> 00:11:07,733
taking into account
320
00:11:07,900 --> 00:11:10,966
his actual two shoes being moved
321
00:11:10,966 --> 00:11:12,366
it was a very long shot
322
00:11:12,366 --> 00:11:13,533
the longest shot in the commercial where
323
00:11:13,533 --> 00:11:14,200
he was walking and
324
00:11:14,200 --> 00:11:15,566
taking a side step
325
00:11:15,933 --> 00:11:17,000
but it's pretty
326
00:11:17,366 --> 00:11:18,566
it was pretty intense
327
00:11:19,066 --> 00:11:20,100
to say the least
328
00:11:20,333 --> 00:11:21,466
you know you had to be spot on
329
00:11:21,466 --> 00:11:23,066
you have to be so spot on with the stuff
330
00:11:23,066 --> 00:11:24,066
it's ridiculous
331
00:11:24,366 --> 00:11:26,733
I didn't realize how spot on until you
332
00:11:26,933 --> 00:11:28,933
start to work in the industry oh my gosh
333
00:11:29,966 --> 00:11:30,766
okay so with that
334
00:11:30,766 --> 00:11:32,966
I have this little quality check shuffle here
335
00:11:32,966 --> 00:11:33,200
that
336
00:11:33,200 --> 00:11:36,166
shows it basically shuffles the alpha channel to the
337
00:11:36,166 --> 00:11:39,533
RGB this is commonly used for one reason alone
338
00:11:39,733 --> 00:11:41,666
so that while I'm on the RGB channel
339
00:11:41,666 --> 00:11:42,966
I can look at my alpha
340
00:11:42,966 --> 00:11:44,733
and I can compare it to the original
341
00:11:44,933 --> 00:11:46,333
you're always going to be going back
342
00:11:46,333 --> 00:11:47,600
to the original to see
343
00:11:47,600 --> 00:11:48,933
what you lost
344
00:11:49,166 --> 00:11:50,966
you can see in this information
345
00:11:50,966 --> 00:11:52,266
our matte line might have be
346
00:11:52,266 --> 00:11:53,700
growing a little bit over
347
00:11:54,166 --> 00:11:55,866
where it should right
348
00:11:56,200 --> 00:11:57,333
let's go ahead and take a look
349
00:11:58,166 --> 00:12:00,333
and you can see here if I just go back and forth
350
00:12:00,333 --> 00:12:02,300
we've filled in this area here
351
00:12:02,300 --> 00:12:04,366
I mean it's there but we have this
352
00:12:04,666 --> 00:12:05,733
area here that's
353
00:12:05,733 --> 00:12:07,600
basically going to be this green patch
354
00:12:07,600 --> 00:12:09,533
so this is where d spill is going to come in
355
00:12:09,533 --> 00:12:10,566
maybe save the day
356
00:12:11,766 --> 00:12:12,900
so it's
357
00:12:12,900 --> 00:12:14,933
a reality where you might want to come in here and go
358
00:12:14,933 --> 00:12:19,500
okay did my IBK work don't always commit to an IBK
359
00:12:19,600 --> 00:12:20,900
okay I'm just telling you that right now
360
00:12:20,900 --> 00:12:22,866
so you might commit to a key light
361
00:12:23,400 --> 00:12:24,700
so if you sit here
362
00:12:24,700 --> 00:12:27,766
you know people will tell you like oh use IBK use IBK
363
00:12:27,766 --> 00:12:29,300
well in this case it's a static shop
364
00:12:29,300 --> 00:12:30,466
the camera is locked off
365
00:12:30,666 --> 00:12:32,733
the value in this quadrant of this
366
00:12:32,733 --> 00:12:33,400
green screen back
367
00:12:33,400 --> 00:12:35,933
here is not going to change regardless of Jack moving
368
00:12:36,333 --> 00:12:38,900
so if I go ahead and put this into the source
369
00:12:39,200 --> 00:12:41,533
and I come in here and sample say
370
00:12:42,166 --> 00:12:44,666
this area again I want to sample somewhere
371
00:12:44,733 --> 00:12:46,133
close to his hair
372
00:12:46,533 --> 00:12:48,533
I'll hold down shift Ctrl and Alt
373
00:12:48,533 --> 00:12:49,366
just so I can re
374
00:12:49,366 --> 00:12:51,300
sample instead of resampling the sample
375
00:12:51,766 --> 00:12:53,900
and just start fiddling around
376
00:12:54,933 --> 00:12:56,866
with the hair see if we can get
377
00:12:57,100 --> 00:12:58,866
something that's decent here
378
00:13:01,000 --> 00:13:01,900
so compare those two
379
00:13:01,900 --> 00:13:02,800
so I'm gonna take this one
380
00:13:02,800 --> 00:13:04,600
and I'm gonna compare this to the IBK
381
00:13:06,000 --> 00:13:09,733
here it looks like the IBK is still holding on to a lot
382
00:13:09,733 --> 00:13:12,100
we're getting a good hold out in this area
383
00:13:12,100 --> 00:13:13,700
we're getting a bit of a cloud here
384
00:13:14,066 --> 00:13:15,900
but that still might not be
385
00:13:16,733 --> 00:13:18,533
bad reality
386
00:13:18,533 --> 00:13:20,333
so don't freak out when you do this
387
00:13:20,333 --> 00:13:21,366
and you're just like oh
388
00:13:21,566 --> 00:13:22,666
so again commonly with the
389
00:13:22,666 --> 00:13:22,966
key light
390
00:13:22,966 --> 00:13:25,133
you can come in here and I usually I amp the screen
391
00:13:25,133 --> 00:13:26,666
gain up just a hair
392
00:13:26,666 --> 00:13:27,500
maybe like
393
00:13:28,500 --> 00:13:31,900
101 you can see how much information we've lost
394
00:13:32,366 --> 00:13:35,133
just by doing that right if I put this back to one
395
00:13:36,100 --> 00:13:38,666
see that so one point oh five
396
00:13:39,733 --> 00:13:42,166
let's go to one point oh one here
397
00:13:42,366 --> 00:13:43,166
there we go
398
00:13:43,666 --> 00:13:45,866
maybe 1.005
399
00:13:47,000 --> 00:13:49,933
look at that I mean it's pretty intense the value here
400
00:13:50,933 --> 00:13:54,100
the value here if I go ahead and click out of this
401
00:13:56,333 --> 00:13:57,600
and just sample this area
402
00:13:57,600 --> 00:13:59,500
you can see the value is still below
403
00:13:59,933 --> 00:14:02,100
point zero five so this is acceptable
404
00:14:02,366 --> 00:14:04,466
even though we get this kind of gray cloud up here
405
00:14:04,866 --> 00:14:07,200
and then if that's the case we can take this
406
00:14:07,566 --> 00:14:09,200
we can take a
407
00:14:10,600 --> 00:14:11,766
roto node here
408
00:14:12,466 --> 00:14:13,466
if we wish
409
00:14:14,133 --> 00:14:15,866
and we go ahead
410
00:14:17,133 --> 00:14:18,900
now I'll just do a quick merge
411
00:14:18,900 --> 00:14:20,900
B for background a for a top
412
00:14:24,366 --> 00:14:25,600
this is good if you're missing any here
413
00:14:25,600 --> 00:14:27,266
details in the specific area here
414
00:14:27,266 --> 00:14:28,500
so I'll take this roto
415
00:14:29,133 --> 00:14:30,766
and I'll isolate it
416
00:14:30,766 --> 00:14:33,500
out here before we start to get any weird noise
417
00:14:34,600 --> 00:14:35,400
there we go
418
00:14:40,500 --> 00:14:41,300
okay
419
00:14:41,566 --> 00:14:44,933
now that we've done that I'll set this to mask
420
00:14:46,000 --> 00:14:49,300
and don't forget that you want to also blur this
421
00:14:49,300 --> 00:14:51,366
so hit b blur it
422
00:14:52,700 --> 00:14:55,733
and that will blur the actual alpha edge
423
00:14:57,133 --> 00:14:58,100
of your roto
424
00:15:00,200 --> 00:15:01,000
there we go
425
00:15:02,500 --> 00:15:04,766
so just go ahead and move this over here
426
00:15:06,533 --> 00:15:07,800
extend this over
427
00:15:07,900 --> 00:15:10,500
and then I can just add this in if I wish
428
00:15:11,366 --> 00:15:14,100
usually the grade will put as last
429
00:15:14,133 --> 00:15:15,600
so I'll just extend that out
430
00:15:15,600 --> 00:15:16,866
and we'll just merge this in
431
00:15:17,900 --> 00:15:19,000
so I'll merge this in
432
00:15:19,300 --> 00:15:20,566
put it as screen
433
00:15:20,866 --> 00:15:21,666
which is the
434
00:15:21,900 --> 00:15:25,133
most gentlest way to kind of put stuff in here there
435
00:15:26,666 --> 00:15:29,066
we go let's see the difference
436
00:15:29,866 --> 00:15:30,800
you can see we have kind of
437
00:15:30,800 --> 00:15:32,666
gained a little bit more information
438
00:15:33,133 --> 00:15:34,900
the key here is again
439
00:15:35,400 --> 00:15:37,933
maybe getting these little holes that we might want
440
00:15:39,133 --> 00:15:41,733
so a core is probably going to take that away anyway
441
00:15:41,733 --> 00:15:43,533
but you can see we've gained a little bit more here
442
00:15:43,533 --> 00:15:45,700
detail just a little bit
443
00:15:46,266 --> 00:15:47,900
by the way but this is a technique you can
444
00:15:47,900 --> 00:15:49,400
kind of do if you feel that
445
00:15:49,566 --> 00:15:50,866
there's still information missing
446
00:15:50,866 --> 00:15:52,566
like let's let's try this area here
447
00:15:52,566 --> 00:15:53,866
and I'm sorry to kind of push
448
00:15:53,866 --> 00:15:55,600
I'm kind of staying on fringemans when this is a
449
00:15:55,600 --> 00:15:56,500
d spilled tutorial
450
00:15:56,500 --> 00:16:00,600
but I always get anxious when I do this type of stuff
451
00:16:01,333 --> 00:16:03,266
because I kind of look at how can I improve this
452
00:16:03,266 --> 00:16:04,400
how can I make it better
453
00:16:04,666 --> 00:16:06,966
and you got to think of every single
454
00:16:07,300 --> 00:16:08,800
scene in here as a painting
455
00:16:08,933 --> 00:16:10,500
you know so you want to make it look really good
456
00:16:10,500 --> 00:16:11,700
so I'm going to go to this key light
457
00:16:12,566 --> 00:16:14,900
let's go ahead and sample this area
458
00:16:15,300 --> 00:16:16,133
so it's okay to
459
00:16:16,266 --> 00:16:17,100
combine
460
00:16:18,200 --> 00:16:19,000
you know
461
00:16:19,800 --> 00:16:21,900
things in here so if you take a look at a look
462
00:16:22,066 --> 00:16:23,666
you got some pretty decent
463
00:16:24,333 --> 00:16:26,600
detail here if we take a look at our original
464
00:16:27,133 --> 00:16:28,700
gizmo look at we've
465
00:16:28,866 --> 00:16:31,700
kind of lost this information here a little bit
466
00:16:31,900 --> 00:16:32,700
see that
467
00:16:33,166 --> 00:16:36,333
and then this information has been lost just a hair
468
00:16:37,200 --> 00:16:39,300
so there's a lot of stuff that's kind of
469
00:16:39,566 --> 00:16:41,900
missing there again what's the value of this here
470
00:16:41,933 --> 00:16:42,733
whoops
471
00:16:43,466 --> 00:16:45,100
doing this go ahead and click here
472
00:16:45,100 --> 00:16:48,100
you can see the value is I put my viewer to it
473
00:16:49,133 --> 00:16:49,966
what is that
474
00:16:50,366 --> 00:16:54,466
it's basically point 01 right so we're still good to go
475
00:16:55,100 --> 00:16:55,866
you could still use this
476
00:16:55,866 --> 00:16:57,166
so can we play around with this
477
00:16:57,166 --> 00:16:58,466
well in the key light
478
00:16:58,766 --> 00:17:00,700
you do have options like I talked about before
479
00:17:00,700 --> 00:17:01,966
you get the screen gain
480
00:17:02,133 --> 00:17:03,566
kind of clean it up a little bit
481
00:17:04,333 --> 00:17:05,900
or you have you know
482
00:17:06,666 --> 00:17:09,366
let's try some screen mat options here
483
00:17:11,066 --> 00:17:11,866
and
484
00:17:15,733 --> 00:17:16,866
so you can do a little bit of this
485
00:17:16,866 --> 00:17:18,366
this is dangerous though
486
00:17:18,366 --> 00:17:20,600
the d spot but you can see the d spot kind of
487
00:17:21,066 --> 00:17:22,500
will do its best to kind of
488
00:17:22,566 --> 00:17:24,400
d spot black kind of fill in those
489
00:17:24,600 --> 00:17:25,400
those holes
490
00:17:25,766 --> 00:17:27,800
but you're getting this sort of weird cluttery
491
00:17:27,866 --> 00:17:28,900
look to it here
492
00:17:29,400 --> 00:17:33,366
but if you just kind of be very careful with this right
493
00:17:34,466 --> 00:17:35,733
you might get away with it
494
00:17:36,066 --> 00:17:37,866
and then of course you got the clip white
495
00:17:37,966 --> 00:17:39,800
which is just the same thing as a grade node
496
00:17:39,800 --> 00:17:41,966
set to alpha and then you're basically
497
00:17:41,966 --> 00:17:43,466
crushing the white with the weight value
498
00:17:43,900 --> 00:17:45,566
I can start pulling that back
499
00:17:46,000 --> 00:17:47,800
to kind of get that information again
500
00:17:47,800 --> 00:17:49,733
I'm going to scan this area you can see it's still
501
00:17:50,200 --> 00:17:52,400
we're still legal point 02 right
502
00:17:53,133 --> 00:17:53,933
so
503
00:17:54,500 --> 00:17:57,066
up here we might be getting into danger territory
504
00:17:57,066 --> 00:17:58,400
let's go ahead and see
505
00:17:59,666 --> 00:18:00,700
009 yeah
506
00:18:00,700 --> 00:18:02,800
this is bad news right here because we're above
507
00:18:02,800 --> 00:18:05,300
point 05 but we have this isolate area
508
00:18:05,666 --> 00:18:07,566
so I'm gonna do this whole thing again
509
00:18:07,566 --> 00:18:10,100
I'll just copy and paste all these guys
510
00:18:10,900 --> 00:18:13,300
and just redefine my roto edge here
511
00:18:14,400 --> 00:18:15,500
and just say
512
00:18:16,766 --> 00:18:18,800
this might have to be an animated roto
513
00:18:19,100 --> 00:18:20,466
it's just the way it is
514
00:18:21,333 --> 00:18:22,133
all right
515
00:18:22,900 --> 00:18:25,466
so as long as we stay away from those areas
516
00:18:25,466 --> 00:18:27,466
you can see you know right here
517
00:18:28,166 --> 00:18:30,666
if I take a look and I'll just scan this area here
518
00:18:30,666 --> 00:18:31,933
you can see the values
519
00:18:32,166 --> 00:18:33,400
they get pretty close
520
00:18:34,766 --> 00:18:36,300
maybe I'll bring that in a little bit more
521
00:18:36,300 --> 00:18:38,500
but I've isolated out this area with a nice
522
00:18:38,500 --> 00:18:40,400
clean piece so once again
523
00:18:40,400 --> 00:18:42,800
I'm going to take a merge node with such a screen
524
00:18:42,800 --> 00:18:44,066
just copy paste
525
00:18:45,133 --> 00:18:47,100
and we'll isolate this here
526
00:18:47,200 --> 00:18:48,266
this is king folks
527
00:18:48,266 --> 00:18:50,166
if you don't like it then get out of the kitchen
528
00:18:50,966 --> 00:18:52,100
it is a lot of work
529
00:18:52,700 --> 00:18:54,066
it's not easy
530
00:18:54,400 --> 00:18:56,200
one day when they start to get into
531
00:18:56,200 --> 00:18:57,800
as they're building up the I
532
00:18:58,066 --> 00:18:59,533
think it's the Leicestra camera
533
00:18:59,800 --> 00:19:01,733
as well as infrared based keying
534
00:19:01,733 --> 00:19:03,400
this misery will end one day
535
00:19:03,400 --> 00:19:06,066
and will be out of work or keyers by trade
536
00:19:06,700 --> 00:19:10,133
but for now it's still heavy so here is the
537
00:19:10,666 --> 00:19:11,800
before and after
538
00:19:11,800 --> 00:19:14,266
you can see we've retained the data
539
00:19:15,100 --> 00:19:15,666
right here
540
00:19:15,666 --> 00:19:18,366
so you can spot check these things with key light like
541
00:19:19,100 --> 00:19:20,800
I talked about before
542
00:19:21,100 --> 00:19:23,200
and of course right here might be
543
00:19:23,400 --> 00:19:26,266
something you either have to paint or maybe roto
544
00:19:27,700 --> 00:19:27,900
again
545
00:19:27,900 --> 00:19:29,933
there's all types of little things you can do in here
546
00:19:29,933 --> 00:19:31,600
you can put an animated roto in here
547
00:19:32,466 --> 00:19:33,366
throughout the whole process
548
00:19:33,366 --> 00:19:35,366
but again we're getting a nice key
549
00:19:36,166 --> 00:19:37,300
so let's take a look at the
550
00:19:37,366 --> 00:19:39,366
final result with the actual
551
00:19:40,933 --> 00:19:43,100
core mat and let's go back to the original
552
00:19:43,100 --> 00:19:44,600
so I'll set this back to RGB
553
00:19:45,766 --> 00:19:46,866
so here's the original
554
00:19:47,266 --> 00:19:48,500
and here is
555
00:19:49,133 --> 00:19:49,533
the mat
556
00:19:49,533 --> 00:19:51,400
so come when you walk around your mod a little bit
557
00:19:51,400 --> 00:19:53,300
don't just say like I gotta get her and get this done
558
00:19:53,600 --> 00:19:53,966
you know
559
00:19:53,966 --> 00:19:56,766
is your mat expanding out further than it should
560
00:19:56,900 --> 00:20:00,200
in this case maybe a little bit but not too much
561
00:20:00,733 --> 00:20:03,366
I'm looking for things like look at his chin
562
00:20:03,366 --> 00:20:04,733
he's got something going on here
563
00:20:04,733 --> 00:20:05,700
I don't know if that's a reflection
564
00:20:05,700 --> 00:20:07,866
but we did manage to capture that little chunk
565
00:20:08,133 --> 00:20:09,666
of flesh or whatever it is
566
00:20:09,766 --> 00:20:12,366
this stuff will look mucky so get used to it
567
00:20:12,866 --> 00:20:13,800
let's go over here
568
00:20:14,500 --> 00:20:15,766
that's looking pretty good
569
00:20:16,800 --> 00:20:18,966
little bit of a sharp fall off right here
570
00:20:18,966 --> 00:20:20,700
so we can maybe play around with that
571
00:20:20,700 --> 00:20:22,866
could play with the gamma touch if we feel
572
00:20:24,533 --> 00:20:26,066
again we've lost this here
573
00:20:26,400 --> 00:20:29,766
and this whole area is a little overboard here
574
00:20:29,766 --> 00:20:32,200
so something happened here and I have a feeling
575
00:20:32,666 --> 00:20:35,933
it has to do with the way that this
576
00:20:36,733 --> 00:20:37,566
gizmo
577
00:20:38,400 --> 00:20:40,366
is interpreting the information over here
578
00:20:40,366 --> 00:20:41,766
it's probably based on the
579
00:20:41,800 --> 00:20:43,766
sampling information being way over here
580
00:20:43,766 --> 00:20:46,966
and hence we're getting like this sort of ramp up
581
00:20:47,166 --> 00:20:49,466
so one other thing we can do
582
00:20:49,800 --> 00:20:50,733
I'm sorry
583
00:20:51,133 --> 00:20:54,300
I just have this desire to fix keys so shoot me
584
00:20:54,666 --> 00:20:57,400
is to come in here and maybe do
585
00:20:57,866 --> 00:20:58,766
another key light
586
00:20:58,966 --> 00:21:02,266
let's just try key light instead of relying on the old
587
00:21:02,966 --> 00:21:07,000
try and true IBK gizmo and put this to source again
588
00:21:07,900 --> 00:21:10,466
and this is talk about isolation here right
589
00:21:10,466 --> 00:21:12,366
so I'm going to go ahead and take this key here
590
00:21:14,166 --> 00:21:16,200
and I'm going to go ahead and hold down shift
591
00:21:16,200 --> 00:21:17,200
control and Alt
592
00:21:17,733 --> 00:21:20,066
I'll hit d to disable this so I can see the color
593
00:21:20,933 --> 00:21:22,700
and let's see if I can kind of
594
00:21:23,100 --> 00:21:26,200
click a color that's up here and re enable it
595
00:21:27,366 --> 00:21:29,400
and it looks like it's still doing the same
596
00:21:29,400 --> 00:21:29,933
thing with the
597
00:21:29,933 --> 00:21:32,500
key light it's very interesting
598
00:21:33,600 --> 00:21:35,533
so if we take a look at the original plate
599
00:21:39,133 --> 00:21:40,933
yeah it's very very interesting
600
00:21:40,933 --> 00:21:43,000
now we could come in here with this key light
601
00:21:43,000 --> 00:21:44,300
and click on the
602
00:21:45,400 --> 00:21:45,900
color wheel
603
00:21:45,900 --> 00:21:47,566
hold on Ctrl and click the little color wheel
604
00:21:47,566 --> 00:21:49,466
we can start to adjust the green
605
00:21:50,200 --> 00:21:51,466
see if there's anything
606
00:21:51,466 --> 00:21:54,100
changing like adjust the blue a little bit
607
00:21:55,466 --> 00:21:56,966
yeah that's very interesting
608
00:22:03,166 --> 00:22:05,066
there you go you can see what's going on there
609
00:22:05,933 --> 00:22:07,400
there's a lot of things
610
00:22:08,266 --> 00:22:09,133
that you can play with
611
00:22:09,133 --> 00:22:11,466
you can also try to sample the dark tone
612
00:22:11,566 --> 00:22:13,366
that's being it's in the danger zone here
613
00:22:13,700 --> 00:22:16,100
but if I come in over here and try to click
614
00:22:17,300 --> 00:22:20,366
this is dangerous but let's try to click
615
00:22:21,300 --> 00:22:22,200
like a dark
616
00:22:23,133 --> 00:22:24,066
darker tone there
617
00:22:24,066 --> 00:22:25,366
let's see how that looks
618
00:22:28,666 --> 00:22:30,966
yeah it's hit or miss all right so whatever
619
00:22:31,333 --> 00:22:32,733
so again you can keep doing this
620
00:22:32,733 --> 00:22:34,333
you could actually use a key mix to kind of
621
00:22:34,333 --> 00:22:35,066
bring that and
622
00:22:35,066 --> 00:22:35,766
bring that together
623
00:22:35,766 --> 00:22:37,333
so let's just stick with what we got
624
00:22:37,700 --> 00:22:39,500
and we might crush this value a little bit
625
00:22:39,500 --> 00:22:40,500
maybe it'll kind of
626
00:22:41,533 --> 00:22:44,166
resolve the issues and you can do that by the way
627
00:22:44,533 --> 00:22:47,066
with a grade that's basically based on a mask
628
00:22:47,066 --> 00:22:48,666
so I can do a grade
629
00:22:49,466 --> 00:22:50,900
that's affecting the alpha
630
00:22:52,900 --> 00:22:54,566
again I can do R
631
00:22:55,200 --> 00:22:56,866
for O for Roto
632
00:22:57,200 --> 00:22:58,800
and B for blur
633
00:22:59,200 --> 00:23:00,000
again
634
00:23:00,500 --> 00:23:02,000
I'll put a mask on here
635
00:23:02,000 --> 00:23:04,266
and let's see if we can isolate this area here
636
00:23:05,500 --> 00:23:07,133
and again I could also maybe
637
00:23:07,200 --> 00:23:08,900
drag out with the control button
638
00:23:09,133 --> 00:23:10,300
on extension here
639
00:23:10,900 --> 00:23:12,866
and let's go ahead
640
00:23:14,000 --> 00:23:15,100
layer that up a little bit
641
00:23:15,500 --> 00:23:18,766
and here you can see we can play with the gamma
642
00:23:19,066 --> 00:23:20,366
which is a nice tool
643
00:23:20,733 --> 00:23:22,866
it's not always about just crushing the
644
00:23:23,900 --> 00:23:24,866
crushing the blacks
645
00:23:24,866 --> 00:23:27,366
you can see which does help a little bit
646
00:23:28,133 --> 00:23:30,066
but also playing with the Gam a little bit
647
00:23:30,566 --> 00:23:31,533
so there you go
648
00:23:32,266 --> 00:23:34,100
so a little bit cleaner results
649
00:23:34,200 --> 00:23:36,133
again sometimes it's not going to be perfect
650
00:23:36,866 --> 00:23:38,533
let's go ahead and take a look at our final matte
651
00:23:38,533 --> 00:23:39,166
that's looking good
652
00:23:39,166 --> 00:23:41,000
so let's get to the whole point on what this
653
00:23:41,000 --> 00:23:41,866
tutorial is in
654
00:23:41,866 --> 00:23:43,000
23 minutes later here
655
00:23:43,300 --> 00:23:44,333
and talk about d spill
656
00:23:44,333 --> 00:23:45,666
we have our matte right
657
00:23:45,666 --> 00:23:47,900
we have our matte we have our core
658
00:23:47,900 --> 00:23:49,166
and we have our
659
00:23:50,066 --> 00:23:51,966
fringe matte right there's the two
660
00:23:52,766 --> 00:23:54,466
we're going to actually use the core
661
00:23:55,000 --> 00:23:56,866
as a mask for
662
00:23:57,300 --> 00:23:59,366
the Core d spill
663
00:23:59,366 --> 00:24:02,100
and then the everything else will be the fringe mat or
664
00:24:02,400 --> 00:24:04,500
the edge Base d spill
665
00:24:04,766 --> 00:24:05,300
so let's
666
00:24:05,300 --> 00:24:07,066
go ahead and kind of play with these a little bit
667
00:24:07,466 --> 00:24:10,133
so here we start with the basic image here
668
00:24:10,700 --> 00:24:12,533
and the first thing you want to be aware of when you
669
00:24:12,533 --> 00:24:14,133
look at these images is
670
00:24:14,466 --> 00:24:16,166
you know be aware of things such as
671
00:24:16,200 --> 00:24:17,966
supersaturated colors
672
00:24:18,200 --> 00:24:19,766
be aware of motion blur
673
00:24:20,000 --> 00:24:21,966
especially when it comes to again we're
674
00:24:21,966 --> 00:24:23,766
working off a frame 82 here
675
00:24:23,966 --> 00:24:25,966
but you're going to see as we kind of go through this
676
00:24:26,133 --> 00:24:28,133
when we do this key eventually with our Uber key
677
00:24:28,666 --> 00:24:30,533
that the motion blur is really heavy
678
00:24:30,533 --> 00:24:32,466
and I purposely set up the shutter to be
679
00:24:32,466 --> 00:24:33,466
pretty intense
680
00:24:33,466 --> 00:24:35,000
probably too intense in my opinion
681
00:24:36,200 --> 00:24:37,566
to take
682
00:24:38,266 --> 00:24:39,166
on a lot of motion
683
00:24:39,166 --> 00:24:40,966
blur as he kind of whips his head to the right
684
00:24:40,966 --> 00:24:42,166
pretty dramatically
685
00:24:43,400 --> 00:24:44,700
but you can see all types of things
686
00:24:44,700 --> 00:24:46,800
we got highlights which are usually issues
687
00:24:46,933 --> 00:24:49,066
reflective materials such as this
688
00:24:49,200 --> 00:24:51,466
actual goggles which will be an issue
689
00:24:53,533 --> 00:24:55,400
and all types of little fun stuff
690
00:24:55,400 --> 00:24:56,766
especially in this area here
691
00:24:56,766 --> 00:24:58,366
as we kind of deal with d spill
692
00:24:58,966 --> 00:24:59,866
alright so let's go ahead
693
00:24:59,900 --> 00:25:01,466
I'm going to play with this expression
694
00:25:01,466 --> 00:25:02,333
let's go ahead and plug this in
695
00:25:02,333 --> 00:25:05,066
this is the most popular expression tool
696
00:25:05,066 --> 00:25:06,500
let me go ahead and show you what it does
697
00:25:07,733 --> 00:25:08,533
da da
698
00:25:08,600 --> 00:25:09,400
boom
699
00:25:10,066 --> 00:25:12,166
so you can see what this has done
700
00:25:13,666 --> 00:25:17,800
it has taken out the green be an expression now
701
00:25:18,200 --> 00:25:20,533
keep an eye out for highlights
702
00:25:20,900 --> 00:25:23,300
this is where things can get funky with expressions
703
00:25:23,300 --> 00:25:25,266
again tampering in God's domain
704
00:25:25,666 --> 00:25:28,600
this can cause issues you take out green
705
00:25:29,400 --> 00:25:32,766
in something that is yellow you're going to get
706
00:25:33,333 --> 00:25:34,766
red or orange right
707
00:25:35,133 --> 00:25:37,466
so it's just something to be aware of
708
00:25:37,466 --> 00:25:38,733
this does a pretty good job
709
00:25:38,733 --> 00:25:40,500
but you got to keep an eye on these highlights
710
00:25:40,933 --> 00:25:43,933
again the black magic has terrible dynamic range
711
00:25:44,800 --> 00:25:46,100
the gradients in between
712
00:25:46,500 --> 00:25:49,466
so the expressions are not always enjoyable
713
00:25:49,466 --> 00:25:49,766
and you can
714
00:25:49,766 --> 00:25:52,100
break your color correction when you do this
715
00:25:52,466 --> 00:25:54,966
now what you have done when you've taken
716
00:25:54,966 --> 00:25:56,466
green out is you've actually
717
00:25:57,200 --> 00:25:59,066
taken a piece of
718
00:25:59,566 --> 00:26:02,100
the project's essence in the sense that
719
00:26:02,666 --> 00:26:04,800
green had a part to play in this final
720
00:26:04,800 --> 00:26:06,333
image's luminance value
721
00:26:06,900 --> 00:26:09,666
so what we need to do is we need to
722
00:26:09,666 --> 00:26:10,933
maybe bring that back
723
00:26:12,000 --> 00:26:13,533
so one of the ways you can do that
724
00:26:13,533 --> 00:26:15,666
and again the expression is a good job of
725
00:26:15,900 --> 00:26:17,066
still maintaining the
726
00:26:17,366 --> 00:26:20,066
highlights or the luminance information
727
00:26:20,966 --> 00:26:22,566
except in the real heavy hotspots
728
00:26:22,566 --> 00:26:23,866
so I'm going to show you
729
00:26:24,133 --> 00:26:25,333
we take a merge node
730
00:26:27,500 --> 00:26:31,400
and we are going to do a for here and B for here
731
00:26:31,500 --> 00:26:35,366
and we are going to come in here and choose a
732
00:26:36,666 --> 00:26:38,600
minus operation
733
00:26:38,966 --> 00:26:40,400
so here you can see
734
00:26:40,533 --> 00:26:43,166
what has been taken out of the image
735
00:26:43,566 --> 00:26:45,100
okay and
736
00:26:45,366 --> 00:26:46,533
you know this this is it
737
00:26:46,533 --> 00:26:49,700
basically if I hit wise is the luminance information
738
00:26:49,966 --> 00:26:51,133
that has been lost
739
00:26:51,133 --> 00:26:53,566
and in this case the expression did a good job of
740
00:26:53,566 --> 00:26:54,966
not doing too much to it
741
00:26:54,966 --> 00:26:56,533
but the highlights have been hit
742
00:26:56,966 --> 00:26:58,000
as you can see here
743
00:26:58,000 --> 00:27:00,066
this is the heavy area that's been hit
744
00:27:00,366 --> 00:27:02,566
a little bit on the goggles as you can see
745
00:27:03,166 --> 00:27:05,866
so we can reintroduce that with a merge node
746
00:27:07,366 --> 00:27:08,166
right here
747
00:27:09,466 --> 00:27:11,566
and we're going to add a
748
00:27:12,133 --> 00:27:13,666
saturation node
749
00:27:14,666 --> 00:27:16,800
and I'm going to take the saturation ring down to zero
750
00:27:17,966 --> 00:27:19,133
so if I put that to 0
751
00:27:19,333 --> 00:27:20,966
you can see this is the information
752
00:27:20,966 --> 00:27:21,966
the luminous information
753
00:27:21,966 --> 00:27:23,966
but not without the green hue to it
754
00:27:24,266 --> 00:27:27,000
so if we put this merge note to plus
755
00:27:27,700 --> 00:27:30,466
we are going to merge in that information
756
00:27:30,466 --> 00:27:31,666
let's go ahead and take a look at it
757
00:27:33,166 --> 00:27:35,333
so even though the back chrome got brighter
758
00:27:35,333 --> 00:27:37,400
just ignore the backing region
759
00:27:37,400 --> 00:27:39,066
which is what's behind Jack
760
00:27:39,200 --> 00:27:41,600
but look at the highlight now if I go
761
00:27:41,800 --> 00:27:43,366
from the original green
762
00:27:43,700 --> 00:27:46,000
to the merge node look that we have not
763
00:27:46,066 --> 00:27:48,266
screwed up or broken the color correction
764
00:27:48,766 --> 00:27:51,666
on the actual highlights so you see that
765
00:27:52,966 --> 00:27:54,533
got to keep your eye on this sort of stuff
766
00:27:54,533 --> 00:27:56,300
there's a little bit of change obviously
767
00:27:56,900 --> 00:28:00,800
but in general it's not as dramatic
768
00:28:01,366 --> 00:28:02,533
per se if we
769
00:28:02,700 --> 00:28:04,400
come in here just look at the expression by itself
770
00:28:04,400 --> 00:28:05,466
you can see we're getting these
771
00:28:05,466 --> 00:28:07,500
strange halos around his nose
772
00:28:07,933 --> 00:28:09,766
and up here is a little bit weird
773
00:28:10,933 --> 00:28:12,566
so this information
774
00:28:13,000 --> 00:28:14,333
can be used
775
00:28:15,266 --> 00:28:19,366
this kind of saturation value can be used as a mask
776
00:28:19,533 --> 00:28:20,766
to color create the color
777
00:28:20,766 --> 00:28:21,933
correct the backplate
778
00:28:21,933 --> 00:28:23,866
so I'm going to talk about that in a minute here
779
00:28:23,866 --> 00:28:27,166
so you know if you wanted to you know
780
00:28:27,400 --> 00:28:28,533
let's go ahead and just
781
00:28:28,533 --> 00:28:30,333
we're gonna go ahead and merge this to our
782
00:28:30,366 --> 00:28:32,100
backplate so I'm gonna take a merge
783
00:28:32,366 --> 00:28:33,933
I'm gonna create a constant
784
00:28:36,700 --> 00:28:39,000
and I'm going to take that constant and put its color
785
00:28:39,000 --> 00:28:42,100
to something very very actually will leave it
786
00:28:42,933 --> 00:28:45,466
just make it slightly crimson red like that
787
00:28:45,466 --> 00:28:47,000
okay it's our background plate
788
00:28:47,700 --> 00:28:49,366
so I'll put that B for background
789
00:28:49,933 --> 00:28:52,333
and now for a brief moment we're going to
790
00:28:52,466 --> 00:28:54,066
basically marry together
791
00:28:54,066 --> 00:28:54,933
Elf and RGB
792
00:28:54,933 --> 00:28:56,866
so I'm going to go ahead and make a copy node
793
00:28:58,100 --> 00:29:01,266
and the a is the Elf incoming alpha information
794
00:29:01,266 --> 00:29:03,000
so we're redefining the alpha
795
00:29:03,600 --> 00:29:07,800
and the B is the RGB information so redefining it
796
00:29:08,800 --> 00:29:10,133
if we take a look at the copy node
797
00:29:10,133 --> 00:29:10,966
hit a for alpha
798
00:29:10,966 --> 00:29:13,200
we've basically taken the alpha we created
799
00:29:13,533 --> 00:29:15,700
married it to our actual RGB
800
00:29:15,933 --> 00:29:17,933
and now I'm going to premolt this
801
00:29:19,733 --> 00:29:20,533
get it
802
00:29:20,900 --> 00:29:22,133
and now we've cut it out
803
00:29:22,533 --> 00:29:24,333
now immediately you look at this and you go
804
00:29:24,700 --> 00:29:27,300
crap he's got a white outline on him
805
00:29:27,400 --> 00:29:28,500
oh no what are we going to do
806
00:29:28,500 --> 00:29:30,466
well if we merge that to the background
807
00:29:32,266 --> 00:29:34,333
ooh he's got a Halo around him
808
00:29:34,766 --> 00:29:37,533
now there's ways of combating this
809
00:29:37,533 --> 00:29:38,866
because the big thing you have to
810
00:29:38,866 --> 00:29:40,466
understand this is a rule book
811
00:29:40,766 --> 00:29:42,166
in Hollywood and industries
812
00:29:42,166 --> 00:29:42,733
you never
813
00:29:42,733 --> 00:29:45,466
change the matte edge in comparison to the original
814
00:29:45,766 --> 00:29:46,600
and the reason
815
00:29:46,600 --> 00:29:49,133
being is you can create the keyhole effect where it
816
00:29:49,133 --> 00:29:49,966
seems like his
817
00:29:50,066 --> 00:29:51,666
hair is getting cut away at
818
00:29:51,800 --> 00:29:53,733
or we're looking through a keyhole
819
00:29:54,133 --> 00:29:57,100
and it gives itself away like some cheesy
820
00:29:57,333 --> 00:29:59,766
green screen you know weather map type
821
00:29:59,766 --> 00:30:00,300
you know weather
822
00:30:00,300 --> 00:30:01,900
when you watch the weather on the news
823
00:30:02,000 --> 00:30:03,066
it looks terrible right
824
00:30:03,066 --> 00:30:04,266
the edges are frizzy
825
00:30:04,466 --> 00:30:06,133
and it looks like they got a haircut
826
00:30:06,400 --> 00:30:07,566
with all the little fine
827
00:30:07,566 --> 00:30:09,066
follicles that are sticking out
828
00:30:09,333 --> 00:30:10,800
so if I go back to the original
829
00:30:11,600 --> 00:30:12,533
and I look at here
830
00:30:12,533 --> 00:30:14,733
the matte line hasn't changed thankfully
831
00:30:14,733 --> 00:30:18,066
but the influence of the luminance and the
832
00:30:18,066 --> 00:30:19,366
chrominance or color
833
00:30:19,766 --> 00:30:21,900
it has affected this area here
834
00:30:22,200 --> 00:30:24,166
so there are ways of doing that
835
00:30:24,166 --> 00:30:24,533
and that
836
00:30:24,533 --> 00:30:26,900
one of the ways is color correcting the backing region
837
00:30:26,900 --> 00:30:28,600
which is this area back here
838
00:30:28,933 --> 00:30:32,333
we can actually color correct via this in this quadrant
839
00:30:32,766 --> 00:30:34,900
to cut the actual color of this green here
840
00:30:34,933 --> 00:30:36,900
to match with the best we can
841
00:30:37,333 --> 00:30:38,933
what is the actual
842
00:30:39,066 --> 00:30:41,166
backplate which in this case is this red color
843
00:30:41,866 --> 00:30:43,700
now there are other tools I'm going to show you
844
00:30:44,000 --> 00:30:47,300
where you can use d spill to drive both the
845
00:30:48,066 --> 00:30:50,933
negative and positive values to create
846
00:30:50,933 --> 00:30:54,400
darker and brighter areas based on the actual
847
00:30:54,400 --> 00:30:55,533
backplate image itself
848
00:30:55,533 --> 00:30:57,366
whether it's a sunset or anything like that
849
00:30:57,700 --> 00:30:59,566
to really blend the character in
850
00:30:59,566 --> 00:31:01,800
and but one of the methods you can do is just changing
851
00:31:01,800 --> 00:31:03,266
the backing color
852
00:31:03,333 --> 00:31:04,766
color correcting the backing region
853
00:31:05,600 --> 00:31:06,700
so if this is the
854
00:31:06,700 --> 00:31:08,500
circumstance where we're trying to match into this
855
00:31:08,500 --> 00:31:10,133
crimson dark dark
856
00:31:10,266 --> 00:31:12,166
you know red background
857
00:31:12,166 --> 00:31:13,200
if I hit the letter y
858
00:31:13,200 --> 00:31:13,700
you can see the
859
00:31:13,700 --> 00:31:16,200
chrominance or the luminance is very dark right
860
00:31:16,733 --> 00:31:17,866
come back to here
861
00:31:18,366 --> 00:31:21,800
the backing region is very bright so that's one problem
862
00:31:22,500 --> 00:31:23,300
the other
863
00:31:23,333 --> 00:31:26,100
problem we have is the backing region is desaturated
864
00:31:26,100 --> 00:31:28,866
there is no color back there because we did a d spill
865
00:31:29,100 --> 00:31:31,766
whereas this color is very red right
866
00:31:32,666 --> 00:31:34,666
so with that in mind
867
00:31:35,166 --> 00:31:36,733
we can do a couple of things
868
00:31:36,733 --> 00:31:39,066
to kind of color correct the backing region
869
00:31:39,300 --> 00:31:40,666
one little trick I do and again
870
00:31:40,666 --> 00:31:43,133
the more manipulation you do to your image
871
00:31:43,133 --> 00:31:45,900
the more you're fiddling in God's domain
872
00:31:45,900 --> 00:31:46,766
and by doing so
873
00:31:46,766 --> 00:31:49,733
you're going to have all types of possible artifacts
874
00:31:49,933 --> 00:31:51,733
your audiences might pick up on and go
875
00:31:51,733 --> 00:31:53,000
and it doesn't look right
876
00:31:53,533 --> 00:31:55,400
so I'm going to do a grade node
877
00:31:55,400 --> 00:31:57,066
remember we're color correcting red green
878
00:31:57,066 --> 00:31:58,200
blue information only
879
00:31:58,533 --> 00:31:58,800
and
880
00:31:58,800 --> 00:32:01,000
I'm going to take the outputting information of this
881
00:32:01,000 --> 00:32:03,933
as a mask to color correct this area here
882
00:32:03,933 --> 00:32:06,366
and be aware this is not a black and white mask
883
00:32:06,733 --> 00:32:10,800
the color here over here is like 2.2 you know
884
00:32:10,966 --> 00:32:12,400
so it's going to have a very
885
00:32:12,600 --> 00:32:13,900
low amount of influence
886
00:32:13,900 --> 00:32:16,266
we could color grade this but actually give us problem
887
00:32:16,266 --> 00:32:18,000
so I'm going to go ahead and daisy chain this
888
00:32:18,466 --> 00:32:20,766
so I'm going to go ahead and plug in this is a mask
889
00:32:21,200 --> 00:32:23,900
I'm going to change the mask to the incoming
890
00:32:23,900 --> 00:32:25,666
mask input of rgbr red
891
00:32:25,666 --> 00:32:27,800
because if you look at the santuration node
892
00:32:28,100 --> 00:32:30,533
RG and B are exactly the same
893
00:32:30,733 --> 00:32:32,066
so I only need one of those
894
00:32:32,766 --> 00:32:35,566
so if I go to this grade node now you can see
895
00:32:35,900 --> 00:32:37,200
I can take the gain
896
00:32:37,200 --> 00:32:39,566
and start to bring down the luminance
897
00:32:40,333 --> 00:32:42,300
there I haven't played with the color yet
898
00:32:42,300 --> 00:32:44,400
so if I wanted to I can come into the gain
899
00:32:45,066 --> 00:32:46,466
right and maybe
900
00:32:47,766 --> 00:32:49,966
put some red in there or something like that
901
00:32:50,200 --> 00:32:51,100
just a little bit
902
00:32:52,400 --> 00:32:53,200
and just
903
00:32:53,200 --> 00:32:55,566
add a little bit of maybe point six
904
00:32:55,733 --> 00:32:57,466
and I can daisy chain this
905
00:32:58,266 --> 00:33:01,466
through this process I can copy paste the grade node
906
00:33:02,200 --> 00:33:03,733
you can see we're getting darker
907
00:33:05,400 --> 00:33:06,966
and create another one
908
00:33:07,733 --> 00:33:09,766
we're slowly bringing this value
909
00:33:09,866 --> 00:33:11,866
closer and closer to our backing region
910
00:33:11,866 --> 00:33:13,366
color that we're intended to put this on
911
00:33:13,366 --> 00:33:15,066
I remember working as a compositor
912
00:33:15,800 --> 00:33:16,733
with my good friend
913
00:33:16,733 --> 00:33:19,500
Brad who's worked on a bazillion feature films
914
00:33:20,700 --> 00:33:21,366
just
915
00:33:21,366 --> 00:33:23,733
I mean he's worked at every post house known to man
916
00:33:24,500 --> 00:33:26,300
uh he taught me a ton
917
00:33:26,333 --> 00:33:27,966
and the guy was like saying you know what
918
00:33:27,966 --> 00:33:29,766
because we're all worried about the key and all that
919
00:33:29,766 --> 00:33:30,933
the background is like you know what we
920
00:33:30,933 --> 00:33:32,800
gotta wait till we know what we're putting him behind
921
00:33:33,400 --> 00:33:34,666
it all depends on what
922
00:33:34,700 --> 00:33:36,566
the backing is going to be or what
923
00:33:36,666 --> 00:33:38,666
we're putting behind the actor
924
00:33:39,000 --> 00:33:39,800
that'll determine the
925
00:33:39,800 --> 00:33:41,666
luminance that we have to kind of achieve
926
00:33:41,900 --> 00:33:43,533
now I'm going to show you this process
927
00:33:43,533 --> 00:33:44,966
and you're going to see how it sort of
928
00:33:44,966 --> 00:33:46,500
breaks to a certain degree
929
00:33:46,566 --> 00:33:47,800
so I'm going to go ahead and just
930
00:33:48,600 --> 00:33:49,966
kind of pull this one in
931
00:33:50,366 --> 00:33:51,166
there we go
932
00:33:51,766 --> 00:33:53,700
and now we've kind of matched
933
00:33:54,400 --> 00:33:56,466
pretty close to this red not not crazy
934
00:33:56,466 --> 00:33:58,200
I can continue to take this grade
935
00:33:58,933 --> 00:34:00,566
and again
936
00:34:01,666 --> 00:34:03,866
you know I could keep going and bring the I can
937
00:34:03,866 --> 00:34:05,500
take this grade node and
938
00:34:05,500 --> 00:34:06,533
just do one more here
939
00:34:06,533 --> 00:34:07,800
so you can see why I'm doing this
940
00:34:08,800 --> 00:34:10,733
be like oh my gosh this is crazy
941
00:34:11,466 --> 00:34:14,000
so keep going so now we're finally getting close
942
00:34:14,466 --> 00:34:16,700
to this color let's see how it looks now
943
00:34:18,200 --> 00:34:20,666
still not there yet right
944
00:34:21,000 --> 00:34:23,266
but if I were to disable all these grade nose
945
00:34:23,266 --> 00:34:24,733
look how much more
946
00:34:26,100 --> 00:34:29,700
obvious this is right it's like oh my gosh right
947
00:34:30,333 --> 00:34:31,766
now you can see what's going on here
948
00:34:31,766 --> 00:34:33,500
the hairs are turning yellow
949
00:34:34,366 --> 00:34:36,966
I mean it doesn't make any sense so this is
950
00:34:37,266 --> 00:34:38,766
I'm just showing this because this is an
951
00:34:38,766 --> 00:34:39,933
example of sort of
952
00:34:39,933 --> 00:34:41,300
cheating to a certain degree
953
00:34:41,700 --> 00:34:44,000
because you can try to do this or
954
00:34:44,000 --> 00:34:45,533
key the background or something
955
00:34:45,800 --> 00:34:47,666
and it's just not gonna work
956
00:34:47,966 --> 00:34:50,266
so I'm gonna show you another method here
957
00:34:51,133 --> 00:34:52,933
using the key light
958
00:34:53,333 --> 00:34:55,300
which is an awesome awesome tool
959
00:34:56,366 --> 00:34:58,366
so kind of come over here really quick
960
00:34:58,900 --> 00:35:00,966
and if we take a look at the key light
961
00:35:01,866 --> 00:35:02,800
pull that guy in
962
00:35:03,133 --> 00:35:04,800
if you create a default key light
963
00:35:04,800 --> 00:35:06,300
let me just go ahead and rese this one
964
00:35:07,300 --> 00:35:08,333
create a default key light
965
00:35:08,333 --> 00:35:10,700
it has a screen color set to 000
966
00:35:10,700 --> 00:35:12,133
so let me go ahead and put the input in
967
00:35:12,533 --> 00:35:15,066
and what I can do is immediately just put
968
00:35:15,066 --> 00:35:17,566
one in the value of the second one here
969
00:35:18,300 --> 00:35:20,900
and that does you guessed it a
970
00:35:22,300 --> 00:35:23,600
d spill on the green
971
00:35:24,200 --> 00:35:27,200
once again we have lost luminance information
972
00:35:27,200 --> 00:35:28,400
let's look at the difference between this and the
973
00:35:28,400 --> 00:35:29,666
expression by the way
974
00:35:30,800 --> 00:35:32,466
very similar right
975
00:35:32,666 --> 00:35:36,100
almost close to almost exactly the same actually
976
00:35:37,133 --> 00:35:37,933
see that
977
00:35:39,133 --> 00:35:40,133
that's basically the same thing
978
00:35:40,133 --> 00:35:42,200
but here's the cool thing about the key light though
979
00:35:42,266 --> 00:35:43,300
this is really neat
980
00:35:44,100 --> 00:35:45,933
is the key light allows you
981
00:35:45,933 --> 00:35:47,966
to change the backing region color
982
00:35:48,400 --> 00:35:49,966
by adjusting the screen color
983
00:35:49,966 --> 00:35:52,333
now remember we are getting a key out of this right
984
00:35:52,333 --> 00:35:54,733
but we don't care about the key or just whatever
985
00:35:55,100 --> 00:35:58,533
right this is all about the sort of
986
00:35:59,333 --> 00:36:00,300
pre built
987
00:36:01,200 --> 00:36:02,500
inside key light
988
00:36:02,933 --> 00:36:03,933
default
989
00:36:04,300 --> 00:36:06,100
every time you do a key with key light
990
00:36:06,100 --> 00:36:09,066
it actually does its own basic
991
00:36:09,933 --> 00:36:10,566
d spill
992
00:36:10,566 --> 00:36:14,700
so it has d spill options in here in this case you can
993
00:36:15,166 --> 00:36:17,366
see the alpha bias and the d spill bias
994
00:36:17,733 --> 00:36:18,933
so let's go ahead
995
00:36:18,933 --> 00:36:20,966
and again we're not worried about out pulling a key
996
00:36:20,966 --> 00:36:21,800
we're really just about
997
00:36:21,800 --> 00:36:23,333
trying to play with this background
998
00:36:23,333 --> 00:36:25,900
so if I take this screen color
999
00:36:26,133 --> 00:36:29,733
I can put a value in here to point 01
1000
00:36:30,666 --> 00:36:33,766
and I'll come to my blue put a value of point 01
1001
00:36:34,566 --> 00:36:35,500
now check this out
1002
00:36:35,500 --> 00:36:36,533
this is really cool
1003
00:36:36,666 --> 00:36:38,533
I can go ahead and start filling with this
1004
00:36:38,533 --> 00:36:40,266
I'll start to bring down the color here
1005
00:36:41,333 --> 00:36:42,066
bring that down
1006
00:36:42,066 --> 00:36:43,766
you can see it's starting to push towards blue
1007
00:36:43,766 --> 00:36:45,333
but if I come over here to the blue
1008
00:36:47,266 --> 00:36:49,266
and see we'll start bringing that down
1009
00:36:49,733 --> 00:36:50,900
bring this back up
1010
00:36:52,733 --> 00:36:55,200
you can see that we can start to manipulate
1011
00:36:56,166 --> 00:36:57,800
the image right
1012
00:37:00,500 --> 00:37:01,966
to match with the background
1013
00:37:05,666 --> 00:37:07,266
you can see if I kind of fiddle with this
1014
00:37:07,266 --> 00:37:08,533
I can start to get
1015
00:37:09,333 --> 00:37:10,133
a color
1016
00:37:11,333 --> 00:37:12,200
now the question is
1017
00:37:12,200 --> 00:37:14,133
how is this affecting the skin tones
1018
00:37:14,133 --> 00:37:16,666
this is the danger zone you start pulling this stunt
1019
00:37:16,966 --> 00:37:17,733
you can have a problem
1020
00:37:17,733 --> 00:37:19,266
but the good news is
1021
00:37:19,333 --> 00:37:20,966
the really good news
1022
00:37:21,100 --> 00:37:24,533
is we're going to only be using this as an edge mat
1023
00:37:25,533 --> 00:37:28,000
that for the this is all about worried about the edges
1024
00:37:28,100 --> 00:37:29,466
let's go ahead and take a look at it
1025
00:37:30,766 --> 00:37:32,166
so here you can see we're getting
1026
00:37:32,166 --> 00:37:33,900
pretty heavy dark result here
1027
00:37:34,866 --> 00:37:37,100
you'd see the difference in luminance between
1028
00:37:37,100 --> 00:37:38,266
one side to the other
1029
00:37:39,266 --> 00:37:41,866
so I can kind of look at this and then judge back
1030
00:37:42,166 --> 00:37:45,300
to let's go ahead and plug in this to our copy node
1031
00:37:46,700 --> 00:37:48,500
so I'll just plug this in like here
1032
00:37:50,133 --> 00:37:51,733
let's start to play a little bit
1033
00:37:51,733 --> 00:37:53,466
so I'm going to put my merge node here
1034
00:37:54,266 --> 00:37:56,266
and look at that
1035
00:37:57,066 --> 00:37:59,666
now we are getting darker edges over here because
1036
00:38:01,000 --> 00:38:04,766
it is getting the actual d spills actually darkening it
1037
00:38:05,266 --> 00:38:08,100
but we're getting a pretty amazing result
1038
00:38:08,900 --> 00:38:11,100
right here and if we want to
1039
00:38:11,666 --> 00:38:13,900
again we can compare the two
1040
00:38:14,566 --> 00:38:16,800
back I'll just grab this expression really quick
1041
00:38:17,766 --> 00:38:19,133
and I'll put it right here
1042
00:38:20,666 --> 00:38:23,766
and let's just do a quick switch node which helps us
1043
00:38:23,766 --> 00:38:25,266
do a comparison
1044
00:38:26,100 --> 00:38:28,900
so I put this to switch to 0 to 1 so you can see the
1045
00:38:29,900 --> 00:38:30,733
difference here
1046
00:38:32,966 --> 00:38:34,300
going to move this over here
1047
00:38:34,900 --> 00:38:36,966
and I'm going to switch between the expression
1048
00:38:37,866 --> 00:38:38,700
and here
1049
00:38:40,500 --> 00:38:42,066
so you can see the Halo
1050
00:38:43,400 --> 00:38:45,733
and take a look see the Halo especially over here
1051
00:38:45,733 --> 00:38:47,133
it's big time over here
1052
00:38:47,866 --> 00:38:48,666
big time
1053
00:38:49,266 --> 00:38:50,933
so what you can commonly do
1054
00:38:51,100 --> 00:38:53,866
in the whole process is I'll switch back here
1055
00:38:53,866 --> 00:38:55,266
obviously went overboard
1056
00:38:55,533 --> 00:38:57,533
with the key light so what I can do
1057
00:38:58,533 --> 00:39:01,366
is I'll put my viewer to the key light
1058
00:39:02,400 --> 00:39:04,400
and then I'll hit one
1059
00:39:04,533 --> 00:39:05,666
I'm going to hit No. 1
1060
00:39:05,666 --> 00:39:07,200
alphanumera keyboard on the key light
1061
00:39:07,200 --> 00:39:09,566
I'm going to put No. 2 to this final merge
1062
00:39:09,733 --> 00:39:12,133
and then I'm going to go ahead and do a wipe
1063
00:39:14,100 --> 00:39:15,100
like you can see here
1064
00:39:15,100 --> 00:39:16,866
so I'm gonna go ahead and just kind of
1065
00:39:17,666 --> 00:39:20,533
put a comparison like that right
1066
00:39:21,300 --> 00:39:22,600
so now you can see what's going on
1067
00:39:22,600 --> 00:39:23,966
so now I can come in here
1068
00:39:24,266 --> 00:39:25,933
see the finished product
1069
00:39:26,366 --> 00:39:28,166
versus you know what's what
1070
00:39:28,166 --> 00:39:28,733
so I'm gonna start
1071
00:39:28,733 --> 00:39:30,733
playing around with this a little bit more
1072
00:39:31,200 --> 00:39:32,300
pull this back
1073
00:39:38,266 --> 00:39:40,466
see if we can kind of bring this back a little bit
1074
00:39:41,933 --> 00:39:42,733
there we go
1075
00:39:46,266 --> 00:39:48,933
so we still have a little bit of a dark
1076
00:39:48,966 --> 00:39:50,700
black edge as you can see
1077
00:39:51,566 --> 00:39:54,733
again this is the d spill this is the final result
1078
00:39:54,966 --> 00:39:56,500
but it doesn't look too bad right
1079
00:39:56,566 --> 00:39:58,500
we don't have those heavy black edges anymore
1080
00:39:58,500 --> 00:39:59,933
we can keep fiddling with this
1081
00:40:00,466 --> 00:40:04,100
by increasing the luminance value
1082
00:40:04,100 --> 00:40:05,666
see how that's starting to match
1083
00:40:05,666 --> 00:40:07,266
this is starting to match with this
1084
00:40:07,966 --> 00:40:09,533
so we can start to fiddle with this
1085
00:40:10,800 --> 00:40:11,800
fiddle with this
1086
00:40:13,566 --> 00:40:15,566
be aware as you're doing this though
1087
00:40:15,566 --> 00:40:17,600
we're losing a little bit of the green here
1088
00:40:17,600 --> 00:40:18,400
you see that
1089
00:40:18,966 --> 00:40:20,900
so you can only do so much of this before
1090
00:40:20,900 --> 00:40:23,900
something starts adjusting the green itself
1091
00:40:23,900 --> 00:40:25,166
you can't overcrank
1092
00:40:25,500 --> 00:40:26,600
the green here
1093
00:40:26,600 --> 00:40:27,966
okay the green is green
1094
00:40:28,933 --> 00:40:30,900
so I can start to pull the green back
1095
00:40:31,700 --> 00:40:33,466
you know not the best you want to put this at one
1096
00:40:33,466 --> 00:40:36,000
so this is again I talk about you know
1097
00:40:36,166 --> 00:40:37,700
tampering in God's domain
1098
00:40:38,466 --> 00:40:39,266
right
1099
00:40:39,666 --> 00:40:41,166
I'm going to take this blue and
1100
00:40:42,766 --> 00:40:43,933
try to bring it back
1101
00:40:48,200 --> 00:40:49,533
then I'll drag this in
1102
00:40:51,533 --> 00:40:54,000
want to get these values basically back to zero
1103
00:41:00,200 --> 00:41:01,566
maybe have a bright red
1104
00:41:18,266 --> 00:41:19,066
okay
1105
00:41:20,100 --> 00:41:21,333
so a little bit of play
1106
00:41:22,666 --> 00:41:25,266
and again if you get too dramatic of
1107
00:41:25,700 --> 00:41:27,766
different values here
1108
00:41:29,600 --> 00:41:31,266
create all types of issues here
1109
00:41:31,266 --> 00:41:32,533
but it's actually holding up pretty good
1110
00:41:32,533 --> 00:41:34,600
we still have this kind of green area here
1111
00:41:34,600 --> 00:41:36,400
which we can kind of color correct with the hue correct
1112
00:41:36,400 --> 00:41:37,866
but you can see it's looking pretty good
1113
00:41:37,866 --> 00:41:39,100
it's not looking the great
1114
00:41:39,766 --> 00:41:40,566
over here
1115
00:41:40,800 --> 00:41:43,300
it's something going on so what can we do to fix that
1116
00:41:43,866 --> 00:41:47,666
well what we could do is I'll turn off my emerge here
1117
00:41:47,666 --> 00:41:48,900
let's go back to our key light
1118
00:41:49,500 --> 00:41:54,300
is we can actually take this and make a copy of it
1119
00:41:54,933 --> 00:41:56,366
and we'll do a key mix
1120
00:41:56,366 --> 00:41:58,100
let's go ahead and do a key mix here
1121
00:41:59,066 --> 00:42:00,366
B&A
1122
00:42:01,866 --> 00:42:03,133
plug in the same one
1123
00:42:04,600 --> 00:42:06,000
plug in this to the
1124
00:42:06,466 --> 00:42:07,733
information here
1125
00:42:08,300 --> 00:42:09,100
hit
1126
00:42:09,533 --> 00:42:10,700
0 for roto
1127
00:42:11,800 --> 00:42:14,000
and I'm going to go ahead and do a color correction
1128
00:42:14,000 --> 00:42:15,500
that's different for this side
1129
00:42:17,166 --> 00:42:21,733
okay so this is basically exposing the a side right
1130
00:42:22,266 --> 00:42:23,200
and combining together
1131
00:42:23,200 --> 00:42:25,600
so if I make an adjustment here with this key light
1132
00:42:26,866 --> 00:42:28,166
let's go ahead and do that
1133
00:42:34,566 --> 00:42:36,566
so you can see this this side stay and put
1134
00:42:37,500 --> 00:42:39,766
and now we're adjusting the color to this side
1135
00:42:44,366 --> 00:42:46,166
so now our backing region
1136
00:42:46,666 --> 00:42:47,700
actually matches this
1137
00:42:47,700 --> 00:42:48,966
now in the process of doing this
1138
00:42:48,966 --> 00:42:51,133
you have to take a look at your Keymex
1139
00:42:51,566 --> 00:42:52,400
go back to the original
1140
00:42:52,400 --> 00:42:54,666
have you played with the skin tones
1141
00:42:55,066 --> 00:42:58,200
yes we've done a lot of nasty work here but
1142
00:42:58,566 --> 00:43:00,166
we're going to put a core matte
1143
00:43:00,200 --> 00:43:02,466
of a d spill in the center here
1144
00:43:02,466 --> 00:43:04,733
so really we're only worried about the outer edges
1145
00:43:04,966 --> 00:43:05,800
so right here
1146
00:43:05,800 --> 00:43:09,000
obviously here's where we're bumping into problems
1147
00:43:09,700 --> 00:43:11,800
this stuff is getting a little bit too crunchy
1148
00:43:11,900 --> 00:43:13,333
or getting black edges
1149
00:43:13,666 --> 00:43:15,266
so you can only do so much
1150
00:43:15,266 --> 00:43:18,100
and this is where edge extending and using this
1151
00:43:18,600 --> 00:43:19,933
very interesting
1152
00:43:20,666 --> 00:43:22,933
d spill edge blending technique
1153
00:43:22,966 --> 00:43:24,100
will help solve the problem
1154
00:43:24,100 --> 00:43:26,300
but if we come back all the way to our
1155
00:43:26,700 --> 00:43:28,666
merge now you can see
1156
00:43:28,766 --> 00:43:31,966
despite the artifacts that we've created here
1157
00:43:32,300 --> 00:43:34,866
which we can kind of fiddle with play with a little bit
1158
00:43:35,600 --> 00:43:36,700
you can see the difference
1159
00:43:36,700 --> 00:43:38,466
so again I'm going to come over here and do the
1160
00:43:38,466 --> 00:43:39,733
switch back and forth
1161
00:43:40,133 --> 00:43:40,866
night and day
1162
00:43:40,866 --> 00:43:41,666
you see that
1163
00:43:42,500 --> 00:43:43,700
it's not perfect
1164
00:43:44,066 --> 00:43:46,300
but it's taking care of a lot of the issues
1165
00:43:46,300 --> 00:43:48,000
now you're not always going to get a perfectly
1166
00:43:48,966 --> 00:43:51,800
universal uniform color in your backplate right
1167
00:43:51,800 --> 00:43:53,733
you might have a sunset where it's a bright
1168
00:43:53,733 --> 00:43:55,400
sun here and a bluish
1169
00:43:55,933 --> 00:43:57,100
horizon over here
1170
00:43:57,100 --> 00:43:58,466
so again
1171
00:43:58,466 --> 00:44:00,133
I'm going to show you techniques in the future
1172
00:44:00,133 --> 00:44:01,066
how you can get away with this
1173
00:44:01,066 --> 00:44:02,333
but these are techniques
1174
00:44:02,400 --> 00:44:04,766
you can do your best to sort of blend to
1175
00:44:05,000 --> 00:44:05,733
whatever you want
1176
00:44:05,733 --> 00:44:07,366
you can also try to
1177
00:44:08,200 --> 00:44:09,666
use the color of his hair
1178
00:44:09,966 --> 00:44:11,966
so for instance if I come in here
1179
00:44:13,000 --> 00:44:14,133
here's the key light right
1180
00:44:14,133 --> 00:44:16,966
he's got a very this is dark like this is his hair
1181
00:44:16,966 --> 00:44:18,266
so dark it's like black
1182
00:44:18,733 --> 00:44:20,700
so if you had like a very bright brown here
1183
00:44:20,700 --> 00:44:22,466
this would be a little bit easier to do
1184
00:44:22,800 --> 00:44:24,733
so if I go back to this key light
1185
00:44:25,466 --> 00:44:28,100
in this case all we have is a darkness in this area
1186
00:44:28,666 --> 00:44:32,733
right on this edge so again I can go ahead
1187
00:44:33,166 --> 00:44:35,066
and darken this to try to match his hair
1188
00:44:35,066 --> 00:44:36,700
but you can see what's happening here
1189
00:44:37,266 --> 00:44:39,166
we are basically getting
1190
00:44:40,366 --> 00:44:42,733
hair that is so dark it's dark dark
1191
00:44:45,866 --> 00:44:48,133
just to see if we can kind of do our best to match
1192
00:44:49,000 --> 00:44:49,933
the hair color
1193
00:44:51,166 --> 00:44:55,100
yeah so it's hit or miss when you get into dark values
1194
00:44:55,566 --> 00:44:56,533
I hate to say
1195
00:44:57,200 --> 00:44:59,333
but even this brown color here
1196
00:45:00,400 --> 00:45:02,366
just kind of play around a little bit you got to like
1197
00:45:02,733 --> 00:45:03,766
get used to it there we go
1198
00:45:03,766 --> 00:45:05,366
so now we're getting a brown color
1199
00:45:06,100 --> 00:45:08,966
for the hair right now I'm darkening it up a little bit
1200
00:45:09,400 --> 00:45:11,566
and you might think like oh it doesn't matter
1201
00:45:11,566 --> 00:45:13,933
well it does matter big time in luminance information
1202
00:45:13,933 --> 00:45:15,500
you can see if I take a look at the original
1203
00:45:15,900 --> 00:45:18,166
versus the key light and hit the letter y
1204
00:45:18,966 --> 00:45:20,966
see the bright value difference
1205
00:45:20,966 --> 00:45:22,900
now we are getting some black edges here
1206
00:45:23,700 --> 00:45:26,133
but you can kind of get the idea what I'm talking about
1207
00:45:26,133 --> 00:45:27,700
let's go ahead and look at it now
1208
00:45:29,200 --> 00:45:30,000
again
1209
00:45:30,066 --> 00:45:33,700
dark edges we can probably dial back a little bit here
1210
00:45:34,266 --> 00:45:37,133
in this case if we take a look at our key light
1211
00:45:38,166 --> 00:45:40,700
you can see we have a pretty heavy value here
1212
00:45:41,700 --> 00:45:42,533
say the red
1213
00:45:42,533 --> 00:45:43,333
so
1214
00:45:44,500 --> 00:45:46,466
and again sometimes you can just look at it
1215
00:45:48,200 --> 00:45:50,800
see if it can kind of basically it needs to be darker
1216
00:46:01,366 --> 00:46:03,166
take a look here yeah so
1217
00:46:04,100 --> 00:46:05,166
yeah it's not
1218
00:46:05,733 --> 00:46:06,766
doing the greatest
1219
00:46:10,333 --> 00:46:11,866
that's about as close as we can get
1220
00:46:11,866 --> 00:46:13,266
but you can see we're introducing a
1221
00:46:13,266 --> 00:46:14,966
sort of a granular pattern there
1222
00:46:15,466 --> 00:46:16,600
and we're also introducing your red
1223
00:46:16,600 --> 00:46:18,166
again any manipulation
1224
00:46:18,800 --> 00:46:21,700
is just going to be a nightmare in here
1225
00:46:22,766 --> 00:46:23,900
but if you can come close to
1226
00:46:23,900 --> 00:46:24,666
bring an illuminance
1227
00:46:24,666 --> 00:46:27,166
value and the chrominance value very close to the hair
1228
00:46:27,733 --> 00:46:29,166
you can come over here now
1229
00:46:30,266 --> 00:46:32,600
and you can see that's done a world difference
1230
00:46:32,600 --> 00:46:35,333
now again this is not the best way of doing this
1231
00:46:35,766 --> 00:46:38,933
so let's go ahead and move on to hue correct
1232
00:46:39,666 --> 00:46:43,800
so even in the midst of doing all this work right
1233
00:46:44,666 --> 00:46:46,933
I can come in here and say well because
1234
00:46:47,133 --> 00:46:49,333
we've been playing with the red and blue information
1235
00:46:49,333 --> 00:46:50,733
we've been reintroduced
1236
00:46:50,966 --> 00:46:52,000
some green here right
1237
00:46:52,000 --> 00:46:54,400
so I can go ahead and jump over to my hue correct
1238
00:46:54,733 --> 00:46:56,933
and you can see the hue correct has taken out the green
1239
00:46:56,933 --> 00:46:57,333
completely
1240
00:46:57,333 --> 00:46:59,500
so the hue correct is currently set up so that the
1241
00:46:59,500 --> 00:47:00,500
green suppression
1242
00:47:00,900 --> 00:47:02,100
has basically
1243
00:47:02,533 --> 00:47:03,333
brought down
1244
00:47:03,733 --> 00:47:06,600
values of green in the brownish tone so I can hold down
1245
00:47:07,266 --> 00:47:08,966
shift and control and sample this area
1246
00:47:08,966 --> 00:47:10,066
and you can see the line is
1247
00:47:10,066 --> 00:47:11,800
telling me this is where the colors at
1248
00:47:11,800 --> 00:47:13,333
that needs to be taken out
1249
00:47:13,333 --> 00:47:14,200
but if I get
1250
00:47:14,300 --> 00:47:16,700
this is the skin tone area which is a danger zone
1251
00:47:17,166 --> 00:47:18,666
so you usually don't want to
1252
00:47:18,900 --> 00:47:19,466
fiddle with that
1253
00:47:19,466 --> 00:47:20,966
because you can see if I take this hue correct
1254
00:47:20,966 --> 00:47:22,066
watch what happens
1255
00:47:23,100 --> 00:47:27,733
I'm taking green out hence I'm losing the nice orangey
1256
00:47:28,466 --> 00:47:30,500
yellow orangey color right
1257
00:47:31,866 --> 00:47:33,333
and it's becoming more
1258
00:47:33,733 --> 00:47:38,066
you know magenta pink right the highlights that's bad
1259
00:47:38,366 --> 00:47:40,933
so commonly with the hue correct in regards this is
1260
00:47:40,933 --> 00:47:42,666
usually accompanied by a mask
1261
00:47:42,666 --> 00:47:44,166
so I'm going to go ahead and create
1262
00:47:45,000 --> 00:47:46,333
another rotomat
1263
00:47:47,733 --> 00:47:49,000
obviously blur it
1264
00:47:51,166 --> 00:47:53,933
and I'm just gonna isolate this area here
1265
00:47:59,666 --> 00:48:01,533
and again I'm going to really blur this baby up
1266
00:48:01,533 --> 00:48:03,500
so go like maybe 200
1267
00:48:04,966 --> 00:48:06,100
so now you can see
1268
00:48:06,733 --> 00:48:08,200
we've taken out this green area
1269
00:48:08,200 --> 00:48:10,766
but we've maintained this nice golden orange
1270
00:48:11,000 --> 00:48:12,333
reality over here
1271
00:48:12,333 --> 00:48:13,900
so this can be something
1272
00:48:13,900 --> 00:48:14,333
that
1273
00:48:14,333 --> 00:48:16,866
usually has to be tracked or very carefully animated
1274
00:48:16,866 --> 00:48:18,666
so you don't see a swimming edge
1275
00:48:18,966 --> 00:48:20,766
moving back and forth for the character
1276
00:48:21,300 --> 00:48:23,100
but spot checking usually
1277
00:48:23,500 --> 00:48:27,700
altogether now Hugh correct can be used by itself alone
1278
00:48:27,966 --> 00:48:30,300
but it can start to fiddle with everything universally
1279
00:48:30,300 --> 00:48:32,166
so usually masks are companied with the
1280
00:48:32,166 --> 00:48:33,166
Hugh correct node
1281
00:48:33,500 --> 00:48:35,466
and then of course we have kill spill
1282
00:48:36,466 --> 00:48:38,700
so I'm going to go ahead and just show you that really
1283
00:48:38,700 --> 00:48:39,500
quick
1284
00:48:40,600 --> 00:48:42,733
same go ahead and just come bring this over here
1285
00:48:42,766 --> 00:48:44,133
and we'll plug the image in
1286
00:48:44,666 --> 00:48:45,466
all
1287
00:48:46,800 --> 00:48:48,533
right so take a look at kill spill
1288
00:48:49,266 --> 00:48:50,666
so kill spill
1289
00:48:51,600 --> 00:48:53,166
is very interesting
1290
00:48:55,466 --> 00:48:59,166
is a rather interesting plug in in this sense that
1291
00:48:59,500 --> 00:49:00,700
you have what's called suppression
1292
00:49:00,700 --> 00:49:02,300
you can hover over these and see what it says
1293
00:49:02,300 --> 00:49:04,100
biasing the mix of the channels
1294
00:49:04,300 --> 00:49:05,600
used to cap the spill channel
1295
00:49:05,600 --> 00:49:06,133
for example
1296
00:49:06,133 --> 00:49:08,466
0 equals green channels capped by the red channel
1297
00:49:08,466 --> 00:49:09,066
point five
1298
00:49:09,066 --> 00:49:11,333
green channels capped by half mix of red and blue
1299
00:49:11,333 --> 00:49:13,966
and 1 is green channels capped by the blue channel
1300
00:49:14,366 --> 00:49:16,466
so it's sort of a mix between the red
1301
00:49:16,900 --> 00:49:19,066
and the blue the limiter
1302
00:49:19,066 --> 00:49:22,533
is sort of like an aggression as far as the amount of
1303
00:49:22,933 --> 00:49:24,333
actual spill suppressions
1304
00:49:24,333 --> 00:49:25,766
you can see you get to a point
1305
00:49:26,500 --> 00:49:27,100
right here
1306
00:49:27,100 --> 00:49:29,300
you can put it all the way up to 10 or whatever
1307
00:49:30,066 --> 00:49:31,700
let's just kind of look at the difference here
1308
00:49:31,700 --> 00:49:33,266
you can see you pull it all the way up
1309
00:49:33,733 --> 00:49:36,300
and we take a look at it disable re enable
1310
00:49:38,166 --> 00:49:39,466
just go ahead and
1311
00:49:45,000 --> 00:49:46,500
kind of fiddle with it a little bit
1312
00:49:46,500 --> 00:49:48,866
there's a lot of fiddling that goes on with this
1313
00:49:48,866 --> 00:49:51,933
it's kind of hard to explain the settings of it
1314
00:49:53,133 --> 00:49:55,866
so if we take a look here we can see the green
1315
00:49:57,166 --> 00:49:58,733
add some suppression here
1316
00:50:00,266 --> 00:50:02,066
and you can see the limiter
1317
00:50:03,933 --> 00:50:05,966
as we start to pull this back
1318
00:50:08,133 --> 00:50:10,500
we start to get that black and white background
1319
00:50:13,266 --> 00:50:14,666
and then the suppression
1320
00:50:15,900 --> 00:50:17,500
you got to be careful with this
1321
00:50:18,566 --> 00:50:21,466
and then spill tweak actually changes the luminance
1322
00:50:21,766 --> 00:50:23,900
so here you can come in and actually change
1323
00:50:23,900 --> 00:50:25,400
the background color luminance
1324
00:50:25,400 --> 00:50:26,966
which we talked about was pretty cool
1325
00:50:27,100 --> 00:50:28,600
we did that in the key light
1326
00:50:28,900 --> 00:50:29,600
but in this case
1327
00:50:29,600 --> 00:50:31,400
we can actually come in here and start
1328
00:50:31,400 --> 00:50:32,533
filling with this
1329
00:50:33,000 --> 00:50:35,466
back plate image so I can actually come in here
1330
00:50:36,800 --> 00:50:38,133
bring this down
1331
00:50:39,166 --> 00:50:41,766
right and try to
1332
00:50:42,666 --> 00:50:46,333
in our best efforts try to match that crimson red
1333
00:50:46,333 --> 00:50:47,533
again you're not going to get
1334
00:50:48,266 --> 00:50:49,666
the best results here
1335
00:50:50,066 --> 00:50:52,300
as you can see you can only go so far with it
1336
00:50:53,600 --> 00:50:54,400
right
1337
00:50:54,533 --> 00:50:55,600
you can see luminance
1338
00:50:55,600 --> 00:50:57,266
you can bring it really down if you want
1339
00:50:57,266 --> 00:50:58,800
but that's about as far as you're going to get
1340
00:50:59,866 --> 00:51:00,700
in the midst of that
1341
00:51:00,700 --> 00:51:03,533
so you can see in comparison to the key light
1342
00:51:04,900 --> 00:51:05,700
right
1343
00:51:06,966 --> 00:51:07,866
a little bit of difference
1344
00:51:07,866 --> 00:51:10,000
we're losing some information here in regards to the
1345
00:51:10,000 --> 00:51:11,300
green being too much
1346
00:51:11,600 --> 00:51:13,333
so that's where we can go back to the keys
1347
00:51:13,500 --> 00:51:15,666
the suppression amount here and back it off
1348
00:51:15,666 --> 00:51:17,400
so we maintain that highlight
1349
00:51:17,600 --> 00:51:19,333
we don't want to lose the gold and oranges
1350
00:51:19,333 --> 00:51:20,333
like we talked about
1351
00:51:20,766 --> 00:51:23,333
so kill spills great and then of course we have
1352
00:51:23,733 --> 00:51:25,133
the wonderful d spill madness
1353
00:51:25,133 --> 00:51:25,566
there's many
1354
00:51:25,566 --> 00:51:28,066
tutorials online how to use d spill madness
1355
00:51:28,300 --> 00:51:29,766
this one is a big industry
1356
00:51:29,766 --> 00:51:31,500
people love this guy for some reason
1357
00:51:31,866 --> 00:51:33,700
you can see it's a little bit easier
1358
00:51:34,066 --> 00:51:36,600
on the edges in regards to the suppression here
1359
00:51:37,266 --> 00:51:38,933
and again you can adjust this color
1360
00:51:39,466 --> 00:51:41,466
to do your best to kind of match in
1361
00:51:42,066 --> 00:51:44,566
so like a brownish hair color here
1362
00:51:45,166 --> 00:51:47,966
but again getting it darker is a trickier
1363
00:51:48,766 --> 00:51:50,000
it's very tricky
1364
00:51:50,000 --> 00:51:50,333
you
1365
00:51:50,333 --> 00:51:52,666
can see that right here because the luminance is still
1366
00:51:53,200 --> 00:51:54,400
to a certain degree there
1367
00:51:54,400 --> 00:51:55,700
you do have this limiter
1368
00:51:57,366 --> 00:51:58,400
again we can kind of poke
1369
00:51:58,400 --> 00:52:00,733
come back in here and fiddle with this a little bit
1370
00:52:02,133 --> 00:52:02,666
so again
1371
00:52:02,666 --> 00:52:05,333
there's this big difference here between core d spill
1372
00:52:05,900 --> 00:52:07,333
and edge d spill
1373
00:52:07,733 --> 00:52:10,200
and we're going to cover that in the next lesson
1374
00:52:10,566 --> 00:52:11,800
as we kind of move on
99668
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