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These are the user uploaded subtitles that are being translated: 1 00:00:03,166 --> 00:00:07,066 okay so let's talk about the RGB versus alpha 2 00:00:07,100 --> 00:00:10,066 or what I like to call the d spill versus the mat 3 00:00:10,066 --> 00:00:13,100 and these are two different things we create separately 4 00:00:13,333 --> 00:00:15,766 and then we combine them together at the end 5 00:00:16,200 --> 00:00:20,300 the actual d spill is taking the green polluted 6 00:00:20,666 --> 00:00:23,333 light that's the green light that be bouncing and hits 7 00:00:23,933 --> 00:00:25,600 Jack here on the face 8 00:00:25,900 --> 00:00:28,066 and you know little little areas that are 9 00:00:28,066 --> 00:00:30,700 really green like in this reflective goggles here 10 00:00:30,700 --> 00:00:33,300 and also in between little here's here 11 00:00:34,333 --> 00:00:36,066 that's how we got to get we have to basically get 12 00:00:36,066 --> 00:00:36,900 rid of the green 13 00:00:37,300 --> 00:00:38,766 and then over here 14 00:00:39,066 --> 00:00:39,933 this is where we create 15 00:00:39,933 --> 00:00:41,066 the mat so this is all about 16 00:00:41,066 --> 00:00:42,533 creating the black and white mat 17 00:00:42,800 --> 00:00:45,966 this is all about creating the actual RGB information 18 00:00:46,166 --> 00:00:48,766 and then finally we use this as the cookie dough 19 00:00:48,766 --> 00:00:50,166 laid out on a cookie sheet 20 00:00:50,166 --> 00:00:53,066 whereas the alpha is sort of like the cookie cutout 21 00:00:53,700 --> 00:00:57,200 stencil shape that cuts out the eventual RGB 22 00:00:57,866 --> 00:01:01,166 so these are taken into accounts separately and then 23 00:01:01,166 --> 00:01:01,366 again 24 00:01:01,366 --> 00:01:04,000 the alpha consists of the core mat and the fringe mat 25 00:01:04,733 --> 00:01:05,600 and then the 26 00:01:05,733 --> 00:01:08,766 d spill has to do with the core d spill and the 27 00:01:08,766 --> 00:01:11,800 Edge d spill so there is an element where 28 00:01:11,800 --> 00:01:14,266 we're gonna have to maintain as much as we possibly 29 00:01:14,266 --> 00:01:15,766 can the original skin tones 30 00:01:17,166 --> 00:01:21,766 you will not want to tick off the DP or the colorist 31 00:01:22,133 --> 00:01:23,400 as a compositor 32 00:01:23,400 --> 00:01:26,066 by actually changing the skin tones because 33 00:01:26,066 --> 00:01:28,533 maybe they're meant to be left that way 34 00:01:28,533 --> 00:01:30,733 sometimes of course you will have the color grade 35 00:01:30,800 --> 00:01:33,100 the background to the foreground and let the colorist 36 00:01:33,100 --> 00:01:34,733 do the stylistic approach 37 00:01:36,066 --> 00:01:37,333 but ultimately 38 00:01:37,666 --> 00:01:40,333 you have to be extremely cautious 39 00:01:41,166 --> 00:01:42,800 not to affect the skin tones 40 00:01:42,800 --> 00:01:45,366 I know when we were doing the Capital One commercials 41 00:01:46,100 --> 00:01:49,333 even though Sam Jackson is a relatively dark complexion 42 00:01:49,966 --> 00:01:51,266 we had be very careful 43 00:01:51,266 --> 00:01:52,733 not to fiddle with his skin tones 44 00:01:52,733 --> 00:01:54,000 through the whole process 45 00:01:54,166 --> 00:01:55,400 it was more about 46 00:01:56,100 --> 00:01:56,566 just be 47 00:01:56,566 --> 00:01:59,400 very careful to match him and being very careful about 48 00:01:59,400 --> 00:02:00,933 color grading to get not too goofy 49 00:02:00,933 --> 00:02:02,266 because there's two people you can 50 00:02:02,266 --> 00:02:03,866 tick off in the professional world 51 00:02:04,300 --> 00:02:06,700 one of which is your colorist and the other of course 52 00:02:06,700 --> 00:02:08,300 is the original cinematographer 53 00:02:08,300 --> 00:02:10,566 and in our case that was John Schwarzman 54 00:02:10,566 --> 00:02:12,100 who is going to be the 55 00:02:12,100 --> 00:02:14,166 DP for Star Wars Episode 9 56 00:02:14,166 --> 00:02:16,266 and these big wigs you do not want to tick off 57 00:02:16,266 --> 00:02:17,866 so they'll of course 58 00:02:17,866 --> 00:02:19,100 even in the post process 59 00:02:19,100 --> 00:02:20,900 actually meet with the colorist and just 60 00:02:20,900 --> 00:02:21,866 kind of look at the final 61 00:02:21,866 --> 00:02:22,800 image because 62 00:02:23,100 --> 00:02:24,566 ultimately it is their vision 63 00:02:24,566 --> 00:02:27,466 they are the quote unquote cinematographer despite the 64 00:02:27,700 --> 00:02:29,333 heavy hand of the 65 00:02:29,866 --> 00:02:32,100 you know the colorist as well as 66 00:02:32,666 --> 00:02:36,000 ultimately and also as compositors 67 00:02:36,133 --> 00:02:37,933 so just kind of keep that in mind 68 00:02:37,966 --> 00:02:40,300 throughout the whole process that the whole point of 69 00:02:40,300 --> 00:02:42,300 doing a Core d spill is to 70 00:02:42,466 --> 00:02:43,533 kind of maintain the core 71 00:02:43,533 --> 00:02:45,533 almost like how we create the core with the 72 00:02:45,533 --> 00:02:46,500 with the alpha 73 00:02:46,900 --> 00:02:48,900 the core is to kind of keep that going 74 00:02:48,900 --> 00:02:50,333 and then the edges 75 00:02:50,466 --> 00:02:52,300 that's where we can have a little bit of play 76 00:02:52,533 --> 00:02:55,300 to kind of blend the two together in the background 77 00:02:55,500 --> 00:02:57,466 as far as the back plate whatever we choose 78 00:02:57,466 --> 00:02:58,933 it's going to be behind Jack here 79 00:02:59,266 --> 00:03:00,200 in the foreground 80 00:03:00,733 --> 00:03:03,500 so the d spill has its greatest hits 81 00:03:03,500 --> 00:03:05,000 we have expressions 82 00:03:05,000 --> 00:03:06,066 these are really great 83 00:03:06,066 --> 00:03:07,733 this is one of the real popular 84 00:03:07,733 --> 00:03:09,533 expressions where it talks about 85 00:03:10,166 --> 00:03:12,400 if green is greater than 86 00:03:13,600 --> 00:03:16,966 the red and blue combined divided by 2 or the average 87 00:03:16,966 --> 00:03:20,166 then take the red and the blue 88 00:03:20,500 --> 00:03:22,933 divided by 2 that's your green 89 00:03:24,166 --> 00:03:25,466 again I'm not much of a math guide 90 00:03:25,466 --> 00:03:27,366 but anyway it does take out the green really 91 00:03:27,366 --> 00:03:28,500 effectively in this expression 92 00:03:28,500 --> 00:03:31,166 it's the most popular expressions used 93 00:03:32,000 --> 00:03:34,600 it also maintains the luminance information pretty 94 00:03:34,600 --> 00:03:35,766 well throughout the process 95 00:03:35,766 --> 00:03:37,733 not completely but it does do a good job 96 00:03:38,333 --> 00:03:40,566 the key light is even though this is a key 97 00:03:40,566 --> 00:03:43,366 this can act as an actual d spell 98 00:03:43,366 --> 00:03:44,733 and I'm going to go over that 99 00:03:45,800 --> 00:03:47,900 the hue correct is another one that kind of 100 00:03:48,933 --> 00:03:50,500 gate little spot areas 101 00:03:50,966 --> 00:03:52,933 this is extremely difficult key 102 00:03:52,933 --> 00:03:54,866 even though it may look very simple with Jack 103 00:03:54,866 --> 00:03:55,266 because 104 00:03:55,266 --> 00:03:57,400 we're going to have all types of issues with his beard 105 00:03:57,600 --> 00:03:59,100 we're going to have issues over here 106 00:03:59,100 --> 00:04:01,266 there's all types of stuff 107 00:04:02,133 --> 00:04:03,766 things we're going to have to do with these goggles 108 00:04:03,766 --> 00:04:05,600 and the transparency issues 109 00:04:05,933 --> 00:04:08,100 and then there's kill spill kill spill is 110 00:04:08,366 --> 00:04:10,400 really really popular in the industry 111 00:04:11,266 --> 00:04:13,466 this is pixel fudger I think they are 112 00:04:13,700 --> 00:04:15,866 kill spill you can get this off a new Wikipedia 113 00:04:15,866 --> 00:04:17,700 you can see there's a suppression a limiter 114 00:04:17,700 --> 00:04:18,766 a spill tweak 115 00:04:19,066 --> 00:04:20,266 and you can choose either 116 00:04:20,266 --> 00:04:22,400 red screen green screen or blue screen 117 00:04:23,266 --> 00:04:24,466 again really awesome 118 00:04:24,466 --> 00:04:26,800 and then of course there's d spill madness which 119 00:04:26,966 --> 00:04:27,666 will not 120 00:04:27,666 --> 00:04:29,900 necessarily work unless you have it plugged in 121 00:04:30,466 --> 00:04:32,266 installed it's a little bit more complicated 122 00:04:32,266 --> 00:04:34,400 d spill madness is downloaded off newkpd 123 00:04:34,400 --> 00:04:35,933 com those are the most popular 124 00:04:36,333 --> 00:04:39,366 Dspill tools that we use in the industry 125 00:04:39,366 --> 00:04:40,300 and I'm going to show you 126 00:04:40,300 --> 00:04:41,766 kind of kind of go through all those 127 00:04:42,133 --> 00:04:44,000 as we kind of move through this training video 128 00:04:44,000 --> 00:04:45,566 but I first want to kind of show you guys the 129 00:04:45,566 --> 00:04:46,700 actual mat that I created 130 00:04:46,700 --> 00:04:47,500 with Jack 131 00:04:47,666 --> 00:04:50,566 or what I decided upon so obviously I did a d noise 132 00:04:50,566 --> 00:04:53,933 and there is no d noise when you deal with the d spill 133 00:04:54,266 --> 00:04:56,700 there's no need to do that it's just what it is 134 00:04:56,700 --> 00:04:59,066 the whole point of this is we're not worried about the 135 00:04:59,333 --> 00:05:00,566 red green blue information 136 00:05:00,566 --> 00:05:01,400 we worry about the alpha 137 00:05:01,400 --> 00:05:02,700 that we're gonna be building off of 138 00:05:02,700 --> 00:05:03,600 the red green blue 139 00:05:03,600 --> 00:05:05,500 so I used a primat 140 00:05:06,166 --> 00:05:07,500 see it's pretty clean 141 00:05:07,566 --> 00:05:10,466 if I slam the gamba down there is no holes in him 142 00:05:10,933 --> 00:05:12,766 and then I went ahead and grated 143 00:05:13,400 --> 00:05:14,666 him up a little bit here 144 00:05:15,466 --> 00:05:16,533 so you can see right here 145 00:05:16,533 --> 00:05:17,300 if I take a look 146 00:05:17,300 --> 00:05:18,766 I just crushed the blacks a little bit 147 00:05:18,766 --> 00:05:20,300 brought the gamba down a little bit 148 00:05:20,866 --> 00:05:21,666 gamma 149 00:05:21,866 --> 00:05:25,466 in this sense is going to play with the gradient here 150 00:05:25,466 --> 00:05:26,933 it's going to lock down your absolute whites 151 00:05:26,933 --> 00:05:28,100 and absolute blacks 152 00:05:28,300 --> 00:05:30,700 but it's going to allow you to kind of 153 00:05:30,700 --> 00:05:32,133 I put my viewer to it here 154 00:05:32,666 --> 00:05:33,766 kind of adjust 155 00:05:33,966 --> 00:05:35,800 the fall off so you can kind of create 156 00:05:35,800 --> 00:05:37,066 somewhat of a feathering effect 157 00:05:37,066 --> 00:05:38,200 if you want to pull back a little bit 158 00:05:38,200 --> 00:05:39,900 which is what we're always trying to do with the core 159 00:05:39,900 --> 00:05:41,533 trying to pull it back a little bit 160 00:05:41,766 --> 00:05:42,933 because it's going to be that 161 00:05:43,366 --> 00:05:43,800 piece 162 00:05:43,800 --> 00:05:46,400 of the pie that fills in the Swiss cheese holes of 163 00:05:46,733 --> 00:05:47,933 our fringe mat 164 00:05:48,733 --> 00:05:51,100 so then I like to dilate it out just a hair 165 00:05:51,866 --> 00:05:54,066 so if you can see I just dilate it out just a bit 166 00:05:54,066 --> 00:05:56,133 and that basically if there's any holes in here 167 00:05:56,133 --> 00:05:58,766 in this case I might not even need this dilay 168 00:05:58,766 --> 00:05:59,333 because if you kind of 169 00:05:59,333 --> 00:06:01,933 crush down you can see I don't see any holes in here 170 00:06:02,333 --> 00:06:03,966 but just by dilating 171 00:06:04,166 --> 00:06:04,900 a little bit 172 00:06:04,900 --> 00:06:06,733 if there was holes in here you can dilate out 173 00:06:06,733 --> 00:06:09,200 I would never do a dilate more than maybe one pixel 174 00:06:09,200 --> 00:06:10,000 usually 175 00:06:11,966 --> 00:06:12,700 that's just what it is 176 00:06:12,700 --> 00:06:13,766 and then the filter rode 177 00:06:13,766 --> 00:06:15,133 this is where we do the pull back 178 00:06:15,133 --> 00:06:16,600 we have to shrink it in 179 00:06:16,866 --> 00:06:19,500 to be on the inside of what is the fringe mat 180 00:06:19,500 --> 00:06:21,100 so if I go ahead and take a look at it 181 00:06:21,700 --> 00:06:25,066 you can see we're losing this area right here 182 00:06:25,066 --> 00:06:26,366 and then we blur it 183 00:06:26,800 --> 00:06:27,666 a little bit 184 00:06:28,366 --> 00:06:29,766 so you can see here's the blur 185 00:06:30,266 --> 00:06:31,366 this is at 19 186 00:06:32,066 --> 00:06:34,366 again I could probably go a little bit less than that 187 00:06:35,066 --> 00:06:37,333 and just kind of blur it out a little bit 188 00:06:37,700 --> 00:06:40,133 you know so what's important to note 189 00:06:40,366 --> 00:06:42,133 when we come over to our fringe mat 190 00:06:42,333 --> 00:06:44,133 I went ahead and I didn't use the daisy chain 191 00:06:44,133 --> 00:06:45,400 version of the IPK color 192 00:06:45,400 --> 00:06:46,000 because I found this 193 00:06:46,000 --> 00:06:47,666 actually gave me a pretty good result 194 00:06:47,666 --> 00:06:52,166 so the IBK color you can see it's extremely eroded 195 00:06:52,500 --> 00:06:54,600 right I had to pretty much 196 00:06:55,466 --> 00:06:57,566 erode this out pretty inextensively 197 00:06:57,566 --> 00:06:59,500 so let me go ahead and show you what that looks like 198 00:07:00,300 --> 00:07:01,333 so there it is 199 00:07:01,600 --> 00:07:02,933 and if you take a look at the alpha 200 00:07:02,933 --> 00:07:04,333 it's been eroded pretty heavy 201 00:07:04,333 --> 00:07:07,100 so what it is is the default 10 202 00:07:07,266 --> 00:07:09,600 I really had to you know bring down the darks 203 00:07:09,600 --> 00:07:10,900 bring up the lights a little bit 204 00:07:11,133 --> 00:07:12,466 I eroded very heavily 205 00:07:12,466 --> 00:07:13,200 you can see I'm 206 00:07:13,200 --> 00:07:15,200 eroding pretty far to get outside the 207 00:07:15,200 --> 00:07:17,600 boundaries of Jack's hairs that are sticking out 208 00:07:17,933 --> 00:07:20,866 and then I just patch black 11 daylights out of it 209 00:07:21,100 --> 00:07:21,900 and bring it in 210 00:07:21,900 --> 00:07:24,600 so here's my IBK color with all the defaults setup 211 00:07:24,600 --> 00:07:25,500 there's nothing here 212 00:07:25,500 --> 00:07:27,166 except they have luminance match on 213 00:07:27,666 --> 00:07:29,400 and if we take a look at the Alpha Edge 214 00:07:29,400 --> 00:07:30,966 we have these beautiful hairs 215 00:07:30,966 --> 00:07:32,600 which is what we're trying to hold on to 216 00:07:33,100 --> 00:07:34,766 we do have transparency here 217 00:07:35,066 --> 00:07:36,700 but that's where the core mat's going to come in 218 00:07:36,700 --> 00:07:39,566 and fix that so if I come over here and click and drag 219 00:07:39,900 --> 00:07:42,800 you see these values are below point zero five 220 00:07:42,800 --> 00:07:43,866 and that's legal 221 00:07:43,866 --> 00:07:44,666 so in other words 222 00:07:44,666 --> 00:07:48,133 when we mat this on the back of a back plate image 223 00:07:48,533 --> 00:07:49,133 we're not going to 224 00:07:49,133 --> 00:07:51,766 see this noise visible to the human eye when 225 00:07:51,866 --> 00:07:53,066 you know the scenes moving 226 00:07:53,066 --> 00:07:53,966 we're not going to see some 227 00:07:53,966 --> 00:07:56,200 you know weird cloud moving around up here 228 00:07:56,566 --> 00:07:58,900 so just be aware of the point 05 or 229 00:07:58,900 --> 00:08:00,166 less is actually acceptable 230 00:08:00,166 --> 00:08:00,766 so don't always 231 00:08:00,766 --> 00:08:03,000 think your mat has to be perfectly black and white 232 00:08:04,000 --> 00:08:05,500 especially when you get into gray mats 233 00:08:05,500 --> 00:08:08,100 such as windshields and so forth on a car 234 00:08:08,900 --> 00:08:11,200 so IBK gizmo is looking good 235 00:08:11,200 --> 00:08:14,066 we could push this red weight and in this case 236 00:08:14,066 --> 00:08:15,400 blue weight back and forth 237 00:08:16,500 --> 00:08:17,700 I did a little bit of a grade 238 00:08:17,700 --> 00:08:18,733 I commonly do 239 00:08:18,866 --> 00:08:21,133 a grade afterwards where I grade the alpha 240 00:08:21,133 --> 00:08:23,200 and I grade the white 10.98 241 00:08:23,200 --> 00:08:24,500 and you can see the difference here 242 00:08:24,500 --> 00:08:26,333 I'm going to go ahead and slam the gamma down here 243 00:08:26,566 --> 00:08:27,966 and you can see with this grade 244 00:08:27,966 --> 00:08:29,966 if I turn it off and turn it on just by 245 00:08:29,966 --> 00:08:32,933 inching the white point to point 98 246 00:08:33,500 --> 00:08:38,700 just a hair you get something that is definitely 247 00:08:39,200 --> 00:08:42,266 filling in the holes a little bit more right 248 00:08:43,066 --> 00:08:44,900 as you can see here because 249 00:08:45,200 --> 00:08:47,066 this area here is going to be tricky 250 00:08:47,333 --> 00:08:49,766 because it may not be included in the final 251 00:08:49,766 --> 00:08:51,266 solve with our actual 252 00:08:51,933 --> 00:08:53,966 core mat so keep that in mind 253 00:08:53,966 --> 00:08:55,466 again you can push this a little bit more 254 00:08:56,266 --> 00:08:57,333 go to 97 90 255 00:08:57,333 --> 00:08:58,933 you can see we're starting to creep up on that 256 00:08:58,933 --> 00:08:59,800 highlight there 257 00:08:59,800 --> 00:09:01,000 so these highlights 258 00:09:01,300 --> 00:09:03,800 are the big problem areas because 259 00:09:03,800 --> 00:09:05,200 they're practically white 260 00:09:05,200 --> 00:09:06,500 in pixel value 261 00:09:07,600 --> 00:09:09,466 and those can get in your way 262 00:09:09,466 --> 00:09:12,000 so you don't want to get too crazy with this okay 263 00:09:12,000 --> 00:09:13,533 because the more you fiddle with the black 264 00:09:13,533 --> 00:09:14,200 point and white point 265 00:09:14,200 --> 00:09:16,700 the more you're hardening up the edge of your mat 266 00:09:17,000 --> 00:09:18,966 so if I take this back here 267 00:09:19,166 --> 00:09:20,933 you can see if I continue to crush the white 268 00:09:20,933 --> 00:09:23,466 we start expanding the mat out too far right 269 00:09:23,466 --> 00:09:26,366 and again respectively the opposite direction 270 00:09:26,366 --> 00:09:29,133 the black point we start to eat the hair up right 271 00:09:29,133 --> 00:09:30,600 so this is something that you got to be 272 00:09:30,600 --> 00:09:31,900 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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