All language subtitles for 10 - Technique for Integrating Light, Color, and Detail When Merging Elements - Multiplying Our Foreground Image into Our Background Image

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These are the user uploaded subtitles that are being translated: 1 00:00:00,566 --> 00:00:01,599 in this clip 2 00:00:01,600 --> 00:00:05,300 we will now continue integrating our foreground plate 3 00:00:05,300 --> 00:00:07,166 into our background image 4 00:00:08,266 --> 00:00:09,699 here comes the 5 00:00:09,733 --> 00:00:11,799 the real trick with this 6 00:00:12,466 --> 00:00:17,066 what I wanna do is I wanna take the denoist plate 7 00:00:17,300 --> 00:00:18,500 this background 8 00:00:18,866 --> 00:00:21,599 and I wanna multiply it with our background 9 00:00:23,266 --> 00:00:25,566 this is Ardino's plate 10 00:00:25,800 --> 00:00:28,966 comes from the main pipeline here 11 00:00:28,966 --> 00:00:31,766 and I make a molds 12 00:00:33,866 --> 00:00:37,266 which goes in with the background here 13 00:00:38,266 --> 00:00:39,499 and now we set to over 14 00:00:39,500 --> 00:00:40,600 as you can see 15 00:00:41,733 --> 00:00:44,266 but we'd switched operation to malt 16 00:00:45,000 --> 00:00:48,266 basically what happens now is that we multiply 17 00:00:49,300 --> 00:00:53,433 the foreground plate with her on a 18 00:00:53,733 --> 00:00:55,966 with the background B 19 00:00:58,133 --> 00:01:01,466 so each pixel value on the foreground 20 00:01:01,466 --> 00:01:03,799 gets multiplied with the background 21 00:01:04,933 --> 00:01:08,666 and what you get is kind of a blend between the two 22 00:01:08,666 --> 00:01:10,999 depending on luminance 23 00:01:11,266 --> 00:01:14,433 you could sum it up to something like that 24 00:01:14,800 --> 00:01:16,700 but it's easier if I just show you 25 00:01:16,700 --> 00:01:19,100 so what we want 26 00:01:19,566 --> 00:01:20,266 we of course 27 00:01:20,266 --> 00:01:25,033 want a background to look the same as it did before 28 00:01:25,766 --> 00:01:27,799 as after this operation 29 00:01:28,366 --> 00:01:34,366 but with this foreground plate multiplied in it 30 00:01:35,933 --> 00:01:37,533 and it's it's really easy 31 00:01:37,533 --> 00:01:42,266 we you can press W and split the viewer between the two 32 00:01:43,100 --> 00:01:44,733 so you set it something like this 33 00:01:44,733 --> 00:01:47,466 where you can easily judge the values 34 00:01:49,566 --> 00:01:54,499 then you put a grade on the background side 35 00:01:56,000 --> 00:02:00,000 and now we're gonna commence to grade this up 36 00:02:00,333 --> 00:02:03,699 in each channel so it matches the previous one 37 00:02:03,733 --> 00:02:06,833 so press to the red channel press R 38 00:02:08,866 --> 00:02:11,999 and I multiply up sorry 39 00:02:13,500 --> 00:02:15,766 its viewer is of course 40 00:02:16,766 --> 00:02:20,166 supposed to be before and not after the green 41 00:02:20,566 --> 00:02:24,099 so now now you can see wrong affecting that area 42 00:02:24,600 --> 00:02:28,400 so we keep multiplying up the red until 43 00:02:28,500 --> 00:02:30,700 these two blends somewhat 44 00:02:31,600 --> 00:02:33,166 it's not gonna be perfect 45 00:02:33,166 --> 00:02:36,799 but we can get it pretty good 46 00:02:37,000 --> 00:02:40,666 you can see a small difference in some hue 47 00:02:41,333 --> 00:02:43,099 and that's because of the 48 00:02:43,133 --> 00:02:46,466 the background that we molding it with 49 00:02:46,466 --> 00:02:47,466 but that's fine 50 00:02:48,866 --> 00:02:51,833 switch to Green's channel but pressing G 51 00:02:52,566 --> 00:02:53,899 do the same here 52 00:02:57,700 --> 00:02:59,666 gonna gain down the viewer a bit here 53 00:02:59,666 --> 00:03:01,166 so we see what we're doing 54 00:03:03,400 --> 00:03:05,000 so you can see that there's a 55 00:03:05,366 --> 00:03:06,833 there's a difference here 56 00:03:07,333 --> 00:03:09,299 and that's obviously because we're bringing 57 00:03:09,300 --> 00:03:12,600 the color values from the foreground plate inside also 58 00:03:13,466 --> 00:03:17,233 so you have to adjust this accordingly to balance 59 00:03:18,133 --> 00:03:21,366 or you do a saturation note here and 60 00:03:21,600 --> 00:03:24,133 and pull out all the saturation in the plate 61 00:03:24,133 --> 00:03:25,466 before you do this 62 00:03:25,766 --> 00:03:27,899 but I like to bring in some of the 63 00:03:28,500 --> 00:03:31,966 colors from the foreground plate into the background 64 00:03:33,333 --> 00:03:35,799 and this is blue channel press B 65 00:03:37,066 --> 00:03:38,433 do the same here 66 00:03:41,200 --> 00:03:45,066 can turn off this split mode 67 00:03:46,366 --> 00:03:50,899 put RGB and now you can clearly see 68 00:03:52,000 --> 00:03:54,300 that we molted in our plate 69 00:03:54,300 --> 00:03:56,100 and we're actually getting 70 00:03:56,800 --> 00:04:00,900 a really good amount of detail in there you know 71 00:04:01,966 --> 00:04:04,999 we getting all of that hair detail inside 72 00:04:06,966 --> 00:04:09,566 which would be very difficult 73 00:04:09,566 --> 00:04:11,699 or should I say extremely difficult 74 00:04:11,700 --> 00:04:13,900 to get using traditional keen 75 00:04:15,400 --> 00:04:17,666 if you compare the background before and after 76 00:04:17,666 --> 00:04:20,466 it still keeps a pretty decent hue 77 00:04:21,700 --> 00:04:23,066 looks pretty similar 78 00:04:23,066 --> 00:04:24,699 just intensity down a bit 79 00:04:24,700 --> 00:04:26,233 but that's fine 80 00:04:26,400 --> 00:04:27,766 you can see that 81 00:04:28,166 --> 00:04:31,466 if you had tracking markers or something 82 00:04:31,466 --> 00:04:32,766 you would have to remove these 83 00:04:32,766 --> 00:04:34,633 before doing this operation 84 00:04:34,766 --> 00:04:37,966 because you end up with them in the background 85 00:04:38,400 --> 00:04:40,333 but since we're gonna blur this background 86 00:04:40,333 --> 00:04:42,299 we're gonna easily get away with this 87 00:04:42,933 --> 00:04:47,033 and since we made sure we working on the denoist 88 00:04:47,266 --> 00:04:50,466 we're not bringing in any plate grain here 89 00:04:52,400 --> 00:04:56,700 and what we do next is we have to apply grain here 90 00:04:56,800 --> 00:04:57,666 and you can 91 00:04:57,800 --> 00:05:02,800 you could try to apply back the plate grain if you want 92 00:05:03,666 --> 00:05:10,266 such as we isolated before in our other operation here 93 00:05:11,733 --> 00:05:13,366 where we retouch the skin 94 00:05:13,400 --> 00:05:15,766 so let's just for the sake of it 95 00:05:17,133 --> 00:05:18,433 plus this on 96 00:05:19,733 --> 00:05:21,066 and see how it looks 97 00:05:21,666 --> 00:05:24,633 see if it's gonna work for us or not 98 00:05:26,700 --> 00:05:28,533 and you can see that now 99 00:05:28,533 --> 00:05:30,599 we're getting some of the texture 100 00:05:30,700 --> 00:05:33,000 of the wall into this background 101 00:05:33,000 --> 00:05:36,400 and it's clearly not gonna work here 102 00:05:37,266 --> 00:05:38,366 so in this case 103 00:05:38,366 --> 00:05:39,699 we have to do something else 104 00:05:39,700 --> 00:05:43,100 and that's where you can go back and use this 105 00:05:44,333 --> 00:05:48,899 much overused regrane plugin from furnace 106 00:05:48,900 --> 00:05:51,200 but it's it's effective at what it does 107 00:05:52,566 --> 00:05:57,633 and this is the one we looked at previously in Module 1 108 00:05:59,200 --> 00:06:02,500 and you can see that it applies grain very nice 109 00:06:02,500 --> 00:06:04,300 gives a nice result on this 110 00:06:04,300 --> 00:06:07,966 and next you're gonna combine 111 00:06:08,800 --> 00:06:11,366 the foreground image with the background 112 00:06:12,533 --> 00:06:16,033 so we have our pre malted foreground image here 113 00:06:16,466 --> 00:06:21,166 and we simply gonna take that and merge it 114 00:06:21,166 --> 00:06:26,399 on top of our multiplied background image here 115 00:06:26,700 --> 00:06:28,366 that has a grain also 116 00:06:30,466 --> 00:06:33,999 and I'm I'm even gonna apply this 117 00:06:34,000 --> 00:06:36,433 grading operations afterwards 118 00:06:36,900 --> 00:06:39,033 just to make it somewhat nicer 119 00:06:41,100 --> 00:06:45,266 now it seems starting to look like the like the image 120 00:06:46,200 --> 00:06:48,700 like the final image we looked at before 121 00:06:49,966 --> 00:06:55,799 so just to illustrate how this works with the hair 122 00:06:56,933 --> 00:07:03,266 if I do a road on my key and I start to pull the key 123 00:07:04,966 --> 00:07:07,633 you can see that we bring it in 124 00:07:08,500 --> 00:07:12,466 but there's a lot of detail underneath there you know 125 00:07:12,966 --> 00:07:18,833 from this multiply keying with it or keying technique 126 00:07:21,100 --> 00:07:23,700 so what we would do 127 00:07:24,933 --> 00:07:26,466 is that we would do 128 00:07:28,200 --> 00:07:33,866 a road operations like this where we isolate one area 129 00:07:34,733 --> 00:07:38,299 and since we did such a nice mat for that before 130 00:07:39,966 --> 00:07:42,233 remember this one 131 00:07:43,933 --> 00:07:44,999 you just gonna 132 00:07:46,366 --> 00:07:47,833 hook that one up 133 00:07:50,966 --> 00:07:52,499 if we take a look at it 134 00:07:53,666 --> 00:07:55,399 actually used to 135 00:07:57,100 --> 00:07:58,266 pure matte 136 00:08:00,200 --> 00:08:01,333 looks like that right 137 00:08:01,333 --> 00:08:06,566 so you wanna invert it to only be out here 138 00:08:08,400 --> 00:08:11,266 and then we put on the road here 139 00:08:13,166 --> 00:08:16,766 and we start eroding it in towards the heritage 140 00:08:17,366 --> 00:08:19,466 and hundred is a pretty good number 141 00:08:20,200 --> 00:08:21,766 maybe even 200 142 00:08:22,566 --> 00:08:24,199 and we set it to caution 143 00:08:27,100 --> 00:08:30,400 and now we're pulling all of that key 144 00:08:30,400 --> 00:08:32,400 that doesn't work back in 145 00:08:32,400 --> 00:08:34,300 and as you can see we get 146 00:08:36,100 --> 00:08:37,600 problem area here 147 00:08:39,333 --> 00:08:40,733 and here you would 148 00:08:40,733 --> 00:08:43,266 maybe go in and do a tighter garbage mat 149 00:08:43,266 --> 00:08:45,066 which you blurring the edge to 150 00:08:45,066 --> 00:08:46,466 not to blend this 151 00:08:46,466 --> 00:08:48,266 we don't want this blue stuff 152 00:08:48,566 --> 00:08:52,166 or you could even go in and maybe tweak the colors 153 00:08:52,400 --> 00:08:55,833 where you multiply background with the foreground 154 00:08:56,533 --> 00:08:58,399 to remove the colour 155 00:08:59,733 --> 00:09:03,866 or maybe we just wanna reduce the blue here 156 00:09:08,533 --> 00:09:11,099 like this and then you would have to tweak 157 00:09:11,533 --> 00:09:12,699 the plate here 158 00:09:14,100 --> 00:09:16,033 to counteract that grain 159 00:09:18,200 --> 00:09:19,866 so you take this grade 160 00:09:20,666 --> 00:09:23,366 do a reverse and put it on the background 161 00:09:24,066 --> 00:09:25,966 and you'll end up in a similar one 162 00:09:25,966 --> 00:09:28,566 but you still have to isolate and treat this 163 00:09:28,700 --> 00:09:30,366 I'm not gonna go into the details 164 00:09:30,366 --> 00:09:34,266 because you can study the project script later 165 00:09:35,266 --> 00:09:37,866 but I'm just wanna show you this technique 166 00:09:37,866 --> 00:09:39,599 so if we look at the plate 167 00:09:41,500 --> 00:09:43,866 and we look at the end result here 168 00:09:45,466 --> 00:09:48,866 you can see that we got a lot of this detail back in 169 00:09:50,266 --> 00:09:51,366 a lot of it 170 00:09:51,366 --> 00:09:54,266 and even though it seems pretty vague here 171 00:09:54,966 --> 00:09:56,133 it's still all in there 172 00:09:56,133 --> 00:09:58,566 and the reason why it doesn't read more 173 00:09:58,566 --> 00:09:59,999 is because of the 174 00:10:00,166 --> 00:10:01,566 the light you know 175 00:10:02,733 --> 00:10:05,199 and if you grade it differently 176 00:10:05,200 --> 00:10:06,233 the background 177 00:10:08,500 --> 00:10:10,033 it will follow along 178 00:10:14,366 --> 00:10:17,299 and reveal more of the detail 179 00:10:17,300 --> 00:10:19,000 so as you can see 180 00:10:19,000 --> 00:10:20,000 it's a pretty 181 00:10:20,000 --> 00:10:24,033 pretty cool way of getting that hair detail back in 182 00:10:24,733 --> 00:10:27,666 and it's pixel perfect to the plate 183 00:10:28,600 --> 00:10:31,033 and then you just make sure you tweak 184 00:10:31,300 --> 00:10:33,966 your garbage mat on top of that 185 00:10:34,700 --> 00:10:35,700 to end up with a 186 00:10:35,700 --> 00:10:37,266 with a good result so 187 00:10:37,266 --> 00:10:41,899 since the main goal of this course is to teach you this 188 00:10:42,200 --> 00:10:43,766 retouching techniques 189 00:10:44,166 --> 00:10:46,366 and this background keying 190 00:10:46,366 --> 00:10:47,833 or keying trick 191 00:10:48,066 --> 00:10:49,866 is basically just a bonus 192 00:10:50,300 --> 00:10:52,900 I am not gonna go into further detail 193 00:10:52,900 --> 00:10:54,866 on how we finalize this shot 194 00:10:54,866 --> 00:10:57,033 to look like this final render 195 00:10:57,800 --> 00:10:58,800 it's much better 196 00:10:58,800 --> 00:11:02,066 you head inside the project script 197 00:11:02,300 --> 00:11:04,766 and you start to dissect it yourself 198 00:11:04,766 --> 00:11:07,733 and look at how I added the eyes 199 00:11:07,733 --> 00:11:09,333 animated the background 200 00:11:09,333 --> 00:11:11,966 and finalized all the other features 201 00:11:11,966 --> 00:11:14,033 to make it look like before 202 00:11:19,500 --> 00:11:20,933 so in this module 203 00:11:20,933 --> 00:11:23,433 we extracted a basic key 204 00:11:23,966 --> 00:11:26,266 we multiply the foreground plate 205 00:11:26,266 --> 00:11:27,899 into our background image 206 00:11:27,900 --> 00:11:31,400 to get all the details of both images without key 207 00:11:32,366 --> 00:11:33,199 and in the end 208 00:11:33,200 --> 00:11:37,233 we added grain using the furnace regrane node 209 00:11:38,100 --> 00:11:41,500 and this marks the last module of this course 210 00:11:41,800 --> 00:11:43,733 I hope you found it interesting 211 00:11:43,733 --> 00:11:46,333 and that you Learned some new tricks to apply 212 00:11:46,333 --> 00:11:48,433 in your job as a compulsor 213 00:11:48,533 --> 00:11:50,499 thank you very much for watching 214 00:11:50,500 --> 00:11:53,266 and I'll hope I'll see you in a future course 15358

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