All language subtitles for 10 - Technique for Integrating Light, Color, and Detail When Merging Elements - Multiplying Our Foreground Image into Our Background Image
Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.