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hey guys it's Tony Lines
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bringing you another tutorial
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sorry I've been gone for a little bit
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I've actually been traveling and working and such
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but I'm gonna try to get back into it
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so that I can finish up this advanced king tutorial set
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and I should be talking about the last alpha section
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today which uh
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I'm gonna be going into a little more uh
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techniques on how to use a certain tool
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in this case is the IBK
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and I'm gonna be showing you how I use it and how I
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have come to understand it and some techniques
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that I use along with it that are a little bit
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a little bit better than just the basic way that
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I have seen it been used
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and I call this the IBK stacked technique
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and it's because I stack a bunch of IBK colors together
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so let me explain briefly what the IBK
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is trying to do
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so there's two nodes
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and IBK Color and IBK Gizmo
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and the color is trying to create a clean plate
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out of the image by
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kind of like doing a key and then
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premulting it and then blurring it
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and smudging all the pixels
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outwards to fill all the coals in
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and creating a
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clean plate
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and the great thing about this is
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it does it every single frame
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so what that means is if you have lighting changes
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or uneven green screens or what have you
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this is probably
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the key you're gonna wanna default to
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because it uh
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it won't matter
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it's analyzing at every frame
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and creating a clean plate every frame so you
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you'll have a pretty good key
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uh even if lighting is changing
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or you have uneven green screens
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and that's because it's
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uh generating
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a clean plate from the plate
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and essentially
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it's trying to find the difference between
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the clean plate and the original image
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which gives you an alpha
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it's almost like a really advanced difference man
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there are some problems
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because the clean plate
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by default when you do it usually
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gets a little blurry
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and some areas get a little messed up
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you often see
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streaking going on
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let's see if I can get to do it yo
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you often see stuff like this
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where it's just kind of weird leftover artifacts
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which will give you a poor key
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so let me show you guys
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how I do the stack technique or
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rather let's show the result
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so with the stacked technique
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you get a much cleaner alpha channel and the reason
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that is is because if you compare the two clean plates
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the stack techniques is going to
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bring it a little closer to the actual plate
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and it's basically not
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it's not blurring it as much and it's not
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it's taking into account more of the
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pixels which are important
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that need to be kept
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and that makes
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the difference from the actual plate a lot less
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which means you won't get stuff like shadows
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shadows from the green screen
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like these areas or noisy bits
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a lot of the noises are moved when you do it this way
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and it's also gonna clean up a lot of the edges
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smooth them out um
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and it's worked really well for me
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so I kind of
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this is kind of my default here
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if you will
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and it's great for edges
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and then you'd want to like stack this with a core mat
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and combine it with that to get
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to get a good key
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so this is difference here
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let me show you some more examples uh
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so this is Scarlett Johansson from Avengers
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so you see with a regular IBK
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most people get this um
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this kind of grainy
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I mean it's a good key
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but it's got a lot of like
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artifacting and stuff in the green screen
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there's a lot of weird
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blurriness going on towards the edges
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and if you end up doing exact version
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it gets rid of all these artifacts and some grain left
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but in general
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it gets rid of a lot more
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and help smooth out some of these edges
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and keep a truer value of what the Alpha
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should look like right now
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I'm just using stills that I pick from the internet
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so they're not moving
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but you get the idea
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so here can be pretty difficult sometimes with IVK
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and the reason why is
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it can leave you with some of this stuff
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which is essentially the hair
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is not getting picked out from the
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from the clean plate because it is too
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similar to the green
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so it can't recognize it
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and then it can't get rid of it
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so there are ways around that in fact
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where you can adjust your own IBK color
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which will get rid of those hair artifacts see
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we'll just get rid of the
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extra junk and fill it in with the appropriate color
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so in this scenario
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there's a lot of like weird noise patterns that
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are happening in the green screen
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and see the difference
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see there was a lot more hair detail
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that gets picked up when you do
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when you customize your clean plate and get it
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as best as you can to looking like
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something that has had the foreground removed
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and it's just a clean plate okay
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and I'm going to move on to the last example
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which is this dead guy on the ground
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and again another image I grabbed from online
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and in this scenario
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there was a grade that was causing some
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ugly stuff to go on on the left side of screen
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and that was because it was a little too blue
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I went from blue to green
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and the IBK color was kind of just
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making a mess of that side
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so what you can do is kind of
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customize the plate
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like I did it I just
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graded it down to be kind of a uniform green color
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and then it accepted it a little better
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cause it was trying to do like two keys
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one blue one green or anything
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so you can customize place
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because we're only using this for the Alpha
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so it doesn't really matter what you do for the plate
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it's the same as a pre processing the green screen
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and in this scenario with a lot of customization
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we're able to get all the shadows back
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and a lot of detail that we weren't able to get before
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so I'll show you
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this is a very extreme case
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but I can show you how to even get a bunch of details
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you wouldn't think you'd normally be able to get
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okay so the first thing
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you're gonna wanna do is make an IBK color
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and choose the correct screen color
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in this case green
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and by default
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the size is 10
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and you can see that
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if I lower the size and then grow it
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the green screen gets a lot blurrier
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and essentially gets a lot different
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than the original plate
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so what we want to do is
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not use the size pretty much at all
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and I keep my size at 1
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and that will hug the edge
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of where the green screen
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where it thinks the green screen is
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what is going to tell you is
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if you start patching black
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which is going to like erode the
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that edge pixel inwards
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so what you wanna be doing is picking the green screen
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color and then eroding it inwards but in this situation
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instead of eroding the green screen
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it's eroding your subjects edge inward so and this
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scenario here
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we have a little antenna
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and we can still see it because it is grabbing the
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edge of the antenna and eroding that in
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still leaving it looking like an antenna
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so what can we do
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well the next step that I do is go to the darks
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and I like to use the color wheel
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and this can be kind of confusing but
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try and bear with me
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if you slide the color with
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start shifting colors around one way
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you'll see that color start to
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start to pop back in
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so if you shift it the other way
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you'll also notice that the screen screen starts to
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get eaten into and kind of gets all crazy goes away
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so there's a balance
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and what you wanna do is find
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you wanna a road
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looking at the edge you wanna rode as far in as you can
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so in this case when I bring the bread up
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it's you wanna bring it to just before
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the point where it starts exploding like this right so
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right about there
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if I go any higher and my green screen kind of explodes
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if I go any lower than I'm starting to introduce
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too much of the edge of the subject
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so there's a little balancing process
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so in this case
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I can see it's kind of eating in my green screen
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so I'll just keep adjusting it until that's kind of
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gone there we go
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so it's just doing minimal damage now
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so after this point
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I can't really push anything around
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and just to take note
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you can shift all the channels around
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but in general
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once you found that kind of threshold point where
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it either explodes or it introduces more edge pixels
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once you find that good zone then
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you only probably need to adjust a couple of these
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adjusting lights is not gonna really
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do much of a difference
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cause once I start adjusting
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it's gonna do the same thing
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it's going to blow up like that
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but you might be able to tweak it a tiny
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bit more with the lights
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but in general I kind of just leave it alone
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dude just darks
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we can see what it does not much
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it's kind of shot in the dark
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some of the sliders
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but it's a little more intuitive than kind of just
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punching in numbers here or something
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I just slide it until it reaches that good zone
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but you can see there's still some edges
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so what do we do now
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we can start to road
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and you'll see
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you can road in
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and what this is doing is just pushing those pixels
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out so that it can grab a better color to start
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extending it inwards
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and now it looks like the only thing that remains
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if you flip back and forth
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it is now grabbing from the appropriate green screen
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and I know that now it will take that color
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and use it to fill in the rest of my image
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all the black
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so it's gonna take the screen color that's very close
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and it's gonna fill a little black left with it
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so this is my main I became color
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so then I copy and paste it plug it in
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and now I change the road
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from whatever it was to 0
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and I use start using patch black
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and here's the key with this
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so if I patch black in this first node
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it's going to start degrading my image
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maybe not at first
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but once I start
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trying to fill in all these black areas
275
00:12:19,300 --> 00:12:21,266
it's going to look a lot different
276
00:12:24,500 --> 00:12:25,000
essentially
277
00:12:25,000 --> 00:12:27,066
it's kind of it's kind of ruining
278
00:12:28,166 --> 00:12:29,800
it's kind of bleeding into
279
00:12:30,266 --> 00:12:32,466
what I've already worked very hard to keep
280
00:12:32,466 --> 00:12:33,866
seeing these areas here
281
00:12:34,333 --> 00:12:36,833
so you can almost think of it as every time you
282
00:12:37,066 --> 00:12:38,700
copy and paste the node
283
00:12:38,966 --> 00:12:40,500
it's not going to
284
00:12:40,500 --> 00:12:42,633
affect anything that you've already done
285
00:12:42,700 --> 00:12:44,400
and what I mean by that is
286
00:12:45,466 --> 00:12:47,166
all these green pixels
287
00:12:47,666 --> 00:12:49,000
all these green pixels here
288
00:12:49,133 --> 00:12:52,733
they're not going to change once I add a new IBK to it
289
00:12:52,733 --> 00:12:54,033
they're going to just
290
00:12:54,466 --> 00:12:58,233
it's going to just fill in the black like so
291
00:12:58,700 --> 00:13:00,500
so all these pixels are new
292
00:13:01,166 --> 00:13:02,233
and this region
293
00:13:03,133 --> 00:13:05,666
but all these outside remain the same
294
00:13:06,466 --> 00:13:08,866
and so what I'm gonna do is
295
00:13:09,466 --> 00:13:13,833
I'm gonna start with a patch black of one
296
00:13:15,166 --> 00:13:16,566
and I'm just going to
297
00:13:18,466 --> 00:13:21,700
exponentially raise it every time I copy and paste
298
00:13:21,866 --> 00:13:24,966
so I went from 1 to 2 now it's 4
299
00:13:26,566 --> 00:13:27,833
now I'm gonna go to 8
300
00:13:29,600 --> 00:13:31,600
and I basically do this until
301
00:13:33,466 --> 00:13:34,800
all of the black
302
00:13:36,333 --> 00:13:39,400
is gone and at this point
303
00:13:40,500 --> 00:13:43,800
I'm at 16 and then I do 32
304
00:13:44,333 --> 00:13:46,600
and at this point it's so far away
305
00:13:47,333 --> 00:13:49,833
that I might as well just finish it off
306
00:13:53,133 --> 00:13:56,366
there you go so get to a point where you're safe to
307
00:13:56,700 --> 00:14:00,766
continue to extend in this case it was 32 for me
308
00:14:01,266 --> 00:14:05,800
now we have a much better green screen clean plate
309
00:14:05,800 --> 00:14:09,733
there's still some areas like this
310
00:14:09,733 --> 00:14:11,766
I can still see this antenna a little bit
311
00:14:12,700 --> 00:14:13,300
where is it
312
00:14:13,300 --> 00:14:14,100
right there
313
00:14:14,500 --> 00:14:19,033
so what you can do is take the first your first node
314
00:14:19,333 --> 00:14:21,000
which is where it's taking the
315
00:14:21,866 --> 00:14:25,066
the edge that it's going to extend from and you can
316
00:14:26,600 --> 00:14:28,333
kind of continue to adjust that
317
00:14:28,333 --> 00:14:30,666
so I'm gonna push this road a little farther
318
00:14:30,800 --> 00:14:32,966
so you see I went from
319
00:14:33,800 --> 00:14:35,333
here to there
320
00:14:35,333 --> 00:14:37,000
which kind of got rid of that antenna
321
00:14:38,066 --> 00:14:41,500
then so should be gone and it should have
322
00:14:41,500 --> 00:14:43,466
not really done much affect anything else
323
00:14:43,766 --> 00:14:45,400
so now that I have my
324
00:14:46,566 --> 00:14:48,566
great clean plate
325
00:14:50,100 --> 00:14:54,500
I make an IVK gizmo
326
00:14:56,266 --> 00:15:00,066
plug the C input into the color
327
00:15:00,300 --> 00:15:03,300
and the foreground into the green screen plate
328
00:15:03,933 --> 00:15:05,600
change it to the right color
329
00:15:05,966 --> 00:15:06,933
and from here
330
00:15:06,933 --> 00:15:09,000
I usually just look at the alpha
331
00:15:09,966 --> 00:15:12,666
and I click Luminance Match
332
00:15:15,100 --> 00:15:17,366
and what that does is kind of give you back
333
00:15:17,366 --> 00:15:20,433
some lost detail usually
334
00:15:20,600 --> 00:15:24,166
sometimes it makes the edge a little too
335
00:15:25,866 --> 00:15:28,233
like but brings back a little too much
336
00:15:28,466 --> 00:15:30,466
so use it at your discretion
337
00:15:31,000 --> 00:15:34,066
also something to note if you gamma all the way down
338
00:15:35,766 --> 00:15:38,766
on your IBK you're most likely going to get some holes
339
00:15:40,600 --> 00:15:42,300
and I would
340
00:15:42,300 --> 00:15:45,533
be very careful with adjusting the red weight or blue
341
00:15:45,533 --> 00:15:46,466
green weight
342
00:15:47,000 --> 00:15:50,366
but I would suggest tweaking it just a tiny bit
343
00:15:52,666 --> 00:15:55,066
to get rid of those holes if you can
344
00:15:55,300 --> 00:15:57,000
but sometimes you won't be able to
345
00:15:57,333 --> 00:16:01,433
but this is mostly an edge key and not a core key
346
00:16:01,700 --> 00:16:03,700
so you can fill in all the
347
00:16:03,700 --> 00:16:07,366
a lot of those holes with the format so
348
00:16:08,733 --> 00:16:11,200
I generally don't like to bring these past
349
00:16:11,200 --> 00:16:12,366
like point seven
350
00:16:12,366 --> 00:16:13,800
cause then it starts getting crunchy
351
00:16:13,800 --> 00:16:15,900
and that kind of defeats the whole point of the key
352
00:16:16,133 --> 00:16:17,300
as you can see
353
00:16:17,700 --> 00:16:23,700
we went from this alpha to this alpha
354
00:16:23,700 --> 00:16:25,166
which is a lot cleaner
355
00:16:26,733 --> 00:16:28,666
has a lot more detail restored
356
00:16:28,766 --> 00:16:30,966
and we got rid of all these weird
357
00:16:31,400 --> 00:16:34,033
kind of green screen shadows that you probably have to
358
00:16:34,266 --> 00:16:37,000
get rid of some other way or I mean
359
00:16:37,000 --> 00:16:39,700
it saves you a step where you'd have to color correct
360
00:16:39,866 --> 00:16:43,666
this image for instance too much
361
00:16:44,966 --> 00:16:46,033
to get rid of it
362
00:16:46,533 --> 00:16:48,366
see we'd have to crunch these blacks
363
00:16:49,266 --> 00:16:51,866
fairly far in order to
364
00:16:52,700 --> 00:16:56,700
get rid of that image of the artifacting
365
00:16:56,933 --> 00:16:59,866
and that will hurt our edges
366
00:16:59,866 --> 00:17:02,433
it'll hurt I just so if we can find a different way
367
00:17:02,500 --> 00:17:05,433
to get rid of all those artifacting here
368
00:17:05,900 --> 00:17:07,200
where we do our key
369
00:17:07,500 --> 00:17:09,300
then we'll have a much better result
370
00:17:09,500 --> 00:17:11,600
and also get to keep some nice edges
371
00:17:12,900 --> 00:17:15,300
okay so let me do another example with
372
00:17:15,733 --> 00:17:16,966
Scarlett Johansson
373
00:17:19,733 --> 00:17:21,366
I'll make an IVK color
374
00:17:21,366 --> 00:17:23,000
in this case it's blue
375
00:17:23,800 --> 00:17:26,933
and you can see an excellent example of it
376
00:17:26,933 --> 00:17:30,200
taking the wrong pixel and blurring that inwards
377
00:17:30,466 --> 00:17:34,266
so put your size to one
378
00:17:35,133 --> 00:17:37,133
you can see exactly what pixel it's grabbing
379
00:17:37,133 --> 00:17:38,966
in order to do the extend inward
380
00:17:39,500 --> 00:17:41,200
and so now we go to our darks
381
00:17:42,766 --> 00:17:47,500
and we start messing with the sliders
382
00:17:49,166 --> 00:17:50,100
until
383
00:17:52,400 --> 00:17:53,500
here we go the
384
00:17:53,500 --> 00:17:55,466
the blue screen is now starting to
385
00:17:55,733 --> 00:17:58,200
have and employ it on itself
386
00:17:58,400 --> 00:18:02,400
so we bring that back a little bit until just before it
387
00:18:02,500 --> 00:18:05,600
starts exploding and like
388
00:18:06,933 --> 00:18:09,166
you wanna look at areas such as this
389
00:18:09,800 --> 00:18:13,266
where we know that this is the blue screen
390
00:18:13,266 --> 00:18:15,800
and we wanna keep that so it's
391
00:18:15,800 --> 00:18:17,400
it's definitely a balance
392
00:18:17,500 --> 00:18:19,200
cause you can see this area as well
393
00:18:19,200 --> 00:18:21,000
where if we bring it up
394
00:18:21,000 --> 00:18:22,000
we get rid of that area
395
00:18:22,000 --> 00:18:23,166
but we lose
396
00:18:24,566 --> 00:18:26,433
a bunch of this blue screen
397
00:18:27,466 --> 00:18:30,933
so we have to make some exceptions
398
00:18:30,933 --> 00:18:34,166
so I would say right about here
399
00:18:34,166 --> 00:18:35,600
it's probably good amount
400
00:18:35,600 --> 00:18:38,333
because we've kept this blue color and yeah
401
00:18:38,333 --> 00:18:39,566
we still have some edges
402
00:18:39,566 --> 00:18:41,866
but we've we can erode that inwards
403
00:18:42,266 --> 00:18:45,233
and won't be too big a deal so
404
00:18:45,966 --> 00:18:48,600
now that we've adjusted as much as we can
405
00:18:49,600 --> 00:18:51,866
to get as close as we can to the blue screen
406
00:18:52,666 --> 00:18:54,900
now we can start eroding inwards
407
00:18:55,700 --> 00:18:58,466
and we can be pretty generous with that
408
00:19:01,400 --> 00:19:02,400
and when you're roding
409
00:19:02,400 --> 00:19:06,500
you want to look at things like this region here
410
00:19:06,500 --> 00:19:08,833
so the more we road
411
00:19:09,800 --> 00:19:11,400
the more area we get rid of and yeah
412
00:19:11,400 --> 00:19:14,000
I mean this might be okay because it's such a small
413
00:19:14,133 --> 00:19:16,600
tiny area but
414
00:19:18,266 --> 00:19:20,600
you might wanna keep a couple pixels because
415
00:19:20,733 --> 00:19:21,833
believe it or not
416
00:19:21,900 --> 00:19:24,000
that color information can
417
00:19:24,466 --> 00:19:25,600
can really help
418
00:19:25,966 --> 00:19:28,833
because it's going to grab this color information
419
00:19:29,066 --> 00:19:31,366
and extend it very far
420
00:19:32,333 --> 00:19:34,000
and if we lose it
421
00:19:34,000 --> 00:19:35,900
then it has to grab
422
00:19:36,333 --> 00:19:37,400
the nearest color
423
00:19:37,400 --> 00:19:40,400
so that would be somewhere over here over here
424
00:19:40,566 --> 00:19:41,766
and it's so far away from it
425
00:19:41,766 --> 00:19:43,666
that it might start to get all muddy
426
00:19:44,166 --> 00:19:48,066
so in places where you have holes such as that
427
00:19:48,066 --> 00:19:49,166
you wouldn't want to road it to
428
00:19:49,166 --> 00:19:50,633
the point where the hole is gone
429
00:19:51,100 --> 00:19:52,966
you'd want to keep as much as
430
00:19:52,966 --> 00:19:55,433
as much of it as you can
431
00:19:55,500 --> 00:19:58,166
so that it can grab the color and then push it out
432
00:19:59,866 --> 00:20:03,300
so this is looking pretty good it seems to be grabbing
433
00:20:06,200 --> 00:20:08,866
here we go seems to grab an okay areas
434
00:20:10,000 --> 00:20:12,633
so let me take it copy it
435
00:20:14,566 --> 00:20:16,766
then you wanna bring the road down in the patch
436
00:20:16,766 --> 00:20:19,000
black up and you can start at 1
437
00:20:19,000 --> 00:20:20,466
you can probably start at 2
438
00:20:20,466 --> 00:20:21,900
it's not that big a deal
439
00:20:22,266 --> 00:20:26,166
so if we start at 2 2 4
440
00:20:28,333 --> 00:20:30,700
and the computer can usually handle
441
00:20:30,766 --> 00:20:34,966
stacking these things it's not processor intensive
442
00:20:37,300 --> 00:20:38,633
it doesn't change the
443
00:20:38,700 --> 00:20:41,100
timing of the key too much as far as
444
00:20:41,333 --> 00:20:43,233
time takes the render and such
445
00:20:44,733 --> 00:20:50,500
so here we go now it's all gone and I wanna show you
446
00:20:52,600 --> 00:20:54,233
I wanna show the difference
447
00:20:55,500 --> 00:20:59,033
between just leaving in one node
448
00:20:59,466 --> 00:21:00,866
which is here
449
00:21:02,066 --> 00:21:04,100
and actually taking time to clean it up
450
00:21:04,300 --> 00:21:06,700
see all the wrinkles that we can still see in our
451
00:21:06,700 --> 00:21:07,900
our clean version
452
00:21:08,133 --> 00:21:12,433
see all these poles get completely destroyed when we
453
00:21:13,000 --> 00:21:14,700
rode things in too far
454
00:21:14,933 --> 00:21:18,400
change the size all these wires get kind of messed up
455
00:21:18,933 --> 00:21:21,166
things just get really blurry and that's why
456
00:21:22,500 --> 00:21:24,000
there's so much difference
457
00:21:24,266 --> 00:21:28,266
still left over when people do their IBK's okay
458
00:21:28,266 --> 00:21:30,766
so I'm just gonna grab this gizmo
459
00:21:31,900 --> 00:21:34,566
another one and we'll take a look at the Alpha
460
00:21:37,566 --> 00:21:39,266
here we go we got a pretty good result
461
00:21:39,866 --> 00:21:41,700
even the wires are gone at this point
462
00:21:42,800 --> 00:21:45,666
because they were considered blue screen
463
00:21:47,700 --> 00:21:48,766
and all these
464
00:21:50,000 --> 00:21:56,366
all these areas are being kept in the clean plate
465
00:21:57,333 --> 00:22:00,600
as much as they can see it almost seems like this
466
00:22:00,600 --> 00:22:03,600
this object was just completely removed but uh
467
00:22:03,900 --> 00:22:05,566
put the green screen stayed in place
468
00:22:05,566 --> 00:22:07,366
which is exactly what we want
469
00:22:12,000 --> 00:22:13,700
and it's a pretty big difference
470
00:22:13,700 --> 00:22:14,800
it looks a lot better
471
00:22:15,366 --> 00:22:18,400
let me briefly talk about problems that may uh come up
472
00:22:18,400 --> 00:22:19,700
so if you're doing
473
00:22:20,133 --> 00:22:22,000
uh say something like this plate
474
00:22:22,000 --> 00:22:24,166
where there's a lot of hair and there's a lot of wispy
475
00:22:24,500 --> 00:22:25,500
stuff going on
476
00:22:26,200 --> 00:22:28,466
or maybe even a lot of transparency
477
00:22:28,666 --> 00:22:30,200
you're going to notice that
478
00:22:30,800 --> 00:22:33,100
you're going to reach that that threshold
479
00:22:33,566 --> 00:22:36,033
when we're adjusting our darks
480
00:22:36,333 --> 00:22:39,000
it will reach the point where the green screen explodes
481
00:22:39,000 --> 00:22:40,466
but there's still hair
482
00:22:41,100 --> 00:22:42,666
wispy hair that you can see
483
00:22:44,200 --> 00:22:45,500
and so this is one of those
484
00:22:45,733 --> 00:22:46,400
one of those moments
485
00:22:46,400 --> 00:22:48,366
we're gonna have to compromise and just
486
00:22:48,500 --> 00:22:50,133
bring back as much as we can
487
00:22:50,133 --> 00:22:53,033
but we still see that we're going to uh
488
00:22:54,133 --> 00:22:55,766
if we rode this all in
489
00:22:56,500 --> 00:22:58,000
there's still a bunch of hair that
490
00:22:58,000 --> 00:23:00,866
was kind of left behind from this guy's head
491
00:23:01,166 --> 00:23:03,600
which means when it pulls the difference
492
00:23:04,366 --> 00:23:05,766
it will see that
493
00:23:05,933 --> 00:23:08,033
it'll it'll think that it's part of
494
00:23:08,800 --> 00:23:09,800
the background
495
00:23:09,966 --> 00:23:12,466
and it will not key that hair
496
00:23:13,000 --> 00:23:14,866
so what can we do well
497
00:23:16,166 --> 00:23:18,866
you see how these edges are very anti ilias
498
00:23:18,866 --> 00:23:21,366
meaning there's no transparency pixels
499
00:23:21,366 --> 00:23:24,833
it's either green screen or black
500
00:23:25,333 --> 00:23:28,300
so what I've Learned is you can
501
00:23:28,666 --> 00:23:32,633
kind of use that and add holdout mat
502
00:23:33,133 --> 00:23:34,500
and the key is
503
00:23:34,966 --> 00:23:37,866
the hole that mat needs to also be anti aliast
504
00:23:38,566 --> 00:23:42,700
so what you can do is just make a regular roto and
505
00:23:43,200 --> 00:23:45,966
kind of a cool trick to make something just threshold
506
00:23:46,333 --> 00:23:48,500
is if you plug it into a clamp
507
00:23:50,466 --> 00:23:51,900
plug it into a clamp
508
00:23:51,900 --> 00:23:55,266
and turn the maximum all the way down and check on
509
00:23:55,600 --> 00:23:58,900
Max Clamp 2 or the bottom check Bam
510
00:24:00,133 --> 00:24:02,266
so that'll get rid of any
511
00:24:02,266 --> 00:24:04,466
transparency and just make it white
512
00:24:04,600 --> 00:24:05,966
uh white and black
513
00:24:07,366 --> 00:24:10,666
all an alternative is you can take a grade
514
00:24:11,000 --> 00:24:13,500
turn the white point down to zero and click white clamp
515
00:24:13,500 --> 00:24:15,166
that's another alternative you could do
516
00:24:15,166 --> 00:24:16,800
but you'll need to set it to all
517
00:24:18,566 --> 00:24:20,000
uh either one
518
00:24:20,100 --> 00:24:22,600
I like the clamp cause I think it's pretty quick
519
00:24:23,000 --> 00:24:25,866
so let me show you what happens if I don't clamp
520
00:24:25,866 --> 00:24:28,100
this roto so I won't
521
00:24:28,200 --> 00:24:30,233
I'll leave it with some transparency
522
00:24:33,266 --> 00:24:35,200
and I will stencil that
523
00:24:35,200 --> 00:24:37,200
so I just did a row around his hair
524
00:24:37,200 --> 00:24:38,666
and I'll stencil that out
525
00:24:39,400 --> 00:24:42,400
some kind of removing any remaining hair that's there
526
00:24:43,600 --> 00:24:44,966
but because it
527
00:24:46,133 --> 00:24:47,400
had transparency
528
00:24:47,766 --> 00:24:49,766
it takes those transparent pixels
529
00:24:49,766 --> 00:24:51,466
and starts eroding those in
530
00:24:54,866 --> 00:24:57,266
so I'm introducing all these weird
531
00:24:57,500 --> 00:24:58,466
kind of stuff going on
532
00:24:58,466 --> 00:25:00,500
so really wants an anti alism
533
00:25:00,500 --> 00:25:03,700
so if you add that clamp back on no problem
534
00:25:04,666 --> 00:25:05,566
you look at
535
00:25:05,966 --> 00:25:08,466
you look at the image and basically you've just
536
00:25:09,000 --> 00:25:12,700
nudged the we've kind of custom eroded if you will
537
00:25:12,766 --> 00:25:16,133
you can also use this roto shape to a road further
538
00:25:16,133 --> 00:25:17,300
for example
539
00:25:18,133 --> 00:25:20,500
if I put in a road here
540
00:25:22,666 --> 00:25:23,900
and I start
541
00:25:25,400 --> 00:25:30,200
eroding it like so so you rode down but it will
542
00:25:30,200 --> 00:25:32,766
it will only erode where that
543
00:25:34,966 --> 00:25:36,366
where that rotor shape is
544
00:25:36,366 --> 00:25:37,433
which is another
545
00:25:37,566 --> 00:25:39,800
another thing you could do
546
00:25:39,800 --> 00:25:43,266
but it's kind of growing some of these hairs too
547
00:25:43,666 --> 00:25:45,166
so I like to just stencil it out
548
00:25:45,166 --> 00:25:46,700
and act like it's in a road
549
00:25:46,933 --> 00:25:49,000
it's like a customer road that you've done
550
00:25:50,600 --> 00:25:54,466
and from there you just do the regular stacked I think
551
00:25:54,900 --> 00:25:58,433
and if you see when I remove the stencil
552
00:26:00,266 --> 00:26:01,966
this is the difference that it made
553
00:26:04,200 --> 00:26:07,200
so in one I have hair left over
554
00:26:07,200 --> 00:26:07,866
and the other one
555
00:26:07,866 --> 00:26:09,166
it is removed all the hair
556
00:26:09,166 --> 00:26:10,833
and left only the green screen color
557
00:26:12,166 --> 00:26:13,666
so this is a really powerful technique
558
00:26:13,666 --> 00:26:15,600
that I suggest using when you have
559
00:26:15,966 --> 00:26:17,700
that stuff that's left over
560
00:26:17,700 --> 00:26:20,100
so let's take a look at the alpha also
561
00:26:21,100 --> 00:26:22,666
so if I didn't
562
00:26:24,166 --> 00:26:25,200
keep the hair
563
00:26:28,066 --> 00:26:30,200
see all the detail that I'm gaining back
564
00:26:30,966 --> 00:26:33,766
and in this scenario
565
00:26:33,866 --> 00:26:35,333
you are around the hair
566
00:26:35,333 --> 00:26:37,466
you are going to get a little bit of
567
00:26:39,366 --> 00:26:41,000
basically right around this rotor shape
568
00:26:41,000 --> 00:26:42,800
you're going to get some weird stuff
569
00:26:42,800 --> 00:26:44,566
and that's because
570
00:26:44,933 --> 00:26:47,166
because it has taken a
571
00:26:48,333 --> 00:26:50,566
part of the green screen that was so far away from
572
00:26:50,566 --> 00:26:52,366
where where needed to be taking
573
00:26:52,366 --> 00:26:54,866
maybe there was a slight gradient in the green screen
574
00:26:54,866 --> 00:26:57,700
it's going to introduce more differences
575
00:26:57,933 --> 00:27:00,100
but they're so subtle
576
00:27:00,100 --> 00:27:02,433
that it really shouldn't matter that much
577
00:27:02,666 --> 00:27:06,066
it'll be much better than say this results over here
578
00:27:06,166 --> 00:27:07,733
it'll still keep a lot more info
579
00:27:07,733 --> 00:27:10,000
so don't fret too much about that
580
00:27:10,333 --> 00:27:12,166
so to reiterate
581
00:27:12,466 --> 00:27:15,800
adding a anti ilias rotor shape and stenciling it out
582
00:27:16,700 --> 00:27:22,666
between your first IVK and the stack that you do
583
00:27:24,566 --> 00:27:27,966
you basically have aided that first IBK
584
00:27:27,966 --> 00:27:31,000
and then you start to rode out from that point
585
00:27:31,266 --> 00:27:33,866
so sickest stencil and a rhodo there
586
00:27:34,266 --> 00:27:37,566
and you can get rid of unwanted areas
587
00:27:38,100 --> 00:27:40,433
okay so this last one is very
588
00:27:40,666 --> 00:27:41,300
I would say
589
00:27:41,300 --> 00:27:43,766
it's pretty difficult key because a lot's going on
590
00:27:43,866 --> 00:27:45,666
one side is very blue
591
00:27:46,566 --> 00:27:48,900
it's a gradient off into a very green color
592
00:27:49,166 --> 00:27:51,000
and then there's all these little tracking markers
593
00:27:51,000 --> 00:27:53,400
plus a bunch of shadows that you probably want to keep
594
00:27:53,733 --> 00:27:55,766
so the first thing I noticed is when I plugged in an I
595
00:27:55,766 --> 00:27:57,666
b k color and switched it to green
596
00:27:58,133 --> 00:28:02,166
it ate away a lot of the green screen
597
00:28:02,166 --> 00:28:05,100
and the reason for that is because it wasn't all even
598
00:28:05,100 --> 00:28:06,366
and it was turning blue
599
00:28:07,466 --> 00:28:09,233
since we're only using
600
00:28:10,766 --> 00:28:14,633
this plate to grab an alpha channel at the very end
601
00:28:15,300 --> 00:28:17,400
we can do really whatever we want to this plate
602
00:28:17,400 --> 00:28:19,400
as long as it's giving us a good result
603
00:28:19,666 --> 00:28:23,600
so what I've done is just graded this area with a ramp
604
00:28:24,100 --> 00:28:25,600
back to a greenish color
605
00:28:25,600 --> 00:28:28,333
so that the I became color wouldn't freak out
606
00:28:28,333 --> 00:28:30,433
and it would give me a much better result
607
00:28:31,166 --> 00:28:32,600
so this is working out
608
00:28:34,766 --> 00:28:37,100
so let's start to mess with the dark
609
00:28:38,200 --> 00:28:40,500
and kind of get into a groove with this
610
00:28:42,300 --> 00:28:43,466
so a good a good
611
00:28:43,466 --> 00:28:45,666
way working is just crank it until it explodes
612
00:28:45,666 --> 00:28:48,166
and then just kind of work your way back until it
613
00:28:48,700 --> 00:28:50,966
goes back to a place that's usable
614
00:28:53,533 --> 00:28:55,033
okay so
615
00:28:56,266 --> 00:28:57,966
seems like this doing pretty good
616
00:28:57,966 --> 00:28:59,366
and you can just flip back
617
00:28:59,366 --> 00:29:01,900
back and forth between the plate and
618
00:29:02,766 --> 00:29:04,600
this first IBK color
619
00:29:04,600 --> 00:29:07,633
to see where you're at with where it's about to erode
620
00:29:10,733 --> 00:29:14,500
so now we can just quickly stack our IBK colors
621
00:29:14,933 --> 00:29:16,033
start with 1
622
00:29:17,466 --> 00:29:18,266
2
623
00:29:20,966 --> 00:29:24,500
for yeah just exponentially
624
00:29:25,800 --> 00:29:26,800
make it bigger
625
00:29:27,800 --> 00:29:31,466
and again the reason why we stack them is that every
626
00:29:31,466 --> 00:29:33,066
every time we make a new one
627
00:29:33,166 --> 00:29:36,266
everything we've done before will not be
628
00:29:37,300 --> 00:29:38,666
will not be affected
629
00:29:38,733 --> 00:29:41,466
whereas if we plugged in
630
00:29:41,466 --> 00:29:44,233
just a giant patch black at the very beginning
631
00:29:44,500 --> 00:29:47,000
you can see the difference being
632
00:29:48,100 --> 00:29:50,166
it is just kind of blurring
633
00:29:50,300 --> 00:29:53,000
it's blurring and essentially ruining our clean plate
634
00:29:53,000 --> 00:29:55,100
which we are trying to make perfect
635
00:29:55,966 --> 00:29:57,400
or as good as we can get
636
00:29:57,900 --> 00:29:59,000
so by stacking it
637
00:29:59,000 --> 00:30:01,433
you're kind of doing it in layers
638
00:30:02,000 --> 00:30:03,666
and going further and further in
639
00:30:04,133 --> 00:30:05,166
now I'm pretty much good
640
00:30:05,166 --> 00:30:08,300
so I'll just finish off that little area there
641
00:30:08,366 --> 00:30:09,166
there you go
642
00:30:09,900 --> 00:30:11,833
all through and IBK gizmo
643
00:30:14,300 --> 00:30:17,566
and change to green this match
644
00:30:18,400 --> 00:30:20,500
okay so this is pretty good
645
00:30:20,500 --> 00:30:21,966
if I didn't want to keep the shadows
646
00:30:21,966 --> 00:30:24,266
but let's say I wanted to keep the shadows
647
00:30:26,700 --> 00:30:28,700
oh you know what I forgot to erase
648
00:30:32,166 --> 00:30:33,200
but you can see
649
00:30:33,900 --> 00:30:38,566
the power of the road too as I rode more and more in
650
00:30:40,266 --> 00:30:41,866
it grabs a better pixel
651
00:30:44,400 --> 00:30:49,200
to create now let's combine some techniques together
652
00:30:49,900 --> 00:30:51,900
I'm looking at the first IBK
653
00:30:52,866 --> 00:30:57,666
and let me just do my clamp trick so the bottom one
654
00:30:57,666 --> 00:31:00,200
check on and then slide this one all the way down
655
00:31:02,466 --> 00:31:03,266
and
656
00:31:05,900 --> 00:31:07,266
hold the stencil
657
00:31:12,466 --> 00:31:14,766
okay so now if we start making some shapes
658
00:31:14,766 --> 00:31:16,366
I'm just gonna use an ellipse
659
00:31:18,733 --> 00:31:21,033
let's look at the very bottom actually
660
00:31:24,700 --> 00:31:27,100
so now I can start removing some of these shapes
661
00:31:28,966 --> 00:31:31,300
and what you're essentially doing is
662
00:31:31,366 --> 00:31:34,000
telling it to ignore all those and grab
663
00:31:34,700 --> 00:31:36,566
a different area
664
00:31:39,266 --> 00:31:42,066
so I can start getting some custom shapes in here
665
00:31:43,333 --> 00:31:46,433
and so I'm removing the shadows
666
00:31:46,966 --> 00:31:50,666
so that they're no longer in the clean plate
667
00:31:50,666 --> 00:31:52,633
which means they're going to be picked up
668
00:31:56,000 --> 00:31:57,966
when it keys
669
00:31:59,666 --> 00:32:01,233
close that hole back up
670
00:32:06,066 --> 00:32:08,733
okay so you also start to
671
00:32:08,733 --> 00:32:11,400
see some interesting things when you start
672
00:32:12,933 --> 00:32:14,166
eroding too much
673
00:32:14,666 --> 00:32:19,033
such as all these all these artifacts and
674
00:32:19,666 --> 00:32:23,700
all this nasty stuff that you'll have to to Kia so
675
00:32:24,500 --> 00:32:26,900
I wanna show you the power of
676
00:32:28,000 --> 00:32:32,666
how how far it's taking just a few pixels to aid
677
00:32:34,533 --> 00:32:37,366
the clean plate process
678
00:32:38,733 --> 00:32:41,966
so what you gonna do is
679
00:32:43,166 --> 00:32:44,300
bring this over
680
00:32:46,166 --> 00:32:50,300
you can start to key mix back in some areas
681
00:32:50,933 --> 00:32:54,833
from the original plate and again you're gonna have to
682
00:32:56,566 --> 00:32:59,800
clamp or threshold that rotor shape
683
00:33:00,733 --> 00:33:05,233
but let's look at the bottom of our clean plate
684
00:33:05,966 --> 00:33:07,400
and see what happens
685
00:33:07,866 --> 00:33:09,400
when you bring in just a few pixels
686
00:33:09,400 --> 00:33:11,166
like this area is a good example
687
00:33:11,266 --> 00:33:12,600
see how different it is
688
00:33:13,600 --> 00:33:15,400
what if we keep this area
689
00:33:19,100 --> 00:33:20,000
zoom out
690
00:33:23,866 --> 00:33:25,733
see how much that area changes when we
691
00:33:25,733 --> 00:33:27,066
keep a little bit of it
692
00:33:27,300 --> 00:33:29,766
every pixel is contributing a lot to the clean plate
693
00:33:30,066 --> 00:33:31,666
and you're going to want to
694
00:33:33,266 --> 00:33:34,900
try to keep as much as you can
695
00:33:36,666 --> 00:33:38,600
and if you just flip back and forth between the plate
696
00:33:38,600 --> 00:33:39,500
you can see the differences
697
00:33:39,500 --> 00:33:44,400
so we can eliminate artifacts by just
698
00:33:45,866 --> 00:33:48,166
bringing some of that stuff back
699
00:33:56,100 --> 00:33:56,900
so
700
00:34:00,666 --> 00:34:02,400
bring back some of these areas
701
00:34:03,100 --> 00:34:06,966
you see the color is really being blood everywhere
702
00:34:06,966 --> 00:34:08,433
this is a good example
703
00:34:12,366 --> 00:34:16,400
so I'm done customizing my clean plate
704
00:34:16,566 --> 00:34:19,266
and what I've done is
705
00:34:21,200 --> 00:34:24,300
added little rotor shapes around
706
00:34:24,866 --> 00:34:27,666
to help contribute original colors back in
707
00:34:28,966 --> 00:34:31,066
if you see if I switch back on I'm
708
00:34:31,733 --> 00:34:34,000
using more of the original plate to help
709
00:34:34,000 --> 00:34:35,166
extend the edges
710
00:34:35,666 --> 00:34:37,533
and that way I'm keeping all these colors
711
00:34:37,533 --> 00:34:39,866
which are pretty um sporadic
712
00:34:39,966 --> 00:34:42,300
and I get a lot of marks on the green screen
713
00:34:42,333 --> 00:34:45,833
or I'm keeping it closer to the original plate
714
00:34:47,066 --> 00:34:49,833
so I wanted to sable it it kind of goes haywire
715
00:34:50,266 --> 00:34:53,033
and now I'm keeping more of what I want to be keeping
716
00:34:54,266 --> 00:34:58,200
let me just demonstrate really fast what
717
00:34:58,600 --> 00:35:01,766
a few pixels can really do when it's being extended
718
00:35:02,100 --> 00:35:06,666
and why these I became colors are so Nicky
719
00:35:07,800 --> 00:35:11,866
so if I just kept this little tiny area here
720
00:35:13,566 --> 00:35:17,366
if I switch back it just blows up
721
00:35:18,566 --> 00:35:20,166
and so then you probably get
722
00:35:20,966 --> 00:35:23,700
some sort of harsh edge or harsh line
723
00:35:24,933 --> 00:35:27,066
in this area or it might even look better
724
00:35:27,533 --> 00:35:31,033
but you're seeing like a harsh line there
725
00:35:33,933 --> 00:35:35,366
when I turn that back on
726
00:35:35,366 --> 00:35:37,600
so you wanna watch out for stuff like that
727
00:35:38,166 --> 00:35:39,300
see like that shadow
728
00:35:39,300 --> 00:35:42,233
obviously it's pretty uniform here
729
00:35:42,333 --> 00:35:43,933
but because the clean plate
730
00:35:43,933 --> 00:35:45,833
now has a giant harsh line in it
731
00:35:46,700 --> 00:35:49,400
and that was just from a couple pixels
732
00:35:50,533 --> 00:35:52,866
see if I turn it off it's much smoother
733
00:35:54,500 --> 00:35:57,300
but a couple pixels go a long way in this technique
734
00:35:57,300 --> 00:35:58,566
because it's using
735
00:35:59,333 --> 00:36:03,266
it to blur and basically generate a bunch of color
736
00:36:03,266 --> 00:36:04,500
and blend with itself
737
00:36:05,100 --> 00:36:07,266
so you wanna be very careful so
738
00:36:08,700 --> 00:36:10,033
something like this
739
00:36:10,366 --> 00:36:11,100
you don't have to go as
740
00:36:11,100 --> 00:36:12,800
extreme of making all these little shapes
741
00:36:12,800 --> 00:36:14,533
or you can make more defined shapes
742
00:36:14,533 --> 00:36:15,666
I just started
743
00:36:16,000 --> 00:36:18,600
basically adding a little bubbles of influence
744
00:36:18,600 --> 00:36:19,500
if you want
745
00:36:20,700 --> 00:36:22,466
you wouldn't want to really do this for
746
00:36:23,000 --> 00:36:24,866
moving footage or footage that move too much
747
00:36:24,866 --> 00:36:27,400
but you would maybe want to take some time to
748
00:36:27,666 --> 00:36:31,433
write about the shadow or get a pretty customized
749
00:36:32,600 --> 00:36:33,600
clean plate
750
00:36:34,466 --> 00:36:37,066
that looked like the cast was completely removed
751
00:36:37,533 --> 00:36:40,766
and that way your alpha will looked much better
752
00:36:40,766 --> 00:36:42,633
and you'll get to keep things like shadows
753
00:36:44,500 --> 00:36:46,600
and again this is a pretty extreme example
754
00:36:46,600 --> 00:36:48,100
but let me just show you
755
00:36:49,133 --> 00:36:51,833
what a regular IBK would look like
756
00:36:55,100 --> 00:36:57,633
and what you could achieve
757
00:36:58,100 --> 00:37:01,000
with customizing your clean plate to be as
758
00:37:01,333 --> 00:37:02,700
effective as possible
759
00:37:03,200 --> 00:37:04,266
here's the plate
760
00:37:04,533 --> 00:37:07,866
here's a regular IBK and here's the
761
00:37:07,966 --> 00:37:10,100
and here's the IBK stack technique
762
00:37:13,066 --> 00:37:14,600
well thank you guys for watching
763
00:37:14,600 --> 00:37:16,366
I hope this shed some light on how to
764
00:37:17,166 --> 00:37:18,966
use IBUK here a little better
765
00:37:18,966 --> 00:37:21,300
and what it's expecting when it's trying to
766
00:37:21,300 --> 00:37:23,400
use the advocate color and how
767
00:37:24,066 --> 00:37:27,066
how important it is not to change the
768
00:37:27,533 --> 00:37:29,400
clean plate and try to get it as
769
00:37:29,400 --> 00:37:31,966
as accurate as possibly for pulling the key
770
00:37:32,166 --> 00:37:35,066
or else you get some strange artifacting
771
00:37:35,500 --> 00:37:38,466
so this about wraps up my alpha section
772
00:37:40,200 --> 00:37:42,133
if you have any questions about this technique or
773
00:37:42,133 --> 00:37:43,133
anything I covered
774
00:37:43,133 --> 00:37:44,000
please just let me know
775
00:37:44,000 --> 00:37:46,266
and I'll elaborate on anything you want
776
00:37:46,766 --> 00:37:49,600
um next I'm gonna be moving on to d spill
777
00:37:50,066 --> 00:37:52,066
and I'm going to try to
778
00:37:52,166 --> 00:37:55,833
not make it as big as a gap as my previous tutorial
779
00:37:56,266 --> 00:38:00,933
um I'm gonna try to storm through it if I can um
780
00:38:00,933 --> 00:38:02,466
getting through some Despil
781
00:38:02,733 --> 00:38:06,000
which is which is really the good stuff so
782
00:38:07,733 --> 00:38:09,666
I'll be starting on that soon
783
00:38:11,500 --> 00:38:13,833
hopefully now you guys will know
784
00:38:14,166 --> 00:38:16,166
what you're looking for when you're making your alpha
785
00:38:16,166 --> 00:38:17,866
and how important transparency is
786
00:38:17,866 --> 00:38:20,433
and how important it is to
787
00:38:20,900 --> 00:38:22,433
to get your core mats and
788
00:38:22,466 --> 00:38:25,400
how to combine those with key mixes and such
789
00:38:26,566 --> 00:38:28,333
to get the exact help you need
790
00:38:28,333 --> 00:38:30,200
and next we'll be talking about these pills
791
00:38:30,200 --> 00:38:33,200
so I'll talk to you guys soon
792
00:38:33,200 --> 00:38:34,400
and I hope you enjoyed
57821
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