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These are the user uploaded subtitles that are being translated: 1 00:00:00,533 --> 00:00:01,733 hey guys it's Tony Lines 2 00:00:01,733 --> 00:00:03,233 bringing you another tutorial 3 00:00:03,333 --> 00:00:04,766 sorry I've been gone for a little bit 4 00:00:04,766 --> 00:00:08,366 I've actually been traveling and working and such 5 00:00:08,366 --> 00:00:10,333 but I'm gonna try to get back into it 6 00:00:10,333 --> 00:00:13,900 so that I can finish up this advanced king tutorial set 7 00:00:14,333 --> 00:00:18,000 and I should be talking about the last alpha section 8 00:00:18,000 --> 00:00:19,966 today which uh 9 00:00:19,966 --> 00:00:22,833 I'm gonna be going into a little more uh 10 00:00:22,900 --> 00:00:24,733 techniques on how to use a certain tool 11 00:00:24,733 --> 00:00:26,866 in this case is the IBK 12 00:00:27,466 --> 00:00:31,666 and I'm gonna be showing you how I use it and how I 13 00:00:31,666 --> 00:00:34,566 have come to understand it and some techniques 14 00:00:34,566 --> 00:00:37,766 that I use along with it that are a little bit 15 00:00:38,466 --> 00:00:41,166 a little bit better than just the basic way that 16 00:00:41,933 --> 00:00:43,833 I have seen it been used 17 00:00:44,366 --> 00:00:48,066 and I call this the IBK stacked technique 18 00:00:48,666 --> 00:00:52,466 and it's because I stack a bunch of IBK colors together 19 00:00:53,300 --> 00:00:56,300 so let me explain briefly what the IBK 20 00:00:56,900 --> 00:00:58,500 is trying to do 21 00:00:58,866 --> 00:01:00,133 so there's two nodes 22 00:01:00,133 --> 00:01:02,766 and IBK Color and IBK Gizmo 23 00:01:03,400 --> 00:01:07,000 and the color is trying to create a clean plate 24 00:01:07,066 --> 00:01:09,200 out of the image by 25 00:01:09,466 --> 00:01:11,600 kind of like doing a key and then 26 00:01:12,166 --> 00:01:14,033 premulting it and then blurring it 27 00:01:14,066 --> 00:01:16,233 and smudging all the pixels 28 00:01:16,400 --> 00:01:19,033 outwards to fill all the coals in 29 00:01:19,466 --> 00:01:20,866 and creating a 30 00:01:21,666 --> 00:01:22,400 clean plate 31 00:01:22,400 --> 00:01:24,300 and the great thing about this is 32 00:01:24,300 --> 00:01:26,000 it does it every single frame 33 00:01:26,200 --> 00:01:29,800 so what that means is if you have lighting changes 34 00:01:29,800 --> 00:01:32,500 or uneven green screens or what have you 35 00:01:32,533 --> 00:01:34,200 this is probably 36 00:01:34,200 --> 00:01:36,233 the key you're gonna wanna default to 37 00:01:36,500 --> 00:01:38,300 because it uh 38 00:01:38,300 --> 00:01:38,933 it won't matter 39 00:01:38,933 --> 00:01:40,300 it's analyzing at every frame 40 00:01:40,300 --> 00:01:43,066 and creating a clean plate every frame so you 41 00:01:43,066 --> 00:01:44,266 you'll have a pretty good key 42 00:01:44,500 --> 00:01:46,133 uh even if lighting is changing 43 00:01:46,133 --> 00:01:47,966 or you have uneven green screens 44 00:01:47,966 --> 00:01:49,000 and that's because it's 45 00:01:49,000 --> 00:01:50,366 uh generating 46 00:01:50,766 --> 00:01:53,833 a clean plate from the plate 47 00:01:54,566 --> 00:01:56,166 and essentially 48 00:01:56,166 --> 00:01:57,966 it's trying to find the difference between 49 00:01:57,966 --> 00:01:59,766 the clean plate and the original image 50 00:01:59,766 --> 00:02:01,866 which gives you an alpha 51 00:02:02,733 --> 00:02:05,066 it's almost like a really advanced difference man 52 00:02:05,800 --> 00:02:07,300 there are some problems 53 00:02:07,366 --> 00:02:09,233 because the clean plate 54 00:02:09,766 --> 00:02:12,400 by default when you do it usually 55 00:02:13,766 --> 00:02:15,000 gets a little blurry 56 00:02:15,300 --> 00:02:18,100 and some areas get a little messed up 57 00:02:19,533 --> 00:02:20,800 you often see 58 00:02:21,533 --> 00:02:22,666 streaking going on 59 00:02:22,666 --> 00:02:24,733 let's see if I can get to do it yo 60 00:02:24,733 --> 00:02:26,100 you often see stuff like this 61 00:02:26,100 --> 00:02:29,100 where it's just kind of weird leftover artifacts 62 00:02:29,600 --> 00:02:32,433 which will give you a poor key 63 00:02:32,933 --> 00:02:34,500 so let me show you guys 64 00:02:35,700 --> 00:02:37,900 how I do the stack technique or 65 00:02:37,900 --> 00:02:39,766 rather let's show the result 66 00:02:40,400 --> 00:02:43,066 so with the stacked technique 67 00:02:45,000 --> 00:02:48,466 you get a much cleaner alpha channel and the reason 68 00:02:48,566 --> 00:02:52,600 that is is because if you compare the two clean plates 69 00:02:55,000 --> 00:02:57,566 the stack techniques is going to 70 00:02:58,500 --> 00:03:01,866 bring it a little closer to the actual plate 71 00:03:03,800 --> 00:03:05,300 and it's basically not 72 00:03:05,300 --> 00:03:07,233 it's not blurring it as much and it's not 73 00:03:07,266 --> 00:03:09,733 it's taking into account more of the 74 00:03:09,733 --> 00:03:11,566 pixels which are important 75 00:03:11,900 --> 00:03:13,100 that need to be kept 76 00:03:13,266 --> 00:03:14,100 and that makes 77 00:03:14,100 --> 00:03:16,800 the difference from the actual plate a lot less 78 00:03:16,933 --> 00:03:20,166 which means you won't get stuff like shadows 79 00:03:20,566 --> 00:03:21,966 shadows from the green screen 80 00:03:21,966 --> 00:03:24,600 like these areas or noisy bits 81 00:03:24,600 --> 00:03:26,900 a lot of the noises are moved when you do it this way 82 00:03:26,900 --> 00:03:28,833 and it's also gonna clean up a lot of the edges 83 00:03:29,733 --> 00:03:32,666 smooth them out um 84 00:03:32,766 --> 00:03:34,966 and it's worked really well for me 85 00:03:34,966 --> 00:03:37,033 so I kind of 86 00:03:37,166 --> 00:03:39,566 this is kind of my default here 87 00:03:40,300 --> 00:03:41,166 if you will 88 00:03:41,200 --> 00:03:42,566 and it's great for edges 89 00:03:42,600 --> 00:03:46,366 and then you'd want to like stack this with a core mat 90 00:03:47,100 --> 00:03:48,866 and combine it with that to get 91 00:03:48,866 --> 00:03:49,833 to get a good key 92 00:03:50,166 --> 00:03:51,366 so this is difference here 93 00:03:51,366 --> 00:03:54,400 let me show you some more examples uh 94 00:03:54,866 --> 00:03:58,233 so this is Scarlett Johansson from Avengers 95 00:03:58,666 --> 00:04:00,800 so you see with a regular IBK 96 00:04:00,800 --> 00:04:02,633 most people get this um 97 00:04:04,000 --> 00:04:04,933 this kind of grainy 98 00:04:04,933 --> 00:04:05,800 I mean it's a good key 99 00:04:05,800 --> 00:04:07,266 but it's got a lot of like 100 00:04:07,266 --> 00:04:09,000 artifacting and stuff in the green screen 101 00:04:09,000 --> 00:04:10,033 there's a lot of weird 102 00:04:10,133 --> 00:04:12,433 blurriness going on towards the edges 103 00:04:13,100 --> 00:04:16,633 and if you end up doing exact version 104 00:04:16,866 --> 00:04:20,600 it gets rid of all these artifacts and some grain left 105 00:04:21,700 --> 00:04:22,533 but in general 106 00:04:22,533 --> 00:04:23,833 it gets rid of a lot more 107 00:04:23,933 --> 00:04:25,800 and help smooth out some of these edges 108 00:04:26,200 --> 00:04:29,566 and keep a truer value of what the Alpha 109 00:04:29,566 --> 00:04:31,966 should look like right now 110 00:04:31,966 --> 00:04:34,566 I'm just using stills that I pick from the internet 111 00:04:35,133 --> 00:04:35,900 so they're not moving 112 00:04:35,900 --> 00:04:37,700 but you get the idea 113 00:04:39,000 --> 00:04:42,066 so here can be pretty difficult sometimes with IVK 114 00:04:42,100 --> 00:04:44,700 and the reason why is 115 00:04:45,600 --> 00:04:49,266 it can leave you with some of this stuff 116 00:04:49,333 --> 00:04:51,833 which is essentially the hair 117 00:04:52,733 --> 00:04:55,566 is not getting picked out from the 118 00:04:56,766 --> 00:04:59,833 from the clean plate because it is too 119 00:04:59,966 --> 00:05:00,933 similar to the green 120 00:05:00,933 --> 00:05:02,433 so it can't recognize it 121 00:05:02,533 --> 00:05:03,966 and then it can't get rid of it 122 00:05:04,733 --> 00:05:09,633 so there are ways around that in fact 123 00:05:09,766 --> 00:05:14,166 where you can adjust your own IBK color 124 00:05:14,733 --> 00:05:19,600 which will get rid of those hair artifacts see 125 00:05:19,600 --> 00:05:21,966 we'll just get rid of the 126 00:05:22,466 --> 00:05:26,433 extra junk and fill it in with the appropriate color 127 00:05:26,666 --> 00:05:28,366 so in this scenario 128 00:05:28,800 --> 00:05:30,900 there's a lot of like weird noise patterns that 129 00:05:30,900 --> 00:05:32,433 are happening in the green screen 130 00:05:32,966 --> 00:05:34,800 and see the difference 131 00:05:36,066 --> 00:05:38,200 see there was a lot more hair detail 132 00:05:38,366 --> 00:05:40,233 that gets picked up when you do 133 00:05:40,566 --> 00:05:43,666 when you customize your clean plate and get it 134 00:05:44,366 --> 00:05:46,933 as best as you can to looking like 135 00:05:46,933 --> 00:05:50,366 something that has had the foreground removed 136 00:05:50,666 --> 00:05:53,800 and it's just a clean plate okay 137 00:05:53,800 --> 00:05:55,933 and I'm going to move on to the last example 138 00:05:55,933 --> 00:05:59,566 which is this dead guy on the ground 139 00:06:00,300 --> 00:06:03,166 and again another image I grabbed from online 140 00:06:03,600 --> 00:06:05,566 and in this scenario 141 00:06:05,600 --> 00:06:08,400 there was a grade that was causing some 142 00:06:08,400 --> 00:06:10,566 ugly stuff to go on on the left side of screen 143 00:06:10,566 --> 00:06:13,266 and that was because it was a little too blue 144 00:06:13,666 --> 00:06:15,633 I went from blue to green 145 00:06:16,066 --> 00:06:19,833 and the IBK color was kind of just 146 00:06:19,866 --> 00:06:21,166 making a mess of that side 147 00:06:21,166 --> 00:06:23,366 so what you can do is kind of 148 00:06:24,366 --> 00:06:25,866 customize the plate 149 00:06:26,966 --> 00:06:28,600 like I did it I just 150 00:06:28,600 --> 00:06:31,166 graded it down to be kind of a uniform green color 151 00:06:31,300 --> 00:06:33,033 and then it accepted it a little better 152 00:06:34,333 --> 00:06:36,400 cause it was trying to do like two keys 153 00:06:36,400 --> 00:06:38,100 one blue one green or anything 154 00:06:38,466 --> 00:06:39,900 so you can customize place 155 00:06:39,900 --> 00:06:41,566 because we're only using this for the Alpha 156 00:06:41,566 --> 00:06:43,400 so it doesn't really matter what you do for the plate 157 00:06:43,400 --> 00:06:46,833 it's the same as a pre processing the green screen 158 00:06:47,400 --> 00:06:50,166 and in this scenario with a lot of customization 159 00:06:50,600 --> 00:06:54,033 we're able to get all the shadows back 160 00:06:54,600 --> 00:06:57,766 and a lot of detail that we weren't able to get before 161 00:07:00,933 --> 00:07:02,166 so I'll show you 162 00:07:02,166 --> 00:07:03,700 this is a very extreme case 163 00:07:03,700 --> 00:07:07,766 but I can show you how to even get a bunch of details 164 00:07:07,766 --> 00:07:09,666 you wouldn't think you'd normally be able to get 165 00:07:09,800 --> 00:07:10,800 okay so the first thing 166 00:07:10,800 --> 00:07:13,233 you're gonna wanna do is make an IBK color 167 00:07:14,300 --> 00:07:16,900 and choose the correct screen color 168 00:07:16,900 --> 00:07:18,233 in this case green 169 00:07:19,133 --> 00:07:19,900 and by default 170 00:07:19,900 --> 00:07:21,066 the size is 10 171 00:07:22,000 --> 00:07:24,366 and you can see that 172 00:07:25,266 --> 00:07:28,966 if I lower the size and then grow it 173 00:07:29,333 --> 00:07:32,400 the green screen gets a lot blurrier 174 00:07:32,400 --> 00:07:34,833 and essentially gets a lot different 175 00:07:36,200 --> 00:07:37,800 than the original plate 176 00:07:38,000 --> 00:07:40,066 so what we want to do is 177 00:07:40,666 --> 00:07:43,600 not use the size pretty much at all 178 00:07:43,600 --> 00:07:45,833 and I keep my size at 1 179 00:07:46,266 --> 00:07:48,000 and that will hug the edge 180 00:07:49,200 --> 00:07:50,466 of where the green screen 181 00:07:50,466 --> 00:07:52,300 where it thinks the green screen is 182 00:07:53,400 --> 00:07:55,233 what is going to tell you is 183 00:07:55,400 --> 00:07:57,133 if you start patching black 184 00:07:57,133 --> 00:07:59,500 which is going to like erode the 185 00:07:59,766 --> 00:08:02,033 that edge pixel inwards 186 00:08:02,800 --> 00:08:06,766 so what you wanna be doing is picking the green screen 187 00:08:07,000 --> 00:08:10,933 color and then eroding it inwards but in this situation 188 00:08:10,933 --> 00:08:12,533 instead of eroding the green screen 189 00:08:12,533 --> 00:08:16,200 it's eroding your subjects edge inward so and this 190 00:08:16,466 --> 00:08:17,633 scenario here 191 00:08:17,800 --> 00:08:19,066 we have a little antenna 192 00:08:19,066 --> 00:08:22,366 and we can still see it because it is grabbing the 193 00:08:23,466 --> 00:08:26,400 edge of the antenna and eroding that in 194 00:08:27,366 --> 00:08:29,400 still leaving it looking like an antenna 195 00:08:30,066 --> 00:08:31,400 so what can we do 196 00:08:31,400 --> 00:08:34,900 well the next step that I do is go to the darks 197 00:08:35,900 --> 00:08:37,900 and I like to use the color wheel 198 00:08:38,533 --> 00:08:40,866 and this can be kind of confusing but 199 00:08:41,733 --> 00:08:42,900 try and bear with me 200 00:08:43,800 --> 00:08:45,633 if you slide the color with 201 00:08:46,366 --> 00:08:48,900 start shifting colors around one way 202 00:08:49,066 --> 00:08:50,966 you'll see that color start to 203 00:08:51,466 --> 00:08:52,800 start to pop back in 204 00:08:53,533 --> 00:08:55,900 so if you shift it the other way 205 00:08:56,200 --> 00:08:59,100 you'll also notice that the screen screen starts to 206 00:08:59,766 --> 00:09:03,366 get eaten into and kind of gets all crazy goes away 207 00:09:03,933 --> 00:09:05,400 so there's a balance 208 00:09:05,733 --> 00:09:07,833 and what you wanna do is find 209 00:09:08,266 --> 00:09:09,500 you wanna a road 210 00:09:11,133 --> 00:09:14,766 looking at the edge you wanna rode as far in as you can 211 00:09:14,766 --> 00:09:16,633 so in this case when I bring the bread up 212 00:09:17,500 --> 00:09:21,100 it's you wanna bring it to just before 213 00:09:21,400 --> 00:09:26,100 the point where it starts exploding like this right so 214 00:09:28,100 --> 00:09:29,766 right about there 215 00:09:30,200 --> 00:09:34,900 if I go any higher and my green screen kind of explodes 216 00:09:35,700 --> 00:09:38,566 if I go any lower than I'm starting to introduce 217 00:09:39,966 --> 00:09:42,200 too much of the edge of the subject 218 00:09:42,900 --> 00:09:45,066 so there's a little balancing process 219 00:09:45,500 --> 00:09:46,300 so in this case 220 00:09:46,300 --> 00:09:49,300 I can see it's kind of eating in my green screen 221 00:09:49,300 --> 00:09:53,200 so I'll just keep adjusting it until that's kind of 222 00:09:54,200 --> 00:09:57,133 gone there we go 223 00:09:57,133 --> 00:09:59,366 so it's just doing minimal damage now 224 00:10:00,200 --> 00:10:02,233 so after this point 225 00:10:03,366 --> 00:10:05,266 I can't really push anything around 226 00:10:05,266 --> 00:10:07,100 and just to take note 227 00:10:07,100 --> 00:10:08,600 you can shift all the channels around 228 00:10:08,600 --> 00:10:09,266 but in general 229 00:10:09,266 --> 00:10:11,866 once you found that kind of threshold point where 230 00:10:11,866 --> 00:10:16,466 it either explodes or it introduces more edge pixels 231 00:10:16,466 --> 00:10:20,100 once you find that good zone then 232 00:10:22,300 --> 00:10:25,366 you only probably need to adjust a couple of these 233 00:10:25,366 --> 00:10:27,366 adjusting lights is not gonna really 234 00:10:27,933 --> 00:10:29,566 do much of a difference 235 00:10:29,566 --> 00:10:31,300 cause once I start adjusting 236 00:10:31,300 --> 00:10:32,166 it's gonna do the same thing 237 00:10:32,166 --> 00:10:34,233 it's going to blow up like that 238 00:10:35,333 --> 00:10:36,933 but you might be able to tweak it a tiny 239 00:10:36,933 --> 00:10:38,333 bit more with the lights 240 00:10:38,333 --> 00:10:40,800 but in general I kind of just leave it alone 241 00:10:40,800 --> 00:10:41,866 dude just darks 242 00:10:43,200 --> 00:10:45,266 we can see what it does not much 243 00:10:47,500 --> 00:10:49,000 it's kind of shot in the dark 244 00:10:49,466 --> 00:10:50,366 some of the sliders 245 00:10:50,366 --> 00:10:53,500 but it's a little more intuitive than kind of just 246 00:10:54,000 --> 00:10:55,900 punching in numbers here or something 247 00:10:55,900 --> 00:10:59,033 I just slide it until it reaches that good zone 248 00:10:59,100 --> 00:11:02,733 but you can see there's still some edges 249 00:11:02,733 --> 00:11:04,466 so what do we do now 250 00:11:04,466 --> 00:11:05,700 we can start to road 251 00:11:06,100 --> 00:11:07,200 and you'll see 252 00:11:07,933 --> 00:11:09,066 you can road in 253 00:11:11,000 --> 00:11:14,666 and what this is doing is just pushing those pixels 254 00:11:15,200 --> 00:11:20,966 out so that it can grab a better color to start 255 00:11:22,000 --> 00:11:23,400 extending it inwards 256 00:11:24,066 --> 00:11:26,300 and now it looks like the only thing that remains 257 00:11:26,300 --> 00:11:27,833 if you flip back and forth 258 00:11:27,900 --> 00:11:31,066 it is now grabbing from the appropriate green screen 259 00:11:31,200 --> 00:11:34,400 and I know that now it will take that color 260 00:11:34,566 --> 00:11:38,066 and use it to fill in the rest of my image 261 00:11:38,066 --> 00:11:39,033 all the black 262 00:11:39,200 --> 00:11:41,900 so it's gonna take the screen color that's very close 263 00:11:41,933 --> 00:11:44,066 and it's gonna fill a little black left with it 264 00:11:44,800 --> 00:11:48,100 so this is my main I became color 265 00:11:48,733 --> 00:11:52,100 so then I copy and paste it plug it in 266 00:11:53,266 --> 00:11:56,433 and now I change the road 267 00:11:57,766 --> 00:12:00,166 from whatever it was to 0 268 00:12:01,100 --> 00:12:04,033 and I use start using patch black 269 00:12:04,900 --> 00:12:06,700 and here's the key with this 270 00:12:07,066 --> 00:12:10,400 so if I patch black in this first node 271 00:12:10,800 --> 00:12:12,600 it's going to start degrading my image 272 00:12:12,600 --> 00:12:13,600 maybe not at first 273 00:12:13,600 --> 00:12:14,700 but once I start 274 00:12:14,933 --> 00:12:17,066 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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