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hey guys it's Tony Lines
bringing you another tutorial
sorry I've been gone for a little bit
I've actually been traveling and working and such
but I'm gonna try to get back into it
so that I can finish up this advanced king tutorial set
and I should be talking about the last alpha section
today which uh
I'm gonna be going into a little more uh
techniques on how to use a certain tool
in this case is the IBK
and I'm gonna be showing you how I use it and how I
have come to understand it and some techniques
that I use along with it that are a little bit
a little bit better than just the basic way that
I have seen it been used
and I call this the IBK stacked technique
and it's because I stack a bunch of IBK colors together
so let me explain briefly what the IBK
is trying to do
so there's two nodes
and IBK Color and IBK Gizmo
and the color is trying to create a clean plate
out of the image by
kind of like doing a key and then
premulting it and then blurring it
and smudging all the pixels
outwards to fill all the coals in
and creating a
clean plate
and the great thing about this is
it does it every single frame
so what that means is if you have lighting changes
or uneven green screens or what have you
this is probably
the key you're gonna wanna default to
because it uh
it won't matter
it's analyzing at every frame
and creating a clean plate every frame so you
you'll have a pretty good key
uh even if lighting is changing
or you have uneven green screens
and that's because it's
uh generating
a clean plate from the plate
and essentially
it's trying to find the difference between
the clean plate and the original image
which gives you an alpha
it's almost like a really advanced difference man
there are some problems
because the clean plate
by default when you do it usually
gets a little blurry
and some areas get a little messed up
you often see
streaking going on
let's see if I can get to do it yo
you often see stuff like this
where it's just kind of weird leftover artifacts
which will give you a poor key
so let me show you guys
how I do the stack technique or
rather let's show the result
so with the stacked technique
you get a much cleaner alpha channel and the reason
that is is because if you compare the two clean plates
the stack techniques is going to
bring it a little closer to the actual plate
and it's basically not
it's not blurring it as much and it's not
it's taking into account more of the
pixels which are important
that need to be kept
and that makes
the difference from the actual plate a lot less
which means you won't get stuff like shadows
shadows from the green screen
like these areas or noisy bits
a lot of the noises are moved when you do it this way
and it's also gonna clean up a lot of the edges
smooth them out um
and it's worked really well for me
so I kind of
this is kind of my default here
if you will
and it's great for edges
and then you'd want to like stack this with a core mat
and combine it with that to get
to get a good key
so this is difference here
let me show you some more examples uh
so this is Scarlett Johansson from Avengers
so you see with a regular IBK
most people get this um
this kind of grainy
I mean it's a good key
but it's got a lot of like
artifacting and stuff in the green screen
there's a lot of weird
blurriness going on towards the edges
and if you end up doing exact version
it gets rid of all these artifacts and some grain left
but in general
it gets rid of a lot more
and help smooth out some of these edges
and keep a truer value of what the Alpha
should look like right now
I'm just using stills that I pick from the internet
so they're not moving
but you get the idea
so here can be pretty difficult sometimes with IVK
and the reason why is
it can leave you with some of this stuff
which is essentially the hair
is not getting picked out from the
from the clean plate because it is too
similar to the green
so it can't recognize it
and then it can't get rid of it
so there are ways around that in fact
where you can adjust your own IBK color
which will get rid of those hair artifacts see
we'll just get rid of the
extra junk and fill it in with the appropriate color
so in this scenario
there's a lot of like weird noise patterns that
are happening in the green screen
and see the difference
see there was a lot more hair detail
that gets picked up when you do
when you customize your clean plate and get it
as best as you can to looking like
something that has had the foreground removed
and it's just a clean plate okay
and I'm going to move on to the last example
which is this dead guy on the ground
and again another image I grabbed from online
and in this scenario
there was a grade that was causing some
ugly stuff to go on on the left side of screen
and that was because it was a little too blue
I went from blue to green
and the IBK color was kind of just
making a mess of that side
so what you can do is kind of
customize the plate
like I did it I just
graded it down to be kind of a uniform green color
and then it accepted it a little better
cause it was trying to do like two keys
one blue one green or anything
so you can customize place
because we're only using this for the Alpha
so it doesn't really matter what you do for the plate
it's the same as a pre processing the green screen
and in this scenario with a lot of customization
we're able to get all the shadows back
and a lot of detail that we weren't able to get before
so I'll show you
this is a very extreme case
but I can show you how to even get a bunch of details
you wouldn't think you'd normally be able to get
okay so the first thing
you're gonna wanna do is make an IBK color
and choose the correct screen color
in this case green
and by default
the size is 10
and you can see that
if I lower the size and then grow it
the green screen gets a lot blurrier
and essentially gets a lot different
than the original plate
so what we want to do is
not use the size pretty much at all
and I keep my size at 1
and that will hug the edge
of where the green screen
where it thinks the green screen is
what is going to tell you is
if you start patching black
which is going to like erode the
that edge pixel inwards
so what you wanna be doing is picking the green screen
color and then eroding it inwards but in this situation
instead of eroding the green screen
it's eroding your subjects edge inward so and this
scenario here
we have a little antenna
and we can still see it because it is grabbing the
edge of the antenna and eroding that in
still leaving it looking like an antenna
so what can we do
well the next step that I do is go to the darks
and I like to use the color wheel
and this can be kind of confusing but
try and bear with me
if you slide the color with
start shifting colors around one way
you'll see that color start to
start to pop back in
so if you shift it the other way
you'll also notice that the screen screen starts to
get eaten into and kind of gets all crazy goes away
so there's a balance
and what you wanna do is find
you wanna a road
looking at the edge you wanna rode as far in as you can
so in this case when I bring the bread up
it's you wanna bring it to just before
the point where it starts exploding like this right so
right about there
if I go any higher and my green screen kind of explodes
if I go any lower than I'm starting to introduce
too much of the edge of the subject
so there's a little balancing process
so in this case
I can see it's kind of eating in my green screen
so I'll just keep adjusting it until that's kind of
gone there we go
so it's just doing minimal damage now
so after this point
I can't really push anything around
and just to take note
you can shift all the channels around
but in general
once you found that kind of threshold point where
it either explodes or it introduces more edge pixels
once you find that good zone then
you only probably need to adjust a couple of these
adjusting lights is not gonna really
do much of a difference
cause once I start adjusting
it's gonna do the same thing
it's going to blow up like that
but you might be able to tweak it a tiny
bit more with the lights
but in general I kind of just leave it alone
dude just darks
we can see what it does not much
it's kind of shot in the dark
some of the sliders
but it's a little more intuitive than kind of just
punching in numbers here or something
I just slide it until it reaches that good zone
but you can see there's still some edges
so what do we do now
we can start to road
and you'll see
you can road in
and what this is doing is just pushing those pixels
out so that it can grab a better color to start
extending it inwards
and now it looks like the only thing that remains
if you flip back and forth
it is now grabbing from the appropriate green screen
and I know that now it will take that color
and use it to fill in the rest of my image
all the black
so it's gonna take the screen color that's very close
and it's gonna fill a little black left with it
so this is my main I became color
so then I copy and paste it plug it in
and now I change the road
from whatever it was to 0
and I use start using patch black
and here's the key with this
so if I patch black in this first node
it's going to start degrading my image
maybe not at first
but once I start
trying to fill in all these black areas
it's going to look a lot different
essentially
it's kind of it's kind of ruining
it's kind of bleeding into
what I've already worked very hard to keep
seeing these areas here
so you can almost think of it as every time you
copy and paste the node
it's not going to
affect anything that you've already done
and what I mean by that is
all these green pixels
all these green pixels here
they're not going to change once I add a new IBK to it
they're going to just
it's going to just fill in the black like so
so all these pixels are new
and this region
but all these outside remain the same
and so what I'm gonna do is
I'm gonna start with a patch black of one
and I'm just going to
exponentially raise it every time I copy and paste
so I went from 1 to 2 now it's 4
now I'm gonna go to 8
and I basically do this until
all of the black
is gone and at this point
I'm at 16 and then I do 32
and at this point it's so far away
that I might as well just finish it off
there you go so get to a point where you're safe to
continue to extend in this case it was 32 for me
now we have a much better green screen clean plate
there's still some areas like this
I can still see this antenna a little bit
where is it
right there
so what you can do is take the first your first node
which is where it's taking the
the edge that it's going to extend from and you can
kind of continue to adjust that
so I'm gonna push this road a little farther
so you see I went from
here to there
which kind of got rid of that antenna
then so should be gone and it should have
not really done much affect anything else
so now that I have my
great clean plate
I make an IVK gizmo
plug the C input into the color
and the foreground into the green screen plate
change it to the right color
and from here
I usually just look at the alpha
and I click Luminance Match
and what that does is kind of give you back
some lost detail usually
sometimes it makes the edge a little too
like but brings back a little too much
so use it at your discretion
also something to note if you gamma all the way down
on your IBK you're most likely going to get some holes
and I would
be very careful with adjusting the red weight or blue
green weight
but I would suggest tweaking it just a tiny bit
to get rid of those holes if you can
but sometimes you won't be able to
but this is mostly an edge key and not a core key
so you can fill in all the
a lot of those holes with the format so
I generally don't like to bring these past
like point seven
cause then it starts getting crunchy
and that kind of defeats the whole point of the key
as you can see
we went from this alpha to this alpha
which is a lot cleaner
has a lot more detail restored
and we got rid of all these weird
kind of green screen shadows that you probably have to
get rid of some other way or I mean
it saves you a step where you'd have to color correct
this image for instance too much
to get rid of it
see we'd have to crunch these blacks
fairly far in order to
get rid of that image of the artifacting
and that will hurt our edges
it'll hurt I just so if we can find a different way
to get rid of all those artifacting here
where we do our key
then we'll have a much better result
and also get to keep some nice edges
okay so let me do another example with
Scarlett Johansson
I'll make an IVK color
in this case it's blue
and you can see an excellent example of it
taking the wrong pixel and blurring that inwards
so put your size to one
you can see exactly what pixel it's grabbing
in order to do the extend inward
and so now we go to our darks
and we start messing with the sliders
until
here we go the
the blue screen is now starting to
have and employ it on itself
so we bring that back a little bit until just before it
starts exploding and like
you wanna look at areas such as this
where we know that this is the blue screen
and we wanna keep that so it's
it's definitely a balance
cause you can see this area as well
where if we bring it up
we get rid of that area
but we lose
a bunch of this blue screen
so we have to make some exceptions
so I would say right about here
it's probably good amount
because we've kept this blue color and yeah
we still have some edges
but we've we can erode that inwards
and won't be too big a deal so
now that we've adjusted as much as we can
to get as close as we can to the blue screen
now we can start eroding inwards
and we can be pretty generous with that
and when you're roding
you want to look at things like this region here
so the more we road
the more area we get rid of and yeah
I mean this might be okay because it's such a small
tiny area but
you might wanna keep a couple pixels because
believe it or not
that color information can
can really help
because it's going to grab this color information
and extend it very far
and if we lose it
then it has to grab
the nearest color
so that would be somewhere over here over here
and it's so far away from it
that it might start to get all muddy
so in places where you have holes such as that
you wouldn't want to road it to
the point where the hole is gone
you'd want to keep as much as
as much of it as you can
so that it can grab the color and then push it out
so this is looking pretty good it seems to be grabbing
here we go seems to grab an okay areas
so let me take it copy it
then you wanna bring the road down in the patch
black up and you can start at 1
you can probably start at 2
it's not that big a deal
so if we start at 2 2 4
and the computer can usually handle
stacking these things it's not processor intensive
it doesn't change the
timing of the key too much as far as
time takes the render and such
so here we go now it's all gone and I wanna show you
I wanna show the difference
between just leaving in one node
which is here
and actually taking time to clean it up
see all the wrinkles that we can still see in our
our clean version
see all these poles get completely destroyed when we
rode things in too far
change the size all these wires get kind of messed up
things just get really blurry and that's why
there's so much difference
still left over when people do their IBK's okay
so I'm just gonna grab this gizmo
another one and we'll take a look at the Alpha
here we go we got a pretty good result
even the wires are gone at this point
because they were considered blue screen
and all these
all these areas are being kept in the clean plate
as much as they can see it almost seems like this
this object was just completely removed but uh
put the green screen stayed in place
which is exactly what we want
and it's a pretty big difference
it looks a lot better
let me briefly talk about problems that may uh come up
so if you're doing
uh say something like this plate
where there's a lot of hair and there's a lot of wispy
stuff going on
or maybe even a lot of transparency
you're going to notice that
you're going to reach that that threshold
when we're adjusting our darks
it will reach the point where the green screen explodes
but there's still hair
wispy hair that you can see
and so this is one of those
one of those moments
we're gonna have to compromise and just
bring back as much as we can
but we still see that we're going to uh
if we rode this all in
there's still a bunch of hair that
was kind of left behind from this guy's head
which means when it pulls the difference
it will see that
it'll it'll think that it's part of
the background
and it will not key that hair
so what can we do well
you see how these edges are very anti ilias
meaning there's no transparency pixels
it's either green screen or black
so what I've Learned is you can
kind of use that and add holdout mat
and the key is
the hole that mat needs to also be anti aliast
so what you can do is just make a regular roto and
kind of a cool trick to make something just threshold
is if you plug it into a clamp
plug it into a clamp
and turn the maximum all the way down and check on
Max Clamp 2 or the bottom check Bam
so that'll get rid of any
transparency and just make it white
uh white and black
all an alternative is you can take a grade
turn the white point down to zero and click white clamp
that's another alternative you could do
but you'll need to set it to all
uh either one
I like the clamp cause I think it's pretty quick
so let me show you what happens if I don't clamp
this roto so I won't
I'll leave it with some transparency
and I will stencil that
so I just did a row around his hair
and I'll stencil that out
some kind of removing any remaining hair that's there
but because it
had transparency
it takes those transparent pixels
and starts eroding those in
so I'm introducing all these weird
kind of stuff going on
so really wants an anti alism
so if you add that clamp back on no problem
you look at
you look at the image and basically you've just
nudged the we've kind of custom eroded if you will
you can also use this roto shape to a road further
for example
if I put in a road here
and I start
eroding it like so so you rode down but it will
it will only erode where that
where that rotor shape is
which is another
another thing you could do
but it's kind of growing some of these hairs too
so I like to just stencil it out
and act like it's in a road
it's like a customer road that you've done
and from there you just do the regular stacked I think
and if you see when I remove the stencil
this is the difference that it made
so in one I have hair left over
and the other one
it is removed all the hair
and left only the green screen color
so this is a really powerful technique
that I suggest using when you have
that stuff that's left over
so let's take a look at the alpha also
so if I didn't
keep the hair
see all the detail that I'm gaining back
and in this scenario
you are around the hair
you are going to get a little bit of
basically right around this rotor shape
you're going to get some weird stuff
and that's because
because it has taken a
part of the green screen that was so far away from
where where needed to be taking
maybe there was a slight gradient in the green screen
it's going to introduce more differences
but they're so subtle
that it really shouldn't matter that much
it'll be much better than say this results over here
it'll still keep a lot more info
so don't fret too much about that
so to reiterate
adding a anti ilias rotor shape and stenciling it out
between your first IVK and the stack that you do
you basically have aided that first IBK
and then you start to rode out from that point
so sickest stencil and a rhodo there
and you can get rid of unwanted areas
okay so this last one is very
I would say
it's pretty difficult key because a lot's going on
one side is very blue
it's a gradient off into a very green color
and then there's all these little tracking markers
plus a bunch of shadows that you probably want to keep
so the first thing I noticed is when I plugged in an I
b k color and switched it to green
it ate away a lot of the green screen
and the reason for that is because it wasn't all even
and it was turning blue
since we're only using
this plate to grab an alpha channel at the very end
we can do really whatever we want to this plate
as long as it's giving us a good result
so what I've done is just graded this area with a ramp
back to a greenish color
so that the I became color wouldn't freak out
and it would give me a much better result
so this is working out
so let's start to mess with the dark
and kind of get into a groove with this
so a good a good
way working is just crank it until it explodes
and then just kind of work your way back until it
goes back to a place that's usable
okay so
seems like this doing pretty good
and you can just flip back
back and forth between the plate and
this first IBK color
to see where you're at with where it's about to erode
so now we can just quickly stack our IBK colors
start with 1
2
for yeah just exponentially
make it bigger
and again the reason why we stack them is that every
every time we make a new one
everything we've done before will not be
will not be affected
whereas if we plugged in
just a giant patch black at the very beginning
you can see the difference being
it is just kind of blurring
it's blurring and essentially ruining our clean plate
which we are trying to make perfect
or as good as we can get
so by stacking it
you're kind of doing it in layers
and going further and further in
now I'm pretty much good
so I'll just finish off that little area there
there you go
all through and IBK gizmo
and change to green this match
okay so this is pretty good
if I didn't want to keep the shadows
but let's say I wanted to keep the shadows
oh you know what I forgot to erase
but you can see
the power of the road too as I rode more and more in
it grabs a better pixel
to create now let's combine some techniques together
I'm looking at the first IBK
and let me just do my clamp trick so the bottom one
check on and then slide this one all the way down
and
hold the stencil
okay so now if we start making some shapes
I'm just gonna use an ellipse
let's look at the very bottom actually
so now I can start removing some of these shapes
and what you're essentially doing is
telling it to ignore all those and grab
a different area
so I can start getting some custom shapes in here
and so I'm removing the shadows
so that they're no longer in the clean plate
which means they're going to be picked up
when it keys
close that hole back up
okay so you also start to
see some interesting things when you start
eroding too much
such as all these all these artifacts and
all this nasty stuff that you'll have to to Kia so
I wanna show you the power of
how how far it's taking just a few pixels to aid
the clean plate process
so what you gonna do is
bring this over
you can start to key mix back in some areas
from the original plate and again you're gonna have to
clamp or threshold that rotor shape
but let's look at the bottom of our clean plate
and see what happens
when you bring in just a few pixels
like this area is a good example
see how different it is
what if we keep this area
zoom out
see how much that area changes when we
keep a little bit of it
every pixel is contributing a lot to the clean plate
and you're going to want to
try to keep as much as you can
and if you just flip back and forth between the plate
you can see the differences
so we can eliminate artifacts by just
bringing some of that stuff back
so
bring back some of these areas
you see the color is really being blood everywhere
this is a good example
so I'm done customizing my clean plate
and what I've done is
added little rotor shapes around
to help contribute original colors back in
if you see if I switch back on I'm
using more of the original plate to help
extend the edges
and that way I'm keeping all these colors
which are pretty um sporadic
and I get a lot of marks on the green screen
or I'm keeping it closer to the original plate
so I wanted to sable it it kind of goes haywire
and now I'm keeping more of what I want to be keeping
let me just demonstrate really fast what
a few pixels can really do when it's being extended
and why these I became colors are so Nicky
so if I just kept this little tiny area here
if I switch back it just blows up
and so then you probably get
some sort of harsh edge or harsh line
in this area or it might even look better
but you're seeing like a harsh line there
when I turn that back on
so you wanna watch out for stuff like that
see like that shadow
obviously it's pretty uniform here
but because the clean plate
now has a giant harsh line in it
and that was just from a couple pixels
see if I turn it off it's much smoother
but a couple pixels go a long way in this technique
because it's using
it to blur and basically generate a bunch of color
and blend with itself
so you wanna be very careful so
something like this
you don't have to go as
extreme of making all these little shapes
or you can make more defined shapes
I just started
basically adding a little bubbles of influence
if you want
you wouldn't want to really do this for
moving footage or footage that move too much
but you would maybe want to take some time to
write about the shadow or get a pretty customized
clean plate
that looked like the cast was completely removed
and that way your alpha will looked much better
and you'll get to keep things like shadows
and again this is a pretty extreme example
but let me just show you
what a regular IBK would look like
and what you could achieve
with customizing your clean plate to be as
effective as possible
here's the plate
here's a regular IBK and here's the
and here's the IBK stack technique
well thank you guys for watching
I hope this shed some light on how to
use IBUK here a little better
and what it's expecting when it's trying to
use the advocate color and how
how important it is not to change the
clean plate and try to get it as
as accurate as possibly for pulling the key
or else you get some strange artifacting
so this about wraps up my alpha section
if you have any questions about this technique or
anything I covered
please just let me know
and I'll elaborate on anything you want
um next I'm gonna be moving on to d spill
and I'm going to try to
not make it as big as a gap as my previous tutorial
um I'm gonna try to storm through it if I can um
getting through some Despil
which is which is really the good stuff so
I'll be starting on that soon
hopefully now you guys will know
what you're looking for when you're making your alpha
and how important transparency is
and how important it is to
to get your core mats and
how to combine those with key mixes and such
to get the exact help you need
and next we'll be talking about these pills
so I'll talk to you guys soon
and I hope you enjoyed
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