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These are the user uploaded subtitles that are being translated: 1 00:00:03,566 --> 00:00:04,866 okay so in this lesson 2 00:00:04,866 --> 00:00:06,900 we're gonna talk about image preparation 3 00:00:06,900 --> 00:00:08,100 and understanding 4 00:00:08,100 --> 00:00:10,400 you know that an image comes in 5 00:00:10,700 --> 00:00:11,766 from the real world 6 00:00:11,766 --> 00:00:14,166 with imperfections and all that fun stuff 7 00:00:14,166 --> 00:00:16,333 we're not talking about tracking or anything like that 8 00:00:16,333 --> 00:00:17,900 in regards to lens distortion 9 00:00:18,133 --> 00:00:19,066 but there are certain 10 00:00:19,066 --> 00:00:20,366 elements that we have to deal with 11 00:00:20,366 --> 00:00:21,166 digital or film 12 00:00:21,166 --> 00:00:22,466 you're gonna get film grains 13 00:00:22,466 --> 00:00:24,166 if I go ahead and kind of zoom in here 14 00:00:24,300 --> 00:00:26,700 you can see there's a noise pattern here 15 00:00:27,300 --> 00:00:28,533 throughout the image here 16 00:00:28,533 --> 00:00:32,033 and that noise pattern is not very 17 00:00:32,466 --> 00:00:33,966 prevalent in the green channel 18 00:00:33,966 --> 00:00:34,733 but you can see if I go to 19 00:00:34,733 --> 00:00:35,800 there's a red channel 20 00:00:35,800 --> 00:00:37,100 you can see the difference 21 00:00:37,500 --> 00:00:38,000 green channels 22 00:00:38,000 --> 00:00:38,700 pretty clean 23 00:00:38,700 --> 00:00:40,266 if I hit B for blue 24 00:00:40,266 --> 00:00:44,200 you could see that it's just pretty noisy right 25 00:00:44,200 --> 00:00:46,700 so the big thing when you're talking about 26 00:00:46,700 --> 00:00:48,500 taking something and keying it 27 00:00:48,500 --> 00:00:51,166 or taking out the green here and putting a background 28 00:00:51,300 --> 00:00:53,733 is to definitely consider a d grain 29 00:00:53,733 --> 00:00:56,100 so there are a couple of options for this 30 00:00:56,300 --> 00:00:56,966 one of course 31 00:00:56,966 --> 00:00:58,966 is the relatively 32 00:00:59,500 --> 00:01:01,700 okay degrain simple here 33 00:01:01,866 --> 00:01:04,433 there are other degrainers that you can find 34 00:01:04,500 --> 00:01:06,500 say through newkipedia and so forth 35 00:01:06,800 --> 00:01:07,800 but the one that they do 36 00:01:07,800 --> 00:01:10,366 use in the industry is a neat video 37 00:01:11,300 --> 00:01:13,733 it's pretty much across the entire industry 38 00:01:13,733 --> 00:01:14,733 that neat video 39 00:01:14,733 --> 00:01:16,966 a 300 dollar plug in for nuke 40 00:01:16,966 --> 00:01:20,200 is the industry standard in regards to degraining 41 00:01:20,300 --> 00:01:21,733 for the sole reason that 42 00:01:21,733 --> 00:01:24,266 the algorithm actually creates a 43 00:01:24,466 --> 00:01:26,000 retains the sharpness of image 44 00:01:26,000 --> 00:01:28,266 whenever you grain something actually blur it 45 00:01:28,466 --> 00:01:31,200 neat video is computationally expensive 46 00:01:31,400 --> 00:01:33,133 but in the midst of all of that 47 00:01:33,133 --> 00:01:34,933 you get a sharp image here 48 00:01:34,933 --> 00:01:36,900 which doesn't require any sort of 49 00:01:36,900 --> 00:01:38,166 resharpening at the end 50 00:01:38,166 --> 00:01:39,366 down the pipeline 51 00:01:39,533 --> 00:01:41,500 um you'll eventually probably have to sharpen a little 52 00:01:41,500 --> 00:01:43,366 bit up as you start to lose 53 00:01:43,600 --> 00:01:46,166 the actual degrading of image through resampling 54 00:01:46,166 --> 00:01:47,500 all the way through the process 55 00:01:47,700 --> 00:01:48,466 but in general 56 00:01:48,466 --> 00:01:52,100 this is $300 that if you are very heavy and intensely 57 00:01:52,166 --> 00:01:55,866 using green screen stuff for your projects and so forth 58 00:01:55,866 --> 00:01:57,266 it is the best investment 59 00:01:57,266 --> 00:01:59,700 of all the plugins that you would purchase for nuke 60 00:01:59,700 --> 00:02:01,400 this is the one to do it 61 00:02:03,400 --> 00:02:04,500 now in our case 62 00:02:04,500 --> 00:02:06,700 I'm just gonna go ahead and use the d grain simple 63 00:02:06,700 --> 00:02:07,600 and we'll just show you the 64 00:02:07,600 --> 00:02:09,600 kind of artifacts that that introduces 65 00:02:09,600 --> 00:02:10,366 so I'm gonna go ahead 66 00:02:10,366 --> 00:02:11,900 and take this shot with Sterling here 67 00:02:11,900 --> 00:02:13,166 and go ahead and plug that in 68 00:02:13,666 --> 00:02:15,066 and I'll go ahead and just show you 69 00:02:15,066 --> 00:02:17,266 so you have the d grain simple 70 00:02:18,000 --> 00:02:21,600 and you can see that it just basically does 71 00:02:22,066 --> 00:02:24,000 an okay job um 72 00:02:24,100 --> 00:02:25,000 you can see right here 73 00:02:25,000 --> 00:02:26,666 that it's basically using the red 74 00:02:26,666 --> 00:02:29,133 green and blue channels in the amounts for each 75 00:02:29,133 --> 00:02:32,066 so you go to R or you can see that we have a 76 00:02:32,733 --> 00:02:34,133 a green here amount 77 00:02:34,133 --> 00:02:35,700 and if I just start to pull this up 78 00:02:35,700 --> 00:02:37,966 we start to finally clean that image up 79 00:02:38,200 --> 00:02:39,533 if I go to the green channel 80 00:02:39,533 --> 00:02:40,600 now you could see 81 00:02:40,600 --> 00:02:42,066 and I don't have to get too harsh with 82 00:02:42,066 --> 00:02:44,666 the green channel because it's pretty clean already 83 00:02:45,166 --> 00:02:46,733 so bring it just probably down 84 00:02:46,733 --> 00:02:48,266 now go to B for blue 85 00:02:48,600 --> 00:02:51,066 and you could start to crank that up to some ridiculous 86 00:02:51,066 --> 00:02:52,600 now what does this do to your image 87 00:02:52,600 --> 00:02:54,600 well let's take a look at Sterling here 88 00:02:54,900 --> 00:02:55,866 as we kind of 89 00:02:55,933 --> 00:02:57,700 hit d to disable this off and on 90 00:02:57,700 --> 00:02:59,100 so I put my viewer to it 91 00:02:59,366 --> 00:03:02,633 you can see Sterling is blurred up pretty heavily here 92 00:03:02,666 --> 00:03:03,600 through the process 93 00:03:03,600 --> 00:03:04,633 not too bad 94 00:03:05,066 --> 00:03:07,233 cause he is a little bit out of focus already 95 00:03:07,333 --> 00:03:08,266 but in general 96 00:03:08,266 --> 00:03:11,000 we've gotten rid of the green to a certain degree 97 00:03:11,400 --> 00:03:13,333 you know still some color noise there 98 00:03:13,333 --> 00:03:15,100 skittles color noise like to call it 99 00:03:15,333 --> 00:03:16,166 but in general 100 00:03:16,166 --> 00:03:17,300 I mean it is what it is 101 00:03:17,300 --> 00:03:18,966 you can use the d grain simple 102 00:03:18,966 --> 00:03:20,233 um if you prefer 103 00:03:20,600 --> 00:03:23,500 there's also the plug in for the d noise 104 00:03:23,500 --> 00:03:24,533 so the d noise 105 00:03:24,533 --> 00:03:25,000 go ahead and click 106 00:03:25,000 --> 00:03:27,266 that is another option here 107 00:03:27,266 --> 00:03:28,900 so we can go ahead and throw that in 108 00:03:28,900 --> 00:03:30,466 and it's gonna ask for a sample here 109 00:03:30,466 --> 00:03:32,300 it's gonna give you an error message up here 110 00:03:32,300 --> 00:03:33,400 so I'm gonna take the noise 111 00:03:33,400 --> 00:03:35,700 and plug that into this image here okay 112 00:03:35,700 --> 00:03:37,400 I'm gonna go ahead and click on the d noise 113 00:03:37,733 --> 00:03:38,666 and again you're still getting an 114 00:03:38,666 --> 00:03:40,833 error message because it says that the clip 115 00:03:40,866 --> 00:03:41,966 sampling area is too small 116 00:03:41,966 --> 00:03:43,433 so I'm gonna go ahead and grab this 117 00:03:43,566 --> 00:03:45,766 find a uniform area here 118 00:03:46,166 --> 00:03:47,100 and allow the 119 00:03:47,100 --> 00:03:50,366 to scan that and do a um 120 00:03:50,366 --> 00:03:51,833 d noise so you can see 121 00:03:51,966 --> 00:03:53,066 but take a look at this 122 00:03:53,066 --> 00:03:54,166 go and put my viewer to it 123 00:03:54,166 --> 00:03:55,066 here's the old 124 00:03:55,066 --> 00:03:55,966 here's the new 125 00:03:56,600 --> 00:03:57,533 so I can bring this down 126 00:03:57,533 --> 00:03:58,800 so you can see this a little bit 127 00:03:58,800 --> 00:04:00,666 I know you guys are watching this with a 128 00:04:00,666 --> 00:04:01,866 YouTube compression 129 00:04:02,333 --> 00:04:03,666 but there is a 130 00:04:03,666 --> 00:04:05,066 a lot of noise taken out 131 00:04:05,066 --> 00:04:07,466 which is essential for when you're doing keying 132 00:04:07,566 --> 00:04:11,066 and this is only on the side of the actual mat side 133 00:04:11,066 --> 00:04:13,700 not the actual d spill RGB side 134 00:04:13,733 --> 00:04:15,600 but just the alpha that we're gonna be pulling 135 00:04:16,133 --> 00:04:16,866 and you can see 136 00:04:16,866 --> 00:04:18,666 if I go ahead and take a look really closely 137 00:04:18,666 --> 00:04:19,566 we have had 138 00:04:19,566 --> 00:04:21,166 a degradation of image 139 00:04:21,333 --> 00:04:23,100 in the sense that it's very 140 00:04:23,100 --> 00:04:23,800 very blurry 141 00:04:23,800 --> 00:04:26,066 now um this is 142 00:04:26,133 --> 00:04:27,866 somewhat computation expensive 143 00:04:27,866 --> 00:04:30,766 usually you wanna write this out to a DPX sequence uh 144 00:04:30,766 --> 00:04:32,066 just go ahead and write it out 145 00:04:32,066 --> 00:04:33,366 you know you know just 146 00:04:33,600 --> 00:04:35,666 dot you know 147 00:04:35,666 --> 00:04:36,766 you can use whatever 148 00:04:36,933 --> 00:04:37,733 token you want 149 00:04:37,733 --> 00:04:40,766 but I usually do three hashtags DPX 150 00:04:41,000 --> 00:04:42,000 and export this out 151 00:04:42,000 --> 00:04:44,300 because you can see as I kind of scrub through it 152 00:04:44,566 --> 00:04:45,066 in this case 153 00:04:45,066 --> 00:04:47,433 I have a pretty fast computer um 154 00:04:47,466 --> 00:04:48,266 but in generally 155 00:04:48,266 --> 00:04:49,766 it can be competition expensive 156 00:04:49,766 --> 00:04:50,800 so usually you 157 00:04:50,933 --> 00:04:51,800 export this out 158 00:04:51,800 --> 00:04:53,666 and then to make a right note 159 00:04:53,666 --> 00:04:54,266 a read note 160 00:04:54,266 --> 00:04:55,466 you just come over here 161 00:04:55,766 --> 00:04:57,500 um under the right note here 162 00:04:58,533 --> 00:05:00,666 and you just click on read file 163 00:05:01,333 --> 00:05:02,700 so that makes it an actual 164 00:05:02,866 --> 00:05:03,866 readable file 165 00:05:04,900 --> 00:05:07,800 so it's basically turning the right note into a renode 166 00:05:08,133 --> 00:05:09,566 so let's talk about cleanup 167 00:05:09,566 --> 00:05:10,900 and when I talk about cleanup okay 168 00:05:10,900 --> 00:05:11,866 we talk about denois 169 00:05:11,866 --> 00:05:13,466 so we've denoised the plate here 170 00:05:13,466 --> 00:05:15,166 so I'll just go ahead and give her this right note 171 00:05:16,800 --> 00:05:18,600 and you can come in here and do a lot of things 172 00:05:18,600 --> 00:05:19,000 for instance 173 00:05:19,000 --> 00:05:20,166 you can do a roto paint to take 174 00:05:20,166 --> 00:05:21,000 out these tracking marks 175 00:05:21,000 --> 00:05:23,833 because Stirling actually crosses over 176 00:05:24,133 --> 00:05:25,333 I use my arrow keys 177 00:05:25,333 --> 00:05:27,666 there's parts in here where he does cross over here 178 00:05:27,666 --> 00:05:28,600 so you can see 179 00:05:28,733 --> 00:05:30,266 in this example here 180 00:05:30,266 --> 00:05:31,466 you know we're getting the tracking down 181 00:05:31,466 --> 00:05:32,466 we're getting this motion blur 182 00:05:32,466 --> 00:05:35,133 so some people would come in here on a perframe basis 183 00:05:35,133 --> 00:05:36,566 put a roto paint note in 184 00:05:36,933 --> 00:05:38,866 and just come to the clone tool 185 00:05:39,666 --> 00:05:42,466 and let's go ahead and just try to clone this out 186 00:05:42,466 --> 00:05:43,166 the best we can 187 00:05:43,166 --> 00:05:44,533 so I'll go ahead and again 188 00:05:44,533 --> 00:05:46,400 I'm using a single frame here 189 00:05:46,900 --> 00:05:49,833 and this will be a little bit tricky to pull off 190 00:05:50,766 --> 00:05:54,100 so see if I can pull it up with my viewer to it 191 00:05:54,566 --> 00:05:56,466 and you can already see how it's 192 00:05:56,800 --> 00:05:58,700 it is what it is it's not 193 00:05:59,366 --> 00:06:00,966 it's not the best 194 00:06:01,900 --> 00:06:03,166 reality here 195 00:06:03,333 --> 00:06:04,533 um and again 196 00:06:04,533 --> 00:06:06,566 I wanna show you a little technique to deal with this 197 00:06:06,566 --> 00:06:07,433 you can see how 198 00:06:07,533 --> 00:06:09,533 crazy this can get in the process 199 00:06:09,533 --> 00:06:10,900 now someone's gonna fly by 200 00:06:10,900 --> 00:06:12,366 um the shot 201 00:06:12,366 --> 00:06:13,566 and if you don't notice it 202 00:06:13,566 --> 00:06:14,400 you'll be okay 203 00:06:14,400 --> 00:06:15,500 but you got to be careful 204 00:06:15,500 --> 00:06:16,900 very careful on this sort of stuff 205 00:06:16,900 --> 00:06:18,466 when you're kind of cloning it out 206 00:06:18,466 --> 00:06:20,966 cause obviously we got a little bit of blur here 207 00:06:21,133 --> 00:06:22,866 um on Stirling 208 00:06:22,866 --> 00:06:23,800 kind of coming through here 209 00:06:23,800 --> 00:06:24,800 so there's a whole bunch of 210 00:06:24,800 --> 00:06:27,333 ways of kind of cleaning this up um 211 00:06:27,333 --> 00:06:28,366 one of the things you can do with 212 00:06:28,366 --> 00:06:31,200 your Cologne tool is set the opacity down pretty low 213 00:06:31,200 --> 00:06:32,933 and set the hardness down really low as well 214 00:06:32,933 --> 00:06:34,700 so I can put the hardness to 0 215 00:06:35,133 --> 00:06:36,666 and I can put the opacity to say 216 00:06:36,666 --> 00:06:38,133 like point you know 217 00:06:38,133 --> 00:06:39,766 one or something like that 218 00:06:39,933 --> 00:06:41,466 and then I could just start to 219 00:06:42,266 --> 00:06:45,233 kind of blend this in as best I can 220 00:06:46,166 --> 00:06:47,700 and it's got to be consistent 221 00:06:47,700 --> 00:06:49,300 so if I go ahead and d and disable 222 00:06:49,300 --> 00:06:50,900 you can see it's okay I mean 223 00:06:50,900 --> 00:06:53,033 would somebody notice if it flew by 224 00:06:53,300 --> 00:06:53,700 for instance 225 00:06:53,700 --> 00:06:54,733 I just go ahead and take a look 226 00:06:54,733 --> 00:06:55,766 like here we got this 227 00:06:55,766 --> 00:06:56,900 and then we go here 228 00:06:57,366 --> 00:06:59,966 as long as there's no crawling around along the edges 229 00:06:59,966 --> 00:07:01,700 and one frames 230 00:07:01,800 --> 00:07:03,100 you know if there's more than one frame 231 00:07:03,100 --> 00:07:04,166 then you got an issue there 232 00:07:04,166 --> 00:07:06,266 so you got to be very careful with that kind of stuff 233 00:07:06,500 --> 00:07:09,600 so anytime when Sterling actually crosses over 234 00:07:09,600 --> 00:07:11,266 um here is gonna be 235 00:07:11,500 --> 00:07:12,666 an issue to take care of 236 00:07:12,666 --> 00:07:13,933 so same same thing again 237 00:07:13,933 --> 00:07:15,466 I'm gonna have to kinda 238 00:07:16,166 --> 00:07:18,200 grab from here and you 239 00:07:18,200 --> 00:07:19,966 can do this after your key as well 240 00:07:19,966 --> 00:07:21,933 I'm gonna show you guys the process of doing that 241 00:07:21,933 --> 00:07:23,033 which I Learned from a 242 00:07:23,333 --> 00:07:24,066 good friend of mine 243 00:07:24,066 --> 00:07:25,500 Brad who uh 244 00:07:25,500 --> 00:07:27,766 is since then working on 245 00:07:28,000 --> 00:07:30,566 major motion pictures um 246 00:07:30,566 --> 00:07:32,100 in the industry so he's a 247 00:07:32,533 --> 00:07:34,166 he taught me a ton and I'm 248 00:07:34,200 --> 00:07:35,200 very grateful for him 249 00:07:35,200 --> 00:07:35,700 so a lot of 250 00:07:35,700 --> 00:07:38,100 the techniques I'm gonna be teaching is this course 251 00:07:38,366 --> 00:07:40,100 we're actually taught by uh 252 00:07:40,100 --> 00:07:42,233 people that are in the industry that are 253 00:07:42,800 --> 00:07:46,166 big shots that flew out to the island of Chicago for 254 00:07:46,166 --> 00:07:47,466 a day or whatever 255 00:07:47,700 --> 00:07:48,566 not a day I should say 256 00:07:48,566 --> 00:07:49,533 but for about 2 257 00:07:49,533 --> 00:07:51,633 2 months and work with me on some commercials 258 00:07:52,066 --> 00:07:53,766 and they taught me 259 00:07:53,766 --> 00:07:55,866 a ton of amazing stuff I mean 260 00:07:55,866 --> 00:07:58,233 I thought I knew composite until I met these guys 261 00:07:58,733 --> 00:07:59,200 and you know 262 00:07:59,200 --> 00:08:00,400 it's kind of intimidating when 263 00:08:00,400 --> 00:08:01,866 you're talking to somebody who just 264 00:08:01,866 --> 00:08:03,000 walked off the set of 265 00:08:03,000 --> 00:08:05,266 you know or walked off compositing on 266 00:08:05,600 --> 00:08:08,000 you know Star Wars Episode 7 267 00:08:08,000 --> 00:08:08,566 and since then 268 00:08:08,566 --> 00:08:09,866 I've worked on 269 00:08:09,933 --> 00:08:12,766 even bigger films um 270 00:08:12,766 --> 00:08:15,100 so just learning from those guys has been 271 00:08:15,466 --> 00:08:17,133 incredible so again 272 00:08:17,133 --> 00:08:18,566 you can see how painstaking this is 273 00:08:18,566 --> 00:08:21,300 and I'm just sampling the local color here um 274 00:08:21,300 --> 00:08:21,933 as you can see 275 00:08:21,933 --> 00:08:23,066 and I can also come in here 276 00:08:23,066 --> 00:08:25,600 and paint a specific piece here instead of range 277 00:08:25,600 --> 00:08:26,700 so for instance 278 00:08:26,866 --> 00:08:29,100 Sterling disappears right here 279 00:08:29,100 --> 00:08:29,733 and come right here 280 00:08:29,733 --> 00:08:31,533 I can do a Cologne here for this 281 00:08:31,533 --> 00:08:33,166 and this is set to a single 282 00:08:33,500 --> 00:08:35,500 but I can also set this to a range 283 00:08:35,500 --> 00:08:37,066 and set this from 284 00:08:37,366 --> 00:08:38,000 current frame 285 00:08:38,000 --> 00:08:39,400 which is frame 40 286 00:08:39,533 --> 00:08:41,966 all the way to frame 93 287 00:08:42,700 --> 00:08:45,366 so any actual paintbrush stroke that I 288 00:08:45,700 --> 00:08:46,200 put in here 289 00:08:46,200 --> 00:08:47,400 that's what it's gonna do 290 00:08:47,400 --> 00:08:48,766 so I'm gonna go ahead and just 291 00:08:48,966 --> 00:08:51,666 do my best to sample the local area here 292 00:08:52,733 --> 00:08:54,566 like that and now you can see as I 293 00:08:54,566 --> 00:08:55,666 scrub forward 294 00:08:56,466 --> 00:08:58,366 it basically goes away 295 00:08:58,366 --> 00:09:00,900 so that's a lot of work when you think about it 296 00:09:01,100 --> 00:09:02,700 and some of these you know 297 00:09:02,700 --> 00:09:05,933 usually have a darker color of green as a tracking dot 298 00:09:05,933 --> 00:09:08,233 for the sake of 3D tracking and so forth 299 00:09:08,600 --> 00:09:09,933 and that's you know 300 00:09:09,933 --> 00:09:11,133 it usually will 301 00:09:11,133 --> 00:09:11,966 go into the key 302 00:09:11,966 --> 00:09:13,066 but it'll create 303 00:09:13,066 --> 00:09:14,600 artifacts that swim along the 304 00:09:14,600 --> 00:09:15,866 edges of your actual scene 305 00:09:15,866 --> 00:09:17,666 so we're gonna be taking care of those with 306 00:09:17,966 --> 00:09:19,266 another crazy technique 307 00:09:19,266 --> 00:09:20,666 but before we even do that 308 00:09:20,766 --> 00:09:22,000 um I wanna go ahead 309 00:09:22,000 --> 00:09:24,100 and just talk a little bit about 310 00:09:24,100 --> 00:09:26,266 the balancing of the actual green screen here 311 00:09:26,266 --> 00:09:27,700 so commonly 312 00:09:27,700 --> 00:09:30,300 you can do all type of techniques using gradients 313 00:09:30,300 --> 00:09:31,266 if you wish 314 00:09:31,400 --> 00:09:32,466 whatever you prefer 315 00:09:32,466 --> 00:09:33,900 to actually set up 316 00:09:34,100 --> 00:09:35,100 and balance out the screen 317 00:09:35,100 --> 00:09:36,166 you can see if I bring 318 00:09:36,166 --> 00:09:37,500 slam the gamma down here 319 00:09:37,733 --> 00:09:38,766 you can see 320 00:09:39,166 --> 00:09:40,666 very clearly that we have 321 00:09:40,666 --> 00:09:42,300 two different shades of green here 322 00:09:42,300 --> 00:09:43,366 we got a darker area 323 00:09:43,366 --> 00:09:44,333 where we didn't have any 324 00:09:44,333 --> 00:09:45,800 actual light covering this area on 325 00:09:45,800 --> 00:09:46,266 the green screen 326 00:09:46,266 --> 00:09:47,933 I did this purposely so that you guys 327 00:09:47,933 --> 00:09:48,366 are dealing with 328 00:09:48,366 --> 00:09:50,066 the worst case scenarios 329 00:09:50,700 --> 00:09:51,900 and you can see 330 00:09:51,900 --> 00:09:52,966 just by looking at it 331 00:09:52,966 --> 00:09:53,933 it's like wow 332 00:09:53,933 --> 00:09:55,466 this is a very 333 00:09:55,500 --> 00:09:57,166 heavy difference in cromanence 334 00:09:57,400 --> 00:09:58,533 and if you get too dark 335 00:09:58,533 --> 00:10:00,100 then you're basically doing with black pixels 336 00:10:00,100 --> 00:10:01,000 which don't key at all 337 00:10:01,000 --> 00:10:01,800 if you get too bright 338 00:10:01,800 --> 00:10:03,266 you're basically doing with white pixels 339 00:10:03,266 --> 00:10:04,066 which won't key at all 340 00:10:04,066 --> 00:10:04,866 if you're trying 341 00:10:05,133 --> 00:10:06,300 key green so 342 00:10:06,533 --> 00:10:08,500 you gotta be careful on whether or not your 343 00:10:08,533 --> 00:10:10,033 actual color green is 344 00:10:10,066 --> 00:10:11,533 too close to 1 or 345 00:10:11,533 --> 00:10:13,500 too close to value 0 346 00:10:13,766 --> 00:10:15,866 because that's gonna actually give you 347 00:10:15,866 --> 00:10:17,333 all types of trouble okay 348 00:10:17,333 --> 00:10:18,566 so with that said 349 00:10:19,300 --> 00:10:20,066 I'mma talk a little 350 00:10:20,066 --> 00:10:20,700 bit about this 351 00:10:20,700 --> 00:10:21,266 sucker here 352 00:10:21,266 --> 00:10:23,500 this is a PNP 353 00:10:24,066 --> 00:10:26,300 screen clean um 354 00:10:26,933 --> 00:10:29,000 I believe it's by Pixel Fudger 355 00:10:29,000 --> 00:10:29,766 I think they're called 356 00:10:29,766 --> 00:10:30,366 I'm not sure 357 00:10:30,366 --> 00:10:30,766 the name of the 358 00:10:30,766 --> 00:10:31,333 it's basically 359 00:10:31,333 --> 00:10:32,333 if you go to Wikipedia 360 00:10:32,333 --> 00:10:32,933 you can stall 361 00:10:32,933 --> 00:10:35,000 but this is independent by itself 362 00:10:35,733 --> 00:10:37,300 and should load up fine 363 00:10:37,466 --> 00:10:38,266 but it's the 364 00:10:38,266 --> 00:10:38,933 screen cleaner 365 00:10:38,933 --> 00:10:39,900 and this is pretty cool 366 00:10:39,900 --> 00:10:41,066 so if I take my plate shot 367 00:10:41,066 --> 00:10:42,100 and plug it in here 368 00:10:42,400 --> 00:10:44,133 and just put my viewer to it 369 00:10:44,133 --> 00:10:44,900 and then wow 370 00:10:44,900 --> 00:10:46,000 you can see a huge difference 371 00:10:46,000 --> 00:10:46,733 now I'm gonna go ahead 372 00:10:46,733 --> 00:10:48,366 and hit d to disable this 373 00:10:48,600 --> 00:10:49,200 and you can see 374 00:10:49,200 --> 00:10:51,266 I can actually just come over here to my screen color 375 00:10:51,266 --> 00:10:52,966 and click and choose 376 00:10:52,966 --> 00:10:53,566 a color that's 377 00:10:53,566 --> 00:10:54,466 not too bright from 378 00:10:54,466 --> 00:10:55,066 the original 379 00:10:55,066 --> 00:10:56,000 and not too dark from 380 00:10:56,000 --> 00:10:56,333 the original 381 00:10:56,333 --> 00:10:57,366 so I'll choose a 382 00:10:57,466 --> 00:10:58,366 screen color 383 00:10:58,866 --> 00:10:59,533 of somewhere in 384 00:10:59,533 --> 00:11:00,133 the middle here 385 00:11:00,133 --> 00:11:00,933 I don't you know 386 00:11:00,933 --> 00:11:01,900 like that so 387 00:11:01,900 --> 00:11:02,466 now I'm gonna re 388 00:11:02,466 --> 00:11:03,400 enable this 389 00:11:03,566 --> 00:11:05,266 and I can see it's kind of taken that 390 00:11:05,266 --> 00:11:05,766 and kind of 391 00:11:05,766 --> 00:11:07,800 it just basically balanced it all out 392 00:11:07,800 --> 00:11:08,766 but keep in mind 393 00:11:08,766 --> 00:11:09,933 anything you do in 394 00:11:09,933 --> 00:11:11,033 compositing 395 00:11:11,400 --> 00:11:13,100 you start messing with 396 00:11:13,100 --> 00:11:15,033 the image you are 397 00:11:15,600 --> 00:11:16,300 gonna be giving 398 00:11:16,300 --> 00:11:17,166 yourself some headaches 399 00:11:17,166 --> 00:11:18,366 because you could be creating 400 00:11:18,366 --> 00:11:19,933 artifacts along 401 00:11:19,933 --> 00:11:20,400 the edges of 402 00:11:20,400 --> 00:11:20,866 the character 403 00:11:20,866 --> 00:11:21,500 you could be losing 404 00:11:21,500 --> 00:11:22,333 detail like 405 00:11:22,333 --> 00:11:22,700 for instance 406 00:11:22,700 --> 00:11:23,166 in the hair 407 00:11:23,166 --> 00:11:23,766 hair could be 408 00:11:23,766 --> 00:11:24,966 kind of depleting 409 00:11:25,133 --> 00:11:25,966 anytime you do 410 00:11:25,966 --> 00:11:27,766 any digital manipulation to something 411 00:11:27,766 --> 00:11:28,366 you get you 412 00:11:28,366 --> 00:11:30,066 tamper with it um 413 00:11:30,066 --> 00:11:31,333 or I like to call tamper 414 00:11:31,333 --> 00:11:33,066 and God's domain um 415 00:11:33,066 --> 00:11:35,066 you will definitely find that you're 416 00:11:35,066 --> 00:11:36,366 you're doing something 417 00:11:36,366 --> 00:11:36,766 the image that 418 00:11:36,766 --> 00:11:37,500 you might lose 419 00:11:37,500 --> 00:11:38,666 the original um 420 00:11:38,666 --> 00:11:39,300 image and we 421 00:11:39,300 --> 00:11:39,766 don't wanna lose 422 00:11:39,766 --> 00:11:40,600 anything like these 423 00:11:40,600 --> 00:11:41,966 motion blur areas 424 00:11:42,133 --> 00:11:43,500 um and anything like that 425 00:11:43,500 --> 00:11:44,733 so this did balance it 426 00:11:44,733 --> 00:11:45,100 out a little 427 00:11:45,100 --> 00:11:45,566 bit if I bring 428 00:11:45,566 --> 00:11:46,833 the contrast down 429 00:11:46,933 --> 00:11:47,700 still still a 430 00:11:47,700 --> 00:11:48,533 bit of a difference there 431 00:11:48,533 --> 00:11:48,933 but you can 432 00:11:48,933 --> 00:11:51,033 see if I kind of turn this off and on 433 00:11:51,800 --> 00:11:53,900 there is a little bit more 434 00:11:53,900 --> 00:11:55,466 consistency through it 435 00:11:57,600 --> 00:11:59,933 so again this is a nifty tool we'll be using throughout 436 00:11:59,933 --> 00:12:01,300 our tutorials as a screen clean 437 00:12:01,300 --> 00:12:02,600 we're gonna be using a lot of plugins that 438 00:12:02,600 --> 00:12:05,133 you get through Wikipedia for free um 439 00:12:05,133 --> 00:12:06,733 and just kind of go through that 440 00:12:06,733 --> 00:12:07,766 so it also has 441 00:12:07,800 --> 00:12:10,900 a mask and also a clean plate information here as well 442 00:12:14,900 --> 00:12:17,966 so let me talk about one other way to do a clean up 443 00:12:17,966 --> 00:12:19,766 safe for tracking dots and so forth 444 00:12:19,766 --> 00:12:20,800 so we have our d noise 445 00:12:20,800 --> 00:12:23,000 I'm gonna get rid of this roto paint for now 446 00:12:23,466 --> 00:12:25,866 and let's move my screen clean over here really quick 447 00:12:26,300 --> 00:12:28,800 and just move some of this stuff out of the way here 448 00:12:29,000 --> 00:12:29,966 some of these shots 449 00:12:29,966 --> 00:12:32,000 I just wanna stick with Sterling here 450 00:12:32,333 --> 00:12:34,766 and if I take the denoys and I go 451 00:12:34,766 --> 00:12:36,066 I'm gonna first create a roto 452 00:12:36,066 --> 00:12:37,900 and the roto doesn't have to be attached to anything 453 00:12:37,900 --> 00:12:39,266 can be off to the side here 454 00:12:39,533 --> 00:12:42,700 and I'm gonna find all of these obnoxious tracking dots 455 00:12:42,700 --> 00:12:43,566 that I don't like 456 00:12:43,566 --> 00:12:44,166 so for instance 457 00:12:44,166 --> 00:12:46,300 I'm gonna go ahead and roll around this 458 00:12:46,366 --> 00:12:49,566 I'm gonna get as tight as possible on this by the way 459 00:12:49,966 --> 00:12:52,266 so get as close as you can 460 00:12:53,166 --> 00:12:55,300 but not too close 461 00:12:56,266 --> 00:12:58,400 like that you could literally draw it if you wanted to 462 00:12:58,400 --> 00:12:59,400 you can draw it around 463 00:12:59,400 --> 00:13:00,833 and then I can come over here 464 00:13:01,133 --> 00:13:03,966 I'm just gonna grab around this guy 465 00:13:05,100 --> 00:13:09,333 like that who else is got a troublesome spot here 466 00:13:09,333 --> 00:13:10,400 there we go all right 467 00:13:10,400 --> 00:13:11,766 so I'm gonna go ahead and 468 00:13:12,700 --> 00:13:14,300 this guy right here and again 469 00:13:14,300 --> 00:13:16,300 I wanna get as close as I can 470 00:13:17,000 --> 00:13:17,733 to these things 471 00:13:17,733 --> 00:13:20,133 I purposely made this green screen an absolute 472 00:13:20,133 --> 00:13:22,233 mess by the way 473 00:13:22,666 --> 00:13:24,700 so I'm just gonna go ahead and jump over here 474 00:13:26,866 --> 00:13:29,100 and how about some other troublesome areas 475 00:13:29,100 --> 00:13:30,300 maybe this this little guy 476 00:13:30,300 --> 00:13:31,266 over here is 477 00:13:32,133 --> 00:13:34,133 could be a troublesome little piece 478 00:13:34,133 --> 00:13:35,566 this is actual background 479 00:13:35,566 --> 00:13:37,766 so I'm not gonna deal with it um 480 00:13:37,766 --> 00:13:41,666 I could go ahead and just shoot for these pieces here 481 00:13:42,700 --> 00:13:45,600 here we go and let's go ahead and shoot for this 482 00:13:45,600 --> 00:13:47,433 what the heck of the shoot with this guy 483 00:13:48,300 --> 00:13:49,200 see what we get 484 00:13:49,600 --> 00:13:50,400 there we go 485 00:13:50,533 --> 00:13:52,000 so I basically rode odor 486 00:13:52,000 --> 00:13:54,800 created an alpha for all of our troublesome little 487 00:13:55,400 --> 00:13:57,566 dot areas here throughout our shot 488 00:13:58,466 --> 00:13:59,733 and we're gonna go ahead and 489 00:13:59,733 --> 00:14:02,300 use a technique that actually uses a unpreemolt 490 00:14:02,300 --> 00:14:03,866 premolt edge blur 491 00:14:04,066 --> 00:14:07,366 to sort of shrink in or sample the outer areas 492 00:14:07,366 --> 00:14:10,400 and kind of suck them in like a black hole and then 493 00:14:10,500 --> 00:14:11,800 kind of blend this thing out 494 00:14:11,800 --> 00:14:13,200 it's a pretty neat trick 495 00:14:13,200 --> 00:14:15,300 so the next step we're gonna do here is 496 00:14:15,300 --> 00:14:16,833 we're gonna take this and invert it 497 00:14:17,300 --> 00:14:19,266 so we take this alpha image 498 00:14:19,266 --> 00:14:21,100 you can see if I kind of look at it 499 00:14:21,300 --> 00:14:23,300 so I'll putting alpha information 500 00:14:23,333 --> 00:14:24,866 and we invert this 501 00:14:25,166 --> 00:14:26,700 and let's go and take a look at it 502 00:14:27,666 --> 00:14:28,266 there we go 503 00:14:28,266 --> 00:14:30,333 so we got an invert and we're basically 504 00:14:30,333 --> 00:14:32,533 the opaque areas are what we're gonna be affecting 505 00:14:32,533 --> 00:14:34,600 in this case will be this weight area here 506 00:14:35,000 --> 00:14:36,900 so we kind of take a look at throughout our thing 507 00:14:36,900 --> 00:14:38,866 let me hit s for settings by the way 508 00:14:39,400 --> 00:14:42,966 my full size format should be set to 509 00:14:46,166 --> 00:14:48,100 my 4,000 by 2160 510 00:14:48,100 --> 00:14:48,966 it's off the screen 511 00:14:48,966 --> 00:14:51,266 but you wanna make sure that's 4,000 by 2160 512 00:14:51,266 --> 00:14:52,666 otherwise you're gonna have errors 513 00:14:52,966 --> 00:14:54,300 and also by the way um 514 00:14:54,300 --> 00:14:56,200 I just wanna mention your project settings 515 00:14:56,200 --> 00:14:58,733 uh my current folder is in my d drive 516 00:14:58,733 --> 00:15:00,966 but you would go ahead and just click here and 517 00:15:00,966 --> 00:15:02,266 basically put this 518 00:15:02,533 --> 00:15:06,000 to the folder from which you downloaded off my website 519 00:15:06,000 --> 00:15:09,666 so that all of these is basically basing the 520 00:15:10,133 --> 00:15:12,866 referencing via that where the new script is 521 00:15:12,866 --> 00:15:13,800 so it's really cool 522 00:15:13,800 --> 00:15:15,400 that way when you load these files up 523 00:15:15,400 --> 00:15:16,566 you know you're not getting errors 524 00:15:16,566 --> 00:15:19,100 and having to repap this by clicking here 525 00:15:19,466 --> 00:15:22,233 so um you should in theory 526 00:15:22,766 --> 00:15:23,866 not have any problem 527 00:15:24,700 --> 00:15:27,833 alright so I'm gonna go ahead and make a merge node now 528 00:15:27,866 --> 00:15:30,366 and we're gonna go ahead and put that right here 529 00:15:32,166 --> 00:15:33,166 and I'm gonna 530 00:15:33,300 --> 00:15:36,600 plug this B into the original image and a into this 531 00:15:36,600 --> 00:15:39,166 and I'm gonna set this operation to mask 532 00:15:39,733 --> 00:15:41,233 so then take a look at it 533 00:15:42,066 --> 00:15:44,966 so you can see if we take a look at the image 534 00:15:44,966 --> 00:15:46,033 here's the original 535 00:15:46,866 --> 00:15:48,800 here's this now right 536 00:15:49,200 --> 00:15:50,800 so it's creating a mask 537 00:15:51,600 --> 00:15:53,366 and I'm gonna add an edge blur 538 00:15:54,666 --> 00:15:56,800 right here which obviously is gonna 539 00:15:57,133 --> 00:15:59,466 blur the actual Alpha edge 540 00:16:02,200 --> 00:16:04,366 and I'm gonna really crank this up to say oh 541 00:16:04,366 --> 00:16:06,766 just try 22 for now okay 542 00:16:07,133 --> 00:16:09,466 and then I'm gonna go ahead and unpremolt this 543 00:16:09,466 --> 00:16:12,966 I'm gonna go unpremolt and click on this 544 00:16:14,666 --> 00:16:16,300 and you'll notice nothing is happening 545 00:16:16,300 --> 00:16:18,600 and that's because if we look at our original footage 546 00:16:19,166 --> 00:16:20,700 and poke around here um 547 00:16:20,700 --> 00:16:22,900 we don't have an alpha image of hit a for alpha 548 00:16:22,900 --> 00:16:24,466 you can see this image comes in 549 00:16:24,900 --> 00:16:27,300 uh this actual DNG image has no alpha in it 550 00:16:27,300 --> 00:16:28,733 so we actually have to come in here 551 00:16:28,733 --> 00:16:29,866 and turn on auto alpha 552 00:16:29,866 --> 00:16:32,300 so it inherently creates an alpha image 553 00:16:32,400 --> 00:16:34,366 so then when we get to the merge node 554 00:16:34,466 --> 00:16:36,066 you can see we do have an alpha channel 555 00:16:36,066 --> 00:16:37,400 now that the overlay is correct 556 00:16:37,400 --> 00:16:38,833 and I wanna go to the edge blur 557 00:16:39,100 --> 00:16:40,266 it's blurring the edge 558 00:16:40,266 --> 00:16:42,866 and then when I come to unpremult voila 559 00:16:43,300 --> 00:16:45,733 it is cleaned up a lot of the edge work here 560 00:16:45,733 --> 00:16:46,666 as you can see 561 00:16:46,666 --> 00:16:48,166 pretty amazing 562 00:16:48,200 --> 00:16:50,266 now you don't have to have the denoys 563 00:16:50,333 --> 00:16:53,033 actually at the 564 00:16:53,866 --> 00:16:55,733 usually people take care of this beforehand 565 00:16:55,733 --> 00:16:56,366 so for instance 566 00:16:56,366 --> 00:16:57,466 I'll go ahead and plug 567 00:16:58,133 --> 00:16:58,766 this guy in 568 00:16:58,766 --> 00:17:01,200 and then at this point then you would add your d noise 569 00:17:01,200 --> 00:17:02,666 this is just clean up work 570 00:17:02,666 --> 00:17:04,066 so I'll go ahead and put this 571 00:17:04,366 --> 00:17:05,333 source noise 572 00:17:05,333 --> 00:17:07,466 and we would come here and we'd be good to go 573 00:17:08,766 --> 00:17:10,800 you can see it's looking really really nice 574 00:17:11,100 --> 00:17:13,366 now again it didn't solve everything on the overlap 575 00:17:13,366 --> 00:17:16,000 so if we come over here and watch Sterling go back 576 00:17:16,733 --> 00:17:18,233 throughout the process here 577 00:17:18,733 --> 00:17:21,166 that didn't take us long at all to do by the way 578 00:17:21,166 --> 00:17:22,700 but we have to be aware that 579 00:17:22,866 --> 00:17:24,800 there is there's obviously gonna be 580 00:17:24,800 --> 00:17:26,733 an issue here when we have overlap 581 00:17:26,733 --> 00:17:28,900 so if I go ahead and poke around 582 00:17:29,500 --> 00:17:32,666 again I can just hit a for alpha here and 583 00:17:33,566 --> 00:17:37,366 kind of see where this is hap this is happening here 584 00:17:38,366 --> 00:17:41,400 so you can see we're gonna have all types of weirds 585 00:17:41,400 --> 00:17:43,166 if I can find a frame here 586 00:17:44,866 --> 00:17:47,066 actually let's just go back to original footage 587 00:17:47,533 --> 00:17:48,300 there we go okay 588 00:17:48,300 --> 00:17:49,966 so we we currently have you know 589 00:17:49,966 --> 00:17:50,533 this scene here 590 00:17:50,533 --> 00:17:53,366 let's go ahead and see how the it resolved 591 00:17:53,366 --> 00:17:55,166 the detail didn't do too bad actually 592 00:17:55,166 --> 00:17:56,066 what it's doing is 593 00:17:56,066 --> 00:17:58,466 basically taking the information from above here 594 00:17:58,766 --> 00:18:00,933 and here and kind of sucking it in 595 00:18:00,933 --> 00:18:03,766 so you can see it's done a pretty amazing job 596 00:18:03,766 --> 00:18:05,966 let's go ahead and take a look at other problem areas 597 00:18:06,400 --> 00:18:08,733 so let's go ahead and find a frame where 598 00:18:08,733 --> 00:18:10,066 his hair is maybe 599 00:18:10,733 --> 00:18:12,033 overlapping here 600 00:18:14,500 --> 00:18:16,000 here we go so just poke ahead 601 00:18:16,000 --> 00:18:16,800 there we go 602 00:18:16,933 --> 00:18:17,700 so we got that 603 00:18:17,700 --> 00:18:19,500 let's see how that resolved it 604 00:18:20,400 --> 00:18:21,766 okay it did a decent job 605 00:18:21,766 --> 00:18:23,400 you can see we got this sort of wisp here 606 00:18:23,400 --> 00:18:25,400 so what I'm gonna go ahead and do is 607 00:18:25,400 --> 00:18:28,600 add a roto paint to just do some slate work on here 608 00:18:29,000 --> 00:18:31,100 less work than I would have done before 609 00:18:31,100 --> 00:18:33,800 so let me go ahead and put the dot node here 610 00:18:34,400 --> 00:18:36,466 by hitting dot period 611 00:18:37,100 --> 00:18:39,800 and now I can go ahead and take this Roto node 612 00:18:39,800 --> 00:18:41,833 and just do some slight 613 00:18:42,266 --> 00:18:43,700 perframe based 614 00:18:43,966 --> 00:18:44,966 clone works again 615 00:18:44,966 --> 00:18:45,966 I'll make this 616 00:18:46,400 --> 00:18:50,366 big I'll put my hardness down to zero 617 00:18:51,366 --> 00:18:52,466 and see if we can 618 00:18:52,466 --> 00:18:53,900 kind of clean this up again 619 00:18:53,900 --> 00:18:55,533 I'll put my opacity down to something 620 00:18:55,533 --> 00:18:57,400 maybe like point one or something 621 00:18:57,900 --> 00:19:00,366 and see if we can kind of clean this up 622 00:19:01,333 --> 00:19:02,700 just briefly see 623 00:19:02,700 --> 00:19:04,400 I didn't have to do a lot of work 624 00:19:04,733 --> 00:19:07,433 but it's enough that the audience is not gonna notice 625 00:19:07,800 --> 00:19:10,300 if I go ahead and play this through right 626 00:19:10,700 --> 00:19:11,066 they're gonna 627 00:19:11,066 --> 00:19:14,300 they're gonna just assume it is and it's a chatter or 628 00:19:14,900 --> 00:19:17,733 sort of like moving edges around the corners here 629 00:19:17,733 --> 00:19:20,066 there's a little cartoon called Doctor Katz 630 00:19:20,066 --> 00:19:21,500 you should look it up on YouTube 631 00:19:22,066 --> 00:19:23,866 K a t Z and you'll see 632 00:19:24,066 --> 00:19:26,400 how if you see chattering along the edges 633 00:19:26,400 --> 00:19:27,500 it's a failed key 634 00:19:27,500 --> 00:19:30,166 it's also failed paint work as well 635 00:19:30,800 --> 00:19:32,800 so that's it in regards to clean up 636 00:19:32,800 --> 00:19:33,300 we got we have 637 00:19:33,300 --> 00:19:35,400 plenty of other stuff we're gonna do in regards to 638 00:19:35,400 --> 00:19:38,200 quote unquote clean up and making our plates look good 639 00:19:39,800 --> 00:19:41,866 in fact one last technique I wanna show 640 00:19:41,866 --> 00:19:43,200 you guys is actually we're gonna 641 00:19:43,200 --> 00:19:45,366 get involved with a little bit of the keying already 642 00:19:45,533 --> 00:19:47,166 and we're gonna talk about the most 643 00:19:47,166 --> 00:19:48,500 popular key years IPK 644 00:19:48,500 --> 00:19:49,333 gizmo color 645 00:19:49,333 --> 00:19:50,533 and also key light 646 00:19:50,533 --> 00:19:52,800 but this is a little process I'm gonna show you guys 647 00:19:53,000 --> 00:19:55,700 that actually cleans up even further 648 00:19:55,733 --> 00:19:56,566 so I'm gonna 649 00:19:56,566 --> 00:19:58,500 I've got my de noise now 650 00:19:58,500 --> 00:19:59,966 I'm gonna definitely have to do this 651 00:19:59,966 --> 00:20:00,900 after my de noise 652 00:20:00,900 --> 00:20:03,033 I'm gonna use keying to 653 00:20:03,533 --> 00:20:04,300 kind of a rough key 654 00:20:04,300 --> 00:20:05,900 to basically clean this up even more so 655 00:20:05,900 --> 00:20:07,433 I'm gonna go ahead and pull this in 656 00:20:08,133 --> 00:20:09,500 and the IBK color 657 00:20:09,500 --> 00:20:11,000 if I go ahead and click on it 658 00:20:11,266 --> 00:20:14,333 you can see if I just go ahead and try to build this up 659 00:20:14,333 --> 00:20:15,866 we're gonna talk about this key a little bit 660 00:20:15,866 --> 00:20:18,300 but basically it actually tries to create a 661 00:20:19,333 --> 00:20:21,066 clean plate from the backing region 662 00:20:21,066 --> 00:20:22,266 it's doing the same thing 663 00:20:22,266 --> 00:20:24,166 kind of what we're dealing with over here 664 00:20:24,266 --> 00:20:26,966 in regards to sampling localized areas 665 00:20:27,266 --> 00:20:29,166 but again I'm just gonna come over here 666 00:20:29,200 --> 00:20:31,100 currently have a size to sixteen 667 00:20:31,533 --> 00:20:33,200 and let's see if I can kind of 668 00:20:33,400 --> 00:20:36,200 basically gobble up as much of those 669 00:20:36,200 --> 00:20:37,866 outlines of our character 670 00:20:38,166 --> 00:20:39,666 I have the sector green 671 00:20:40,133 --> 00:20:41,300 and the IBK color 672 00:20:41,300 --> 00:20:42,466 as you can see 673 00:20:42,500 --> 00:20:45,033 if I take a look at the original versus this 674 00:20:45,200 --> 00:20:46,333 you can see what it's done 675 00:20:46,333 --> 00:20:47,700 it's sampling 676 00:20:47,866 --> 00:20:48,700 uh this area 677 00:20:48,700 --> 00:20:50,366 and it's basically is if uh 678 00:20:50,366 --> 00:20:51,866 Sterling got out of the way 679 00:20:51,866 --> 00:20:53,666 out of the actual shot okay 680 00:20:53,800 --> 00:20:56,166 um if I go to the gizmo 681 00:20:56,166 --> 00:20:58,033 so you plug in the color here 682 00:20:58,333 --> 00:20:59,200 to the gizmo 683 00:20:59,200 --> 00:21:00,400 IBK gizmo again 684 00:21:00,400 --> 00:21:02,333 you can get these by typing IBK 685 00:21:02,333 --> 00:21:03,400 gizmo or color 686 00:21:03,600 --> 00:21:05,866 and then you plug in the foreground here 687 00:21:06,400 --> 00:21:08,100 you can see we get a key alright 688 00:21:08,100 --> 00:21:09,866 that's all we're really doing here is pulling a key 689 00:21:09,866 --> 00:21:11,066 so hit a for alpha 690 00:21:11,066 --> 00:21:12,000 we have a key 691 00:21:12,400 --> 00:21:15,366 um again pretty rough on the edges over here 692 00:21:15,933 --> 00:21:17,533 next I shuffle out 693 00:21:17,533 --> 00:21:18,800 the alpha channel 694 00:21:18,900 --> 00:21:19,866 so if I go ahead and take a 695 00:21:19,866 --> 00:21:22,266 look here um 696 00:21:22,266 --> 00:21:23,666 now if I look at RGB 697 00:21:23,800 --> 00:21:25,600 you can see that we've flooded the alpha 698 00:21:25,600 --> 00:21:27,166 channel to the alpha 699 00:21:27,666 --> 00:21:29,266 now I've inverted the image 700 00:21:29,266 --> 00:21:31,700 uh which basically inverts the outside 701 00:21:32,300 --> 00:21:33,366 and now I'm gonna go ahead 702 00:21:33,366 --> 00:21:35,333 and what I'm gonna do is I create a constant 703 00:21:35,333 --> 00:21:37,300 you just type in constant right here 704 00:21:37,300 --> 00:21:38,766 and I'll just double click 705 00:21:39,200 --> 00:21:41,933 and then I'm gonna put my viewer to the d noise node 706 00:21:41,933 --> 00:21:43,433 and I'm gonna click on 707 00:21:43,566 --> 00:21:45,166 an area here that 708 00:21:45,166 --> 00:21:45,800 you know just 709 00:21:45,800 --> 00:21:48,166 just generally the green screen area right 710 00:21:48,566 --> 00:21:51,500 so what's going on here is it's gonna be taken the 711 00:21:51,800 --> 00:21:52,500 background plate 712 00:21:52,500 --> 00:21:54,533 or the clean plate created from the IBK color 713 00:21:54,533 --> 00:21:55,400 and it's going to 714 00:21:55,400 --> 00:21:56,900 minus from that 715 00:21:57,166 --> 00:21:58,500 and what you see here is 716 00:21:58,500 --> 00:22:01,566 the difference data between this flat 717 00:22:02,133 --> 00:22:03,266 constant image 718 00:22:03,500 --> 00:22:06,166 and this image here okay 719 00:22:06,166 --> 00:22:07,866 so here you can see the difference 720 00:22:07,966 --> 00:22:09,300 and now if I do 721 00:22:09,400 --> 00:22:11,066 if I take that difference 722 00:22:11,600 --> 00:22:14,000 and here is the actual file itself 723 00:22:14,000 --> 00:22:15,366 you know inverted the mat 724 00:22:15,500 --> 00:22:18,300 I can multiply that on top 725 00:22:18,300 --> 00:22:20,566 so B for background a for top 726 00:22:20,933 --> 00:22:22,400 and then I plus it 727 00:22:23,133 --> 00:22:25,766 now we can see if I put this viewer to this plus sign 728 00:22:25,766 --> 00:22:27,300 and go back to my d noise 729 00:22:27,700 --> 00:22:30,866 look at the change that we have created here 730 00:22:30,933 --> 00:22:32,633 um pretty amazing right 731 00:22:34,333 --> 00:22:35,533 there's a huge difference 732 00:22:35,533 --> 00:22:36,800 have we lost detail 733 00:22:36,800 --> 00:22:39,266 yes we have lost detail in this process 734 00:22:39,266 --> 00:22:39,966 you could see right here 735 00:22:39,966 --> 00:22:42,466 we've lost some motion blur artifacts 736 00:22:42,466 --> 00:22:45,400 we also have maybe introduced a little bit of a line 737 00:22:45,733 --> 00:22:48,633 here um what else can we say here 738 00:22:48,700 --> 00:22:49,933 so you can see all this 739 00:22:49,933 --> 00:22:52,766 kind of half transparency stuff has kind of disappeared 740 00:22:52,766 --> 00:22:54,266 we still have some motion blur 741 00:22:54,800 --> 00:22:55,800 uh you can see here 742 00:22:55,800 --> 00:22:57,366 we've lost a little bit of detail in here 743 00:22:57,366 --> 00:22:58,900 it's sort of like flooded out almost 744 00:22:58,900 --> 00:23:01,166 seems like this area has just been kind of flooded 745 00:23:01,500 --> 00:23:02,500 uh with a green 746 00:23:02,500 --> 00:23:04,566 it's it's kind of eating away at some of the juicy 747 00:23:04,566 --> 00:23:07,266 motion blur and the motion blur the depth the field 748 00:23:07,266 --> 00:23:09,133 the wispy here is all that stuff 749 00:23:09,133 --> 00:23:11,066 is the important stuff that we have to hold on to 750 00:23:11,066 --> 00:23:13,733 but this makes for one heck of a key 751 00:23:13,733 --> 00:23:17,433 let's look at the difference between the original right 752 00:23:19,066 --> 00:23:20,166 and the finish 753 00:23:20,166 --> 00:23:21,800 so let's go ahead and take a look at it 754 00:23:22,400 --> 00:23:24,433 guess see a whirl the difference there 755 00:23:24,966 --> 00:23:27,900 so this is this can be good for running gun situations 756 00:23:27,900 --> 00:23:29,766 obviously we have to mask this area out 757 00:23:29,766 --> 00:23:31,333 and this is a little bit of problem area 758 00:23:31,333 --> 00:23:33,800 but we've cleaned up a majority of these issues 759 00:23:33,800 --> 00:23:35,300 we still have to do some paint work on 760 00:23:35,300 --> 00:23:36,666 the intersections where 761 00:23:36,766 --> 00:23:38,400 Sterling actually walks in front of the 762 00:23:38,666 --> 00:23:39,833 these little points 763 00:23:40,100 --> 00:23:42,600 but in general we've done some work now again 764 00:23:42,600 --> 00:23:46,333 manipulation is dangerous because this manipulation 765 00:23:46,333 --> 00:23:48,000 s starts to affect your edge 766 00:23:48,133 --> 00:23:49,000 but these are just 767 00:23:49,000 --> 00:23:52,733 some common ways to clean up your plates for keying 768 00:23:52,733 --> 00:23:55,200 so just be aware of that 53061

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