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okay so in this lesson
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we're gonna talk about image preparation
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and understanding
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you know that an image comes in
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from the real world
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with imperfections and all that fun stuff
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we're not talking about tracking or anything like that
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in regards to lens distortion
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but there are certain
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elements that we have to deal with
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digital or film
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you're gonna get film grains
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if I go ahead and kind of zoom in here
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you can see there's a noise pattern here
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throughout the image here
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and that noise pattern is not very
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prevalent in the green channel
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but you can see if I go to
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there's a red channel
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you can see the difference
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green channels
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pretty clean
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if I hit B for blue
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you could see that it's just pretty noisy right
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so the big thing when you're talking about
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taking something and keying it
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or taking out the green here and putting a background
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is to definitely consider a d grain
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so there are a couple of options for this
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one of course
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is the relatively
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okay degrain simple here
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there are other degrainers that you can find
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say through newkipedia and so forth
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but the one that they do
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use in the industry is a neat video
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it's pretty much across the entire industry
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that neat video
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a 300 dollar plug in for nuke
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is the industry standard in regards to degraining
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for the sole reason that
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the algorithm actually creates a
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retains the sharpness of image
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whenever you grain something actually blur it
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neat video is computationally expensive
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but in the midst of all of that
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you get a sharp image here
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which doesn't require any sort of
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resharpening at the end
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down the pipeline
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um you'll eventually probably have to sharpen a little
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bit up as you start to lose
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the actual degrading of image through resampling
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all the way through the process
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but in general
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this is $300 that if you are very heavy and intensely
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using green screen stuff for your projects and so forth
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it is the best investment
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of all the plugins that you would purchase for nuke
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this is the one to do it
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now in our case
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I'm just gonna go ahead and use the d grain simple
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and we'll just show you the
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kind of artifacts that that introduces
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so I'm gonna go ahead
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and take this shot with Sterling here
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and go ahead and plug that in
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and I'll go ahead and just show you
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so you have the d grain simple
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and you can see that it just basically does
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an okay job um
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you can see right here
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that it's basically using the red
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green and blue channels in the amounts for each
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so you go to R or you can see that we have a
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a green here amount
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and if I just start to pull this up
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we start to finally clean that image up
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if I go to the green channel
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now you could see
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and I don't have to get too harsh with
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the green channel because it's pretty clean already
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so bring it just probably down
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now go to B for blue
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and you could start to crank that up to some ridiculous
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now what does this do to your image
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well let's take a look at Sterling here
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as we kind of
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hit d to disable this off and on
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so I put my viewer to it
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you can see Sterling is blurred up pretty heavily here
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through the process
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not too bad
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cause he is a little bit out of focus already
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but in general
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we've gotten rid of the green to a certain degree
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you know still some color noise there
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skittles color noise like to call it
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but in general
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I mean it is what it is
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you can use the d grain simple
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um if you prefer
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there's also the plug in for the d noise
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so the d noise
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go ahead and click
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that is another option here
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so we can go ahead and throw that in
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and it's gonna ask for a sample here
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it's gonna give you an error message up here
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so I'm gonna take the noise
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and plug that into this image here okay
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I'm gonna go ahead and click on the d noise
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and again you're still getting an
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error message because it says that the clip
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sampling area is too small
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so I'm gonna go ahead and grab this
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find a uniform area here
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and allow the
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to scan that and do a um
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d noise so you can see
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but take a look at this
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go and put my viewer to it
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here's the old
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here's the new
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so I can bring this down
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so you can see this a little bit
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I know you guys are watching this with a
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YouTube compression
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but there is a
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a lot of noise taken out
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which is essential for when you're doing keying
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and this is only on the side of the actual mat side
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not the actual d spill RGB side
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but just the alpha that we're gonna be pulling
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and you can see
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if I go ahead and take a look really closely
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we have had
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a degradation of image
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in the sense that it's very
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very blurry
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now um this is
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somewhat computation expensive
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usually you wanna write this out to a DPX sequence uh
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just go ahead and write it out
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you know you know just
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dot you know
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you can use whatever
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token you want
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but I usually do three hashtags DPX
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and export this out
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because you can see as I kind of scrub through it
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in this case
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I have a pretty fast computer um
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but in generally
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it can be competition expensive
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so usually you
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export this out
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and then to make a right note
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a read note
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you just come over here
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um under the right note here
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and you just click on read file
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so that makes it an actual
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readable file
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so it's basically turning the right note into a renode
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so let's talk about cleanup
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and when I talk about cleanup okay
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we talk about denois
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so we've denoised the plate here
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so I'll just go ahead and give her this right note
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and you can come in here and do a lot of things
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for instance
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you can do a roto paint to take
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out these tracking marks
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because Stirling actually crosses over
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I use my arrow keys
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there's parts in here where he does cross over here
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so you can see
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in this example here
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you know we're getting the tracking down
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we're getting this motion blur
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so some people would come in here on a perframe basis
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put a roto paint note in
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and just come to the clone tool
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and let's go ahead and just try to clone this out
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the best we can
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so I'll go ahead and again
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I'm using a single frame here
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and this will be a little bit tricky to pull off
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so see if I can pull it up with my viewer to it
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and you can already see how it's
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it is what it is it's not
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it's not the best
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reality here
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um and again
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I wanna show you a little technique to deal with this
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you can see how
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crazy this can get in the process
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now someone's gonna fly by
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um the shot
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and if you don't notice it
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you'll be okay
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but you got to be careful
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very careful on this sort of stuff
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when you're kind of cloning it out
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cause obviously we got a little bit of blur here
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um on Stirling
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kind of coming through here
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so there's a whole bunch of
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ways of kind of cleaning this up um
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one of the things you can do with
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your Cologne tool is set the opacity down pretty low
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and set the hardness down really low as well
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so I can put the hardness to 0
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and I can put the opacity to say
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like point you know
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one or something like that
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and then I could just start to
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kind of blend this in as best I can
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and it's got to be consistent
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so if I go ahead and d and disable
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you can see it's okay I mean
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would somebody notice if it flew by
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for instance
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I just go ahead and take a look
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like here we got this
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and then we go here
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as long as there's no crawling around along the edges
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and one frames
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you know if there's more than one frame
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then you got an issue there
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so you got to be very careful with that kind of stuff
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so anytime when Sterling actually crosses over
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um here is gonna be
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an issue to take care of
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so same same thing again
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I'm gonna have to kinda
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grab from here and you
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can do this after your key as well
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I'm gonna show you guys the process of doing that
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which I Learned from a
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good friend of mine
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Brad who uh
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is since then working on
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major motion pictures um
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in the industry so he's a
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he taught me a ton and I'm
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very grateful for him
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so a lot of
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the techniques I'm gonna be teaching is this course
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we're actually taught by uh
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people that are in the industry that are
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big shots that flew out to the island of Chicago for
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a day or whatever
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not a day I should say
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but for about 2
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2 months and work with me on some commercials
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and they taught me
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a ton of amazing stuff I mean
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I thought I knew composite until I met these guys
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and you know
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it's kind of intimidating when
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you're talking to somebody who just
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walked off the set of
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you know or walked off compositing on
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you know Star Wars Episode 7
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and since then
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I've worked on
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even bigger films um
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so just learning from those guys has been
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incredible so again
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you can see how painstaking this is
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and I'm just sampling the local color here um
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as you can see
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and I can also come in here
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and paint a specific piece here instead of range
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so for instance
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Sterling disappears right here
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and come right here
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I can do a Cologne here for this
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and this is set to a single
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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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