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alright so this is a class 3 nuke file
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and we're gonna talk a little bit about Kiers
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now this is an advanced tutorial
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but I wanna make it available to even beginners
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in the sense that I wanna introduce
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you to a little bit of the most famous Kias
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uh the big top 3 obviously are primat
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and of course there's the other one key light
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and finally there's the Dynamic Duo
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IBK Gizmo IBK Color
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so these are the biggies right here uh
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some people um
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do prefer sometimes to use ultimate
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which is another one
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which actually can
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basically take out any webbing
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that would be involved in
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certain areas around a character
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if you're trying to create a format and so forth
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so it does give you some really cool results
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a little bit more complicated
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but the big ones are primat
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key light and these two
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these two are usually good for fringe mats
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or commonly called edge mats as well
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and primats are usually good for core mats
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or kind of hard
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cores that we're going to create
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which is the center piece that fills in
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the Swiss cheese holes of your atypical key
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so let's go ahead and just kind of poke around with a
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couple of these here
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let's go ahead
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start with key light alright
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so I'm gonna go ahead and take this footage of Jessica
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and we're gonna go ahead and plug it in
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as you can see
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you have a background outmat
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inmat source
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I am not gonna get in heavy detail to any of these um
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because I want you guys to go straight to production
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when I start in production and game design
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uh I didn't have like theory
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or ideas or you know
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maybe you could try this with this
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you know maybe this will work
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in production
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you literally are thrown into the lion's den
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and you got to fight off the lion
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and that's just basically the process of production
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and we were given templates
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and you know
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best course of actions that you could say
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are very linear with not many options
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but for the majority of the sake they work
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so I will be introducing you to the Uber here
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which will be a templated Kia
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which will have all of these sort of pieces
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but just to be aware how the mechanics of these work
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I'll just go ahead and put in source here
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to our footage
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and there's plenty of tutorials on YouTube
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um in regards to um
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learning about this
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I'll talk about them a little bit later
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but I'm just gonna go ahead
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and put this into the viewer
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and here you can see
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we have our scene here
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and you can see
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if I go ahead and slam the gamma
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we have a variation of luminance in the green
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so you can see we have a variation in
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say you know
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the actual luminance
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it's brighter over here
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it's a different value
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so if I were to click control click
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you'd see the value of red
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green and blue
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are different than here
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this is like point seven two
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in the green
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it's point five here
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it's point o four in the red
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over here it's point o two in the red over here
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and over here
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it's like point
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o six and over here is like point o four in the blue
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so there is a variance in color information
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between these two areas
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so key light is good for scenes where
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there's a lockdown camera and
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you don't have the camera moving a lot
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where the background plate would actually change
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so if you have a lockdown tripod shot
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where the person's just walking along
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and the camera doesn't pan or tilt or dolly
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uh this is probably the best tool to use sometimes
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for hair detail
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um but again
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you can get this done as well
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with certain situations with IBK
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uh coloring gizmo
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which is the
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most popular of all the cure
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so I'm gonna take the key light
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and click the little screen color here
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and I'm gonna go ahead and hold down shifting control
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and you can see
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how it starts to do the disco here
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where it goes back and forth
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and I wanna hold down control
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alt and click
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if I hold down
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shift control and Alt
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this is on a PC
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I'm sampling the original image if I
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don't hold down that
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I'm going to get this
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and sampling the sample
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so I don't wanna do that
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I wanna make sure it's sampling the original footage
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and ignoring what has been changed
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so I went ahead and sampled this area
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and usually
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you wanna sample areas very close to the wispy hairs
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and now if I hit a for alpha
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you can see we have a pretty good reality here
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you can see
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the difference in luminance
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it's all based on the pixel
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value that we chose here
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so whatever
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the crominance value
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RGB of what we chose here
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is what it's keying
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and you can see it just degrades over here
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now if we choose this area over here
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you can see it does
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a really good job
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but we might be losing some details
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remember you can win the battle
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but lose the war when it comes to keen
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um you wanna have that yucky
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mucky motion blur
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and you wanna have these fine
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wispy details
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so you can see
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just by poking around again
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I have hit a
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for alphata
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look at my alpha
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I can kind of
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choose something
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that's a good middle ground
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but one thing you notice
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if I go over here and go
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all that looks good
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you'll notice I've lost detail in
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the hair over here
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so if I click over here
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you can see I've gained
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and this extra
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strand of here
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so this is gonna require
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a little bit of finessing
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so I'm gonna
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get kind of close here
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and you can
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see I've got
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all these nice hair details
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and at this point
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we can go ahead
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and just do a
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couple things
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such as screen gain
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which is gonna
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kind of pump that up just a little bit
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you can see
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it's starting to
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eat away at the hair
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which we don't want
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we don't wanna tamper a lot with keys
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I know it sounds kind of
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weird but we
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don't wanna
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get too crazy
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and then the screen matte
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we're gonna go ahead
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and click that open
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and we can click
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click the black
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and we can clip the white
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and you can
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see it just becomes a crunchy nasty edge
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so as these
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two come closer to
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each other is
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black gets closer to white
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these two bars
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two little knobs get closer
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you're crushing the values
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you're basically saying
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anything of a value of
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2.95 in the
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RGB or higher is being
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turned to pure black
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and with the white
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anything lower than 5.95 is going to be turned into
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white and it just crushes
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the value you lose
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you win the battle
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but you lose the war
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and you don't have
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all those fine details
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I'm gonna be
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very careful with this
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and maybe take
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the clip black
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and just inch it up just
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ever so slightly
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now there are other tools in here
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which are used
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here and there
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like screen softness
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you can see
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it just softens
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the edge a little
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bit overboard
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you can soften that up
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if you want
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if you're getting sort of stairstep edges
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um and there's
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you know d spot
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black which just kind of
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kind of does an erosion
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you can see
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you're getting these
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very strange shapes
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here uh again
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heavy tampering is
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is something that
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you don't really wanna do too much
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in this case
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we're just dealing with
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uh actually
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getting the
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cut out mat
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I'm not worried about destroying
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the image here
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so with that said
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we have this piece
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of key light
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that looks good
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this this portion here
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actually looks
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very good now
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what you would usually do with this
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is do a region
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per region basis when
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you're dealing with
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key light and again
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it's good because it's on a lockdown camera
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so I'm gonna
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take this key
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light paste it
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put in my source
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and I'm gonna
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go ahead and
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come in here
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hold down shift
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control and alt
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resample my
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actual color
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and I'll go up here
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by the hair up here
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right so this is
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I'll go ahead
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and label this
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call this top head
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I'll take this key light
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going to my node and label this
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you know right side
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which would be camera right where we're facing
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and I'm gonna go ahead and paste another
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one of these babies
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come in here
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and again choose my color
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and again we get close
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to the edge here and see if we choose
292
00:07:32,700 --> 00:07:35,300
see it's very gonna be very careful here
293
00:07:37,666 --> 00:07:42,700
there we go so this would be more of the top left
294
00:07:43,466 --> 00:07:45,433
so go ahead and call that top left
295
00:07:46,700 --> 00:07:49,733
here we go and last but not least
296
00:07:49,733 --> 00:07:51,400
maybe we should hit up this corner at the bottom
297
00:07:51,400 --> 00:07:53,033
so I'm gonna go ahead over here
298
00:07:54,333 --> 00:07:56,900
but the viewer in here again change the information
299
00:07:56,900 --> 00:07:59,266
I'm gonna choose and get this area here
300
00:07:59,266 --> 00:08:00,533
look at all the detail coming back
301
00:08:00,533 --> 00:08:03,666
the man I kind of punch around so this would be the
302
00:08:05,500 --> 00:08:06,300
bottom
303
00:08:08,566 --> 00:08:11,533
left okay so
304
00:08:11,533 --> 00:08:15,433
let's start to combo these with a key mix or
305
00:08:23,166 --> 00:08:24,700
so here is a key mix
306
00:08:24,700 --> 00:08:26,666
and what we're gonna do with this is
307
00:08:26,666 --> 00:08:28,466
I'm gonna go ahead and put this to B
308
00:08:28,466 --> 00:08:32,566
and a is what we're going to keep or in the mask
309
00:08:32,566 --> 00:08:34,900
so a is what's going to be revealed in the mask
310
00:08:34,900 --> 00:08:36,066
I'm gonna go ahead and hit the letter
311
00:08:36,066 --> 00:08:37,266
ode and make a rhodonode
312
00:08:37,733 --> 00:08:39,866
and this is the top of the head right
313
00:08:39,866 --> 00:08:41,200
so I'm gonna go ahead
314
00:08:41,200 --> 00:08:42,633
take this roto node
315
00:08:43,700 --> 00:08:45,333
and let's go ahead oh
316
00:08:45,333 --> 00:08:45,766
you know what
317
00:08:45,766 --> 00:08:48,166
I had the gamma on while I was doing all those checks
318
00:08:48,166 --> 00:08:51,666
let me go and double check my results here okay
319
00:08:51,666 --> 00:08:53,066
so that's the top head
320
00:08:53,800 --> 00:08:55,066
that's the right
321
00:08:55,533 --> 00:08:56,600
let's go ahead and
322
00:08:57,366 --> 00:08:59,500
maybe refine that a little bit
323
00:09:01,100 --> 00:09:03,200
another thing we haven't done is actually denoise
324
00:09:03,200 --> 00:09:05,333
our plate which probably be a good idea
325
00:09:05,333 --> 00:09:06,166
but I'm not gonna do that
326
00:09:06,166 --> 00:09:07,833
just for the sake of this demonstration
327
00:09:08,500 --> 00:09:10,566
and so we have this right side
328
00:09:10,566 --> 00:09:12,466
and then we got this top of the head right
329
00:09:13,266 --> 00:09:14,500
so it looks like this area
330
00:09:14,500 --> 00:09:15,900
so I'm gonna go ahead
331
00:09:16,766 --> 00:09:20,666
and do my best to grab this area here
332
00:09:20,966 --> 00:09:22,733
I'm gonna go ahead and hit the letter B
333
00:09:22,733 --> 00:09:25,100
and add a slight blur to this roto
334
00:09:27,000 --> 00:09:29,300
there always should be a blur on all your rotos
335
00:09:29,300 --> 00:09:32,966
so a is basically being added to B
336
00:09:32,966 --> 00:09:35,400
so anywhere else is the B input
337
00:09:35,400 --> 00:09:39,166
anywhere in this roto will be whatever is an A
338
00:09:39,400 --> 00:09:41,100
so if we put those together
339
00:09:41,366 --> 00:09:43,700
you can kind of see the difference here at this case
340
00:09:43,700 --> 00:09:45,466
I can go ahead and come in and here and
341
00:09:45,966 --> 00:09:48,600
maybe extend this out here
342
00:09:49,533 --> 00:09:49,966
right there
343
00:09:49,966 --> 00:09:51,700
so you can see the blur
344
00:09:52,066 --> 00:09:53,600
we don't have a blur there
345
00:09:53,600 --> 00:09:55,433
the transition can be harsh
346
00:09:55,966 --> 00:09:58,200
so if I go ahead and put this blur down and nothing
347
00:09:58,200 --> 00:10:01,066
you can see you got that harsh edge there right
348
00:10:01,900 --> 00:10:04,666
so I'm doing this kind of quickly by the way
349
00:10:04,666 --> 00:10:06,700
just so you're aware um
350
00:10:06,866 --> 00:10:08,766
so on top of that your daisy chain here
351
00:10:08,766 --> 00:10:10,166
so you take the input of B
352
00:10:10,166 --> 00:10:12,300
and now we're gonna add in this here a
353
00:10:12,733 --> 00:10:16,100
and we just do one last adjustment here to this roto
354
00:10:16,600 --> 00:10:19,466
but it's region per region basis right
355
00:10:20,200 --> 00:10:22,866
so go ahead and get let's go
356
00:10:24,466 --> 00:10:25,466
out that far
357
00:10:25,600 --> 00:10:26,766
there we go what the heck
358
00:10:27,300 --> 00:10:28,800
we'll crush some of these values over later
359
00:10:28,800 --> 00:10:30,100
if we need to alright
360
00:10:30,100 --> 00:10:32,866
so then again here once again
361
00:10:33,066 --> 00:10:37,200
we'll take this key light will add another roto mask
362
00:10:37,200 --> 00:10:40,100
so hit oh copy and paste this blur
363
00:10:41,200 --> 00:10:42,333
plug that in
364
00:10:42,333 --> 00:10:43,366
plug this in
365
00:10:43,933 --> 00:10:47,266
and this is of course the top left
366
00:10:47,666 --> 00:10:50,000
so that's this little segment right here
367
00:10:51,266 --> 00:10:53,000
so go ahead and throw that in
368
00:10:54,133 --> 00:10:55,000
there we go
369
00:10:55,000 --> 00:10:55,933
and it looks like this
370
00:10:55,933 --> 00:10:57,966
key could probably use a little bit work
371
00:10:57,966 --> 00:10:59,300
I'm gonna put my viewer to it
372
00:11:00,166 --> 00:11:01,766
and just come in here
373
00:11:02,800 --> 00:11:05,833
and kind of get the best result I can
374
00:11:06,666 --> 00:11:08,866
but still maintain those hair follicles
375
00:11:08,866 --> 00:11:10,200
gonna be a little bit tricky
376
00:11:11,166 --> 00:11:12,500
see the closer I get
377
00:11:14,300 --> 00:11:16,633
yeah we're gonna lose some of this data regardless
378
00:11:17,600 --> 00:11:21,133
okay so that being added on you can see there
379
00:11:21,133 --> 00:11:22,900
I'll go ahead and just extend this out
380
00:11:22,900 --> 00:11:23,766
and again I'm just
381
00:11:23,766 --> 00:11:26,633
this is probably not as optimized as you would imagine
382
00:11:27,166 --> 00:11:29,500
okay and then we have the bottom left right
383
00:11:29,500 --> 00:11:30,266
which is this area
384
00:11:30,266 --> 00:11:32,466
so again I'm gonna take another key mix
385
00:11:33,400 --> 00:11:36,800
paste it B input a input
386
00:11:37,900 --> 00:11:41,866
o for roto B for blur or just copy and paste this blur
387
00:11:42,400 --> 00:11:44,900
plug it in mask it
388
00:11:45,366 --> 00:11:49,166
and this roto I'm gonna throw down to this area here
389
00:11:49,166 --> 00:11:49,966
there we go
390
00:11:51,900 --> 00:11:54,733
so it looks like it only got a hold of this area
391
00:11:54,733 --> 00:11:57,600
right here and I can keep going with this right
392
00:11:57,600 --> 00:11:59,666
so I can say okay
393
00:11:59,666 --> 00:12:01,466
um this area right here
394
00:12:01,466 --> 00:12:04,066
I'm probably have to do a separate key for I'm just
395
00:12:04,266 --> 00:12:07,166
being very careful to do very light keys on all this
396
00:12:07,166 --> 00:12:10,433
I'll just make another one and this will be middle left
397
00:12:11,366 --> 00:12:13,366
so do middle left
398
00:12:15,766 --> 00:12:16,733
and we'll put that in
399
00:12:16,733 --> 00:12:19,233
and we're keying based on a luminance change
400
00:12:19,533 --> 00:12:21,700
crominance change for each individual area
401
00:12:21,700 --> 00:12:23,300
so I'm gonna just hit this keyer
402
00:12:23,300 --> 00:12:24,766
hit shift control and alt
403
00:12:25,100 --> 00:12:27,766
click the little problem child area that I wanna get
404
00:12:29,200 --> 00:12:30,100
get as close as I
405
00:12:30,100 --> 00:12:32,800
can before it starts to get goofy on me
406
00:12:33,400 --> 00:12:36,400
making sure I keep as much hair detail as I can
407
00:12:37,266 --> 00:12:38,733
again copy paste
408
00:12:38,733 --> 00:12:41,233
and you probably wouldn't use this many
409
00:12:41,800 --> 00:12:43,566
you know key lights
410
00:12:43,566 --> 00:12:44,866
sometimes you would obviously
411
00:12:44,866 --> 00:12:47,100
and this is where IBK Gizmo actually
412
00:12:47,500 --> 00:12:48,733
does a lot of this stuff for you
413
00:12:48,733 --> 00:12:49,800
an autopilot
414
00:12:49,800 --> 00:12:52,233
so I'm gonna go ahead and copy this here
415
00:12:53,333 --> 00:12:56,633
plug it in and let's go ahead and take a look at our
416
00:12:56,933 --> 00:12:57,733
last viewer
417
00:12:57,733 --> 00:12:58,566
look at here
418
00:12:58,566 --> 00:13:01,100
and then I'll just add in this area right here
419
00:13:01,866 --> 00:13:04,566
so I'm just kind of adding in
420
00:13:05,400 --> 00:13:09,400
little areas here as you can see and again
421
00:13:09,400 --> 00:13:11,600
I'll just kind of bring this to the best I can out
422
00:13:11,600 --> 00:13:13,600
obviously this will have to be animated
423
00:13:13,900 --> 00:13:15,200
if it needs to be animated
424
00:13:15,200 --> 00:13:17,700
obviously because the cameras not moving
425
00:13:17,700 --> 00:13:19,200
you probably could leave these static
426
00:13:19,266 --> 00:13:20,666
but if the camera had to pan or something
427
00:13:20,666 --> 00:13:21,800
you'd have to animate it
428
00:13:22,000 --> 00:13:22,766
so in general
429
00:13:22,766 --> 00:13:26,033
I could come in here and create a merge node
430
00:13:27,000 --> 00:13:28,866
and we'll go ahead and create a mask
431
00:13:28,866 --> 00:13:31,066
so again I'm gonna hit 0 for roto
432
00:13:31,933 --> 00:13:33,666
and I'm just gonna come in here
433
00:13:34,933 --> 00:13:36,200
and mask around
434
00:13:36,200 --> 00:13:38,433
make a garbage mask around our character
435
00:13:39,200 --> 00:13:40,300
as best we can
436
00:13:40,300 --> 00:13:41,166
and we're gonna have better
437
00:13:41,166 --> 00:13:43,233
robust ways of doing this later by the way
438
00:13:43,766 --> 00:13:46,266
and again I'll just copy paste this blur
439
00:13:46,933 --> 00:13:51,666
B input a and we are going to set this to mask
440
00:13:52,566 --> 00:13:53,533
so there we go
441
00:13:53,533 --> 00:13:55,500
we got rid of all the gunk on the outside
442
00:13:55,966 --> 00:13:56,500
at this point
443
00:13:56,500 --> 00:13:58,100
we can hit the grade node
444
00:13:58,166 --> 00:14:00,366
and come in here and maybe crush the
445
00:14:00,700 --> 00:14:01,700
values a little bit here
446
00:14:01,700 --> 00:14:04,100
we can come over here and play with say
447
00:14:04,266 --> 00:14:05,600
play with the multiply again
448
00:14:05,600 --> 00:14:07,600
you wanna set this to alpha by the way
449
00:14:07,600 --> 00:14:09,700
so make sure this grade node is set to alpha
450
00:14:10,300 --> 00:14:12,566
and I can just come in here and just start playing
451
00:14:12,566 --> 00:14:13,500
my viewer to it
452
00:14:13,966 --> 00:14:15,366
playing with certain options here
453
00:14:15,366 --> 00:14:16,800
you can see I can play with the gamma
454
00:14:16,800 --> 00:14:19,833
which will kind of eat into my um
455
00:14:20,533 --> 00:14:21,366
thing here a little bit
456
00:14:21,366 --> 00:14:23,400
I could also come over here to my blacks
457
00:14:23,400 --> 00:14:25,566
start to crush the values just a hair
458
00:14:26,133 --> 00:14:27,800
and then of course you got
459
00:14:28,066 --> 00:14:29,366
you can try multiply
460
00:14:29,366 --> 00:14:31,233
it's not actually it's not gonna do any good
461
00:14:31,900 --> 00:14:33,400
unless you have a weight clamp
462
00:14:35,066 --> 00:14:37,266
so again just a little bit of detail
463
00:14:37,266 --> 00:14:38,533
you can see if I do a little too much
464
00:14:38,533 --> 00:14:40,700
I'm gonna start through all these fine here to details
465
00:14:40,700 --> 00:14:43,600
but sometimes there is a compromise in that
466
00:14:43,800 --> 00:14:45,866
so now that we have an actual alpha here
467
00:14:45,866 --> 00:14:50,000
I'm gonna go ahead and use a copy note like this
468
00:14:50,533 --> 00:14:51,600
and we're gonna go ahead
469
00:14:51,600 --> 00:14:54,300
and bring in the actual footage itself
470
00:14:54,300 --> 00:14:56,266
so I'm gonna go ahead and take this
471
00:14:56,700 --> 00:14:59,933
and put this as the incoming RGB information
472
00:14:59,933 --> 00:15:03,533
and then the a is going to be the actual oops
473
00:15:03,533 --> 00:15:04,700
I'm sorry yeah
474
00:15:04,700 --> 00:15:05,500
that's right
475
00:15:05,966 --> 00:15:10,033
a is the alpha information and B is the RGB information
476
00:15:10,333 --> 00:15:12,766
and we're basically reformatting what is
477
00:15:12,766 --> 00:15:14,166
RGB and what is a
478
00:15:14,166 --> 00:15:15,166
so if I go ahead
479
00:15:15,166 --> 00:15:19,033
and plug this through to the original image like that
480
00:15:19,266 --> 00:15:20,700
and we can go ahead and hold down control
481
00:15:20,700 --> 00:15:22,033
make a couple downloads
482
00:15:22,700 --> 00:15:25,100
to kind of come around to the opposite side here
483
00:15:26,666 --> 00:15:27,466
here we go
484
00:15:28,866 --> 00:15:30,600
so now you can see if I take a look
485
00:15:30,600 --> 00:15:31,966
here's the original footage hit a
486
00:15:31,966 --> 00:15:33,033
here's my alpha
487
00:15:33,533 --> 00:15:34,700
and I could pre molt this
488
00:15:34,700 --> 00:15:36,700
so type in make a pre molt
489
00:15:37,133 --> 00:15:41,766
so I multiply the alpha by the actual um RGB
490
00:15:42,100 --> 00:15:43,100
so it cuts it out
491
00:15:43,100 --> 00:15:44,233
and there you go
492
00:15:44,666 --> 00:15:45,766
now just by looking at this
493
00:15:45,766 --> 00:15:48,500
you can kind of go and say wow um
494
00:15:48,600 --> 00:15:50,066
this could use some you know
495
00:15:50,066 --> 00:15:52,100
coming to grading here and crush the uh
496
00:15:52,466 --> 00:15:53,366
you know this area
497
00:15:53,366 --> 00:15:54,100
but we have
498
00:15:54,100 --> 00:15:57,600
so much of this green here in the actual object
499
00:15:57,600 --> 00:16:01,400
and if we were to say put this um on a background
500
00:16:01,400 --> 00:16:03,366
if I were to go to my constant here
501
00:16:03,700 --> 00:16:05,400
and let's choose a color here
502
00:16:06,333 --> 00:16:09,700
let's choose something like I don't know
503
00:16:10,200 --> 00:16:12,166
something brownish like that
504
00:16:13,000 --> 00:16:16,433
and if I would emerge this B for background a for a top
505
00:16:18,100 --> 00:16:18,800
you would see
506
00:16:18,800 --> 00:16:20,700
that we got a green Halo around the character
507
00:16:20,700 --> 00:16:21,700
now the key light
508
00:16:21,766 --> 00:16:23,866
is actually good on its own as a
509
00:16:23,866 --> 00:16:25,700
what's called a d spiller
510
00:16:25,700 --> 00:16:27,900
and usually within keys we have
511
00:16:28,166 --> 00:16:29,566
the area that we key out
512
00:16:29,566 --> 00:16:30,700
and we're not worried about the red
513
00:16:30,700 --> 00:16:31,600
green blue information
514
00:16:31,600 --> 00:16:32,766
and then we have the area over here
515
00:16:32,766 --> 00:16:33,633
which would be
516
00:16:33,900 --> 00:16:35,133
dealing with d spill
517
00:16:35,133 --> 00:16:37,166
which is getting rid of the green out of the
518
00:16:37,366 --> 00:16:39,866
reflections because a green screen behind this actress
519
00:16:40,733 --> 00:16:43,433
is not only gonna cast green on her face
520
00:16:43,600 --> 00:16:44,933
around the edges of her
521
00:16:44,933 --> 00:16:46,200
um around her hair
522
00:16:46,200 --> 00:16:48,466
um it's just gonna pollute it because it's light
523
00:16:48,466 --> 00:16:49,966
it works again
524
00:16:49,966 --> 00:16:52,566
it bounces around like photons and just you know
525
00:16:52,700 --> 00:16:54,300
white areas absorb or
526
00:16:54,533 --> 00:16:56,633
white areas reflect and black areas
527
00:16:56,733 --> 00:16:58,500
absorb so you're not gonna see a lot of
528
00:16:58,866 --> 00:17:00,400
green in her black shirt
529
00:17:00,400 --> 00:17:01,766
but you will see it probably in
530
00:17:01,766 --> 00:17:03,033
her face a little bit so
531
00:17:03,300 --> 00:17:06,366
key light on itself actually works as a good d spiller
532
00:17:06,366 --> 00:17:07,633
so I'm gonna come over here
533
00:17:08,266 --> 00:17:09,366
plug in my source
534
00:17:09,366 --> 00:17:12,100
and I'm gonna set my screen color on this
535
00:17:12,100 --> 00:17:15,266
1 to 1 for green and voila
536
00:17:15,266 --> 00:17:16,666
we have taken out
537
00:17:16,733 --> 00:17:18,200
the green spill now
538
00:17:18,866 --> 00:17:21,866
usually I come in here with the alpha bias of the red
539
00:17:22,100 --> 00:17:23,366
cause her face is red
540
00:17:23,733 --> 00:17:25,600
and I'll bring this up to 6
541
00:17:25,866 --> 00:17:27,333
okay you see
542
00:17:27,333 --> 00:17:28,133
as I do that
543
00:17:28,133 --> 00:17:28,766
there's less
544
00:17:28,766 --> 00:17:30,800
there's more green being taken out her face
545
00:17:30,800 --> 00:17:32,033
and also her hair
546
00:17:32,666 --> 00:17:33,333
see the difference
547
00:17:33,333 --> 00:17:34,966
see that just by bringing this up one
548
00:17:34,966 --> 00:17:36,200
you put this to maybe point five
549
00:17:36,200 --> 00:17:37,000
five if you want
550
00:17:37,000 --> 00:17:38,500
you don't want her turning into a
551
00:17:38,866 --> 00:17:40,766
um a strawberry or a blueberry
552
00:17:40,766 --> 00:17:41,933
which happens is you
553
00:17:41,933 --> 00:17:43,966
kind of fiddle with this stuff a little too much
554
00:17:44,300 --> 00:17:45,866
you can see she's starting to turn into a blueberry
555
00:17:45,866 --> 00:17:47,000
if I go too nuts
556
00:17:47,100 --> 00:17:49,166
so having a alpha bias 1.6
557
00:17:49,166 --> 00:17:51,300
I find is a good kind of balance again
558
00:17:51,300 --> 00:17:51,933
if you need to push it
559
00:17:51,933 --> 00:17:54,566
you still see there maybe some green tinge in her skin
560
00:17:55,400 --> 00:17:56,200
and that's something
561
00:17:56,200 --> 00:17:56,966
get through
562
00:17:56,966 --> 00:17:58,600
using maybe a hue correct
563
00:17:58,600 --> 00:18:00,266
but we're gonna get in that later lesson
564
00:18:00,466 --> 00:18:03,700
so this would be the redefined RGB
565
00:18:03,733 --> 00:18:05,866
okay so we're gonna go ahead and plug that in
566
00:18:06,366 --> 00:18:08,866
notice that the background information here
567
00:18:09,000 --> 00:18:11,066
is unbelievably
568
00:18:11,133 --> 00:18:13,666
uh actually um
569
00:18:14,133 --> 00:18:16,866
ridiculously dark right
570
00:18:16,866 --> 00:18:19,300
so we've lost the luminance because we basically
571
00:18:19,366 --> 00:18:20,900
taken the green channel out
572
00:18:20,900 --> 00:18:22,800
so one of the things we can do with that
573
00:18:22,966 --> 00:18:25,966
is actually come in here and use a merge node
574
00:18:26,933 --> 00:18:28,766
and we're gonna extract
575
00:18:29,400 --> 00:18:31,733
uh by clicking here for a
576
00:18:31,733 --> 00:18:32,866
B right here
577
00:18:32,866 --> 00:18:34,266
and we're gonna extract
578
00:18:34,300 --> 00:18:36,300
you know minus operation
579
00:18:37,066 --> 00:18:38,400
so hit minus
580
00:18:39,000 --> 00:18:39,766
the green information
581
00:18:39,766 --> 00:18:40,333
this is the green
582
00:18:40,333 --> 00:18:43,366
information that we tore out of the scene okay
583
00:18:43,400 --> 00:18:45,766
so you can see there's a lot of it in
584
00:18:45,766 --> 00:18:47,133
around her face here
585
00:18:47,133 --> 00:18:47,866
in her teeth
586
00:18:47,866 --> 00:18:49,300
cause her teeth are reflective
587
00:18:49,666 --> 00:18:50,800
and along here
588
00:18:50,800 --> 00:18:52,400
and here you can see the shirt isn't
589
00:18:52,400 --> 00:18:54,400
doing that because black absorbs
590
00:18:55,066 --> 00:18:56,000
a lot of the
591
00:18:56,000 --> 00:18:57,566
light coming and bouncing around
592
00:18:57,666 --> 00:18:58,500
so with that
593
00:18:58,500 --> 00:19:00,766
now I can go ahead and hit m for merge
594
00:19:00,766 --> 00:19:02,066
I'm gonna hit sat
595
00:19:02,066 --> 00:19:03,266
for saturation
596
00:19:03,866 --> 00:19:04,666
I'm gonna come over here
597
00:19:04,666 --> 00:19:06,266
take the saturation ring that done to nothing
598
00:19:06,266 --> 00:19:07,733
so now it's just black and white information
599
00:19:07,733 --> 00:19:09,766
but it is lumens information that we lost
600
00:19:09,766 --> 00:19:10,833
and we're gonna re
601
00:19:11,100 --> 00:19:12,300
introduce that
602
00:19:12,300 --> 00:19:14,366
by putting a merge note from B to a
603
00:19:14,366 --> 00:19:16,466
we're gonna set this merge note to plus
604
00:19:17,466 --> 00:19:19,066
now we have re added
605
00:19:19,066 --> 00:19:20,066
the missing
606
00:19:20,066 --> 00:19:21,333
luminance information
607
00:19:21,333 --> 00:19:22,900
but yet she is not green
608
00:19:23,366 --> 00:19:25,133
so there is our final
609
00:19:25,133 --> 00:19:26,166
commonly called the d
610
00:19:26,166 --> 00:19:27,400
spill or the red green
611
00:19:27,400 --> 00:19:28,633
blue information
612
00:19:28,800 --> 00:19:30,900
and this is our alpha information
613
00:19:30,900 --> 00:19:32,966
we merge that together with a copy node
614
00:19:32,966 --> 00:19:34,700
and now when we merge this together
615
00:19:34,800 --> 00:19:35,600
we have a nice
616
00:19:35,600 --> 00:19:37,166
looking background now
617
00:19:37,333 --> 00:19:39,300
um I don't wanna jump any further than this
618
00:19:39,300 --> 00:19:40,266
because I obviously wanna
619
00:19:40,266 --> 00:19:42,700
get into the other tools such as the gizmo
620
00:19:42,733 --> 00:19:44,366
um and the prime at
621
00:19:44,500 --> 00:19:45,466
but a quick fix
622
00:19:45,466 --> 00:19:47,500
for the fact that this hair is gray
623
00:19:47,500 --> 00:19:49,666
cause the luminance values are different um
624
00:19:49,666 --> 00:19:51,166
and also the color is different
625
00:19:51,366 --> 00:19:53,900
is you can kind of cheat this by going back to say
626
00:19:53,900 --> 00:19:55,000
your key light
627
00:19:55,700 --> 00:19:56,800
and adjusting
628
00:19:56,800 --> 00:19:58,200
the red color influence
629
00:19:58,200 --> 00:20:00,433
so usually I put this to point zero one
630
00:20:01,133 --> 00:20:02,166
on the d spill
631
00:20:02,166 --> 00:20:03,700
and as I start to increase this
632
00:20:03,700 --> 00:20:05,066
go back to the actual image here
633
00:20:05,066 --> 00:20:06,233
and just see what we're doing
634
00:20:06,666 --> 00:20:07,066
you can see
635
00:20:07,066 --> 00:20:07,900
as I do this
636
00:20:07,900 --> 00:20:09,933
I start to reintroduce a little red
637
00:20:09,933 --> 00:20:12,866
so that it's actually changing to match her hair color
638
00:20:13,600 --> 00:20:15,866
see that I'll go to the plus sign
639
00:20:15,866 --> 00:20:17,066
just so I can see
640
00:20:17,933 --> 00:20:19,633
you know everything together here
641
00:20:19,733 --> 00:20:21,066
but you can see the difference here
642
00:20:21,066 --> 00:20:22,033
you can see that
643
00:20:26,000 --> 00:20:29,433
now again I can really push this if I want to
644
00:20:30,066 --> 00:20:32,066
by dragging this pretty high
645
00:20:32,066 --> 00:20:34,133
and this might start to change her skin tone
646
00:20:34,133 --> 00:20:36,633
but this background image is matching to her hair
647
00:20:37,100 --> 00:20:38,200
as you can see
648
00:20:42,333 --> 00:20:43,866
so again there's a lot of things you can do
649
00:20:43,866 --> 00:20:45,866
you can also come in here and bring down the
650
00:20:46,066 --> 00:20:47,366
intensity of the mix here
651
00:20:47,366 --> 00:20:48,200
but I just wanna show you
652
00:20:48,200 --> 00:20:50,300
by making some slate alterations
653
00:20:50,466 --> 00:20:51,566
of the color information
654
00:20:51,566 --> 00:20:53,233
and go over here to the merge node
655
00:20:53,533 --> 00:20:55,700
now it's matching up a lot better
656
00:20:55,700 --> 00:20:56,700
as you can see
657
00:20:56,966 --> 00:20:57,933
we still have
658
00:20:57,933 --> 00:21:00,733
you know color differentiation here between what is
659
00:21:00,733 --> 00:21:01,900
the back plate and what is not
660
00:21:01,900 --> 00:21:05,800
because the information of the gradient of the alpha
661
00:21:05,800 --> 00:21:07,166
is still showing the back plate
662
00:21:07,166 --> 00:21:08,600
what's behind her which is
663
00:21:08,966 --> 00:21:11,433
all determined by how we actually did our d spill
664
00:21:11,566 --> 00:21:13,800
so you can see we've matched her up pretty good
665
00:21:13,800 --> 00:21:15,666
and if I just go ahead and scrub through
666
00:21:16,266 --> 00:21:18,166
obviously in this circumstance
667
00:21:18,166 --> 00:21:21,100
you always want to put your viewer to the last
668
00:21:21,100 --> 00:21:23,466
merge node and put your second viewer to the
669
00:21:23,466 --> 00:21:24,666
your original plate
670
00:21:25,100 --> 00:21:26,133
you always do this
671
00:21:26,133 --> 00:21:29,466
you always always go back to your original plate you
672
00:21:29,466 --> 00:21:31,000
you wanna go back and forth
673
00:21:31,100 --> 00:21:33,100
look to see what you lost
674
00:21:33,100 --> 00:21:36,700
and you can see we lost a ton of information here
675
00:21:36,900 --> 00:21:37,666
so you can see here
676
00:21:37,666 --> 00:21:41,700
we've got all of this information here that's been lost
677
00:21:41,800 --> 00:21:42,766
oh my goodness
678
00:21:42,766 --> 00:21:43,800
how do we get that back
679
00:21:43,800 --> 00:21:48,200
well again it depends on the key that you're using um
680
00:21:48,200 --> 00:21:50,400
one last trick I Learned from my good friend
681
00:21:50,400 --> 00:21:52,800
uh working in the studio was
682
00:21:52,800 --> 00:21:55,600
where you actually color correct the background plate
683
00:21:55,600 --> 00:21:57,966
okay so this right here
684
00:21:57,966 --> 00:21:59,366
let's go and take a look at our background plate
685
00:21:59,366 --> 00:21:59,966
here it is right
686
00:21:59,966 --> 00:22:01,833
it's just this stupid constant right
687
00:22:02,200 --> 00:22:05,400
what you can do is actually put a grade note in on this
688
00:22:05,666 --> 00:22:07,666
and what you can do with this is
689
00:22:07,666 --> 00:22:09,600
we'll go ahead and take a look at her hair real quick
690
00:22:09,933 --> 00:22:11,133
I'm gonna hit R
691
00:22:11,133 --> 00:22:13,466
G and B and we can see the green channel
692
00:22:13,466 --> 00:22:16,366
is where we get the highest amount of contrast right
693
00:22:16,666 --> 00:22:18,466
so I'm gonna do an old type of Kia
694
00:22:18,466 --> 00:22:20,533
which is called just a regular Kia
695
00:22:20,533 --> 00:22:23,900
so these are used a lot in kind of pulling out
696
00:22:24,266 --> 00:22:26,133
um luminance base keys
697
00:22:26,133 --> 00:22:28,333
as well as ground shadows so I'm
698
00:22:28,333 --> 00:22:30,833
gonna go ahead and put that into the original plate
699
00:22:30,966 --> 00:22:34,566
and I'm what it does is if I put this from
700
00:22:34,566 --> 00:22:35,333
uh you know
701
00:22:35,333 --> 00:22:36,933
we're not gonna deal with luminance here
702
00:22:36,933 --> 00:22:38,633
but I'm gonna go ahead and put this to
703
00:22:39,100 --> 00:22:41,566
uh based on green here right
704
00:22:41,966 --> 00:22:45,266
it basically takes the green channel okay
705
00:22:45,266 --> 00:22:47,200
and floods it in to the alpha
706
00:22:47,200 --> 00:22:48,633
so if I go and take a look
707
00:22:49,133 --> 00:22:50,200
I hit a for alpha
708
00:22:50,200 --> 00:22:51,666
you can see what we have here
709
00:22:51,666 --> 00:22:54,000
so I'm gonna go ahead and crush the values a little bit
710
00:22:54,766 --> 00:22:57,066
in here and this is basically a gradient
711
00:22:57,300 --> 00:22:59,400
of the values from 0 to one
712
00:23:00,266 --> 00:23:01,200
here we go now
713
00:23:01,200 --> 00:23:02,533
we also gotta invert this
714
00:23:02,533 --> 00:23:03,666
I'm gonna invert it
715
00:23:04,666 --> 00:23:06,466
and let's see if we can
716
00:23:06,666 --> 00:23:07,933
play with this other bar
717
00:23:07,933 --> 00:23:09,100
you pull out this other bar here
718
00:23:09,100 --> 00:23:10,600
and it's kind of clipping that
719
00:23:11,400 --> 00:23:14,500
you can see it's gonna be very hard to extract this
720
00:23:15,366 --> 00:23:16,966
all these fine wispies
721
00:23:16,966 --> 00:23:18,866
but we're gonna grab whatever we can
722
00:23:19,700 --> 00:23:21,766
and the white is the area that's gonna color correct
723
00:23:21,766 --> 00:23:23,866
so I'm gonna go ahead and make a dot node here
724
00:23:23,866 --> 00:23:25,000
so we can extend this
725
00:23:25,000 --> 00:23:26,233
bring this down here
726
00:23:27,933 --> 00:23:30,600
and bring this baby all the way down here
727
00:23:30,700 --> 00:23:31,500
there we go
728
00:23:32,200 --> 00:23:34,500
and I'm gonna go ahead and plug this in
729
00:23:34,733 --> 00:23:36,800
before I do that I'm gonna go ahead and add a mask
730
00:23:36,800 --> 00:23:37,600
so I'm gonna merge this
731
00:23:37,600 --> 00:23:39,400
cause I don't wanna color correct everything
732
00:23:39,733 --> 00:23:43,866
so this will be the incoming image and then
733
00:23:43,866 --> 00:23:46,666
the a will be a mask or roto that I will create
734
00:23:47,933 --> 00:23:50,800
and that roto will be only around the hair areas
735
00:23:50,800 --> 00:23:53,633
and this case I can only isolate this area for now
736
00:23:53,766 --> 00:23:55,666
I'll have to do individual keys that are
737
00:23:55,666 --> 00:23:56,800
just like we did with key light
738
00:23:56,800 --> 00:23:58,533
based on the luminance of these different areas
739
00:23:58,533 --> 00:24:00,300
but I'm just gonna use this area for an example
740
00:24:00,666 --> 00:24:03,000
I'm also gonna grab one of my old blurs here and
741
00:24:04,100 --> 00:24:05,300
paste that in
742
00:24:05,500 --> 00:24:06,400
there we go
743
00:24:07,800 --> 00:24:10,666
that way we just have and I'll put this to mask
744
00:24:12,100 --> 00:24:14,466
so now you can see we just have this area cut out
745
00:24:14,466 --> 00:24:17,200
and I will use this as the mask for the grade
746
00:24:17,200 --> 00:24:18,200
for the background
747
00:24:18,866 --> 00:24:20,800
so now you can see if I take a look
748
00:24:20,800 --> 00:24:22,066
and I'll take the grade
749
00:24:22,600 --> 00:24:24,700
and start to multiply this down
750
00:24:24,733 --> 00:24:25,800
look at all the hair detail
751
00:24:25,800 --> 00:24:27,800
it has come back in that little area there
752
00:24:28,266 --> 00:24:30,300
so now I'm gonna go back to my merges
753
00:24:30,333 --> 00:24:31,233
my original
754
00:24:31,333 --> 00:24:32,300
and my end of the
755
00:24:32,300 --> 00:24:32,933
end of the line
756
00:24:32,933 --> 00:24:33,866
front of the line
757
00:24:34,333 --> 00:24:37,000
and you can see we've retained all this information
758
00:24:37,000 --> 00:24:39,333
based on a hack where we've color graded the background
759
00:24:39,333 --> 00:24:41,433
now we've color graded it
760
00:24:41,966 --> 00:24:42,733
unfortunately
761
00:24:42,733 --> 00:24:44,600
in a color that is black
762
00:24:44,600 --> 00:24:46,200
so you can come into this
763
00:24:46,200 --> 00:24:47,433
multiply here
764
00:24:47,600 --> 00:24:49,000
click on the 4
765
00:24:49,333 --> 00:24:50,533
and play with
766
00:24:50,533 --> 00:24:52,666
if you wanna make it more like the color over here
767
00:24:52,666 --> 00:24:54,000
which might be a little bit more red
768
00:24:54,000 --> 00:24:54,566
so you can kind of
769
00:24:54,566 --> 00:24:55,800
play with that a little bit
770
00:24:56,133 --> 00:24:58,266
so you can go ahead and see the difference
771
00:24:59,000 --> 00:24:59,566
between that
772
00:24:59,566 --> 00:25:02,300
you can see a huge world difference that this can do
773
00:25:02,666 --> 00:25:05,800
to retain values that you couldn't get out of your key
774
00:25:05,800 --> 00:25:08,066
due to quite the variation of a green behind
775
00:25:08,066 --> 00:25:09,000
the actress
776
00:25:09,300 --> 00:25:13,133
so a lot a lot of stuff I'm thrown at you okay
777
00:25:13,133 --> 00:25:16,066
so the next thing I wanna show you is the prime at
778
00:25:16,300 --> 00:25:17,300
so the prime at
779
00:25:17,300 --> 00:25:19,133
let's go and drag this baby over here
780
00:25:19,133 --> 00:25:21,433
and it will bring our actress here
781
00:25:22,866 --> 00:25:25,366
primats are usually used for creating cores
782
00:25:25,366 --> 00:25:28,133
um which is very important to understand that
783
00:25:28,133 --> 00:25:30,766
despite all of this keying that we did
784
00:25:30,766 --> 00:25:32,900
if I go ahead and take a look at her actress here
785
00:25:33,133 --> 00:25:34,700
you can see if I pulled it down
786
00:25:34,700 --> 00:25:35,733
she is you know
787
00:25:35,733 --> 00:25:36,666
slamming the gamma
788
00:25:36,666 --> 00:25:38,366
she is still transparent here
789
00:25:38,600 --> 00:25:40,466
so if I were to sample this area here
790
00:25:40,466 --> 00:25:41,000
you can see the
791
00:25:41,000 --> 00:25:43,166
the actual value is point nine
792
00:25:43,166 --> 00:25:45,100
nine eight okay
793
00:25:45,333 --> 00:25:50,833
so that is technically unacceptable in regards to um
794
00:25:50,900 --> 00:25:53,933
an alpha input that you can play with here
795
00:25:53,933 --> 00:25:58,733
it's it's 1.05% or lower is what is
796
00:25:58,733 --> 00:26:00,766
allowed in regards to transparency
797
00:26:01,266 --> 00:26:02,866
um for the most part
798
00:26:02,866 --> 00:26:04,600
especially out here in this area here
799
00:26:04,600 --> 00:26:05,366
kind of sample here
800
00:26:05,366 --> 00:26:07,366
you can see the value is like point zero three three
801
00:26:07,366 --> 00:26:08,133
that's that's fine
802
00:26:08,133 --> 00:26:10,100
even though we do see noise here
803
00:26:10,100 --> 00:26:12,566
it kind of translates itself into
804
00:26:13,066 --> 00:26:15,000
not being seen in the plate itself
805
00:26:15,000 --> 00:26:17,633
but if you get values in here on the black area
806
00:26:17,800 --> 00:26:20,266
that are above point zero five
807
00:26:20,266 --> 00:26:21,766
then you got a problem
808
00:26:22,000 --> 00:26:23,266
so it's sort of like the middle ground
809
00:26:23,266 --> 00:26:24,533
even though you see gunk up here
810
00:26:24,533 --> 00:26:25,833
like let's sample this
811
00:26:26,200 --> 00:26:28,666
so the average is point zero two right
812
00:26:28,666 --> 00:26:30,333
so that is actually acceptable
813
00:26:30,333 --> 00:26:34,100
that will not probably be seen in the final output
814
00:26:34,100 --> 00:26:36,433
and we can test it just by looking at it right
815
00:26:36,733 --> 00:26:39,500
if you see sort of noise up there in your shot
816
00:26:39,500 --> 00:26:41,100
then you know you gotta deal with it
817
00:26:41,333 --> 00:26:42,166
but in general
818
00:26:42,166 --> 00:26:43,400
it's it is what it is
819
00:26:43,400 --> 00:26:44,166
so it's again
820
00:26:44,166 --> 00:26:45,666
let's go back to our prime at
821
00:26:46,533 --> 00:26:49,133
primats are just very destructive
822
00:26:49,133 --> 00:26:51,033
in the sense that it's almost like
823
00:26:51,200 --> 00:26:52,966
creating key with a permanent marker
824
00:26:52,966 --> 00:26:54,100
if you make one mistake
825
00:26:54,100 --> 00:26:55,100
it's hard to go back
826
00:26:55,100 --> 00:26:57,800
and I just find that the undo button is a bit buggy
827
00:26:58,300 --> 00:26:59,100
so I'm gonna go over here
828
00:26:59,100 --> 00:27:00,466
plug in the foreground
829
00:27:00,600 --> 00:27:01,666
and take a look at it
830
00:27:01,666 --> 00:27:04,366
now this is what I call three dimensional Kia
831
00:27:04,700 --> 00:27:05,466
what does that mean well
832
00:27:05,466 --> 00:27:07,400
if I come over here to this nice little color wheel
833
00:27:07,400 --> 00:27:09,066
I've put in the scene for you
834
00:27:09,566 --> 00:27:11,333
put my viewer to the roto here
835
00:27:11,333 --> 00:27:12,466
and double click my roto node
836
00:27:12,466 --> 00:27:13,466
you'll see it
837
00:27:13,533 --> 00:27:16,566
the key light was using a variation of luminance
838
00:27:16,566 --> 00:27:17,766
and crominance
839
00:27:18,066 --> 00:27:19,966
to pick out an area
840
00:27:20,100 --> 00:27:22,333
but the great thing about a primat
841
00:27:22,333 --> 00:27:23,666
it's a 3 dimensional key
842
00:27:23,666 --> 00:27:24,566
it almost like works
843
00:27:24,566 --> 00:27:25,766
like a wormhole
844
00:27:25,933 --> 00:27:27,333
um if you wanna talk physics
845
00:27:27,333 --> 00:27:29,466
where it can jump to different areas
846
00:27:29,700 --> 00:27:30,966
that are not connected
847
00:27:30,966 --> 00:27:33,266
usually as you increase the area that you want a key
848
00:27:33,266 --> 00:27:35,233
it kind of grabs everything in the middle
849
00:27:35,500 --> 00:27:36,533
as you extend it out
850
00:27:36,533 --> 00:27:38,700
but here's a way where I can actually grab
851
00:27:38,966 --> 00:27:40,566
and again this is the gradients of
852
00:27:40,566 --> 00:27:42,766
the tolerance of what it actually picks up
853
00:27:43,200 --> 00:27:45,700
um actually gram stuff that's
854
00:27:45,700 --> 00:27:47,166
outside of that sort of diamond
855
00:27:47,166 --> 00:27:47,800
so to speak
856
00:27:47,800 --> 00:27:48,600
so it's really cool
857
00:27:48,600 --> 00:27:50,166
it's a three dimensional Kia
858
00:27:50,733 --> 00:27:52,000
so let's go to the prime at here
859
00:27:52,000 --> 00:27:53,266
I'll just double click it
860
00:27:53,966 --> 00:27:55,766
and again you have this option
861
00:27:55,766 --> 00:27:56,366
your operation
862
00:27:56,366 --> 00:27:57,433
this stuff is very
863
00:27:58,133 --> 00:27:58,966
dummy proven
864
00:27:58,966 --> 00:28:00,000
go here to smart
865
00:28:00,000 --> 00:28:01,133
select background color
866
00:28:01,133 --> 00:28:02,466
and just like we did with the key light
867
00:28:02,466 --> 00:28:06,366
you're gonna come over here and click a color and boom
868
00:28:06,800 --> 00:28:08,433
we've got a starting point
869
00:28:09,333 --> 00:28:11,300
so let's go ahead and hit a for alpha
870
00:28:12,900 --> 00:28:14,200
and sample near there
871
00:28:14,500 --> 00:28:16,600
and now all I do is go to clean background
872
00:28:16,600 --> 00:28:17,333
and clean foreground
873
00:28:17,333 --> 00:28:19,233
so I just go to clean background noise
874
00:28:19,666 --> 00:28:21,700
anything that should be transparent
875
00:28:21,700 --> 00:28:24,066
I'm just going to hold down shifting control
876
00:28:24,566 --> 00:28:26,066
and gobble it up
877
00:28:26,400 --> 00:28:27,866
as I do this
878
00:28:28,266 --> 00:28:29,933
and you can do it by grabbing a whole area
879
00:28:29,933 --> 00:28:30,733
but actually make you
880
00:28:30,733 --> 00:28:32,666
it's starting to make your edge a lot crunchier
881
00:28:32,666 --> 00:28:34,066
so I find that just
882
00:28:34,500 --> 00:28:36,066
clicking once in a while
883
00:28:36,066 --> 00:28:38,033
instead of clicking and dragging like this
884
00:28:38,400 --> 00:28:40,800
uh can kind of save your key
885
00:28:41,566 --> 00:28:42,600
so with that
886
00:28:42,600 --> 00:28:45,100
I'll go back to my clean foreground noise
887
00:28:45,400 --> 00:28:47,066
and bring down my
888
00:28:47,066 --> 00:28:48,300
slam my gamma here
889
00:28:48,666 --> 00:28:50,000
and I can come in here and grab
890
00:28:50,000 --> 00:28:51,466
the center area is like crazy
891
00:28:51,466 --> 00:28:53,300
now you can see what's going on here
892
00:28:53,600 --> 00:28:56,333
it's starting to harden up my mat really badly
893
00:28:56,333 --> 00:28:57,766
okay and that's just the
894
00:28:57,766 --> 00:28:58,800
the reality
895
00:28:59,666 --> 00:29:00,300
of this whole thing
896
00:29:00,300 --> 00:29:01,700
click on viewer here
897
00:29:01,866 --> 00:29:02,566
and you can
898
00:29:02,566 --> 00:29:05,300
see the actual three dimensional representation
899
00:29:05,700 --> 00:29:09,500
of what is being keyed out in this in the red
900
00:29:10,266 --> 00:29:12,100
green and blue channels here
901
00:29:12,166 --> 00:29:13,900
in the three dimensionals space
902
00:29:13,900 --> 00:29:14,766
if you wish
903
00:29:15,000 --> 00:29:17,066
just it's nice eye candy
904
00:29:17,066 --> 00:29:19,000
but it really doesn't help you very much
905
00:29:19,600 --> 00:29:20,900
so now you can see
906
00:29:20,966 --> 00:29:23,066
everything looks relatively
907
00:29:23,066 --> 00:29:24,200
you know blaze
908
00:29:24,900 --> 00:29:25,900
um you know
909
00:29:25,900 --> 00:29:27,733
if you were to merge this on a background
910
00:29:27,733 --> 00:29:29,800
the edges would be a little bit harsh
911
00:29:29,800 --> 00:29:30,933
so if you were to compare
912
00:29:30,933 --> 00:29:32,966
the edges of what we create with the prime at
913
00:29:33,366 --> 00:29:36,166
versus what we have in regards to uh
914
00:29:36,166 --> 00:29:37,133
we do with the key light
915
00:29:37,133 --> 00:29:39,833
you can see the amount of detail that's been lost
916
00:29:40,166 --> 00:29:42,066
the good thing about the key light
917
00:29:42,800 --> 00:29:43,566
or the prime at
918
00:29:43,566 --> 00:29:44,066
I should say
919
00:29:44,066 --> 00:29:46,600
is it works as a great tool
920
00:29:46,900 --> 00:29:49,333
for actually creating cores
921
00:29:49,333 --> 00:29:52,600
because it still maintains the edges
922
00:29:53,066 --> 00:29:54,866
but allows for a hardened center
923
00:29:54,866 --> 00:29:58,200
so you usually would come in here and again
924
00:29:58,200 --> 00:30:00,100
clean this up a little bit more
925
00:30:00,566 --> 00:30:02,466
you probably grade it a little bit
926
00:30:02,466 --> 00:30:03,533
so you can come in here
927
00:30:03,533 --> 00:30:04,900
and grade this oops
928
00:30:05,000 --> 00:30:05,866
do another green
929
00:30:05,866 --> 00:30:06,666
but a grade
930
00:30:07,466 --> 00:30:09,766
and again you'd set this to the alpha channel
931
00:30:10,266 --> 00:30:12,900
and you come in here and crush the blacks a little bit
932
00:30:12,900 --> 00:30:13,866
so you can see as I crush
933
00:30:13,866 --> 00:30:15,800
the black starts eating into the mat
934
00:30:16,166 --> 00:30:17,500
crush the whites
935
00:30:18,666 --> 00:30:19,666
ever so slightly
936
00:30:19,666 --> 00:30:20,566
and now you have
937
00:30:20,566 --> 00:30:21,400
you can slay on the game
938
00:30:21,400 --> 00:30:22,900
you see we have a pretty solid
939
00:30:23,400 --> 00:30:24,466
center there
940
00:30:24,566 --> 00:30:27,200
but this actually has access as a core
941
00:30:27,700 --> 00:30:30,033
that if we were to hit m for merge
942
00:30:30,733 --> 00:30:33,100
we could actually after this
943
00:30:34,100 --> 00:30:36,066
merge this on top
944
00:30:36,066 --> 00:30:39,766
so I'm gonna merge that on top of um
945
00:30:39,766 --> 00:30:40,500
the footage here
946
00:30:40,500 --> 00:30:42,500
so I'll just bring this over here really quick
947
00:30:43,066 --> 00:30:44,466
so here is our
948
00:30:44,600 --> 00:30:45,666
you know key light
949
00:30:45,666 --> 00:30:47,166
which has holes in it
950
00:30:47,900 --> 00:30:50,466
and if I take a comparison between the two
951
00:30:51,766 --> 00:30:53,866
you can see this is a little bit skinnier
952
00:30:53,866 --> 00:30:56,400
now this could be troublesome because these areas
953
00:30:56,766 --> 00:30:57,366
you know obviously
954
00:30:57,366 --> 00:30:59,066
these areas of the semi transparent areas
955
00:30:59,066 --> 00:31:00,200
and this is fine
956
00:31:00,466 --> 00:31:02,366
um in general
957
00:31:02,366 --> 00:31:03,900
you might also wanna come in here
958
00:31:03,900 --> 00:31:05,066
and play with the gamma
959
00:31:05,066 --> 00:31:07,500
as you can see it kind of eats in a little bit more too
960
00:31:08,000 --> 00:31:08,966
um you can do that
961
00:31:08,966 --> 00:31:10,533
you could also use a lookup tool
962
00:31:10,533 --> 00:31:12,966
which I'm gonna go over later this
963
00:31:13,100 --> 00:31:15,166
and I'll go ahead and set this to
964
00:31:17,333 --> 00:31:19,533
let's put it as well
965
00:31:19,533 --> 00:31:21,166
let's just plus it now
966
00:31:21,166 --> 00:31:22,866
I wanna show you what happens when you plus something
967
00:31:22,866 --> 00:31:27,366
you get values that are above value of 1
968
00:31:27,800 --> 00:31:29,466
so I'm gonna go ahead and
969
00:31:29,466 --> 00:31:31,566
put in a quick clamp node here
970
00:31:32,800 --> 00:31:35,500
like this and now those values are no longer that
971
00:31:35,500 --> 00:31:38,766
they're limited between the normalized values of 0 to 1
972
00:31:38,766 --> 00:31:40,200
or you can go ahead
973
00:31:40,733 --> 00:31:42,500
put this to say screen
974
00:31:43,766 --> 00:31:45,900
just usually a nicer way of working
975
00:31:45,900 --> 00:31:48,300
and you can see the values are still normalized
976
00:31:48,300 --> 00:31:50,633
so screen is actually preferred
977
00:31:50,933 --> 00:31:52,000
but you see what it did
978
00:31:52,000 --> 00:31:54,233
is it filled in these areas here
979
00:31:54,800 --> 00:31:57,466
so now if we kind of look at her again
980
00:31:57,466 --> 00:31:59,000
you can see we have a nice core
981
00:31:59,000 --> 00:32:00,600
so it fills in the center
982
00:32:00,666 --> 00:32:03,866
so that's why primat is a really good tool to use
983
00:32:04,366 --> 00:32:06,166
um through this whole process
984
00:32:06,166 --> 00:32:08,400
and I'm just gonna organize this just a tad so
985
00:32:08,400 --> 00:32:09,366
you guys can
986
00:32:09,866 --> 00:32:10,800
have it look you know
987
00:32:10,800 --> 00:32:11,566
take a look at this
988
00:32:11,566 --> 00:32:14,100
I do have the start and finish for all these files
989
00:32:14,100 --> 00:32:15,300
so you're not like
990
00:32:15,533 --> 00:32:16,400
what did you do
991
00:32:16,400 --> 00:32:18,233
you know I could just go ahead and show you
992
00:32:18,366 --> 00:32:20,500
so let's go and take a look at the final result
993
00:32:20,566 --> 00:32:23,000
and there she is looking all joyful
994
00:32:23,300 --> 00:32:25,800
we still have some green in her face
995
00:32:25,800 --> 00:32:26,700
and these are the subtleties
996
00:32:26,700 --> 00:32:28,366
you gotta keep an eye out for
997
00:32:28,733 --> 00:32:29,766
as you can see here
998
00:32:29,766 --> 00:32:30,366
and we'll get into
999
00:32:30,366 --> 00:32:32,400
how we're gonna be dealing with that a little bit later
1000
00:32:32,733 --> 00:32:33,866
but as of right now
1001
00:32:33,866 --> 00:32:35,400
that's just a quick example
1002
00:32:35,400 --> 00:32:36,266
now the final cure
1003
00:32:36,266 --> 00:32:36,800
I'm gonna go ahead
1004
00:32:36,800 --> 00:32:37,800
and show you guys
1005
00:32:38,100 --> 00:32:40,500
is the IBK Gizmo IBK color
1006
00:32:40,900 --> 00:32:45,100
this is the most popular in the whole process of uh
1007
00:32:45,100 --> 00:32:46,366
keying and so forth
1008
00:32:46,966 --> 00:32:49,266
so sometimes it's hard to explain
1009
00:32:49,266 --> 00:32:50,800
what in the world this does
1010
00:32:50,800 --> 00:32:52,500
so here is our actress
1011
00:32:52,700 --> 00:32:56,100
I'm gonna go ahead and add a d noise while I'm here
1012
00:32:56,100 --> 00:32:58,033
so let's go ahead and add a d noise
1013
00:32:58,500 --> 00:33:00,266
put the d noise in the source in
1014
00:33:01,066 --> 00:33:02,400
sample of my area
1015
00:33:03,933 --> 00:33:06,300
and now we have taken out the noise in the shot
1016
00:33:06,300 --> 00:33:07,966
so go and take a look at before
1017
00:33:07,966 --> 00:33:10,000
and after their noise is gone
1018
00:33:11,133 --> 00:33:12,666
we blur the image a little bit
1019
00:33:12,666 --> 00:33:14,566
which we can sharpener later on
1020
00:33:15,400 --> 00:33:17,133
um which if you sharpen too much
1021
00:33:17,133 --> 00:33:19,600
you'll get black edges around heavy contrast areas
1022
00:33:19,600 --> 00:33:21,566
and it's not good so again
1023
00:33:21,566 --> 00:33:23,200
anytime you tamper with the image
1024
00:33:23,400 --> 00:33:24,800
you're tampering in God's domain
1025
00:33:24,800 --> 00:33:26,066
and you're fiddling around
1026
00:33:26,066 --> 00:33:28,833
and it can degrade the image and make it more synthetic
1027
00:33:29,266 --> 00:33:31,366
so we have the IBK color and the IBK gizmo
1028
00:33:31,366 --> 00:33:32,600
so what does this do
1029
00:33:32,600 --> 00:33:36,500
well I'm gonna show you using a roto paint node
1030
00:33:36,966 --> 00:33:38,333
what the heck this does
1031
00:33:38,333 --> 00:33:41,000
so what it does is it takes the original plate
1032
00:33:42,533 --> 00:33:43,900
and it take it
1033
00:33:43,900 --> 00:33:45,500
this is gonna sound really goofy
1034
00:33:45,500 --> 00:33:46,500
when I kind of describe it
1035
00:33:46,500 --> 00:33:49,100
I'm gonna take a smear brush here right
1036
00:33:49,100 --> 00:33:51,433
and what it does is it basically does this
1037
00:33:51,966 --> 00:33:54,266
it's basically taking the sample color
1038
00:33:54,266 --> 00:33:55,866
you know how we had different luminance values
1039
00:33:55,866 --> 00:33:56,300
all around her
1040
00:33:56,300 --> 00:33:57,733
head because it's darker over here
1041
00:33:57,733 --> 00:33:59,000
as it is lighter over here
1042
00:33:59,500 --> 00:34:01,700
basically what's doing is it's just doing this
1043
00:34:02,100 --> 00:34:04,666
it's choosing an edge and then eroding it
1044
00:34:04,700 --> 00:34:06,233
in from that edge
1045
00:34:06,600 --> 00:34:07,500
as you can see here
1046
00:34:07,500 --> 00:34:09,200
so imagine go ahead
1047
00:34:09,200 --> 00:34:10,466
make this crazy big
1048
00:34:10,700 --> 00:34:11,766
it's doing this
1049
00:34:11,766 --> 00:34:13,600
so it's moving the sample color here
1050
00:34:13,600 --> 00:34:17,400
which is most likely the color that should be sampled
1051
00:34:17,700 --> 00:34:20,966
and it moves it in to the characters center
1052
00:34:21,066 --> 00:34:24,700
and what we're basically doing is a process as if
1053
00:34:24,966 --> 00:34:28,233
we got rid of her completely okay
1054
00:34:28,400 --> 00:34:31,566
so I keep doing this till the sun goes down here right
1055
00:34:32,933 --> 00:34:34,133
so if you were to take a look
1056
00:34:34,133 --> 00:34:35,066
the difference
1057
00:34:35,366 --> 00:34:36,866
it was almost as if
1058
00:34:37,133 --> 00:34:39,500
it's a fake backplate
1059
00:34:39,800 --> 00:34:41,366
or I should say clean plate
1060
00:34:41,600 --> 00:34:42,366
and clean plate
1061
00:34:42,366 --> 00:34:43,700
usually if you have a shot
1062
00:34:43,700 --> 00:34:46,300
if you're on the stage and you're VFX supervising
1063
00:34:46,300 --> 00:34:47,700
and the shot is a lock off shot
1064
00:34:47,700 --> 00:34:48,733
meaning it's a tripod shot
1065
00:34:48,733 --> 00:34:51,166
lock down tell your
1066
00:34:51,266 --> 00:34:54,600
DP to shoot some footage with the actor out of the way
1067
00:34:54,600 --> 00:34:57,266
and that footage can be used as a clean plate
1068
00:34:57,766 --> 00:35:00,066
um but this creates the artificial clean plate
1069
00:35:00,066 --> 00:35:01,800
which is if we told the actress
1070
00:35:01,800 --> 00:35:03,366
get the heck out of the way
1071
00:35:03,500 --> 00:35:04,800
and we shot some footage
1072
00:35:04,800 --> 00:35:07,166
so you can see it looks as if she disappeared
1073
00:35:07,166 --> 00:35:09,100
I could keep doing this till she disappears
1074
00:35:09,266 --> 00:35:11,566
as if she actually is um
1075
00:35:11,566 --> 00:35:14,300
out of the shot is all it's doing is smearing in
1076
00:35:14,666 --> 00:35:15,466
the the pixel
1077
00:35:15,466 --> 00:35:16,366
values around here
1078
00:35:16,366 --> 00:35:17,966
and then it's using a difference keyer
1079
00:35:17,966 --> 00:35:19,966
the difference between the back plate
1080
00:35:20,133 --> 00:35:21,333
and the original
1081
00:35:21,333 --> 00:35:22,900
and taking the character out
1082
00:35:22,900 --> 00:35:25,200
so when I like to call it a difference keyer
1083
00:35:26,266 --> 00:35:27,500
okay so with that said
1084
00:35:27,500 --> 00:35:29,766
let's go ahead and create that so
1085
00:35:29,966 --> 00:35:31,666
we don't use obviously
1086
00:35:32,300 --> 00:35:33,266
a smear brush
1087
00:35:33,266 --> 00:35:34,733
we use the IBK color
1088
00:35:34,733 --> 00:35:36,566
which we're gonna plug into our d noise
1089
00:35:37,700 --> 00:35:39,566
this thing by default is always set to blue
1090
00:35:39,566 --> 00:35:40,966
I don't know why they just set it to green
1091
00:35:40,966 --> 00:35:44,033
because most people use a green and secondary blue
1092
00:35:44,333 --> 00:35:45,933
but it's set to green
1093
00:35:45,933 --> 00:35:46,666
and I think that's because
1094
00:35:46,666 --> 00:35:49,366
the old software used to use blue screen more than
1095
00:35:49,466 --> 00:35:50,866
used green screen
1096
00:35:51,266 --> 00:35:53,400
switching over from film to digital or whatever
1097
00:35:53,666 --> 00:35:54,833
um so you can see
1098
00:35:55,166 --> 00:35:56,966
the image you get is this very
1099
00:35:56,966 --> 00:35:58,500
very odd image here
1100
00:35:58,666 --> 00:36:00,600
where she is
1101
00:36:00,600 --> 00:36:02,433
um basically
1102
00:36:02,933 --> 00:36:03,933
it has an outline
1103
00:36:03,933 --> 00:36:04,733
hit a for alpha
1104
00:36:04,733 --> 00:36:07,066
it's actually choosing an alpha so this is
1105
00:36:07,200 --> 00:36:09,266
the best that it can do is basically keying out
1106
00:36:09,266 --> 00:36:10,633
you know basic green here
1107
00:36:10,866 --> 00:36:13,766
and what you have to decide here is the size
1108
00:36:14,900 --> 00:36:15,600
as you can see here
1109
00:36:15,600 --> 00:36:17,700
by default 10 is usually fine
1110
00:36:17,800 --> 00:36:19,533
and then you have darks and lights
1111
00:36:19,533 --> 00:36:22,133
so this is basically in the same way we were doing
1112
00:36:22,133 --> 00:36:23,433
keying with key light
1113
00:36:23,600 --> 00:36:27,066
um defining out the tolerance of uh
1114
00:36:27,066 --> 00:36:28,566
brightness versus contrast
1115
00:36:28,566 --> 00:36:30,633
I'm gonna put this to point zero one
1116
00:36:31,200 --> 00:36:33,766
and I'm gonna start dialing up this one
1117
00:36:34,266 --> 00:36:35,966
until it kind of
1118
00:36:36,800 --> 00:36:37,800
chews up everything
1119
00:36:37,800 --> 00:36:38,333
we wanna get
1120
00:36:38,333 --> 00:36:39,966
even those hair wisps
1121
00:36:40,166 --> 00:36:41,000
if we can now
1122
00:36:41,000 --> 00:36:41,733
if you do this
1123
00:36:41,733 --> 00:36:44,366
it starts to explode off to the side of the screen here
1124
00:36:44,366 --> 00:36:44,800
as you can see
1125
00:36:44,800 --> 00:36:45,966
it's like oh crap
1126
00:36:46,266 --> 00:36:46,966
that's not good
1127
00:36:46,966 --> 00:36:50,166
so I wanna kinda wait till it explodes and stop
1128
00:36:50,600 --> 00:36:53,400
and I'm gonna go to the lights and put a value in there
1129
00:36:53,400 --> 00:36:54,500
on the greens
1130
00:36:54,800 --> 00:36:57,866
and I'm just gonna start fiddling with this until
1131
00:36:58,766 --> 00:36:59,866
I can get something
1132
00:36:59,866 --> 00:37:00,266
there we go
1133
00:37:00,266 --> 00:37:02,333
now the next step is in a row that just
1134
00:37:02,333 --> 00:37:03,900
basically a row just
1135
00:37:04,900 --> 00:37:07,100
erodes in or dilates out
1136
00:37:07,100 --> 00:37:08,700
the actual alpha edge
1137
00:37:08,700 --> 00:37:10,366
so now I'm trying to get
1138
00:37:10,600 --> 00:37:11,133
trying to get
1139
00:37:11,133 --> 00:37:14,600
all these hair details as best as I possibly can okay
1140
00:37:14,600 --> 00:37:16,933
so go ahead and
1141
00:37:16,933 --> 00:37:17,800
fill with this a little bit
1142
00:37:17,800 --> 00:37:19,000
you see if I pull it
1143
00:37:19,000 --> 00:37:21,666
I can over crank it 6 7 8
1144
00:37:22,166 --> 00:37:23,666
scenes with heavy hair
1145
00:37:23,733 --> 00:37:24,466
lots of hair
1146
00:37:24,466 --> 00:37:25,600
and not hard edges
1147
00:37:26,000 --> 00:37:27,300
are a little bit tricky
1148
00:37:27,300 --> 00:37:28,700
you might have to introduce a mask
1149
00:37:28,700 --> 00:37:29,366
which I'll talk about
1150
00:37:29,366 --> 00:37:30,666
I'm gonna demo later on
1151
00:37:30,666 --> 00:37:32,000
where you actually introduce
1152
00:37:32,000 --> 00:37:33,166
more to the roto by
1153
00:37:33,166 --> 00:37:34,366
adding in more alpha
1154
00:37:35,200 --> 00:37:36,400
via Roto note
1155
00:37:36,400 --> 00:37:37,366
but the hairs are tricky
1156
00:37:37,366 --> 00:37:38,800
I would actually come in here
1157
00:37:39,100 --> 00:37:41,566
and roto this area in and
1158
00:37:41,566 --> 00:37:43,266
add it to the Alpha mask
1159
00:37:44,266 --> 00:37:45,133
cause it's no good
1160
00:37:45,133 --> 00:37:46,133
so you can see what it's gonna do
1161
00:37:46,133 --> 00:37:47,800
it's gonna take the pixels on this
1162
00:37:47,800 --> 00:37:49,233
where this line is at
1163
00:37:49,533 --> 00:37:50,600
smear them in
1164
00:37:50,866 --> 00:37:53,700
so you can see the patch black is gonna do that
1165
00:37:53,700 --> 00:37:55,400
so I'm gonna go ahead and drag that in
1166
00:37:55,900 --> 00:37:57,733
and I can over crank this to ridiculous
1167
00:37:57,733 --> 00:37:59,300
now I'm gonna talk about the daisy chain
1168
00:37:59,300 --> 00:38:00,833
version of this later on
1169
00:38:01,266 --> 00:38:03,533
but I basically brought this to a patch 20
1170
00:38:03,533 --> 00:38:05,000
so let's take a look at the original image
1171
00:38:05,000 --> 00:38:06,200
let's take a look at the shot
1172
00:38:06,200 --> 00:38:08,066
it's almost like we told the actress
1173
00:38:08,333 --> 00:38:08,900
get your butt
1174
00:38:08,900 --> 00:38:09,900
off the stage
1175
00:38:09,900 --> 00:38:10,566
and there we go
1176
00:38:10,566 --> 00:38:11,133
now we're gonna have
1177
00:38:11,133 --> 00:38:13,333
problems over here with this hair okay
1178
00:38:13,333 --> 00:38:13,733
cause it's gonna
1179
00:38:13,733 --> 00:38:16,233
use the difference between this and this
1180
00:38:16,733 --> 00:38:18,800
and do the key okay
1181
00:38:18,933 --> 00:38:20,500
so here's the IBK gizmo
1182
00:38:20,500 --> 00:38:21,966
I'm gonna plug in my clean plate
1183
00:38:21,966 --> 00:38:22,733
which is this
1184
00:38:22,733 --> 00:38:23,766
or if on set
1185
00:38:23,766 --> 00:38:24,866
I told the cameraman
1186
00:38:24,866 --> 00:38:25,466
get the actors
1187
00:38:25,466 --> 00:38:26,600
out of the way and film
1188
00:38:26,800 --> 00:38:28,366
and he gave me some B roll footage
1189
00:38:28,366 --> 00:38:30,966
shot temporarily in a different time
1190
00:38:31,000 --> 00:38:32,166
I plug this in here
1191
00:38:32,166 --> 00:38:33,666
because it was a lock off shot
1192
00:38:34,333 --> 00:38:35,400
and now I'm gonna go ahead
1193
00:38:35,400 --> 00:38:37,233
and put this in my foreground
1194
00:38:37,266 --> 00:38:38,200
and take a look
1195
00:38:38,200 --> 00:38:39,466
I hit a for Alpha
1196
00:38:40,466 --> 00:38:41,500
now again by default
1197
00:38:41,500 --> 00:38:43,400
the IBK gizmo is set to blue screen
1198
00:38:43,400 --> 00:38:45,366
you have to set this to green screen annoying
1199
00:38:45,366 --> 00:38:46,966
but look at this
1200
00:38:47,166 --> 00:38:49,466
this is like everything we did here
1201
00:38:49,466 --> 00:38:51,466
right but done
1202
00:38:51,466 --> 00:38:52,166
all at once
1203
00:38:52,166 --> 00:38:52,900
with this node
1204
00:38:52,900 --> 00:38:54,166
because instead of
1205
00:38:54,200 --> 00:38:55,500
instead of sampling
1206
00:38:55,533 --> 00:38:56,666
this area this area
1207
00:38:56,666 --> 00:38:57,600
this area this area
1208
00:38:57,600 --> 00:38:58,766
this area this area
1209
00:38:58,966 --> 00:39:00,666
this is basically
1210
00:39:01,100 --> 00:39:02,333
using a difference mat
1211
00:39:02,333 --> 00:39:04,300
to get all the details for us
1212
00:39:04,733 --> 00:39:05,300
all at once
1213
00:39:05,300 --> 00:39:05,800
let's take a look
1214
00:39:05,800 --> 00:39:06,533
at the difference
1215
00:39:06,533 --> 00:39:07,700
of what we created here
1216
00:39:07,700 --> 00:39:08,333
versus here
1217
00:39:08,333 --> 00:39:09,200
you can see
1218
00:39:10,166 --> 00:39:11,066
the difference
1219
00:39:11,100 --> 00:39:12,333
look at how much detail
1220
00:39:12,333 --> 00:39:13,833
is in the IBK
1221
00:39:14,133 --> 00:39:15,833
I've talked to many of my
1222
00:39:15,900 --> 00:39:16,566
students that are
1223
00:39:16,566 --> 00:39:17,600
big time VFX
1224
00:39:17,600 --> 00:39:19,633
guys now and
1225
00:39:19,866 --> 00:39:21,500
you know they are
1226
00:39:21,733 --> 00:39:22,466
there are still
1227
00:39:22,466 --> 00:39:23,666
this is the best cure
1228
00:39:23,800 --> 00:39:24,800
so it saves time
1229
00:39:24,800 --> 00:39:25,566
and why is this good
1230
00:39:25,566 --> 00:39:27,266
well I did a
1231
00:39:27,266 --> 00:39:28,066
commercial with
1232
00:39:28,066 --> 00:39:29,100
Sam Jackson
1233
00:39:29,966 --> 00:39:30,600
the Capital
1234
00:39:30,600 --> 00:39:31,166
one commercials
1235
00:39:31,166 --> 00:39:31,900
I used to do
1236
00:39:31,900 --> 00:39:32,966
and you guys
1237
00:39:32,966 --> 00:39:33,466
can look them up if
1238
00:39:33,466 --> 00:39:34,533
you want Chasm
1239
00:39:34,533 --> 00:39:36,366
Snow Globe also
1240
00:39:36,533 --> 00:39:38,366
tiles they're
1241
00:39:38,366 --> 00:39:38,900
all on YouTube
1242
00:39:38,900 --> 00:39:40,066
and so forth but
1243
00:39:40,500 --> 00:39:41,200
Sam Jackson is
1244
00:39:41,200 --> 00:39:42,633
moving through a scene
1245
00:39:42,733 --> 00:39:45,100
and he is basically
1246
00:39:45,100 --> 00:39:47,100
he's moving through a green screen stage
1247
00:39:47,500 --> 00:39:49,700
and the luminous is changing behind the
1248
00:39:49,700 --> 00:39:51,166
actor so this
1249
00:39:51,166 --> 00:39:52,300
wouldn't you know
1250
00:39:52,466 --> 00:39:53,700
a moving shot is not good
1251
00:39:53,700 --> 00:39:54,200
for key light
1252
00:39:54,200 --> 00:39:55,766
whereas a moving shot
1253
00:39:56,100 --> 00:39:57,466
is great for
1254
00:39:57,466 --> 00:39:59,033
the ever changing
1255
00:39:59,566 --> 00:40:00,566
background of
1256
00:40:00,566 --> 00:40:01,200
the character
1257
00:40:01,200 --> 00:40:02,766
in say using
1258
00:40:02,966 --> 00:40:04,200
the IBK gizmo
1259
00:40:05,000 --> 00:40:07,200
so with that said
1260
00:40:07,200 --> 00:40:07,700
you can see
1261
00:40:07,700 --> 00:40:09,333
obviously we have some noise patterns here
1262
00:40:09,333 --> 00:40:10,166
if I sample it
1263
00:40:10,166 --> 00:40:10,800
the values are
1264
00:40:10,800 --> 00:40:11,533
at point zero
1265
00:40:11,533 --> 00:40:13,366
zero four right
1266
00:40:13,366 --> 00:40:15,066
those are acceptable values
1267
00:40:15,066 --> 00:40:15,766
actually not
1268
00:40:15,766 --> 00:40:16,400
even though we can
1269
00:40:16,400 --> 00:40:17,600
see the noise
1270
00:40:17,966 --> 00:40:18,966
um those are still
1271
00:40:18,966 --> 00:40:20,400
acceptable values to be used
1272
00:40:20,400 --> 00:40:21,066
and overlaid
1273
00:40:21,066 --> 00:40:21,766
even though you
1274
00:40:21,766 --> 00:40:23,466
people usually will come in here
1275
00:40:23,466 --> 00:40:24,000
and you know
1276
00:40:24,000 --> 00:40:25,233
they'll add a grade node
1277
00:40:25,600 --> 00:40:27,166
they'll set this to alpha
1278
00:40:28,200 --> 00:40:29,166
and then they'll start
1279
00:40:29,166 --> 00:40:29,933
coming in here
1280
00:40:29,933 --> 00:40:30,533
and crushing
1281
00:40:30,533 --> 00:40:31,866
the blacks until
1282
00:40:32,700 --> 00:40:33,500
you know lose
1283
00:40:33,500 --> 00:40:33,966
all the detail
1284
00:40:33,966 --> 00:40:34,533
but look at all
1285
00:40:34,533 --> 00:40:35,133
the hair detail
1286
00:40:35,133 --> 00:40:36,000
you're losing with that
1287
00:40:36,000 --> 00:40:37,466
see that we've
1288
00:40:37,466 --> 00:40:38,100
won the battle
1289
00:40:38,100 --> 00:40:38,700
but we've lost
1290
00:40:38,700 --> 00:40:40,266
the war so again
1291
00:40:40,266 --> 00:40:41,900
I'm going to maybe do a
1292
00:40:41,900 --> 00:40:42,566
just a little
1293
00:40:42,566 --> 00:40:43,500
bit of clean up
1294
00:40:44,100 --> 00:40:44,800
and even bring in
1295
00:40:44,800 --> 00:40:45,466
the white point
1296
00:40:45,466 --> 00:40:46,566
not as far as like point
1297
00:40:46,566 --> 00:40:48,333
like nine 90
1298
00:40:48,333 --> 00:40:49,833
cause we still have holes
1299
00:40:50,133 --> 00:40:51,300
in our character
1300
00:40:51,300 --> 00:40:52,200
as you can see
1301
00:40:52,200 --> 00:40:53,133
this doesn't fill in
1302
00:40:53,133 --> 00:40:53,933
the holes in
1303
00:40:53,933 --> 00:40:55,400
the character too much
1304
00:40:55,666 --> 00:40:56,200
on this case
1305
00:40:56,200 --> 00:40:57,100
actually it does
1306
00:40:57,100 --> 00:40:58,600
does pretty good again
1307
00:40:58,600 --> 00:40:59,466
I might bring this
1308
00:40:59,466 --> 00:41:01,266
I don't wanna bring this too crazy
1309
00:41:01,266 --> 00:41:02,200
maybe point nine
1310
00:41:02,200 --> 00:41:03,300
seven or something
1311
00:41:04,900 --> 00:41:06,966
did a pretty amazing job as you can see
1312
00:41:06,966 --> 00:41:11,700
now we would probably come in here and do another um
1313
00:41:11,700 --> 00:41:13,200
let's create a merge node
1314
00:41:14,066 --> 00:41:15,300
and we're gonna create a
1315
00:41:15,300 --> 00:41:16,633
oh for Roto
1316
00:41:16,766 --> 00:41:19,466
and let's just make a quick garbage mask while we're
1317
00:41:19,866 --> 00:41:22,366
here so just go through like that on
1318
00:41:22,766 --> 00:41:24,866
steal one of those blurs over here
1319
00:41:26,100 --> 00:41:30,166
paste that baby on and set this to mask
1320
00:41:31,366 --> 00:41:32,300
there we go
1321
00:41:32,533 --> 00:41:34,666
and again just blow this edge if I want
1322
00:41:35,766 --> 00:41:40,000
there we go so pretty cool and again
1323
00:41:40,000 --> 00:41:43,500
it gives a beautiful absolutely beautiful result
1324
00:41:43,766 --> 00:41:47,300
from which if we were to swamp this out right
1325
00:41:47,866 --> 00:41:51,033
so go ahead and swamp out the a here for this input
1326
00:41:52,400 --> 00:41:53,266
really quick
1327
00:41:54,066 --> 00:41:56,500
so basically doing all the work that Key Light did
1328
00:41:56,500 --> 00:42:00,366
except this time we're gonna see the result using uh
1329
00:42:00,666 --> 00:42:02,000
the actual uh
1330
00:42:02,300 --> 00:42:04,200
IBK coloring gizmo
1331
00:42:04,533 --> 00:42:06,000
and look at that
1332
00:42:06,466 --> 00:42:09,833
all those here details are there
1333
00:42:10,900 --> 00:42:11,866
now hair can be
1334
00:42:11,933 --> 00:42:14,466
a bit of a pain in the rear end with the IBK gizmo
1335
00:42:14,700 --> 00:42:16,600
because you really
1336
00:42:16,800 --> 00:42:18,366
to collect the hair can be tricky
1337
00:42:18,366 --> 00:42:19,666
so I usually introduce
1338
00:42:19,666 --> 00:42:22,266
some manually animated rotos to cover up
1339
00:42:22,400 --> 00:42:25,433
all the hair when it comes to this area right here
1340
00:42:25,866 --> 00:42:27,100
so even though
1341
00:42:27,733 --> 00:42:28,466
you know this
1342
00:42:28,466 --> 00:42:29,733
this is the quick way of doing it
1343
00:42:29,733 --> 00:42:31,100
I'm gonna show you the daisy chain version
1344
00:42:31,100 --> 00:42:33,033
which works even more effectively
1345
00:42:33,333 --> 00:42:34,200
than the whole process
1346
00:42:34,200 --> 00:42:37,800
so that in a nutshell is all the keys again
1347
00:42:37,800 --> 00:42:38,733
you wanna denoise it
1348
00:42:38,733 --> 00:42:41,366
you can also use this screen clean tool
1349
00:42:41,366 --> 00:42:42,566
um but again
1350
00:42:42,866 --> 00:42:43,866
um you gotta
1351
00:42:44,533 --> 00:42:45,400
don't get too crazy
1352
00:42:45,400 --> 00:42:48,566
cause you'll start to lose details and the highlights
1353
00:42:48,800 --> 00:42:50,900
or as far as the motion blurs
1354
00:42:52,100 --> 00:42:53,633
and the actual wispy hairs
1355
00:42:53,900 --> 00:42:55,800
but you can see how just these tools alone
1356
00:42:55,800 --> 00:42:57,400
and now this is still not gonna cut it
1357
00:42:57,400 --> 00:42:58,800
we're gonna get into crazier
1358
00:42:58,800 --> 00:43:04,633
even more powerful cures and d spills to really make
1359
00:43:04,900 --> 00:43:06,266
everyone kind of blend in
1360
00:43:06,266 --> 00:43:07,933
we gotta talk about graining
1361
00:43:07,933 --> 00:43:09,200
regraining image
1362
00:43:09,200 --> 00:43:11,966
I'm taking you guys all the way to the professional end
1363
00:43:11,966 --> 00:43:14,433
so that if you were to show up at say
1364
00:43:15,200 --> 00:43:16,566
the mill or
1365
00:43:17,133 --> 00:43:18,666
any one of these studios
1366
00:43:18,700 --> 00:43:21,666
you would be ready to do keying at the very least
1367
00:43:21,766 --> 00:43:24,200
that's just one element of composing obviously
93711
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