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These are the user uploaded subtitles that are being translated: 1 00:00:03,000 --> 00:00:05,366 alright so this is a class 3 nuke file 2 00:00:05,366 --> 00:00:07,866 and we're gonna talk a little bit about Kiers 3 00:00:07,866 --> 00:00:09,700 now this is an advanced tutorial 4 00:00:09,700 --> 00:00:12,433 but I wanna make it available to even beginners 5 00:00:12,700 --> 00:00:14,766 in the sense that I wanna introduce 6 00:00:14,766 --> 00:00:18,233 you to a little bit of the most famous Kias 7 00:00:18,400 --> 00:00:22,666 uh the big top 3 obviously are primat 8 00:00:23,700 --> 00:00:26,400 and of course there's the other one key light 9 00:00:28,166 --> 00:00:30,833 and finally there's the Dynamic Duo 10 00:00:31,500 --> 00:00:34,800 IBK Gizmo IBK Color 11 00:00:35,666 --> 00:00:38,733 so these are the biggies right here uh 12 00:00:38,733 --> 00:00:40,433 some people um 13 00:00:40,533 --> 00:00:43,266 do prefer sometimes to use ultimate 14 00:00:43,266 --> 00:00:44,200 which is another one 15 00:00:44,200 --> 00:00:45,633 which actually can 16 00:00:46,466 --> 00:00:48,500 basically take out any webbing 17 00:00:48,500 --> 00:00:50,300 that would be involved in 18 00:00:50,333 --> 00:00:52,000 certain areas around a character 19 00:00:52,733 --> 00:00:55,466 if you're trying to create a format and so forth 20 00:00:55,566 --> 00:00:58,266 so it does give you some really cool results 21 00:00:58,266 --> 00:00:59,333 a little bit more complicated 22 00:00:59,333 --> 00:01:00,933 but the big ones are primat 23 00:01:00,933 --> 00:01:01,900 key light and these two 24 00:01:01,900 --> 00:01:04,066 these two are usually good for fringe mats 25 00:01:04,066 --> 00:01:06,300 or commonly called edge mats as well 26 00:01:06,766 --> 00:01:09,000 and primats are usually good for core mats 27 00:01:09,000 --> 00:01:10,366 or kind of hard 28 00:01:10,933 --> 00:01:12,133 cores that we're going to create 29 00:01:12,133 --> 00:01:14,266 which is the center piece that fills in 30 00:01:14,266 --> 00:01:16,700 the Swiss cheese holes of your atypical key 31 00:01:17,066 --> 00:01:19,266 so let's go ahead and just kind of poke around with a 32 00:01:19,266 --> 00:01:20,366 couple of these here 33 00:01:20,400 --> 00:01:20,733 let's go ahead 34 00:01:20,733 --> 00:01:23,566 start with key light alright 35 00:01:23,566 --> 00:01:27,266 so I'm gonna go ahead and take this footage of Jessica 36 00:01:27,366 --> 00:01:29,300 and we're gonna go ahead and plug it in 37 00:01:29,400 --> 00:01:30,000 as you can see 38 00:01:30,000 --> 00:01:31,733 you have a background outmat 39 00:01:31,733 --> 00:01:32,700 inmat source 40 00:01:32,700 --> 00:01:36,133 I am not gonna get in heavy detail to any of these um 41 00:01:36,133 --> 00:01:39,400 because I want you guys to go straight to production 42 00:01:39,400 --> 00:01:41,433 when I start in production and game design 43 00:01:41,600 --> 00:01:44,000 uh I didn't have like theory 44 00:01:44,300 --> 00:01:46,700 or ideas or you know 45 00:01:46,700 --> 00:01:48,500 maybe you could try this with this 46 00:01:48,500 --> 00:01:50,233 you know maybe this will work 47 00:01:50,733 --> 00:01:51,366 in production 48 00:01:51,366 --> 00:01:53,866 you literally are thrown into the lion's den 49 00:01:53,866 --> 00:01:55,133 and you got to fight off the lion 50 00:01:55,133 --> 00:01:57,666 and that's just basically the process of production 51 00:01:57,733 --> 00:01:59,500 and we were given templates 52 00:01:59,733 --> 00:02:00,600 and you know 53 00:02:00,600 --> 00:02:02,800 best course of actions that you could say 54 00:02:02,800 --> 00:02:04,700 are very linear with not many options 55 00:02:04,700 --> 00:02:06,800 but for the majority of the sake they work 56 00:02:06,800 --> 00:02:09,233 so I will be introducing you to the Uber here 57 00:02:09,400 --> 00:02:12,700 which will be a templated Kia 58 00:02:12,700 --> 00:02:15,300 which will have all of these sort of pieces 59 00:02:15,300 --> 00:02:18,066 but just to be aware how the mechanics of these work 60 00:02:18,166 --> 00:02:20,100 I'll just go ahead and put in source here 61 00:02:20,100 --> 00:02:20,966 to our footage 62 00:02:20,966 --> 00:02:23,266 and there's plenty of tutorials on YouTube 63 00:02:23,366 --> 00:02:25,400 um in regards to um 64 00:02:25,400 --> 00:02:26,166 learning about this 65 00:02:26,166 --> 00:02:27,800 I'll talk about them a little bit later 66 00:02:27,966 --> 00:02:28,733 but I'm just gonna go ahead 67 00:02:28,733 --> 00:02:30,266 and put this into the viewer 68 00:02:30,533 --> 00:02:31,366 and here you can see 69 00:02:31,366 --> 00:02:32,533 we have our scene here 70 00:02:32,533 --> 00:02:32,933 and you can see 71 00:02:32,933 --> 00:02:34,766 if I go ahead and slam the gamma 72 00:02:35,066 --> 00:02:37,966 we have a variation of luminance in the green 73 00:02:37,966 --> 00:02:40,866 so you can see we have a variation in 74 00:02:40,900 --> 00:02:42,066 say you know 75 00:02:42,066 --> 00:02:43,266 the actual luminance 76 00:02:43,533 --> 00:02:44,666 it's brighter over here 77 00:02:44,666 --> 00:02:45,666 it's a different value 78 00:02:45,666 --> 00:02:47,400 so if I were to click control click 79 00:02:47,400 --> 00:02:48,866 you'd see the value of red 80 00:02:48,866 --> 00:02:49,833 green and blue 81 00:02:50,100 --> 00:02:50,933 are different than here 82 00:02:50,933 --> 00:02:52,733 this is like point seven two 83 00:02:52,733 --> 00:02:53,400 in the green 84 00:02:53,400 --> 00:02:54,966 it's point five here 85 00:02:55,400 --> 00:02:56,666 it's point o four in the red 86 00:02:56,666 --> 00:02:59,100 over here it's point o two in the red over here 87 00:02:59,666 --> 00:03:00,166 and over here 88 00:03:00,166 --> 00:03:01,966 it's like point 89 00:03:02,500 --> 00:03:05,400 o six and over here is like point o four in the blue 90 00:03:05,400 --> 00:03:08,500 so there is a variance in color information 91 00:03:08,700 --> 00:03:10,400 between these two areas 92 00:03:10,566 --> 00:03:13,600 so key light is good for scenes where 93 00:03:13,766 --> 00:03:16,100 there's a lockdown camera and 94 00:03:16,266 --> 00:03:17,866 you don't have the camera moving a lot 95 00:03:17,866 --> 00:03:20,166 where the background plate would actually change 96 00:03:20,166 --> 00:03:22,066 so if you have a lockdown tripod shot 97 00:03:22,066 --> 00:03:23,733 where the person's just walking along 98 00:03:23,733 --> 00:03:26,366 and the camera doesn't pan or tilt or dolly 99 00:03:26,566 --> 00:03:29,000 uh this is probably the best tool to use sometimes 100 00:03:29,000 --> 00:03:30,100 for hair detail 101 00:03:30,300 --> 00:03:31,133 um but again 102 00:03:31,133 --> 00:03:32,766 you can get this done as well 103 00:03:32,766 --> 00:03:34,733 with certain situations with IBK 104 00:03:34,733 --> 00:03:35,733 uh coloring gizmo 105 00:03:35,733 --> 00:03:36,600 which is the 106 00:03:36,700 --> 00:03:38,266 most popular of all the cure 107 00:03:38,266 --> 00:03:39,266 so I'm gonna take the key light 108 00:03:39,266 --> 00:03:41,400 and click the little screen color here 109 00:03:41,766 --> 00:03:44,133 and I'm gonna go ahead and hold down shifting control 110 00:03:44,133 --> 00:03:45,300 and you can see 111 00:03:45,366 --> 00:03:47,066 how it starts to do the disco here 112 00:03:47,066 --> 00:03:48,300 where it goes back and forth 113 00:03:48,300 --> 00:03:49,766 and I wanna hold down control 114 00:03:49,766 --> 00:03:51,166 alt and click 115 00:03:51,166 --> 00:03:51,900 if I hold down 116 00:03:51,900 --> 00:03:53,366 shift control and Alt 117 00:03:53,366 --> 00:03:54,400 this is on a PC 118 00:03:54,733 --> 00:03:56,966 I'm sampling the original image if I 119 00:03:56,966 --> 00:03:58,500 don't hold down that 120 00:03:58,533 --> 00:04:00,000 I'm going to get this 121 00:04:00,000 --> 00:04:01,200 and sampling the sample 122 00:04:01,200 --> 00:04:01,900 so I don't wanna do that 123 00:04:01,900 --> 00:04:03,566 I wanna make sure it's sampling the original footage 124 00:04:03,566 --> 00:04:05,766 and ignoring what has been changed 125 00:04:06,000 --> 00:04:07,533 so I went ahead and sampled this area 126 00:04:07,533 --> 00:04:07,933 and usually 127 00:04:07,933 --> 00:04:10,800 you wanna sample areas very close to the wispy hairs 128 00:04:11,500 --> 00:04:12,800 and now if I hit a for alpha 129 00:04:12,800 --> 00:04:15,233 you can see we have a pretty good reality here 130 00:04:15,366 --> 00:04:16,166 you can see 131 00:04:16,166 --> 00:04:17,500 the difference in luminance 132 00:04:17,500 --> 00:04:19,200 it's all based on the pixel 133 00:04:19,200 --> 00:04:20,366 value that we chose here 134 00:04:20,366 --> 00:04:20,933 so whatever 135 00:04:20,933 --> 00:04:22,166 the crominance value 136 00:04:22,766 --> 00:04:24,733 RGB of what we chose here 137 00:04:24,733 --> 00:04:25,700 is what it's keying 138 00:04:25,700 --> 00:04:27,533 and you can see it just degrades over here 139 00:04:27,533 --> 00:04:30,066 now if we choose this area over here 140 00:04:30,800 --> 00:04:31,766 you can see it does 141 00:04:31,766 --> 00:04:32,566 a really good job 142 00:04:32,566 --> 00:04:34,400 but we might be losing some details 143 00:04:34,400 --> 00:04:35,900 remember you can win the battle 144 00:04:35,900 --> 00:04:37,966 but lose the war when it comes to keen 145 00:04:38,166 --> 00:04:40,633 um you wanna have that yucky 146 00:04:40,900 --> 00:04:42,600 mucky motion blur 147 00:04:42,600 --> 00:04:43,800 and you wanna have these fine 148 00:04:43,800 --> 00:04:45,200 wispy details 149 00:04:45,300 --> 00:04:45,900 so you can see 150 00:04:45,900 --> 00:04:47,700 just by poking around again 151 00:04:47,700 --> 00:04:48,466 I have hit a 152 00:04:48,466 --> 00:04:49,400 for alphata 153 00:04:49,733 --> 00:04:50,466 look at my alpha 154 00:04:50,466 --> 00:04:51,166 I can kind of 155 00:04:51,166 --> 00:04:51,800 choose something 156 00:04:51,800 --> 00:04:53,166 that's a good middle ground 157 00:04:53,500 --> 00:04:54,566 but one thing you notice 158 00:04:54,566 --> 00:04:55,566 if I go over here and go 159 00:04:55,566 --> 00:04:56,333 all that looks good 160 00:04:56,333 --> 00:04:57,866 you'll notice I've lost detail in 161 00:04:57,866 --> 00:04:58,400 the hair over here 162 00:04:58,400 --> 00:04:59,800 so if I click over here 163 00:05:00,066 --> 00:05:01,100 you can see I've gained 164 00:05:01,100 --> 00:05:01,733 and this extra 165 00:05:01,733 --> 00:05:02,800 strand of here 166 00:05:02,966 --> 00:05:04,700 so this is gonna require 167 00:05:05,000 --> 00:05:06,666 a little bit of finessing 168 00:05:06,666 --> 00:05:06,966 so I'm gonna 169 00:05:06,966 --> 00:05:08,266 get kind of close here 170 00:05:08,966 --> 00:05:09,300 and you can 171 00:05:09,300 --> 00:05:09,600 see I've got 172 00:05:09,600 --> 00:05:11,400 all these nice hair details 173 00:05:12,333 --> 00:05:13,100 and at this point 174 00:05:13,100 --> 00:05:13,700 we can go ahead 175 00:05:13,700 --> 00:05:14,133 and just do a 176 00:05:14,133 --> 00:05:14,700 couple things 177 00:05:14,700 --> 00:05:15,966 such as screen gain 178 00:05:16,166 --> 00:05:16,866 which is gonna 179 00:05:16,866 --> 00:05:18,333 kind of pump that up just a little bit 180 00:05:18,333 --> 00:05:18,566 you can see 181 00:05:18,566 --> 00:05:19,133 it's starting to 182 00:05:19,133 --> 00:05:19,800 eat away at the hair 183 00:05:19,800 --> 00:05:20,666 which we don't want 184 00:05:20,666 --> 00:05:22,500 we don't wanna tamper a lot with keys 185 00:05:22,500 --> 00:05:23,600 I know it sounds kind of 186 00:05:23,933 --> 00:05:24,733 weird but we 187 00:05:24,733 --> 00:05:25,000 don't wanna 188 00:05:25,000 --> 00:05:25,966 get too crazy 189 00:05:26,300 --> 00:05:27,466 and then the screen matte 190 00:05:27,466 --> 00:05:28,066 we're gonna go ahead 191 00:05:28,066 --> 00:05:28,766 and click that open 192 00:05:28,766 --> 00:05:29,500 and we can click 193 00:05:29,500 --> 00:05:30,800 click the black 194 00:05:30,866 --> 00:05:31,966 and we can clip the white 195 00:05:31,966 --> 00:05:32,333 and you can 196 00:05:32,333 --> 00:05:34,500 see it just becomes a crunchy nasty edge 197 00:05:34,800 --> 00:05:35,466 so as these 198 00:05:35,466 --> 00:05:36,533 two come closer to 199 00:05:36,533 --> 00:05:37,500 each other is 200 00:05:37,566 --> 00:05:39,300 black gets closer to white 201 00:05:39,300 --> 00:05:40,433 these two bars 202 00:05:40,733 --> 00:05:42,200 two little knobs get closer 203 00:05:42,366 --> 00:05:43,666 you're crushing the values 204 00:05:43,666 --> 00:05:44,400 you're basically saying 205 00:05:44,400 --> 00:05:45,666 anything of a value of 206 00:05:45,666 --> 00:05:47,066 2.95 in the 207 00:05:47,066 --> 00:05:48,866 RGB or higher is being 208 00:05:48,900 --> 00:05:50,066 turned to pure black 209 00:05:50,066 --> 00:05:50,900 and with the white 210 00:05:50,900 --> 00:05:54,666 anything lower than 5.95 is going to be turned into 211 00:05:54,866 --> 00:05:56,333 white and it just crushes 212 00:05:56,333 --> 00:05:57,600 the value you lose 213 00:05:57,600 --> 00:05:58,300 you win the battle 214 00:05:58,300 --> 00:05:59,300 but you lose the war 215 00:05:59,766 --> 00:06:00,533 and you don't have 216 00:06:00,533 --> 00:06:01,266 all those fine details 217 00:06:01,266 --> 00:06:01,700 I'm gonna be 218 00:06:01,700 --> 00:06:02,800 very careful with this 219 00:06:02,800 --> 00:06:03,966 and maybe take 220 00:06:03,966 --> 00:06:04,700 the clip black 221 00:06:04,700 --> 00:06:05,600 and just inch it up just 222 00:06:05,600 --> 00:06:07,000 ever so slightly 223 00:06:07,533 --> 00:06:08,700 now there are other tools in here 224 00:06:08,700 --> 00:06:09,866 which are used 225 00:06:09,866 --> 00:06:10,700 here and there 226 00:06:10,700 --> 00:06:12,266 like screen softness 227 00:06:12,533 --> 00:06:12,866 you can see 228 00:06:12,866 --> 00:06:13,533 it just softens 229 00:06:13,533 --> 00:06:14,000 the edge a little 230 00:06:14,000 --> 00:06:14,800 bit overboard 231 00:06:14,800 --> 00:06:15,600 you can soften that up 232 00:06:15,600 --> 00:06:16,066 if you want 233 00:06:16,066 --> 00:06:18,066 if you're getting sort of stairstep edges 234 00:06:18,400 --> 00:06:19,833 um and there's 235 00:06:19,866 --> 00:06:21,100 you know d spot 236 00:06:21,300 --> 00:06:23,033 black which just kind of 237 00:06:23,466 --> 00:06:24,733 kind of does an erosion 238 00:06:24,733 --> 00:06:25,000 you can see 239 00:06:25,000 --> 00:06:25,466 you're getting these 240 00:06:25,466 --> 00:06:26,566 very strange shapes 241 00:06:26,566 --> 00:06:28,300 here uh again 242 00:06:28,300 --> 00:06:29,333 heavy tampering is 243 00:06:29,333 --> 00:06:30,166 is something that 244 00:06:30,166 --> 00:06:31,500 you don't really wanna do too much 245 00:06:31,500 --> 00:06:31,933 in this case 246 00:06:31,933 --> 00:06:33,233 we're just dealing with 247 00:06:33,400 --> 00:06:34,166 uh actually 248 00:06:34,166 --> 00:06:34,533 getting the 249 00:06:34,533 --> 00:06:35,133 cut out mat 250 00:06:35,133 --> 00:06:36,300 I'm not worried about destroying 251 00:06:36,300 --> 00:06:37,200 the image here 252 00:06:37,800 --> 00:06:39,200 so with that said 253 00:06:39,200 --> 00:06:40,333 we have this piece 254 00:06:40,333 --> 00:06:41,000 of key light 255 00:06:41,000 --> 00:06:41,800 that looks good 256 00:06:41,800 --> 00:06:43,466 this this portion here 257 00:06:43,466 --> 00:06:44,166 actually looks 258 00:06:44,166 --> 00:06:45,400 very good now 259 00:06:45,400 --> 00:06:46,800 what you would usually do with this 260 00:06:46,800 --> 00:06:47,733 is do a region 261 00:06:47,733 --> 00:06:48,600 per region basis when 262 00:06:48,600 --> 00:06:49,066 you're dealing with 263 00:06:49,066 --> 00:06:50,366 key light and again 264 00:06:50,366 --> 00:06:52,300 it's good because it's on a lockdown camera 265 00:06:52,300 --> 00:06:52,566 so I'm gonna 266 00:06:52,566 --> 00:06:53,166 take this key 267 00:06:53,166 --> 00:06:54,500 light paste it 268 00:06:55,266 --> 00:06:56,500 put in my source 269 00:06:56,966 --> 00:06:57,866 and I'm gonna 270 00:06:57,866 --> 00:06:58,900 go ahead and 271 00:06:59,100 --> 00:06:59,600 come in here 272 00:06:59,600 --> 00:07:00,266 hold down shift 273 00:07:00,266 --> 00:07:01,333 control and alt 274 00:07:01,333 --> 00:07:02,400 resample my 275 00:07:02,400 --> 00:07:04,433 actual color 276 00:07:04,866 --> 00:07:05,866 and I'll go up here 277 00:07:05,866 --> 00:07:06,966 by the hair up here 278 00:07:06,966 --> 00:07:08,266 right so this is 279 00:07:08,466 --> 00:07:09,100 I'll go ahead 280 00:07:09,100 --> 00:07:10,066 and label this 281 00:07:10,066 --> 00:07:11,833 call this top head 282 00:07:13,100 --> 00:07:14,333 I'll take this key light 283 00:07:14,333 --> 00:07:16,166 going to my node and label this 284 00:07:17,100 --> 00:07:18,866 you know right side 285 00:07:18,866 --> 00:07:20,966 which would be camera right where we're facing 286 00:07:20,966 --> 00:07:22,600 and I'm gonna go ahead and paste another 287 00:07:22,600 --> 00:07:23,766 one of these babies 288 00:07:24,466 --> 00:07:25,466 come in here 289 00:07:25,566 --> 00:07:27,266 and again choose my color 290 00:07:27,966 --> 00:07:29,100 and again we get close 291 00:07:29,100 --> 00:07:31,466 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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