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These are the user uploaded subtitles that are being translated: 1 00:00:03,166 --> 00:00:05,233 okay so let's talk about the 2 00:00:05,266 --> 00:00:07,100 RGB versus alpha 3 00:00:07,133 --> 00:00:10,200 or what I like to call the d spill versus the mat 4 00:00:10,200 --> 00:00:13,166 and these are two different things we create separately 5 00:00:13,466 --> 00:00:15,900 and then we combine them together at the end 6 00:00:16,366 --> 00:00:19,500 the uh the actual d spill is taking the green 7 00:00:19,500 --> 00:00:21,000 polluted uh light 8 00:00:21,000 --> 00:00:23,800 that's the green light that be bouncing and hits uh 9 00:00:23,966 --> 00:00:25,633 Jack here on the face 10 00:00:26,000 --> 00:00:27,066 and you know 11 00:00:27,066 --> 00:00:28,700 little areas that are really green 12 00:00:28,700 --> 00:00:30,800 like in this reflective goggles here 13 00:00:30,800 --> 00:00:33,466 and also in between little hairs here 14 00:00:33,700 --> 00:00:35,200 um that's how we got to get 15 00:00:35,200 --> 00:00:36,900 we have to basically get rid of the green 16 00:00:37,400 --> 00:00:38,866 and then over here 17 00:00:39,000 --> 00:00:40,400 this is where we create the mat 18 00:00:40,400 --> 00:00:42,633 so this is all about creating the black and white mat 19 00:00:42,766 --> 00:00:46,066 this is all about creating the actual RGB information 20 00:00:46,333 --> 00:00:46,966 and then finally 21 00:00:46,966 --> 00:00:48,000 we use this as 22 00:00:48,000 --> 00:00:50,166 the cookie dough laid out on a cookie sheet 23 00:00:50,166 --> 00:00:53,200 whereas the alpha is sort of like the cookie cut out 24 00:00:53,700 --> 00:00:57,366 stencil shape that cuts out the eventual RGB 25 00:00:57,766 --> 00:00:58,766 so these are 26 00:00:58,933 --> 00:01:00,700 taken into account separately 27 00:01:00,700 --> 00:01:01,466 and then again 28 00:01:01,466 --> 00:01:04,100 the alpha consists of the core mat and the fringe mat 29 00:01:04,866 --> 00:01:05,733 and then the 30 00:01:05,733 --> 00:01:08,166 d spill has to do with the Core d spill 31 00:01:08,166 --> 00:01:09,800 and the Edge d spill 32 00:01:09,933 --> 00:01:11,800 so there is an element where 33 00:01:11,800 --> 00:01:14,533 we're gonna have to maintain as much as we possibly can 34 00:01:14,533 --> 00:01:16,900 the original skin tones um 35 00:01:17,300 --> 00:01:19,366 you will not want to 36 00:01:19,366 --> 00:01:21,866 tick off the DP or the colorist 37 00:01:22,133 --> 00:01:25,500 as a compositor by actually changing the skin tones 38 00:01:25,500 --> 00:01:26,700 because maybe 39 00:01:26,933 --> 00:01:28,566 they're meant to be left that way 40 00:01:28,566 --> 00:01:29,300 sometimes of course 41 00:01:29,300 --> 00:01:30,700 you will have the color grade 42 00:01:30,933 --> 00:01:32,200 the background to the foreground 43 00:01:32,200 --> 00:01:36,033 and let the colorist do the stylistic approach um 44 00:01:36,133 --> 00:01:38,000 but ultimately be you 45 00:01:38,000 --> 00:01:40,466 you have to be extremely cautious 46 00:01:40,800 --> 00:01:42,800 um not to affect the skin tones 47 00:01:42,800 --> 00:01:44,300 I know when we were doing the Capital 48 00:01:44,300 --> 00:01:46,100 one commercials um 49 00:01:46,100 --> 00:01:49,433 even though Sam Jackson is a relatively dark complexion 50 00:01:50,000 --> 00:01:51,333 we had to be very careful 51 00:01:51,333 --> 00:01:52,700 not to fiddle with his skin tones 52 00:01:52,700 --> 00:01:54,000 through the whole process 53 00:01:54,200 --> 00:01:55,633 it was more about 54 00:01:56,066 --> 00:01:58,133 just being very careful to match him 55 00:01:58,133 --> 00:02:00,066 and being very careful about color grading 56 00:02:00,066 --> 00:02:00,933 to get not too goofy 57 00:02:00,933 --> 00:02:02,000 because there's two people 58 00:02:02,000 --> 00:02:04,033 you can tick off in the professional world 59 00:02:04,366 --> 00:02:05,966 one of which is your colorist 60 00:02:05,966 --> 00:02:06,733 in the other of course 61 00:02:06,733 --> 00:02:08,366 is the original cinematographer 62 00:02:08,366 --> 00:02:09,133 and in our case 63 00:02:09,133 --> 00:02:10,666 that was John Schwartzman 64 00:02:10,666 --> 00:02:12,600 who is going to be the DP 65 00:02:12,600 --> 00:02:14,300 for Star Wars Episode 9 66 00:02:14,300 --> 00:02:15,100 and these big wigs 67 00:02:15,100 --> 00:02:16,266 you do not wanna tick off 68 00:02:16,266 --> 00:02:17,866 so they'll of course 69 00:02:17,866 --> 00:02:19,100 even in the post process 70 00:02:19,100 --> 00:02:20,500 actually meet with a colorist 71 00:02:20,500 --> 00:02:22,200 and just kind of look at the final image 72 00:02:22,200 --> 00:02:23,700 because ultimately 73 00:02:23,700 --> 00:02:24,566 it is their vision 74 00:02:24,566 --> 00:02:25,133 they are the 75 00:02:25,133 --> 00:02:25,600 quote unquote 76 00:02:25,600 --> 00:02:26,500 cinematographer 77 00:02:26,500 --> 00:02:27,600 despite the 78 00:02:27,733 --> 00:02:29,333 heavy hand of the 79 00:02:29,333 --> 00:02:30,333 uh you know 80 00:02:30,333 --> 00:02:32,200 the colorist as well as 81 00:02:32,533 --> 00:02:33,533 um ultimately 82 00:02:33,533 --> 00:02:34,600 you know also us 83 00:02:34,966 --> 00:02:36,000 compositors 84 00:02:36,133 --> 00:02:37,966 so just kind of keep that in mind 85 00:02:37,966 --> 00:02:39,166 throughout the whole process 86 00:02:39,166 --> 00:02:40,300 that the whole point of 87 00:02:40,300 --> 00:02:41,200 doing a Core d 88 00:02:41,200 --> 00:02:42,433 spill is to 89 00:02:42,500 --> 00:02:43,600 kind of maintain the core 90 00:02:43,600 --> 00:02:45,533 almost like how we create the core with the 91 00:02:45,533 --> 00:02:46,566 with the Alpha 92 00:02:46,966 --> 00:02:47,900 the core is to 93 00:02:47,900 --> 00:02:48,966 kind of keep that going 94 00:02:48,966 --> 00:02:50,233 and then the edges 95 00:02:50,400 --> 00:02:52,466 that's where we can have a little bit of play 96 00:02:52,566 --> 00:02:53,733 to kind of blend 97 00:02:53,733 --> 00:02:54,400 the two together 98 00:02:54,400 --> 00:02:55,466 in the background 99 00:02:55,500 --> 00:02:56,666 as far as the back plate 100 00:02:56,666 --> 00:02:57,466 whatever we choose 101 00:02:57,466 --> 00:02:59,066 it's gonna be behind Jack here 102 00:02:59,300 --> 00:03:00,400 in the foreground 103 00:03:00,700 --> 00:03:02,466 so d spill has 104 00:03:02,466 --> 00:03:03,500 its greatest hits 105 00:03:03,500 --> 00:03:04,966 we have expressions 106 00:03:04,966 --> 00:03:06,066 these are really great 107 00:03:06,066 --> 00:03:08,466 this is one of the real popular expressions 108 00:03:08,466 --> 00:03:09,700 were talks about 109 00:03:10,166 --> 00:03:12,766 if green is greater than 110 00:03:13,266 --> 00:03:15,133 uh the red and blue combined 111 00:03:15,133 --> 00:03:15,933 divided by 2 112 00:03:15,933 --> 00:03:17,933 or the average then uh 113 00:03:17,933 --> 00:03:18,933 take the uh 114 00:03:18,933 --> 00:03:20,266 red and the blue 115 00:03:20,566 --> 00:03:21,466 divided by 2 116 00:03:21,466 --> 00:03:22,700 that's your green 117 00:03:22,700 --> 00:03:24,366 it's it's it's again 118 00:03:24,366 --> 00:03:25,966 I'm not much of a math guy but anyway 119 00:03:25,966 --> 00:03:26,733 it does take out 120 00:03:26,733 --> 00:03:27,466 the green really 121 00:03:27,466 --> 00:03:27,933 effectively 122 00:03:27,933 --> 00:03:28,666 in this expressions 123 00:03:28,666 --> 00:03:29,766 the most popular 124 00:03:29,966 --> 00:03:31,366 expressions used 125 00:03:31,533 --> 00:03:33,200 um it also maintains the 126 00:03:33,200 --> 00:03:35,366 luminance information pretty well throughout 127 00:03:35,366 --> 00:03:35,866 the process 128 00:03:35,866 --> 00:03:36,466 not completely 129 00:03:36,466 --> 00:03:37,766 but it does do a good job 130 00:03:38,100 --> 00:03:39,566 uh the key light is 131 00:03:39,566 --> 00:03:40,466 even though this is a key 132 00:03:40,466 --> 00:03:41,066 or this can 133 00:03:41,066 --> 00:03:43,433 act as an actual d spell 134 00:03:43,466 --> 00:03:45,700 and I'm gonna go over that um 135 00:03:45,900 --> 00:03:47,266 the hue correct is another one 136 00:03:47,266 --> 00:03:48,500 that kind of spot 137 00:03:48,966 --> 00:03:50,566 get little spot areas 138 00:03:50,666 --> 00:03:51,466 um this is an 139 00:03:51,466 --> 00:03:52,933 extremely difficult key 140 00:03:52,933 --> 00:03:53,700 even though it may look 141 00:03:53,700 --> 00:03:54,900 very simple with Jack 142 00:03:54,900 --> 00:03:55,700 because we're gonna have 143 00:03:55,700 --> 00:03:56,400 all types of issues 144 00:03:56,400 --> 00:03:57,466 with his beard 145 00:03:57,600 --> 00:03:59,400 we're gonna have issues over here 146 00:03:59,900 --> 00:04:00,333 there's all 147 00:04:00,333 --> 00:04:01,100 types of stuff 148 00:04:01,100 --> 00:04:01,900 little edge 149 00:04:02,100 --> 00:04:03,800 things we're gonna have to do with these goggles 150 00:04:03,800 --> 00:04:05,633 and the transparency issues 151 00:04:05,800 --> 00:04:06,966 and then there's kill spill 152 00:04:06,966 --> 00:04:08,900 kill spill is really 153 00:04:08,900 --> 00:04:09,700 really popular in 154 00:04:09,700 --> 00:04:10,500 the industry 155 00:04:11,266 --> 00:04:12,700 this is pixel fudger 156 00:04:12,700 --> 00:04:13,133 I think they 157 00:04:13,133 --> 00:04:14,200 are kill spill 158 00:04:14,200 --> 00:04:14,733 you can get this 159 00:04:14,733 --> 00:04:15,900 off on Wikipedia 160 00:04:15,966 --> 00:04:17,200 you can see there's a suppression 161 00:04:17,200 --> 00:04:17,966 a limiter a 162 00:04:17,966 --> 00:04:18,900 spill tweak 163 00:04:19,133 --> 00:04:19,900 and you can choose 164 00:04:19,900 --> 00:04:20,933 either red screen 165 00:04:20,933 --> 00:04:21,466 green screen 166 00:04:21,466 --> 00:04:23,200 or blue screen um 167 00:04:23,200 --> 00:04:24,500 again really awesome 168 00:04:24,500 --> 00:04:25,000 and then of course 169 00:04:25,000 --> 00:04:26,133 there's Dspil Madness 170 00:04:26,133 --> 00:04:27,700 which will not 171 00:04:27,700 --> 00:04:28,900 necessarily work unless 172 00:04:28,900 --> 00:04:29,100 you have it 173 00:04:29,100 --> 00:04:31,166 plugged it in installed 174 00:04:31,166 --> 00:04:31,533 it's a little 175 00:04:31,533 --> 00:04:32,266 bit more complicated 176 00:04:32,266 --> 00:04:33,733 Dspil Madness is downloaded 177 00:04:33,733 --> 00:04:34,500 off nukipedia 178 00:04:34,500 --> 00:04:35,000 com those are 179 00:04:35,000 --> 00:04:36,100 the most popular 180 00:04:36,300 --> 00:04:38,500 d spill tools that we use 181 00:04:38,500 --> 00:04:39,466 in the industry 182 00:04:39,466 --> 00:04:40,266 and I'm gonna show you 183 00:04:40,266 --> 00:04:41,900 I'm gonna kind of go through all those 184 00:04:42,166 --> 00:04:43,466 as we kind of move through this 185 00:04:43,466 --> 00:04:44,066 training videos 186 00:04:44,066 --> 00:04:45,166 but I first wanna kind of show 187 00:04:45,166 --> 00:04:45,966 you guys the actual 188 00:04:45,966 --> 00:04:47,566 math that I created with Jack 189 00:04:47,700 --> 00:04:48,933 what I decided upon 190 00:04:48,933 --> 00:04:49,500 say obviously 191 00:04:49,500 --> 00:04:50,600 I did a d noise 192 00:04:50,600 --> 00:04:51,866 and there is no d noise 193 00:04:51,866 --> 00:04:53,000 when you deal with these 194 00:04:53,000 --> 00:04:54,300 the d spill um 195 00:04:54,300 --> 00:04:55,166 there's no need to do that 196 00:04:55,166 --> 00:04:56,733 it's just what it is 197 00:04:56,733 --> 00:04:57,666 the whole point of this is 198 00:04:57,666 --> 00:04:58,733 we're not worried about 199 00:04:58,733 --> 00:04:59,766 the red green 200 00:04:59,766 --> 00:05:00,400 blue information 201 00:05:00,400 --> 00:05:01,066 we're worried about 202 00:05:01,066 --> 00:05:02,400 the alpha that we're gonna be building 203 00:05:02,400 --> 00:05:02,966 off of the red 204 00:05:02,966 --> 00:05:04,100 green blue so 205 00:05:04,100 --> 00:05:05,566 I used a prime at 206 00:05:06,266 --> 00:05:07,566 see it's pretty clean 207 00:05:07,566 --> 00:05:08,900 if I slam the gamma down 208 00:05:08,900 --> 00:05:10,600 there is no holes in him 209 00:05:11,066 --> 00:05:12,800 and then I went ahead and graded 210 00:05:13,466 --> 00:05:14,833 him up a little bit here 211 00:05:15,466 --> 00:05:16,566 so you can see right here 212 00:05:16,566 --> 00:05:17,333 if I take a look 213 00:05:17,333 --> 00:05:17,966 I just crush 214 00:05:17,966 --> 00:05:18,766 the blacks a little bit 215 00:05:18,766 --> 00:05:19,366 brought the gamma 216 00:05:19,366 --> 00:05:20,433 down a little bit 217 00:05:20,866 --> 00:05:23,166 gamma in in a sense 218 00:05:23,166 --> 00:05:24,000 is gonna play with 219 00:05:24,000 --> 00:05:25,466 the gradient here 220 00:05:25,466 --> 00:05:26,266 it's gonna lock down 221 00:05:26,266 --> 00:05:26,966 your absolute whites 222 00:05:26,966 --> 00:05:28,100 and absolute blacks 223 00:05:28,400 --> 00:05:29,133 but it's gonna 224 00:05:29,133 --> 00:05:30,733 allow you to kind of 225 00:05:30,733 --> 00:05:32,166 I put my viewer to it here 226 00:05:32,166 --> 00:05:33,800 uh kind of adjust 227 00:05:34,066 --> 00:05:35,133 the fall off so 228 00:05:35,133 --> 00:05:37,100 you can kind of create somewhat of a feathering effect 229 00:05:37,100 --> 00:05:38,200 if you wanna pull back a little bit 230 00:05:38,200 --> 00:05:39,100 which is what we're always 231 00:05:39,100 --> 00:05:39,400 trying to do 232 00:05:39,400 --> 00:05:39,966 with the core 233 00:05:39,966 --> 00:05:41,700 trying to pull it back a little bit 234 00:05:41,733 --> 00:05:43,066 cause it's gonna be that 235 00:05:43,366 --> 00:05:44,466 piece of the pie 236 00:05:44,466 --> 00:05:45,100 that fills in 237 00:05:45,100 --> 00:05:46,666 the Swiss cheese holes of her 238 00:05:46,666 --> 00:05:48,000 of our fringe mat 239 00:05:48,700 --> 00:05:49,966 so then I like to dilate it 240 00:05:49,966 --> 00:05:51,200 out just a hair 241 00:05:51,900 --> 00:05:52,600 so if you can see 242 00:05:52,600 --> 00:05:53,366 I just dilate it 243 00:05:53,366 --> 00:05:54,133 out just a bit 244 00:05:54,133 --> 00:05:54,900 and that basically 245 00:05:54,900 --> 00:05:56,166 if there's any holes in here 246 00:05:56,166 --> 00:05:57,033 in this case 247 00:05:57,300 --> 00:05:58,766 I might not even need this dilate 248 00:05:58,766 --> 00:05:59,900 cause if you kind of crush down 249 00:05:59,900 --> 00:06:00,200 you can see 250 00:06:00,200 --> 00:06:00,800 I don't see 251 00:06:00,800 --> 00:06:02,100 any holes in here 252 00:06:02,400 --> 00:06:04,200 but just by dilating 253 00:06:04,200 --> 00:06:04,933 a little bit 254 00:06:04,933 --> 00:06:06,133 if there was holes in here 255 00:06:06,133 --> 00:06:06,800 you can dilate out 256 00:06:06,800 --> 00:06:08,600 I would never do a dilate more than maybe 257 00:06:08,600 --> 00:06:10,033 one pixel usually 258 00:06:10,400 --> 00:06:11,933 uh you know 259 00:06:11,933 --> 00:06:12,766 that's just what it is 260 00:06:12,766 --> 00:06:13,733 and then the filter road 261 00:06:13,733 --> 00:06:14,133 this is where 262 00:06:14,133 --> 00:06:15,133 we do the pull back 263 00:06:15,133 --> 00:06:16,766 we have to shrink it in 264 00:06:16,900 --> 00:06:18,800 to be on the inside of what is 265 00:06:18,800 --> 00:06:19,500 the fringe mat 266 00:06:19,500 --> 00:06:20,000 so if I go ahead 267 00:06:20,000 --> 00:06:21,233 and take a look at it 268 00:06:21,800 --> 00:06:22,800 you can see 269 00:06:22,800 --> 00:06:23,400 you know this 270 00:06:23,400 --> 00:06:25,133 we're losing this area right here 271 00:06:25,133 --> 00:06:26,466 and then we blur it 272 00:06:26,800 --> 00:06:27,866 a little bit 273 00:06:28,333 --> 00:06:28,900 so you can see 274 00:06:28,900 --> 00:06:29,866 here's the blur 275 00:06:30,266 --> 00:06:32,300 this is at 19 again 276 00:06:32,300 --> 00:06:32,933 I could probably 277 00:06:32,933 --> 00:06:33,466 go a little 278 00:06:33,466 --> 00:06:34,500 bit less than that 279 00:06:35,300 --> 00:06:36,566 and just kind of blurt 280 00:06:36,566 --> 00:06:37,500 out a little bit 281 00:06:37,766 --> 00:06:38,800 you know so 282 00:06:38,866 --> 00:06:39,800 what's important to note 283 00:06:39,800 --> 00:06:41,200 if can we come over to 284 00:06:41,200 --> 00:06:42,266 our fringe mat 285 00:06:42,333 --> 00:06:42,966 I went ahead 286 00:06:42,966 --> 00:06:43,466 and I didn't use 287 00:06:43,466 --> 00:06:44,166 the daisy chain 288 00:06:44,166 --> 00:06:45,400 version of the IPK color 289 00:06:45,400 --> 00:06:45,866 cause I found 290 00:06:45,866 --> 00:06:46,300 this actually 291 00:06:46,300 --> 00:06:47,600 gave me a pretty good result 292 00:06:47,600 --> 00:06:49,800 so the IPK color 293 00:06:49,800 --> 00:06:50,266 you can see 294 00:06:50,266 --> 00:06:51,500 it's extremely 295 00:06:51,500 --> 00:06:53,200 eroded right 296 00:06:53,200 --> 00:06:54,700 I had a pretty much 297 00:06:55,300 --> 00:06:56,900 you rode this out pretty 298 00:06:56,900 --> 00:06:57,566 extensively 299 00:06:57,566 --> 00:06:58,166 so let me go ahead 300 00:06:58,166 --> 00:06:58,566 and just show 301 00:06:58,566 --> 00:06:59,800 you what that looks like 302 00:07:00,300 --> 00:07:01,433 so there it is 303 00:07:01,733 --> 00:07:02,500 and if you take a look 304 00:07:02,500 --> 00:07:02,933 at the Alpha 305 00:07:02,933 --> 00:07:03,700 it's been eroded 306 00:07:03,700 --> 00:07:04,333 pretty heavy 307 00:07:04,333 --> 00:07:05,600 so what it is 308 00:07:05,600 --> 00:07:07,266 is the default 10 309 00:07:07,266 --> 00:07:08,266 I really had to 310 00:07:08,266 --> 00:07:09,566 you know bring down the darks 311 00:07:09,566 --> 00:07:10,333 bring up the lights 312 00:07:10,333 --> 00:07:11,133 a little bit 313 00:07:11,133 --> 00:07:12,500 I rode it very heavily 314 00:07:12,500 --> 00:07:13,200 you can see I'm 315 00:07:13,200 --> 00:07:14,300 roding pretty far to 316 00:07:14,300 --> 00:07:15,000 get outside 317 00:07:15,000 --> 00:07:16,800 the boundaries of Jack's hairs that 318 00:07:16,800 --> 00:07:17,800 are sticking out 319 00:07:17,966 --> 00:07:18,666 and then I just 320 00:07:18,666 --> 00:07:19,400 patch black 321 00:07:19,400 --> 00:07:21,000 the living daylights out of it 322 00:07:21,133 --> 00:07:21,866 and bring it in 323 00:07:21,866 --> 00:07:22,900 so here's my IBK 324 00:07:22,900 --> 00:07:23,666 color with all 325 00:07:23,666 --> 00:07:24,600 the defaults set up 326 00:07:24,600 --> 00:07:25,533 there's nothing here 327 00:07:25,533 --> 00:07:26,066 except they have 328 00:07:26,066 --> 00:07:27,266 luminance match on 329 00:07:27,800 --> 00:07:28,566 and if we take a look 330 00:07:28,566 --> 00:07:29,400 at the Alpha Edge 331 00:07:29,400 --> 00:07:30,966 we have these beautiful hairs 332 00:07:30,966 --> 00:07:31,533 which is what we're 333 00:07:31,533 --> 00:07:33,133 trying to hold on to uh 334 00:07:33,133 --> 00:07:34,966 we do have transparency here 335 00:07:35,133 --> 00:07:35,566 but that's where 336 00:07:35,566 --> 00:07:36,166 the core mats 337 00:07:36,166 --> 00:07:36,700 gonna come in 338 00:07:36,700 --> 00:07:37,333 and fix that 339 00:07:37,333 --> 00:07:38,166 so if I come over here 340 00:07:38,166 --> 00:07:39,633 and click and drag 341 00:07:39,933 --> 00:07:40,566 you see these 342 00:07:40,566 --> 00:07:41,600 values are below 343 00:07:41,600 --> 00:07:42,900 point zero five 344 00:07:42,900 --> 00:07:43,866 and that's legal 345 00:07:43,866 --> 00:07:44,666 so in other words 346 00:07:44,666 --> 00:07:45,666 when we met this on 347 00:07:45,666 --> 00:07:48,166 the back of a backplate image 348 00:07:48,533 --> 00:07:49,200 we're not gonna 349 00:07:49,200 --> 00:07:50,733 see this noise visible to 350 00:07:50,733 --> 00:07:51,333 the human eye 351 00:07:51,333 --> 00:07:52,333 when you know 352 00:07:52,333 --> 00:07:53,100 the scenes moving 353 00:07:53,100 --> 00:07:53,466 we're not gonna 354 00:07:53,466 --> 00:07:54,333 see some you know 355 00:07:54,333 --> 00:07:55,200 weird cloud 356 00:07:55,200 --> 00:07:56,366 moving around up here 357 00:07:56,533 --> 00:07:57,733 so just be aware of 358 00:07:57,733 --> 00:07:58,500 the point zero 359 00:07:58,500 --> 00:07:59,166 five or less 360 00:07:59,166 --> 00:07:59,666 is actually 361 00:07:59,666 --> 00:08:00,366 acceptable so 362 00:08:00,366 --> 00:08:01,000 don't always think 363 00:08:01,000 --> 00:08:01,733 your mat has to be 364 00:08:01,733 --> 00:08:02,400 perfectly black 365 00:08:02,400 --> 00:08:04,100 and white um 366 00:08:04,100 --> 00:08:04,666 especially when you 367 00:08:04,666 --> 00:08:05,500 get into gray mats 368 00:08:05,500 --> 00:08:06,700 such as windshields 369 00:08:06,700 --> 00:08:08,233 and so forth on a car 370 00:08:08,866 --> 00:08:10,400 so IBK Gizmo 371 00:08:10,400 --> 00:08:11,200 is looking good 372 00:08:11,200 --> 00:08:12,300 we could push this 373 00:08:12,300 --> 00:08:13,200 red weight and 374 00:08:13,200 --> 00:08:14,033 in this case 375 00:08:14,066 --> 00:08:14,500 blue weight 376 00:08:14,500 --> 00:08:15,566 back and forth 377 00:08:16,133 --> 00:08:17,066 um I did a little 378 00:08:17,066 --> 00:08:17,700 bit of a grade 379 00:08:17,700 --> 00:08:18,900 I commonly do 380 00:08:18,933 --> 00:08:20,000 a grade afterwards 381 00:08:20,000 --> 00:08:21,200 where I grade the alpha 382 00:08:21,200 --> 00:08:21,733 and I grade 383 00:08:21,733 --> 00:08:22,333 the white point to 384 00:08:22,333 --> 00:08:23,300 point nine eight 385 00:08:23,300 --> 00:08:23,700 and you can 386 00:08:23,700 --> 00:08:24,533 see the difference here 387 00:08:24,533 --> 00:08:25,000 I'm gonna go ahead 388 00:08:25,000 --> 00:08:25,400 and slam the 389 00:08:25,400 --> 00:08:26,466 gamma down here 390 00:08:26,700 --> 00:08:27,133 and you can 391 00:08:27,133 --> 00:08:27,966 see with this grade 392 00:08:27,966 --> 00:08:28,700 if I turn it off 393 00:08:28,700 --> 00:08:28,966 and turn it 394 00:08:28,966 --> 00:08:30,766 on just by inching 395 00:08:30,766 --> 00:08:31,500 the white point 396 00:08:31,500 --> 00:08:33,066 to point nine eight 397 00:08:33,566 --> 00:08:34,700 just a hair 398 00:08:35,166 --> 00:08:36,666 you get something 399 00:08:36,666 --> 00:08:38,800 that is definitely 400 00:08:39,266 --> 00:08:40,266 filling in the holes 401 00:08:40,266 --> 00:08:41,700 a little bit more 402 00:08:41,700 --> 00:08:43,400 right as you 403 00:08:43,400 --> 00:08:44,166 can see here 404 00:08:44,166 --> 00:08:45,266 because we you know 405 00:08:45,266 --> 00:08:45,933 this area here 406 00:08:45,933 --> 00:08:47,066 is gonna be tricky 407 00:08:47,300 --> 00:08:48,333 because it may 408 00:08:48,333 --> 00:08:49,400 not be included in 409 00:08:49,400 --> 00:08:50,133 the final solve 410 00:08:50,133 --> 00:08:51,100 with our actual 411 00:08:51,100 --> 00:08:52,933 um format so 412 00:08:52,933 --> 00:08:54,200 keep that in mind again 413 00:08:54,200 --> 00:08:54,666 you can push this 414 00:08:54,666 --> 00:08:55,633 a little bit more 415 00:08:56,300 --> 00:08:57,466 go to 97 98 416 00:08:57,466 --> 00:08:57,733 you can see 417 00:08:57,733 --> 00:08:58,100 we're starting to 418 00:08:58,100 --> 00:08:58,933 creep up on that 419 00:08:58,933 --> 00:08:59,766 highlight there 420 00:08:59,766 --> 00:09:01,033 so these highlights 421 00:09:01,366 --> 00:09:02,366 are the big 422 00:09:02,366 --> 00:09:03,133 problem areas 423 00:09:03,133 --> 00:09:04,266 because they're 424 00:09:04,266 --> 00:09:05,266 practically white 425 00:09:05,266 --> 00:09:06,566 and pixel value 426 00:09:07,766 --> 00:09:09,466 and those can get in your way 427 00:09:09,466 --> 00:09:12,000 so you don't wanna get too crazy with this okay 428 00:09:12,000 --> 00:09:13,766 because the more you fiddle with the black point 429 00:09:13,766 --> 00:09:14,300 and white point 430 00:09:14,300 --> 00:09:16,766 the more you're hardening up at the edge of your mat 431 00:09:16,966 --> 00:09:19,100 so if I take this back here 432 00:09:19,266 --> 00:09:20,933 you can see if I continue to crush the white 433 00:09:20,933 --> 00:09:22,966 we start expanding the man out too far 434 00:09:22,966 --> 00:09:24,433 right and again 435 00:09:24,600 --> 00:09:25,466 respectively 436 00:09:25,466 --> 00:09:26,500 the opposite direction 437 00:09:26,500 --> 00:09:27,133 the black point 438 00:09:27,133 --> 00:09:29,166 we start to eat the hair up right 439 00:09:29,166 --> 00:09:30,700 so this is something that you got to be 440 00:09:30,700 --> 00:09:34,000 you don't want to touch your fringe mat too much 441 00:09:34,266 --> 00:09:35,433 through the process 442 00:09:35,800 --> 00:09:37,700 so now we screen these together 443 00:09:37,700 --> 00:09:38,966 which is a nice compliment 444 00:09:38,966 --> 00:09:41,433 and you can always hit d to disable to see 445 00:09:41,733 --> 00:09:42,133 the difference 446 00:09:42,133 --> 00:09:44,466 I always put the format in the a input 447 00:09:44,466 --> 00:09:45,766 cause if I disable 448 00:09:45,766 --> 00:09:47,233 it defaults to the B 449 00:09:47,500 --> 00:09:49,600 so I can see this is basically without the Cormat 450 00:09:49,600 --> 00:09:50,566 with the Cormat 451 00:09:50,566 --> 00:09:51,466 what am I losing 452 00:09:51,466 --> 00:09:55,233 well I am losing a little bit of this hair detail here 453 00:09:55,300 --> 00:09:57,033 see if I can find it like this here 454 00:09:57,566 --> 00:10:00,466 see that's basically being kind of sucked up 455 00:10:00,666 --> 00:10:03,100 okay let's take a look over here 456 00:10:04,666 --> 00:10:05,700 this is getting filled in 457 00:10:05,700 --> 00:10:08,366 but we still have a little bit of issues here right 458 00:10:08,366 --> 00:10:10,133 this stuff might have to require 459 00:10:10,133 --> 00:10:13,766 an animated roto or some paint work to recover 460 00:10:14,166 --> 00:10:15,766 again I could come over here 461 00:10:15,766 --> 00:10:19,133 maybe do another key light to kind of fill in this area 462 00:10:19,133 --> 00:10:20,866 like a localized based 463 00:10:21,133 --> 00:10:22,966 key for this um 464 00:10:23,166 --> 00:10:24,366 I can show you guys how to do that later 465 00:10:24,366 --> 00:10:26,133 where I would like probably do an offset to this 466 00:10:26,133 --> 00:10:27,500 do a key light that's 467 00:10:27,800 --> 00:10:29,100 localized to this area 468 00:10:29,100 --> 00:10:31,100 and try to pull a very soft key for this 469 00:10:31,100 --> 00:10:33,266 just this area and mask it to this area 470 00:10:33,500 --> 00:10:34,966 and then we'll kind of maybe collect 471 00:10:34,966 --> 00:10:36,500 some of this information here 472 00:10:36,866 --> 00:10:38,866 this is very reminiscent of a time when I 473 00:10:38,866 --> 00:10:40,900 was doing a Capital one commercial and again 474 00:10:40,900 --> 00:10:42,200 you could look it up online 475 00:10:42,466 --> 00:10:45,966 it's called Capital One Tiles 476 00:10:46,400 --> 00:10:49,533 and it is Sam Jackson walking a bunch 477 00:10:49,533 --> 00:10:50,933 a bunch of moving blocks 478 00:10:50,933 --> 00:10:53,000 and he was wearing very shiny 479 00:10:53,166 --> 00:10:54,066 dress shoes 480 00:10:54,066 --> 00:10:56,266 and they were so shiny that we had to literally 481 00:10:56,266 --> 00:10:58,100 roto out his shoes 482 00:10:58,400 --> 00:11:00,200 we could not pull a key out of 483 00:11:00,200 --> 00:11:01,500 we tried many different key 484 00:11:01,700 --> 00:11:02,766 possibilities 485 00:11:02,933 --> 00:11:04,000 but we could not do it 486 00:11:04,000 --> 00:11:06,566 so we had to physically animate with motion blur 487 00:11:06,566 --> 00:11:09,166 taking into account his actual 488 00:11:09,466 --> 00:11:10,966 two shoes being moved 489 00:11:10,966 --> 00:11:12,400 it was a very long shots 490 00:11:12,400 --> 00:11:14,300 a long shot in the commercial where he's walking and 491 00:11:14,300 --> 00:11:15,600 taking a side step 492 00:11:16,000 --> 00:11:17,400 but it's pretty uh 493 00:11:17,400 --> 00:11:18,633 it was pretty intense 494 00:11:19,100 --> 00:11:20,000 to say the least 495 00:11:20,000 --> 00:11:20,700 and you know 496 00:11:20,700 --> 00:11:21,533 you had to be spot on 497 00:11:21,533 --> 00:11:23,100 you have to be so spot on with the stuff 498 00:11:23,100 --> 00:11:24,666 it's ridiculous um 499 00:11:24,666 --> 00:11:26,933 I didn't realize how spot on until you you know 500 00:11:26,933 --> 00:11:28,166 start to work in the industry go 501 00:11:28,166 --> 00:11:30,200 oh my gosh okay 502 00:11:30,200 --> 00:11:30,800 so with that 503 00:11:30,800 --> 00:11:32,166 I have this little quality check 504 00:11:32,166 --> 00:11:33,700 shuffle here that shows 505 00:11:33,700 --> 00:11:36,866 it basically shuffles the alpha channel to the RGB 506 00:11:36,866 --> 00:11:39,666 this is commonly used for one reason alone 507 00:11:39,700 --> 00:11:41,666 so that while I'm on the RGB channel 508 00:11:41,666 --> 00:11:43,066 I can look at my alpha 509 00:11:43,100 --> 00:11:44,800 and I can compare it to the original 510 00:11:45,000 --> 00:11:47,266 you're always gonna be going back to the original to 511 00:11:47,266 --> 00:11:48,966 see what you lost 512 00:11:49,333 --> 00:11:51,066 you can see in this information 513 00:11:51,066 --> 00:11:53,900 our matline might be growing a little bit over 514 00:11:54,133 --> 00:11:56,066 where it should right 515 00:11:56,200 --> 00:11:57,500 let's go ahead and take a look 516 00:11:58,333 --> 00:11:59,166 and you can see here 517 00:11:59,166 --> 00:12:00,366 if I just go back and forth 518 00:12:00,366 --> 00:12:00,933 we've you know 519 00:12:00,933 --> 00:12:02,333 we filled in this area here 520 00:12:02,333 --> 00:12:03,500 I mean it's it's there 521 00:12:03,500 --> 00:12:04,466 but we have this 522 00:12:04,666 --> 00:12:05,766 area here that's 523 00:12:05,766 --> 00:12:07,600 basically going to be this green patch 524 00:12:07,600 --> 00:12:09,566 so this is where d spills gonna come in 525 00:12:09,566 --> 00:12:10,766 maybe save the day 526 00:12:11,366 --> 00:12:14,133 um so it's reality where you might wanna 527 00:12:14,133 --> 00:12:15,766 come in here and go okay 528 00:12:15,966 --> 00:12:17,400 did my IBK work 529 00:12:17,400 --> 00:12:19,900 don't always commit to an IBK okay 530 00:12:19,900 --> 00:12:20,966 I'm just telling you that right now 531 00:12:20,966 --> 00:12:23,066 so you might commit to a key light 532 00:12:23,333 --> 00:12:24,766 so if you sit here 533 00:12:24,766 --> 00:12:26,066 you know people will tell you like 534 00:12:26,066 --> 00:12:28,066 oh use IBK use IBK well 535 00:12:28,066 --> 00:12:28,533 in this case 536 00:12:28,533 --> 00:12:29,366 it's a static shop 537 00:12:29,366 --> 00:12:30,600 the cameras locked off 538 00:12:30,733 --> 00:12:33,200 the value in this quandrant of this green screen 539 00:12:33,200 --> 00:12:36,066 backer is not going to change regardless of Jack moving 540 00:12:36,333 --> 00:12:38,900 so if I go ahead and put this into the source 541 00:12:39,333 --> 00:12:41,766 and I come in here and sample say 542 00:12:42,166 --> 00:12:43,333 this area again 543 00:12:43,333 --> 00:12:44,700 I want to sample somewhere 544 00:12:44,700 --> 00:12:46,266 close to his hair 545 00:12:46,566 --> 00:12:48,533 I hold down shift control and alt 546 00:12:48,533 --> 00:12:51,433 just so I can resample instead of resampling the sample 547 00:12:51,900 --> 00:12:54,100 and just start fiddling around 548 00:12:54,933 --> 00:12:55,966 with the hair 549 00:12:55,966 --> 00:12:57,000 see if we can get 550 00:12:57,000 --> 00:12:59,033 something that's decent here 551 00:13:00,900 --> 00:13:01,933 so compare those two 552 00:13:01,933 --> 00:13:02,933 so I'm gonna take this one 553 00:13:02,933 --> 00:13:04,766 and I'm gonna compare this to the IBK 554 00:13:06,000 --> 00:13:09,766 here it looks like the IBK is still holding on to a lot 555 00:13:09,766 --> 00:13:12,133 we're getting a good hold out in this area 556 00:13:12,133 --> 00:13:13,866 we're getting a bit of a cloud here 557 00:13:14,166 --> 00:13:19,133 but that still might not be a bad bad reality so don't 558 00:13:19,133 --> 00:13:20,933 don't freak out when you do this and you're just like 559 00:13:20,933 --> 00:13:22,100 oh so again 560 00:13:22,100 --> 00:13:23,766 commonly with the key that you can come in here 561 00:13:23,766 --> 00:13:26,600 and I usually amp the screen gain up just a hair 562 00:13:26,600 --> 00:13:29,666 maybe like 1:01 563 00:13:29,866 --> 00:13:32,000 you can see how much information we've lost 564 00:13:32,366 --> 00:13:33,933 just by doing that right 565 00:13:33,933 --> 00:13:35,366 if I put this back to one 566 00:13:36,166 --> 00:13:38,866 see that so 1.05 567 00:13:39,766 --> 00:13:42,300 let's go to 1.01 here 568 00:13:42,300 --> 00:13:43,166 there we go 569 00:13:43,666 --> 00:13:46,033 maybe 1.005 570 00:13:47,000 --> 00:13:47,800 look at that 571 00:13:47,800 --> 00:13:48,866 I mean it's pretty intense 572 00:13:48,866 --> 00:13:50,600 the value here oops 573 00:13:51,000 --> 00:13:51,766 the value here 574 00:13:51,766 --> 00:13:54,266 if I go ahead and click out of this 575 00:13:56,700 --> 00:13:57,700 just sample this area 576 00:13:57,700 --> 00:14:00,766 you can see the value is still below point zero five 577 00:14:00,766 --> 00:14:02,233 so this is acceptable 578 00:14:02,333 --> 00:14:04,600 even though we get this kind of gray cloud up here 579 00:14:04,966 --> 00:14:06,000 and then if that's the case 580 00:14:06,000 --> 00:14:07,300 we can take this 581 00:14:07,600 --> 00:14:09,433 we can take a 582 00:14:10,666 --> 00:14:15,866 roto node here if we wish and we go ahead 583 00:14:17,100 --> 00:14:20,900 I'll just do a quick merge B for background a for a top 584 00:14:24,333 --> 00:14:25,666 this is good if you're missing any here 585 00:14:25,666 --> 00:14:27,266 details in the specific area here 586 00:14:27,266 --> 00:14:31,300 so I'll take this roto and I'll isolate it out here 587 00:14:31,300 --> 00:14:33,600 before we start to get any weird noise 588 00:14:34,566 --> 00:14:35,566 there we go 589 00:14:40,500 --> 00:14:44,966 okay and now that we've done that I'll set this to mask 590 00:14:46,133 --> 00:14:49,300 and don't forget that you wanna also blur this 591 00:14:49,300 --> 00:14:51,466 so hit b blur it 592 00:14:53,000 --> 00:14:55,700 and that'll blur the actual alpha edge 593 00:14:57,133 --> 00:14:58,166 of your roto 594 00:15:00,166 --> 00:15:01,033 there we go 595 00:15:02,500 --> 00:15:04,900 so just go ahead and move this over here 596 00:15:06,666 --> 00:15:07,966 extend this over 597 00:15:07,966 --> 00:15:10,566 and then I can just add this in if I wish 598 00:15:11,400 --> 00:15:14,500 usually the grade will put as last right 599 00:15:14,500 --> 00:15:15,733 so just extend that out 600 00:15:15,733 --> 00:15:17,033 and we'll just merge this in 601 00:15:17,733 --> 00:15:19,100 so merge this in 602 00:15:19,366 --> 00:15:20,633 put it as screen 603 00:15:20,900 --> 00:15:21,700 which is the 604 00:15:21,933 --> 00:15:25,266 most gentlest way to kind of put stuff in here 605 00:15:26,700 --> 00:15:29,166 here we go let's see the difference 606 00:15:29,933 --> 00:15:31,533 you can see we've kind of gained a little 607 00:15:31,533 --> 00:15:33,266 bit more information um 608 00:15:33,266 --> 00:15:35,066 the key here is again 609 00:15:35,333 --> 00:15:38,166 maybe getting these little holes that we might want 610 00:15:39,100 --> 00:15:41,800 so a core is probably gonna take that away anyway 611 00:15:41,800 --> 00:15:43,566 but you can see we've gained a little bit more here 612 00:15:43,566 --> 00:15:44,500 detail just a 613 00:15:44,500 --> 00:15:46,733 just a little bit by the way 614 00:15:46,733 --> 00:15:48,366 but this is a technique you can kind of do 615 00:15:48,366 --> 00:15:49,566 if you feel that they 616 00:15:49,666 --> 00:15:51,333 there's still information missing like let's 617 00:15:51,333 --> 00:15:52,666 let's try this area here 618 00:15:52,666 --> 00:15:53,866 and I'm sorry to kind of push 619 00:15:53,866 --> 00:15:55,166 some kind of staying on fringements 620 00:15:55,166 --> 00:15:56,533 when this is a d spill tutorial 621 00:15:56,533 --> 00:15:58,200 but I always 622 00:15:58,266 --> 00:16:00,800 get anxious when I do this type of stuff 623 00:16:01,300 --> 00:16:03,366 cause I kind of look at how can I improve this 624 00:16:03,366 --> 00:16:04,666 how can I make it better 625 00:16:04,733 --> 00:16:07,066 and you gotta think of every single 626 00:16:07,333 --> 00:16:08,966 scene in here is a painting 627 00:16:08,966 --> 00:16:10,533 you know so you wanna make it look really good 628 00:16:10,533 --> 00:16:11,866 so I'm gonna go to this key light 629 00:16:12,600 --> 00:16:14,966 let's go ahead and sample this area 630 00:16:15,200 --> 00:16:17,233 so it's okay to combine 631 00:16:18,333 --> 00:16:20,400 you know things in here 632 00:16:20,400 --> 00:16:22,066 so you take a look at a look 633 00:16:22,133 --> 00:16:23,833 got some pretty decent 634 00:16:24,366 --> 00:16:25,000 detail here 635 00:16:25,000 --> 00:16:26,666 if we take a look at our original 636 00:16:27,200 --> 00:16:28,833 gizmo look at we've 637 00:16:28,900 --> 00:16:31,833 kind of lost this information here a little bit 638 00:16:31,966 --> 00:16:35,100 see that then this information has been lost 639 00:16:35,100 --> 00:16:36,433 just a just a hair 640 00:16:37,166 --> 00:16:39,433 so there's there's a lot of stuff that's kind of 641 00:16:39,600 --> 00:16:40,366 missing there again 642 00:16:40,366 --> 00:16:41,966 what's the value of this here 643 00:16:41,966 --> 00:16:44,133 oops keep doing this 644 00:16:44,133 --> 00:16:45,166 go ahead and click here 645 00:16:45,166 --> 00:16:46,900 you can see the value is 646 00:16:46,900 --> 00:16:48,200 I put my viewer to it 647 00:16:49,166 --> 00:16:50,166 what is that 648 00:16:50,366 --> 00:16:51,500 it's basically 649 00:16:51,666 --> 00:16:53,200 point zero one right 650 00:16:53,200 --> 00:16:54,633 so we're still good to go 651 00:16:55,100 --> 00:16:55,900 it still use this 652 00:16:55,900 --> 00:16:57,200 so can we play around with this 653 00:16:57,200 --> 00:16:58,633 well in a key light 654 00:16:58,866 --> 00:17:00,766 you do have options like I talked about before 655 00:17:00,766 --> 00:17:02,100 you get the screen gain 656 00:17:02,166 --> 00:17:03,700 kind of clean it up a little bit 657 00:17:04,366 --> 00:17:06,166 or you have you know 658 00:17:06,333 --> 00:17:07,100 see a little bit 659 00:17:07,100 --> 00:17:09,566 let's try some screen man options here 660 00:17:10,800 --> 00:17:12,400 and 661 00:17:13,800 --> 00:17:17,100 nope see you can to a little bit of this 662 00:17:17,100 --> 00:17:19,100 this is this is dangerous though the d spot 663 00:17:19,100 --> 00:17:20,700 but you can see the d spot kind of 664 00:17:21,000 --> 00:17:22,566 will do its best to kind of 665 00:17:22,566 --> 00:17:25,566 d spot black kind of fill in those that those holes 666 00:17:25,866 --> 00:17:27,800 but you're getting this sort of weird cluttery 667 00:17:27,800 --> 00:17:29,000 look to it here 668 00:17:29,500 --> 00:17:33,633 but if you just kind of be very careful with this right 669 00:17:34,533 --> 00:17:35,866 you might get away with it 670 00:17:36,133 --> 00:17:37,933 and then of course you got the clip white 671 00:17:37,933 --> 00:17:38,700 which is just 672 00:17:38,700 --> 00:17:40,733 the same thing as a grade node set to Alpha 673 00:17:40,733 --> 00:17:42,700 and then you're basically crushing the weights with 674 00:17:42,700 --> 00:17:43,600 the weight value 675 00:17:43,933 --> 00:17:45,800 I can start pulling that back 676 00:17:46,000 --> 00:17:47,866 to kind of get that information again 677 00:17:47,866 --> 00:17:48,866 I'm gonna scan this area 678 00:17:48,866 --> 00:17:49,900 you can see it's still 679 00:17:50,200 --> 00:17:52,500 we're still legal point zero two right 680 00:17:53,100 --> 00:17:57,100 so up here we might be getting into danger territory 681 00:17:57,100 --> 00:17:58,633 let's go ahead and see 682 00:17:58,766 --> 00:18:00,400 point zero nine 683 00:18:00,400 --> 00:18:02,100 yeah this is bad news right here 684 00:18:02,100 --> 00:18:03,733 cause we're above point zero five 685 00:18:03,733 --> 00:18:05,300 but we have this isolate area 686 00:18:05,700 --> 00:18:07,566 so I'm gonna do this whole thing again 687 00:18:07,566 --> 00:18:10,200 I'll just copy and paste all these guys 688 00:18:11,066 --> 00:18:13,500 and just redefine my roto edge here 689 00:18:14,566 --> 00:18:15,666 and just say 690 00:18:16,733 --> 00:18:18,866 this might have to be an animated roto 691 00:18:19,066 --> 00:18:22,066 it's just the way it is alright 692 00:18:22,800 --> 00:18:25,500 so as long as we stay away from those areas 693 00:18:25,566 --> 00:18:26,433 you can see 694 00:18:26,466 --> 00:18:27,600 you know right here 695 00:18:28,266 --> 00:18:30,700 if I take a look and I just scan this area here 696 00:18:30,700 --> 00:18:31,766 you can see the values 697 00:18:31,766 --> 00:18:33,633 don't they get pretty close 698 00:18:33,966 --> 00:18:36,333 um maybe I'll bring that in a little bit more 699 00:18:36,333 --> 00:18:39,433 but I've isolated out this area with a nice clean piece 700 00:18:39,533 --> 00:18:40,466 so once again 701 00:18:40,466 --> 00:18:42,800 I'm going to take a merge node with set to screen 702 00:18:42,800 --> 00:18:43,966 just copy paste 703 00:18:45,066 --> 00:18:47,166 and isolate this here 704 00:18:47,166 --> 00:18:48,266 this is king folks 705 00:18:48,266 --> 00:18:48,966 if you don't like it 706 00:18:48,966 --> 00:18:50,266 then get out of the kitchen 707 00:18:50,566 --> 00:18:52,266 um it is a lot of work 708 00:18:52,666 --> 00:18:54,066 it's not easy 709 00:18:54,500 --> 00:18:56,266 one day when they start to get into 710 00:18:56,266 --> 00:18:57,533 as they're building up the 711 00:18:57,533 --> 00:18:59,633 I think it's the Lexter camera 712 00:18:59,900 --> 00:19:01,733 as well as infrared based keying 713 00:19:01,733 --> 00:19:04,500 this misery will end one day and we'll be out of work 714 00:19:04,500 --> 00:19:06,100 who are keyers by trade 715 00:19:06,300 --> 00:19:07,866 um but for now 716 00:19:07,866 --> 00:19:08,866 it's still heavy 717 00:19:08,866 --> 00:19:10,233 so here is the 718 00:19:10,666 --> 00:19:11,900 before and after 719 00:19:11,900 --> 00:19:13,433 you can see we've retained 720 00:19:13,533 --> 00:19:15,600 the data right here 721 00:19:15,600 --> 00:19:18,566 so you can spot check these things with key light 722 00:19:19,533 --> 00:19:21,066 like I talked about before 723 00:19:21,200 --> 00:19:22,100 and of course 724 00:19:22,100 --> 00:19:23,366 right here might be 725 00:19:23,400 --> 00:19:24,966 something you either have to paint 726 00:19:25,066 --> 00:19:26,300 or maybe roto 727 00:19:27,700 --> 00:19:29,166 again there's all types of little things 728 00:19:29,166 --> 00:19:29,966 you can do in here 729 00:19:29,966 --> 00:19:31,800 you can put an animated roto in here 730 00:19:32,466 --> 00:19:34,166 throughout the whole process but again 731 00:19:34,166 --> 00:19:35,400 we're getting a nice key 732 00:19:36,166 --> 00:19:37,366 so let's take a look at the 733 00:19:37,366 --> 00:19:40,166 final result with the actual um 734 00:19:41,100 --> 00:19:43,066 format and let's go back to the original 735 00:19:43,066 --> 00:19:44,666 so I'll set this back to RGB 736 00:19:45,800 --> 00:19:46,966 so here's the original 737 00:19:47,366 --> 00:19:49,533 and here is the mat 738 00:19:49,533 --> 00:19:51,466 so come when you walk around your mile a little bit 739 00:19:51,466 --> 00:19:51,966 don't just like 740 00:19:51,966 --> 00:19:52,700 I gotta get hurry 741 00:19:52,700 --> 00:19:54,000 get this done you know 742 00:19:54,000 --> 00:19:56,933 is your mat expanding out further than it should 743 00:19:56,933 --> 00:19:57,866 in this case 744 00:19:58,000 --> 00:19:59,066 maybe a little bit 745 00:19:59,066 --> 00:20:00,400 but not too much 746 00:20:00,733 --> 00:20:02,666 I'm looking for things like 747 00:20:02,666 --> 00:20:03,366 look at his chin 748 00:20:03,366 --> 00:20:04,933 he's got something going on here 749 00:20:04,933 --> 00:20:05,733 that's a reflection 750 00:20:05,733 --> 00:20:07,900 but we did manage to catch that little chunk 751 00:20:08,166 --> 00:20:09,766 of flesh or whatever it is 752 00:20:09,900 --> 00:20:11,100 the stuff will look mucky 753 00:20:11,100 --> 00:20:12,500 so get used to it 754 00:20:12,866 --> 00:20:13,966 let's go over here 755 00:20:14,500 --> 00:20:15,900 that's looking pretty good 756 00:20:16,766 --> 00:20:18,966 little bit of a sharp fall off right here 757 00:20:18,966 --> 00:20:20,666 so we can maybe play around with that 758 00:20:20,666 --> 00:20:23,000 could play with the gamma touch if we feel 759 00:20:24,500 --> 00:20:26,300 again we've lost this here 760 00:20:26,566 --> 00:20:29,766 and this whole area is a little overboard here 761 00:20:29,766 --> 00:20:31,100 so something happened here 762 00:20:31,100 --> 00:20:32,366 and I have a feeling 763 00:20:32,566 --> 00:20:36,033 it has to do with the way that this 764 00:20:36,866 --> 00:20:40,366 gizmo is interpreting the information over here 765 00:20:40,366 --> 00:20:41,800 it's probably based on the 766 00:20:41,800 --> 00:20:43,866 sampling information being way over here 767 00:20:43,866 --> 00:20:47,100 and hence we're getting like this sort of ramp up 768 00:20:47,133 --> 00:20:49,600 so one of the thing we can do 769 00:20:49,866 --> 00:20:53,300 I'm sorry and I just have this desire to fix keys 770 00:20:53,300 --> 00:20:54,433 so shoot me 771 00:20:54,666 --> 00:20:58,966 is to come in here and maybe do another key light 772 00:20:59,000 --> 00:21:02,300 let's just try key light instead of relying on the old 773 00:21:02,966 --> 00:21:05,633 tried and true IBK gizmo 774 00:21:05,800 --> 00:21:07,233 put this to source again 775 00:21:08,000 --> 00:21:10,500 and this is talk about isolation here right 776 00:21:10,500 --> 00:21:12,566 so I'm gonna go ahead and take this key here 777 00:21:14,300 --> 00:21:15,900 and I'm gonna go ahead and hold down 778 00:21:15,900 --> 00:21:17,266 shift control and Alt 779 00:21:17,733 --> 00:21:20,233 I'll hit the to disable this so I can see the color 780 00:21:21,066 --> 00:21:22,800 and let's see if I can kind of 781 00:21:23,100 --> 00:21:24,866 click a color that's up here 782 00:21:24,900 --> 00:21:26,400 redes reenable it 783 00:21:27,566 --> 00:21:29,133 and it looks like it's still doing 784 00:21:29,133 --> 00:21:30,800 the same thing with the key light 785 00:21:30,900 --> 00:21:32,633 it's very interesting 786 00:21:33,566 --> 00:21:35,666 so if we take a look at the original plate 787 00:21:38,900 --> 00:21:40,166 yeah it's very 788 00:21:40,166 --> 00:21:40,966 very interesting 789 00:21:40,966 --> 00:21:43,100 now we could come in here with this key light 790 00:21:43,100 --> 00:21:44,433 and click on the 791 00:21:45,400 --> 00:21:45,933 color wheel 792 00:21:45,933 --> 00:21:47,600 hold on control and click the color wheel 793 00:21:47,600 --> 00:21:49,466 we can start to adjust the green 794 00:21:50,300 --> 00:21:52,100 see if there's anything changing 795 00:21:52,100 --> 00:21:55,766 like just a blue little bit yeah 796 00:21:55,766 --> 00:21:57,200 it's very interesting 797 00:21:59,900 --> 00:22:00,966 yeah it's 798 00:22:03,266 --> 00:22:03,700 there you go 799 00:22:03,700 --> 00:22:05,233 you can see what's going on there 800 00:22:06,000 --> 00:22:09,166 there's a lot of things that you can play with 801 00:22:09,166 --> 00:22:12,100 you can also try to sample the dark tone that's being 802 00:22:12,100 --> 00:22:13,500 it's in the danger zone here 803 00:22:13,766 --> 00:22:16,033 but if I come in over here and try to click 804 00:22:17,000 --> 00:22:20,366 no this is this is dangerous but let's try to click 805 00:22:21,300 --> 00:22:24,066 like a dark darker tone there 806 00:22:24,066 --> 00:22:25,300 let's see how that looks 807 00:22:28,600 --> 00:22:30,000 yeah it's hit or miss 808 00:22:30,000 --> 00:22:31,166 alright so whatever 809 00:22:31,266 --> 00:22:32,766 so again you can keep doing this 810 00:22:32,766 --> 00:22:33,700 you could actually use a key 811 00:22:33,700 --> 00:22:35,800 mix to kind of bring that in bring that together 812 00:22:35,800 --> 00:22:37,500 so let's just stick with what we got 813 00:22:37,800 --> 00:22:39,500 and we might crush this value a little bit 814 00:22:39,500 --> 00:22:41,266 maybe it'll kind of um 815 00:22:41,566 --> 00:22:42,533 resolve the issues 816 00:22:42,533 --> 00:22:44,300 and you can do that by the way 817 00:22:44,566 --> 00:22:47,066 with a grade that's basically based on a mask 818 00:22:47,066 --> 00:22:48,633 so I can do a grade 819 00:22:49,400 --> 00:22:50,966 that's affecting the alpha 820 00:22:52,733 --> 00:22:54,766 and I can do R 821 00:22:55,333 --> 00:22:59,866 for Roto and B for blur again 822 00:23:00,533 --> 00:23:02,100 I'll put a mask on here 823 00:23:02,100 --> 00:23:04,433 and let's see if we can isolate this area here 824 00:23:05,600 --> 00:23:07,266 and again I could also maybe 825 00:23:07,266 --> 00:23:10,433 drag out with the control button and extension here 826 00:23:11,066 --> 00:23:12,866 and let's go ahead 827 00:23:13,966 --> 00:23:15,266 wear that up a little bit 828 00:23:15,600 --> 00:23:18,866 and here you can see we could play with the gamma 829 00:23:19,000 --> 00:23:20,466 which is a nice tool 830 00:23:20,733 --> 00:23:23,000 it's not always about just crushing the 831 00:23:23,900 --> 00:23:24,933 crushing the blacks 832 00:23:24,933 --> 00:23:27,666 you can see which does help a little bit 833 00:23:28,200 --> 00:23:30,233 but also playing with the game a little bit 834 00:23:30,566 --> 00:23:31,666 so there you go 835 00:23:32,133 --> 00:23:34,166 so a little bit cleaner results 836 00:23:34,200 --> 00:23:36,266 again sometimes it's not gonna be perfect 837 00:23:36,900 --> 00:23:38,566 let's go ahead and take a look at our final mat 838 00:23:38,566 --> 00:23:39,200 that's looking good 839 00:23:39,200 --> 00:23:40,733 so let's get to the whole point 840 00:23:40,733 --> 00:23:43,200 of what this tutorial is in 23 minutes later here 841 00:23:43,366 --> 00:23:44,333 and talk about d spill 842 00:23:44,333 --> 00:23:45,700 we have our mat right 843 00:23:45,700 --> 00:23:46,200 we have our mat 844 00:23:46,200 --> 00:23:49,300 we have our core and we have our 845 00:23:50,100 --> 00:23:51,000 fringe mat right 846 00:23:51,000 --> 00:23:52,166 there's the two 847 00:23:52,666 --> 00:23:54,633 we're gonna actually use the core 848 00:23:55,000 --> 00:23:57,000 as a mask for 849 00:23:57,400 --> 00:24:00,366 the core d spill and then the 850 00:24:00,366 --> 00:24:02,366 everything else will be the fringe mat or the 851 00:24:02,533 --> 00:24:04,600 the edge base d spill 852 00:24:04,733 --> 00:24:05,766 so let's go ahead 853 00:24:05,766 --> 00:24:07,200 and kind of play with these a little bit 854 00:24:07,500 --> 00:24:10,233 so here we start with the basic uh image here 855 00:24:10,800 --> 00:24:11,466 and the first thing 856 00:24:11,466 --> 00:24:14,233 you wanna be aware of when you look at these images is 857 00:24:14,500 --> 00:24:16,266 you know be aware of things such as 858 00:24:16,266 --> 00:24:17,966 super saturated colors 859 00:24:18,333 --> 00:24:19,866 be aware of motion blur 860 00:24:20,066 --> 00:24:21,533 especially when it comes to again 861 00:24:21,533 --> 00:24:23,966 we're working off a frame 82 here 862 00:24:24,066 --> 00:24:26,066 but you're gonna see as we kind of go through this 863 00:24:26,133 --> 00:24:28,233 when we do this key eventually with our Uber key 864 00:24:28,666 --> 00:24:30,566 that the motion blur is really heavy 865 00:24:30,566 --> 00:24:33,466 and I purposely set up the shutter to be pretty intense 866 00:24:33,466 --> 00:24:37,833 probably too intense in my opinion um to take 867 00:24:38,066 --> 00:24:40,100 take on a lot of motion blur as he kind of whips 868 00:24:40,100 --> 00:24:42,266 his head to the right pretty dramatically 869 00:24:42,700 --> 00:24:44,733 um but you can see all types of things 870 00:24:44,733 --> 00:24:45,466 we got highlights 871 00:24:45,466 --> 00:24:46,800 which are usually issues 872 00:24:46,933 --> 00:24:49,233 reflective material such as this 873 00:24:49,266 --> 00:24:50,400 actual goggles 874 00:24:50,400 --> 00:24:53,033 which will be an issue um 875 00:24:53,666 --> 00:24:55,466 and all types of little fun stuff 876 00:24:55,466 --> 00:24:56,733 especially in this area here 877 00:24:56,733 --> 00:24:57,500 so we kind of deal 878 00:24:57,500 --> 00:24:59,200 with the spill alright 879 00:24:59,200 --> 00:24:59,900 so let's go ahead 880 00:24:59,900 --> 00:25:01,366 I'm gonna play with this expression 881 00:25:01,366 --> 00:25:02,366 so let's go ahead and plug this in 882 00:25:02,366 --> 00:25:05,100 this is the most popular expression tool 883 00:25:05,100 --> 00:25:06,566 let me go ahead and show you what it does 884 00:25:07,800 --> 00:25:12,266 Tada boom so you can see what this has done 885 00:25:13,700 --> 00:25:17,366 it has taken out the green being expression 886 00:25:17,366 --> 00:25:20,500 now keep an eye out for highlights 887 00:25:20,800 --> 00:25:23,266 this is where things could get funky with expressions 888 00:25:23,266 --> 00:25:25,400 again tampering in God's domain 889 00:25:25,666 --> 00:25:27,000 this can cause issues 890 00:25:27,000 --> 00:25:28,633 you take out green 891 00:25:28,933 --> 00:25:31,366 uh in something that is yellow 892 00:25:31,400 --> 00:25:32,900 you're going to get 893 00:25:33,533 --> 00:25:34,700 red or orange right 894 00:25:34,700 --> 00:25:37,466 um so it's just something to be aware of 895 00:25:37,466 --> 00:25:38,800 this does a pretty good job 896 00:25:38,800 --> 00:25:40,566 but you gotta keep an eye out these highlights 897 00:25:40,900 --> 00:25:44,833 again the black magic has terrible dynamic range um 898 00:25:44,900 --> 00:25:46,300 the gradients in between 899 00:25:46,466 --> 00:25:49,600 so the expressions are not always enjoyable and 900 00:25:49,600 --> 00:25:52,200 you can break your color correction when you do this 901 00:25:52,533 --> 00:25:55,400 now what you have done when you have taken green out 902 00:25:55,400 --> 00:25:56,633 is you've actually 903 00:25:57,166 --> 00:25:59,200 taken a piece of 904 00:25:59,666 --> 00:26:02,233 the project's essence in the sense that 905 00:26:02,666 --> 00:26:04,200 green had a part to play 906 00:26:04,200 --> 00:26:06,433 in this final image is luminance value 907 00:26:06,866 --> 00:26:09,666 so what we need to do is we need to 908 00:26:09,666 --> 00:26:11,200 maybe bring that back 909 00:26:11,966 --> 00:26:13,933 so one of the ways you can do that and again 910 00:26:13,933 --> 00:26:17,233 the expression is a good job of still maintaining the 911 00:26:17,366 --> 00:26:20,200 highlights or the luminance information 912 00:26:21,066 --> 00:26:22,566 except in the real heavy hotspots 913 00:26:22,566 --> 00:26:25,366 so I'm gonna go show you and take a merge note 914 00:26:27,666 --> 00:26:31,600 and we're going to do a for here and B for here 915 00:26:31,600 --> 00:26:35,566 and we're going to come in here and choose a 916 00:26:36,800 --> 00:26:38,766 minus operation 917 00:26:38,966 --> 00:26:40,533 so here you can see 918 00:26:40,533 --> 00:26:44,433 what has been taken out of the image okay 919 00:26:44,666 --> 00:26:46,566 and you know this this is it 920 00:26:46,566 --> 00:26:47,700 basically if I hit y 921 00:26:47,700 --> 00:26:51,200 this is the luminance information that has been lost 922 00:26:51,200 --> 00:26:51,900 and in this case 923 00:26:51,900 --> 00:26:55,066 expression did a good job of not doing too much to it 924 00:26:55,066 --> 00:26:56,600 but the highlights have been hit 925 00:26:56,933 --> 00:26:57,966 as you can see here 926 00:26:57,966 --> 00:27:00,100 this is the heavy area that's been hit 927 00:27:00,333 --> 00:27:02,700 little bit on the goggles as you can see 928 00:27:03,100 --> 00:27:05,900 so we can reintroduce that with a merge node 929 00:27:07,366 --> 00:27:08,366 right here 930 00:27:09,600 --> 00:27:13,500 and we're gonna add a saturation node 931 00:27:14,766 --> 00:27:16,900 and I'm gonna take the saturation rate down to zero 932 00:27:17,900 --> 00:27:19,400 so if I put that to zero 933 00:27:19,400 --> 00:27:21,100 you can see this is the information 934 00:27:21,100 --> 00:27:22,000 the lumens information 935 00:27:22,000 --> 00:27:24,100 but not without the green hue to it 936 00:27:24,166 --> 00:27:26,900 so if we put this merge note to plus 937 00:27:27,700 --> 00:27:30,533 we are going to merge in that information 938 00:27:30,533 --> 00:27:31,800 so go and take a look at it 939 00:27:33,066 --> 00:27:35,300 so even though the background got brighter 940 00:27:35,300 --> 00:27:37,366 it just ignore the back backing region 941 00:27:37,366 --> 00:27:39,166 which is what's behind Jack 942 00:27:39,266 --> 00:27:40,700 but look at the highlight now 943 00:27:40,700 --> 00:27:44,333 if I go from the original green to the merge 944 00:27:44,333 --> 00:27:46,100 now look that we have not 945 00:27:46,100 --> 00:27:48,433 screwed up or broken the color correction 946 00:27:48,933 --> 00:27:50,600 on the actual highlights 947 00:27:50,600 --> 00:27:51,833 so you see that 948 00:27:52,933 --> 00:27:54,533 gotta keep your eye on this sort of stuff 949 00:27:54,533 --> 00:27:56,433 there's a little bit of change obviously 950 00:27:56,966 --> 00:28:00,866 but in general it's not as dramatic 951 00:28:01,400 --> 00:28:02,466 per say if we 952 00:28:02,466 --> 00:28:03,100 you know come in here 953 00:28:03,100 --> 00:28:04,466 just look at the expression by itself 954 00:28:04,466 --> 00:28:05,466 you can see we're getting these 955 00:28:05,466 --> 00:28:07,500 strange halos around his nose 956 00:28:08,133 --> 00:28:10,633 and appears a little bit weird um 957 00:28:10,866 --> 00:28:15,733 so this information can be used this 958 00:28:15,733 --> 00:28:19,433 this kind of saturation value can be used as a mask 959 00:28:19,566 --> 00:28:21,966 to color create the color correct the back plate 960 00:28:21,966 --> 00:28:23,866 so I'm gonna talk about that in a minute here 961 00:28:23,866 --> 00:28:25,066 so you know 962 00:28:25,066 --> 00:28:26,433 if you wanted to 963 00:28:26,600 --> 00:28:27,500 you know um 964 00:28:27,500 --> 00:28:28,566 let's go ahead and just 965 00:28:28,566 --> 00:28:30,900 we're gonna go ahead and merge this to our back plate 966 00:28:30,900 --> 00:28:32,166 so I'm gonna take a merge 967 00:28:32,400 --> 00:28:34,000 I'm gonna create a constant 968 00:28:36,800 --> 00:28:39,733 and I'm gonna take that constant and put its color to 969 00:28:39,733 --> 00:28:40,733 something very 970 00:28:40,733 --> 00:28:42,233 very actually we'll leave it 971 00:28:43,000 --> 00:28:45,700 let's make it slightly crimson red like that okay 972 00:28:45,700 --> 00:28:47,166 that's our background plate 973 00:28:47,733 --> 00:28:49,566 so I'll put that B for background 974 00:28:50,000 --> 00:28:51,800 and now for a brief moment 975 00:28:51,800 --> 00:28:54,933 we're gonna basically marry together Elf and RGB 976 00:28:54,933 --> 00:28:56,866 so I'm gonna go ahead and make a copy node 977 00:28:58,266 --> 00:29:01,266 and the a is the Elf incoming alpha information 978 00:29:01,266 --> 00:29:03,066 so we're redefining the alpha 979 00:29:03,733 --> 00:29:07,966 and the B is the RGB information so redefining it 980 00:29:08,866 --> 00:29:11,000 if you take a look at the copy note hit a for Alpha 981 00:29:11,000 --> 00:29:13,266 we've basically taken the alpha we created 982 00:29:13,566 --> 00:29:15,800 married it to our actual RGB 983 00:29:16,000 --> 00:29:18,033 and now I'm going to premult this 984 00:29:19,566 --> 00:29:22,300 look at it and now we've cut it out 985 00:29:22,666 --> 00:29:24,966 now immediately you look at this and you go crap 986 00:29:24,966 --> 00:29:27,900 he's got a white outline on him oh no 987 00:29:27,900 --> 00:29:28,500 what are we gonna do 988 00:29:28,500 --> 00:29:30,600 well if we merge that to the background 989 00:29:32,266 --> 00:29:34,433 oh it's got a Halo around him 990 00:29:34,900 --> 00:29:37,533 now there's ways of combating this 991 00:29:37,533 --> 00:29:39,200 because the big thing you have to understand 992 00:29:39,200 --> 00:29:40,566 this is a rule book 993 00:29:40,733 --> 00:29:42,100 in Hollywood and industry 994 00:29:42,100 --> 00:29:43,166 is you never change 995 00:29:43,166 --> 00:29:45,500 the matte edge in comparison to the original 996 00:29:45,966 --> 00:29:47,266 and the reason being is 997 00:29:47,266 --> 00:29:48,766 you can create the keyhole effect 998 00:29:48,766 --> 00:29:51,800 where seems like his hair is getting cut away at 999 00:29:51,800 --> 00:29:53,833 or he were looking through a keyhole 1000 00:29:54,266 --> 00:29:57,166 and it gives itself away like some cheesy 1001 00:29:57,333 --> 00:29:58,166 green screen 1002 00:29:58,166 --> 00:29:59,966 you know weather map type that you know 1003 00:29:59,966 --> 00:30:01,966 whether when you watch the weather on the news 1004 00:30:02,066 --> 00:30:03,100 it looks terrible right 1005 00:30:03,100 --> 00:30:04,233 the edges are frizzy 1006 00:30:04,566 --> 00:30:06,233 and it looks like they got a haircut 1007 00:30:06,466 --> 00:30:07,600 with all the little fine 1008 00:30:07,600 --> 00:30:09,233 follicles that are sticking out 1009 00:30:09,300 --> 00:30:10,900 so if I go back to the original 1010 00:30:11,700 --> 00:30:12,600 and I look at here 1011 00:30:12,600 --> 00:30:14,800 the matte line hasn't changed thankfully 1012 00:30:14,800 --> 00:30:17,666 but the influence of the luminance 1013 00:30:17,666 --> 00:30:19,600 and the crominance or color 1014 00:30:19,800 --> 00:30:22,033 it has affected this area here 1015 00:30:22,200 --> 00:30:24,600 so there are ways of doing that and that 1016 00:30:24,600 --> 00:30:26,866 one of the ways is color correcting the backing region 1017 00:30:26,866 --> 00:30:28,766 which is this area right back here 1018 00:30:28,933 --> 00:30:31,166 we can actually color correct via this 1019 00:30:31,166 --> 00:30:32,433 in this quadrant 1020 00:30:32,733 --> 00:30:34,933 the cut the actual color of this green here 1021 00:30:34,933 --> 00:30:37,033 to match with the best we can 1022 00:30:37,333 --> 00:30:39,566 what is the actual backplate 1023 00:30:39,566 --> 00:30:41,400 which in this case is this red color 1024 00:30:41,966 --> 00:30:43,800 now there are other tools I'm gonna show you 1025 00:30:44,000 --> 00:30:47,233 where you can use d spill to drive both 1026 00:30:48,066 --> 00:30:49,900 negative and positive values 1027 00:30:49,900 --> 00:30:52,766 to create darker and brighter areas 1028 00:30:52,766 --> 00:30:55,533 based on the actual backplate image itself 1029 00:30:55,533 --> 00:30:57,500 whether it's a sunset or anything like that 1030 00:30:57,733 --> 00:30:59,866 to really blend the character in 1031 00:30:59,866 --> 00:31:01,133 and but one of the methods you 1032 00:31:01,133 --> 00:31:03,333 can do is just changing the back with the backing color 1033 00:31:03,333 --> 00:31:04,833 color correcting the backing region 1034 00:31:05,600 --> 00:31:07,600 so if this is the circumstance where we're 1035 00:31:07,600 --> 00:31:10,166 trying to match into this crimson dark dark 1036 00:31:10,300 --> 00:31:11,566 you know uh 1037 00:31:11,566 --> 00:31:12,200 red background 1038 00:31:12,200 --> 00:31:13,266 if I hit the letter y 1039 00:31:13,266 --> 00:31:13,600 you can see 1040 00:31:13,600 --> 00:31:16,400 the chromanins or the luminance is very dark right 1041 00:31:16,566 --> 00:31:18,033 I come back to here 1042 00:31:18,466 --> 00:31:20,400 the backing region is very bright 1043 00:31:20,400 --> 00:31:22,033 so that's one problem 1044 00:31:22,600 --> 00:31:24,266 the other problem we have is 1045 00:31:24,266 --> 00:31:26,333 the backing region is desaturated 1046 00:31:26,333 --> 00:31:28,966 there is no color back there because we did a d spill 1047 00:31:29,100 --> 00:31:31,966 whereas this color is very red right 1048 00:31:32,600 --> 00:31:34,700 so with that in mind 1049 00:31:35,166 --> 00:31:37,166 we can do a couple of things to 1050 00:31:37,166 --> 00:31:39,166 kind of color correct the backing region 1051 00:31:39,366 --> 00:31:40,733 one little trick I do and again 1052 00:31:40,733 --> 00:31:43,266 the more manipulation you do to your image 1053 00:31:43,266 --> 00:31:45,966 the more you're fiddling in God's domain 1054 00:31:45,966 --> 00:31:46,866 and by doing so 1055 00:31:46,866 --> 00:31:49,766 you're going to have all types of possible artifacts 1056 00:31:49,966 --> 00:31:51,800 your audiences might pick up on and go 1057 00:31:51,800 --> 00:31:53,166 and it doesn't look right 1058 00:31:53,400 --> 00:31:55,366 so I'm gonna do a grade node 1059 00:31:55,400 --> 00:31:56,900 remember we're color correcting red 1060 00:31:56,900 --> 00:31:58,433 green blue information only 1061 00:31:58,600 --> 00:31:59,500 and I'm gonna take the 1062 00:31:59,500 --> 00:32:02,166 outputting information of this as a mask 1063 00:32:02,266 --> 00:32:04,000 to color correct this area here 1064 00:32:04,000 --> 00:32:04,566 and be aware 1065 00:32:04,566 --> 00:32:06,400 this is not a black and white mask 1066 00:32:06,800 --> 00:32:07,800 the color here 1067 00:32:07,800 --> 00:32:09,933 over here is like point two 1068 00:32:09,933 --> 00:32:10,933 point two you know 1069 00:32:10,933 --> 00:32:12,633 so it's gonna have a very 1070 00:32:12,700 --> 00:32:13,900 low amount of influence 1071 00:32:13,900 --> 00:32:14,966 we could color grade this 1072 00:32:14,966 --> 00:32:16,300 but actually give us problems 1073 00:32:16,300 --> 00:32:18,200 so I'm gonna go ahead and daisy chain this 1074 00:32:18,333 --> 00:32:19,666 so I'm gonna go ahead and plug in 1075 00:32:19,666 --> 00:32:20,800 this is a mask 1076 00:32:21,266 --> 00:32:24,366 I'm gonna change the mask to the incoming mask 1077 00:32:24,366 --> 00:32:25,600 input of RGB R red 1078 00:32:25,600 --> 00:32:27,900 because if you look at the saturation node 1079 00:32:28,333 --> 00:32:30,766 RG and B are exactly the same 1080 00:32:30,766 --> 00:32:32,233 so I only need one of those 1081 00:32:32,700 --> 00:32:34,066 so if I go to this grade node 1082 00:32:34,066 --> 00:32:35,766 now you can see 1083 00:32:35,866 --> 00:32:37,300 I can take the gain 1084 00:32:37,300 --> 00:32:40,700 and start to bring down the luminance there 1085 00:32:40,700 --> 00:32:42,300 I haven't played with the color yet 1086 00:32:42,300 --> 00:32:43,133 so if I wanted to 1087 00:32:43,133 --> 00:32:45,600 I can come into the game right 1088 00:32:45,600 --> 00:32:47,366 and maybe you know 1089 00:32:47,866 --> 00:32:50,200 put some red in there or something like that right 1090 00:32:50,200 --> 00:32:51,300 just a little bit 1091 00:32:52,566 --> 00:32:55,633 and just add a little bit of maybe point six 1092 00:32:55,800 --> 00:32:59,300 and I can daisy chain this through this process 1093 00:32:59,300 --> 00:33:01,500 I can take copy paste the grade node 1094 00:33:02,333 --> 00:33:03,833 you can see we're getting darker 1095 00:33:05,333 --> 00:33:07,166 and create another one 1096 00:33:07,766 --> 00:33:09,866 we're slowly bringing this value 1097 00:33:09,900 --> 00:33:11,800 closer and closer to our backing region 1098 00:33:11,800 --> 00:33:13,400 color that we're intended to put this on 1099 00:33:13,400 --> 00:33:15,166 I remember working as a compositor 1100 00:33:15,500 --> 00:33:17,133 uh with my good friend Brad 1101 00:33:17,133 --> 00:33:19,366 who's worked on a bazillion feature films 1102 00:33:19,733 --> 00:33:21,600 um just I mean 1103 00:33:21,600 --> 00:33:23,900 he's worked at every posthouse known to Manny 1104 00:33:24,366 --> 00:33:26,400 um he taught me a ton 1105 00:33:26,400 --> 00:33:27,533 and the guy was like saying 1106 00:33:27,533 --> 00:33:27,966 you know what 1107 00:33:27,966 --> 00:33:29,400 cause we're all worried about the key 1108 00:33:29,400 --> 00:33:30,566 and all that of the background he's like 1109 00:33:30,566 --> 00:33:30,866 you know what 1110 00:33:30,866 --> 00:33:31,900 we gotta wait till we know what we're 1111 00:33:31,900 --> 00:33:32,866 putting him behind 1112 00:33:33,100 --> 00:33:34,266 um it all depends on the 1113 00:33:34,266 --> 00:33:36,600 what's the what the backing is gonna be or what the 1114 00:33:36,600 --> 00:33:38,766 what we're putting behind the actor 1115 00:33:38,966 --> 00:33:39,766 that'll determine 1116 00:33:39,766 --> 00:33:41,666 the luminance that we have to kind of achieve 1117 00:33:41,966 --> 00:33:43,600 now I'm gonna show you this process 1118 00:33:43,600 --> 00:33:43,933 you're gonna 1119 00:33:43,933 --> 00:33:46,500 see how it sort of breaks to a certain degree 1120 00:33:46,500 --> 00:33:47,966 so I'm gonna go ahead and just 1121 00:33:48,666 --> 00:33:51,200 kind of pull this one in here we go 1122 00:33:51,866 --> 00:33:53,700 and now we've kind of matched 1123 00:33:54,366 --> 00:33:55,600 pretty close to this red 1124 00:33:55,600 --> 00:33:56,400 not not crazy 1125 00:33:56,400 --> 00:33:58,200 I can continue to take this grade 1126 00:33:59,100 --> 00:34:01,966 and again you know 1127 00:34:01,966 --> 00:34:03,300 I could keep going and bring the 1128 00:34:03,300 --> 00:34:05,500 I can take this great node and you know 1129 00:34:05,500 --> 00:34:06,533 just do one more here 1130 00:34:06,533 --> 00:34:07,733 so you can see why I'm doing this 1131 00:34:07,733 --> 00:34:09,733 I be like oh my gosh 1132 00:34:09,733 --> 00:34:10,766 this is crazy 1133 00:34:11,500 --> 00:34:12,266 so keep going 1134 00:34:12,266 --> 00:34:15,133 so now we're finally getting close to this color 1135 00:34:15,133 --> 00:34:16,866 let's see how it looks now 1136 00:34:18,166 --> 00:34:20,833 still not there yet right 1137 00:34:21,100 --> 00:34:23,300 but if I were to disable all these grade knows 1138 00:34:23,300 --> 00:34:25,000 look how much more 1139 00:34:26,066 --> 00:34:27,666 obvious this is right 1140 00:34:27,666 --> 00:34:29,300 it's like oh my gosh 1141 00:34:29,300 --> 00:34:31,866 right now you can see what's going on here 1142 00:34:31,866 --> 00:34:33,566 the hairs are turning yellow 1143 00:34:34,366 --> 00:34:37,100 I mean it doesn't make any sense so this is 1144 00:34:37,200 --> 00:34:39,600 I'm just showing this because this is an example of 1145 00:34:39,600 --> 00:34:41,433 sort of cheating to a certain degree 1146 00:34:41,666 --> 00:34:43,333 because you can try to 1147 00:34:43,333 --> 00:34:45,700 do this or key the background or something 1148 00:34:45,900 --> 00:34:47,800 and it's just not gonna work 1149 00:34:47,933 --> 00:34:50,433 so I'm gonna show you another method here 1150 00:34:50,766 --> 00:34:53,166 uh using the key light 1151 00:34:53,300 --> 00:34:54,400 which is an awesome 1152 00:34:54,400 --> 00:34:55,433 awesome tool 1153 00:34:56,333 --> 00:34:58,433 so kind of pull come over here really quick 1154 00:34:59,066 --> 00:35:01,200 and if we take a look at the key light 1155 00:35:01,900 --> 00:35:03,000 pull that guy in 1156 00:35:03,133 --> 00:35:04,900 if you create a default key light 1157 00:35:04,900 --> 00:35:06,466 let me just go ahead and erase this one 1158 00:35:07,300 --> 00:35:08,366 create a default key light 1159 00:35:08,366 --> 00:35:10,333 it has a screen color set to 0 1160 00:35:10,333 --> 00:35:12,233 0 0 so let me go ahead and put the input in 1161 00:35:12,666 --> 00:35:15,166 and what I can do is immediately just put 1162 00:35:15,166 --> 00:35:17,766 one in the value of the second one here 1163 00:35:18,466 --> 00:35:19,433 and that does 1164 00:35:19,533 --> 00:35:22,166 you guessed it a um 1165 00:35:22,266 --> 00:35:23,766 d spill on the green 1166 00:35:24,300 --> 00:35:27,266 and once again we have lost luminance information 1167 00:35:27,266 --> 00:35:28,333 let's look at the difference between this 1168 00:35:28,333 --> 00:35:29,800 and the expression by the way 1169 00:35:30,900 --> 00:35:31,900 very similar 1170 00:35:31,900 --> 00:35:33,500 right almost 1171 00:35:33,900 --> 00:35:36,300 close to almost exactly the same actually 1172 00:35:37,200 --> 00:35:40,166 see that does basically the same thing 1173 00:35:40,166 --> 00:35:42,266 but here's the cool thing about the key light though 1174 00:35:42,266 --> 00:35:43,366 this is really neat 1175 00:35:44,133 --> 00:35:45,133 is the key light 1176 00:35:45,133 --> 00:35:48,200 allows you to change the backing region color 1177 00:35:48,466 --> 00:35:50,066 by adjusting the screen color 1178 00:35:50,066 --> 00:35:50,600 now remember 1179 00:35:50,600 --> 00:35:52,400 we are getting a key out of this right 1180 00:35:52,400 --> 00:35:55,400 but we don't care about the key or just whatever right 1181 00:35:55,400 --> 00:35:57,633 this is all about the 1182 00:35:57,700 --> 00:35:58,666 the sort of 1183 00:35:58,866 --> 00:36:01,066 um prebuilt um 1184 00:36:01,200 --> 00:36:03,966 inside key light uh default 1185 00:36:04,266 --> 00:36:06,133 every time you do a key with key light 1186 00:36:06,133 --> 00:36:08,066 it actually does its own base 1187 00:36:08,333 --> 00:36:10,566 basic uh d spill 1188 00:36:10,566 --> 00:36:12,666 so it has d spill options in here 1189 00:36:12,666 --> 00:36:14,000 and this in this case 1190 00:36:14,266 --> 00:36:15,100 you can still see 1191 00:36:15,100 --> 00:36:17,366 you can see the alpha bias and the d spill bias 1192 00:36:17,700 --> 00:36:19,333 so let's go ahead and again 1193 00:36:19,333 --> 00:36:21,166 we're not worried about out pulling a key or 1194 00:36:21,166 --> 00:36:23,366 really just about trying to play with this background 1195 00:36:23,366 --> 00:36:26,100 so if I take this screen color 1196 00:36:26,133 --> 00:36:28,466 I can put a value in here to point 1197 00:36:28,466 --> 00:36:29,833 like point zero one 1198 00:36:30,766 --> 00:36:32,166 and I'll come to my blue 1199 00:36:32,200 --> 00:36:34,000 put a value point zero one 1200 00:36:34,700 --> 00:36:35,500 now check this out 1201 00:36:35,500 --> 00:36:36,666 this is really cool 1202 00:36:36,766 --> 00:36:38,533 and go ahead and start filling with this 1203 00:36:38,533 --> 00:36:40,400 I'll start to bring down the color here 1204 00:36:41,366 --> 00:36:42,133 bring that down 1205 00:36:42,133 --> 00:36:43,800 you can see it's starting to push towards blue 1206 00:36:43,800 --> 00:36:45,433 but if I come over to the blue 1207 00:36:47,100 --> 00:36:49,500 and see we'll start bringing that down 1208 00:36:49,766 --> 00:36:51,033 bring this back up 1209 00:36:52,533 --> 00:36:55,400 I can see that we can start to manipulate 1210 00:36:56,166 --> 00:36:58,066 the image right 1211 00:37:00,500 --> 00:37:02,166 to match with the background 1212 00:37:05,766 --> 00:37:07,266 you can see if I kind of fiddle with this 1213 00:37:07,266 --> 00:37:10,300 I can start to get a color 1214 00:37:11,466 --> 00:37:12,300 now the question is 1215 00:37:12,300 --> 00:37:14,100 how is this affecting the skin tones 1216 00:37:14,100 --> 00:37:15,266 this is the danger zone 1217 00:37:15,266 --> 00:37:16,666 you start pulling this stunt 1218 00:37:17,100 --> 00:37:17,800 you can have a problem 1219 00:37:17,800 --> 00:37:19,300 but the good news is 1220 00:37:19,466 --> 00:37:21,000 the really good news is 1221 00:37:21,133 --> 00:37:24,566 is we're gonna only be using this as an edge mat 1222 00:37:24,933 --> 00:37:26,200 um that for the 1223 00:37:26,200 --> 00:37:28,200 this is all about worried about the edges right 1224 00:37:28,200 --> 00:37:29,600 let's go and take a look at it 1225 00:37:30,766 --> 00:37:31,566 so here you can see 1226 00:37:31,566 --> 00:37:34,666 we're getting pretty heavy dark result here right 1227 00:37:34,933 --> 00:37:37,166 you'd see the difference in luminance between 1228 00:37:37,166 --> 00:37:38,466 one side to the other 1229 00:37:39,066 --> 00:37:42,766 so I can kind of look at this and then judge back to 1230 00:37:42,766 --> 00:37:45,366 let's go ahead and plug in this to our copy node 1231 00:37:46,733 --> 00:37:48,633 so I just plug this in like here 1232 00:37:50,166 --> 00:37:51,700 let's start to play a little bit 1233 00:37:51,700 --> 00:37:53,633 so I put my merge node here 1234 00:37:54,366 --> 00:37:56,433 and look at that 1235 00:37:57,133 --> 00:37:59,866 now we're getting darker edges over here because 1236 00:38:01,000 --> 00:38:04,866 it's getting the actual d spills actually darkening it 1237 00:38:05,200 --> 00:38:09,966 but we're getting a pretty amazing result right here 1238 00:38:09,966 --> 00:38:14,800 and if we want to again we can compare the two back 1239 00:38:14,800 --> 00:38:16,866 I'll just grab this expression really quick 1240 00:38:17,933 --> 00:38:19,300 and I'll put it right here 1241 00:38:20,866 --> 00:38:23,000 and let's just do a quick switch node 1242 00:38:23,000 --> 00:38:25,366 which helps us do a comparison 1243 00:38:25,966 --> 00:38:27,966 so I put this to switch to 0 to 1 1244 00:38:27,966 --> 00:38:30,900 so you can see the difference here 1245 00:38:32,966 --> 00:38:34,433 gonna move this over here 1246 00:38:34,933 --> 00:38:38,900 then I'm gonna switch between the expression and here 1247 00:38:40,466 --> 00:38:42,100 so you can see the Halo 1248 00:38:43,166 --> 00:38:44,100 let's go and take a look 1249 00:38:44,100 --> 00:38:44,700 see the Halo 1250 00:38:44,700 --> 00:38:45,766 especially over here 1251 00:38:45,766 --> 00:38:48,800 that's big time over here big time 1252 00:38:49,166 --> 00:38:53,233 so what you can commonly do in the whole process is 1253 00:38:53,300 --> 00:38:53,900 switch back here 1254 00:38:53,900 --> 00:38:56,333 obviously went overboard with the key light 1255 00:38:56,333 --> 00:38:57,666 so what I can do 1256 00:38:58,500 --> 00:39:01,600 is I'll put my viewer to the key light 1257 00:39:02,533 --> 00:39:04,566 and then I'll hit one 1258 00:39:04,566 --> 00:39:05,700 I'm gonna hit No. 1 1259 00:39:05,700 --> 00:39:07,266 alpha numer keyboard on the key light 1260 00:39:07,266 --> 00:39:09,666 I'm gonna put No. 2 to this final merge 1261 00:39:09,800 --> 00:39:12,166 and then I'm gonna go ahead and do a wipe 1262 00:39:12,966 --> 00:39:15,066 uh like you can see here 1263 00:39:15,066 --> 00:39:17,000 so I'm gonna go ahead and just kind of 1264 00:39:17,733 --> 00:39:20,766 put a comparison like that right 1265 00:39:21,266 --> 00:39:22,600 so you can see what's going on 1266 00:39:22,600 --> 00:39:24,166 so now I can come in here 1267 00:39:24,333 --> 00:39:27,166 see the finished product versus 1268 00:39:27,166 --> 00:39:28,200 you know what's what 1269 00:39:28,200 --> 00:39:30,133 so I'm gonna start playing around with this a little 1270 00:39:30,133 --> 00:39:32,566 bit more pull this back 1271 00:39:38,333 --> 00:39:40,633 see if we can kind of bring this back a little bit 1272 00:39:41,933 --> 00:39:42,800 here we go 1273 00:39:46,166 --> 00:39:49,766 so we still have a little bit of a dark black edge 1274 00:39:49,766 --> 00:39:50,866 as you can see 1275 00:39:51,533 --> 00:39:52,800 again this is the d spill 1276 00:39:52,800 --> 00:39:54,766 this is the final final result 1277 00:39:55,066 --> 00:39:56,333 but it doesn't look too bad right 1278 00:39:56,333 --> 00:39:58,500 we don't we don't have those heavy black edges anymore 1279 00:39:58,500 --> 00:40:00,066 we can keep fiddling with this 1280 00:40:00,466 --> 00:40:03,033 by increasing the luminance value 1281 00:40:04,166 --> 00:40:05,666 see how that's starting to match 1282 00:40:05,666 --> 00:40:07,400 this is starting to match with this 1283 00:40:07,966 --> 00:40:09,633 so you can start to fiddle with this 1284 00:40:10,866 --> 00:40:11,900 fiddle with this 1285 00:40:13,133 --> 00:40:15,600 uh be aware as you're doing this though 1286 00:40:15,600 --> 00:40:17,666 we're losing a little bit of the green here 1287 00:40:17,666 --> 00:40:18,500 you see that 1288 00:40:18,900 --> 00:40:22,066 so you can only do so much this before something starts 1289 00:40:22,066 --> 00:40:23,933 adjusting the the green itself 1290 00:40:23,933 --> 00:40:26,933 you can't over crank the green here okay 1291 00:40:26,933 --> 00:40:28,066 the green is green 1292 00:40:28,800 --> 00:40:31,166 so I can start to pull the green back 1293 00:40:31,766 --> 00:40:32,533 you know not the best 1294 00:40:32,533 --> 00:40:34,766 you want to put this at one so this is again 1295 00:40:34,766 --> 00:40:39,200 I talk about you know tampering in God's domain right 1296 00:40:39,700 --> 00:40:41,366 I'm gonna take this blue and 1297 00:40:42,866 --> 00:40:44,200 try to bring it back 1298 00:40:48,266 --> 00:40:49,766 and then I'll drag this in 1299 00:40:51,300 --> 00:40:54,000 I wanna get these values basically back to zero 1300 00:41:00,166 --> 00:41:01,600 maybe have a bright red 1301 00:41:18,200 --> 00:41:21,566 okay so a little bit of play 1302 00:41:22,766 --> 00:41:26,433 and again if you get too dramatic of different 1303 00:41:26,766 --> 00:41:28,000 values here 1304 00:41:29,600 --> 00:41:31,300 create all types of issues here 1305 00:41:31,300 --> 00:41:32,566 but it's actually holding up pretty good 1306 00:41:32,566 --> 00:41:34,666 we still have this kind of green area here 1307 00:41:34,666 --> 00:41:36,466 which we can kind of color correct with the hue correct 1308 00:41:36,466 --> 00:41:37,900 but you can see it's looking pretty good 1309 00:41:37,900 --> 00:41:40,933 it's not looking the great over here right 1310 00:41:40,933 --> 00:41:43,433 something going on so what can we do to fix that 1311 00:41:43,866 --> 00:41:47,666 well what we could do is I'll turn off my merge here 1312 00:41:47,666 --> 00:41:49,100 let's go back to our key light 1313 00:41:49,533 --> 00:41:52,100 is we can actually take this 1314 00:41:52,466 --> 00:41:54,466 and make a copy of it 1315 00:41:55,100 --> 00:41:56,400 and we'll do a key mix 1316 00:41:56,400 --> 00:42:00,633 let's go ahead and do a key mix here B&A 1317 00:42:01,800 --> 00:42:03,300 plug in the same one 1318 00:42:04,666 --> 00:42:07,900 plug in this to the the information here 1319 00:42:08,300 --> 00:42:10,800 it over Roto 1320 00:42:11,966 --> 00:42:14,066 and I'm gonna go ahead and do a color correction 1321 00:42:14,066 --> 00:42:15,700 that's different for this side 1322 00:42:17,166 --> 00:42:21,966 okay so this is basically exposing the a side right 1323 00:42:22,366 --> 00:42:23,300 and combining together 1324 00:42:23,300 --> 00:42:25,800 so if I make an adjustment here to this key light 1325 00:42:26,900 --> 00:42:28,366 let's go ahead and do that 1326 00:42:34,533 --> 00:42:36,800 so you can see this this side staying put 1327 00:42:37,700 --> 00:42:40,033 and now we're adjusting the color to this side 1328 00:42:44,333 --> 00:42:46,300 so now our backing region 1329 00:42:46,566 --> 00:42:47,766 actually matches this 1330 00:42:47,766 --> 00:42:49,066 now in the process of doing this 1331 00:42:49,066 --> 00:42:51,166 you have to take a look at your key mix 1332 00:42:51,533 --> 00:42:52,400 go back to original 1333 00:42:52,400 --> 00:42:54,633 have you played with the skin tones 1334 00:42:55,100 --> 00:42:57,733 yes we've done a lot of nasty work here 1335 00:42:57,733 --> 00:43:00,066 but we're gonna put a core mat 1336 00:43:00,066 --> 00:43:02,466 for a d spill in the center here 1337 00:43:02,466 --> 00:43:04,633 so really we're only worried about the outer edges 1338 00:43:05,000 --> 00:43:05,800 so right here 1339 00:43:05,800 --> 00:43:09,066 obviously here's where we're bumping into problems 1340 00:43:09,666 --> 00:43:11,800 this stuff is getting a little bit too crunchy 1341 00:43:11,900 --> 00:43:13,266 we're getting black edges 1342 00:43:13,600 --> 00:43:15,300 so you can only do so much 1343 00:43:15,300 --> 00:43:16,900 this is where edge extending 1344 00:43:17,100 --> 00:43:18,233 and using this 1345 00:43:18,666 --> 00:43:20,066 very interesting 1346 00:43:20,600 --> 00:43:22,900 d spill edge blending technique 1347 00:43:22,966 --> 00:43:24,200 will help solve the problem 1348 00:43:24,200 --> 00:43:27,533 but if we come back all the way to our merge now 1349 00:43:27,533 --> 00:43:28,800 now you can see 1350 00:43:28,800 --> 00:43:32,100 despite the artifacts that we've created here 1351 00:43:32,300 --> 00:43:33,933 which we can kind of fiddle with 1352 00:43:33,933 --> 00:43:35,033 play with a little bit 1353 00:43:35,700 --> 00:43:37,266 you can see the difference so again 1354 00:43:37,266 --> 00:43:38,166 I'm gonna come over here 1355 00:43:38,166 --> 00:43:39,866 and do the switch back and forth 1356 00:43:40,100 --> 00:43:41,700 night and day see that 1357 00:43:42,533 --> 00:43:43,833 it's not perfect 1358 00:43:44,166 --> 00:43:46,366 but it's taking care of a lot of the issues 1359 00:43:46,366 --> 00:43:48,166 now you're not always gonna get a perfectly 1360 00:43:48,533 --> 00:43:51,900 uh universal uniform color in your backplate right 1361 00:43:51,900 --> 00:43:53,766 you might have a sunset where it's a bright 1362 00:43:53,766 --> 00:43:55,433 sun here and a bluish 1363 00:43:55,966 --> 00:43:58,466 horizon over here so again 1364 00:43:58,466 --> 00:44:00,400 I'm gonna show you techniques in the future how you 1365 00:44:00,400 --> 00:44:01,100 can get away with this 1366 00:44:01,100 --> 00:44:02,366 but these are techniques 1367 00:44:02,500 --> 00:44:04,966 you can do your best to sort of blend to 1368 00:44:05,000 --> 00:44:05,800 whatever you want 1369 00:44:05,800 --> 00:44:07,500 you can also try to 1370 00:44:08,300 --> 00:44:09,800 use the color of his hair 1371 00:44:09,933 --> 00:44:10,933 so for instance 1372 00:44:10,933 --> 00:44:12,100 if I come in here 1373 00:44:13,000 --> 00:44:14,100 here's the key light right 1374 00:44:14,100 --> 00:44:14,900 and he's got a very 1375 00:44:14,900 --> 00:44:15,933 this is dark 1376 00:44:15,933 --> 00:44:17,500 like this is his hair so dark 1377 00:44:17,500 --> 00:44:18,500 it's like black 1378 00:44:18,733 --> 00:44:20,700 so if you had a like a very bright brown here 1379 00:44:20,700 --> 00:44:22,600 this would be a little bit easier to do 1380 00:44:22,766 --> 00:44:24,833 so if I go back to this key light 1381 00:44:25,500 --> 00:44:26,166 in this case 1382 00:44:26,166 --> 00:44:28,100 all we have is a darkness in this area 1383 00:44:28,733 --> 00:44:31,566 right on this edge so again 1384 00:44:31,566 --> 00:44:32,766 I can go ahead 1385 00:44:33,300 --> 00:44:35,133 and darken this to try to match his hair 1386 00:44:35,133 --> 00:44:36,866 but you can see what's happening here 1387 00:44:37,266 --> 00:44:39,433 we are basically getting 1388 00:44:40,400 --> 00:44:41,700 hair that is so dark 1389 00:44:41,700 --> 00:44:43,400 it's dark dark right 1390 00:44:45,733 --> 00:44:48,233 let's see if we can kind of do our best to match 1391 00:44:49,133 --> 00:44:51,533 the hair color yeah 1392 00:44:51,533 --> 00:44:52,266 so it's it's 1393 00:44:52,266 --> 00:44:55,166 it's hit or miss when you get into dark values 1394 00:44:55,600 --> 00:44:56,700 I hate to say 1395 00:44:57,300 --> 00:44:59,500 but even this brown color here 1396 00:45:00,400 --> 00:45:01,700 it's gonna play around a little bit 1397 00:45:01,700 --> 00:45:03,800 you gotta like get used to there we go 1398 00:45:03,800 --> 00:45:05,600 so now we're getting a brown color 1399 00:45:06,200 --> 00:45:07,466 for the hair right 1400 00:45:07,466 --> 00:45:09,200 now I'm darkening it up a little bit 1401 00:45:09,500 --> 00:45:10,866 and you might think like all that 1402 00:45:10,866 --> 00:45:11,800 you know doesn't matter well 1403 00:45:11,800 --> 00:45:14,000 it does matter big time in luminance information 1404 00:45:14,000 --> 00:45:15,566 you can see if I take a look at the original 1405 00:45:15,933 --> 00:45:17,833 versus the key light and hit the letter Y 1406 00:45:19,066 --> 00:45:21,066 see the bright value difference 1407 00:45:21,066 --> 00:45:23,066 now we are getting some black edges here 1408 00:45:23,800 --> 00:45:26,166 but you can kind of get the idea what I'm talking about 1409 00:45:26,166 --> 00:45:27,866 let's go ahead and look at it now 1410 00:45:29,100 --> 00:45:31,133 again dark edges 1411 00:45:31,133 --> 00:45:33,900 we can probably dial back a little bit here 1412 00:45:34,266 --> 00:45:37,300 in this case if we take a look at our key light 1413 00:45:38,166 --> 00:45:40,833 could see we have a pretty heavy value here 1414 00:45:41,800 --> 00:45:43,300 say the red so 1415 00:45:44,766 --> 00:45:46,600 again sometimes you can just look at it 1416 00:45:48,300 --> 00:45:50,900 see if it can kind of basically needs to be darker 1417 00:46:01,000 --> 00:46:02,600 let's take a look here yeah 1418 00:46:02,600 --> 00:46:06,900 so yeah it's not not doing the greatest 1419 00:46:10,300 --> 00:46:11,933 that's about as close as we can get 1420 00:46:11,933 --> 00:46:12,366 but you can see 1421 00:46:12,366 --> 00:46:15,166 we're introducing a sort of a granular pattern there 1422 00:46:15,533 --> 00:46:16,866 and we're also introducing a red again 1423 00:46:16,866 --> 00:46:18,300 any manipulation 1424 00:46:18,800 --> 00:46:21,866 is just gonna be a nightmare in here 1425 00:46:22,900 --> 00:46:24,733 but if you can come close to bringing an luminance to 1426 00:46:24,733 --> 00:46:27,300 value and the crominance value very close to the hair 1427 00:46:27,866 --> 00:46:29,366 you can come over here now 1428 00:46:30,400 --> 00:46:31,500 and you can see that's 1429 00:46:31,533 --> 00:46:33,166 done a world difference now again 1430 00:46:33,166 --> 00:46:35,433 this is not the best way of doing this 1431 00:46:35,533 --> 00:46:37,400 so let's go ahead and move on 1432 00:46:37,400 --> 00:46:39,033 to hue correct 1433 00:46:39,600 --> 00:46:44,000 so even in the midst of doing all this work right 1434 00:46:44,500 --> 00:46:45,766 I can come in here and say 1435 00:46:45,766 --> 00:46:47,100 well because 1436 00:46:47,100 --> 00:46:49,333 we've been playing with the red and blue information 1437 00:46:49,333 --> 00:46:50,800 we've reintroduced 1438 00:46:50,966 --> 00:46:52,066 some green here right 1439 00:46:52,066 --> 00:46:54,500 so I can go ahead and jump over to my hue correct 1440 00:46:54,800 --> 00:46:55,300 and you can see 1441 00:46:55,300 --> 00:46:57,333 the hue correct has taken out the green completely 1442 00:46:57,333 --> 00:46:59,466 so the hue correct is currently set up so that 1443 00:46:59,466 --> 00:47:00,633 the green suppression 1444 00:47:00,900 --> 00:47:02,233 has basically 1445 00:47:02,500 --> 00:47:03,500 brought down this 1446 00:47:03,766 --> 00:47:05,800 values of green in the brownish tone 1447 00:47:05,800 --> 00:47:06,833 so I can hold down 1448 00:47:07,266 --> 00:47:09,066 shift and control and sample this area 1449 00:47:09,066 --> 00:47:10,400 and you can see the line is telling me 1450 00:47:10,400 --> 00:47:13,400 this is where the colors at that needs to be taken out 1451 00:47:13,400 --> 00:47:14,300 but if I get 1452 00:47:14,300 --> 00:47:15,466 this is the skin tone area 1453 00:47:15,466 --> 00:47:16,866 which is a danger zone 1454 00:47:17,133 --> 00:47:18,800 so you don't usually don't wanna 1455 00:47:18,900 --> 00:47:19,466 fiddle with that 1456 00:47:19,466 --> 00:47:21,000 because you can see if I take this hue correct 1457 00:47:21,000 --> 00:47:22,100 watch what happens 1458 00:47:23,100 --> 00:47:24,700 I'm taking green out 1459 00:47:24,700 --> 00:47:27,700 hence I'm losing the nice orange 1460 00:47:28,366 --> 00:47:30,633 yellow orange color right 1461 00:47:32,000 --> 00:47:36,133 and it's becoming more you know magenta pink right 1462 00:47:36,133 --> 00:47:38,100 the highlights that's bad 1463 00:47:38,333 --> 00:47:40,533 so commonly with the hue correct in regards 1464 00:47:40,533 --> 00:47:42,600 this is usually accompanied by a mask 1465 00:47:42,600 --> 00:47:46,433 so I'm gonna go ahead and create another rhodomat 1466 00:47:47,566 --> 00:47:49,166 obviously blur it 1467 00:47:51,366 --> 00:47:54,100 and I'm just gonna isolate this area here 1468 00:47:59,600 --> 00:48:01,533 and again I'm gonna really blur this baby up 1469 00:48:01,533 --> 00:48:03,666 so go like maybe 200 1470 00:48:04,966 --> 00:48:06,233 so now you can see 1471 00:48:06,766 --> 00:48:08,266 we've taken out this green area 1472 00:48:08,266 --> 00:48:10,833 but we've maintained this nice golden orange 1473 00:48:11,000 --> 00:48:12,333 reality over here 1474 00:48:12,333 --> 00:48:14,333 so this can be something that 1475 00:48:14,333 --> 00:48:16,866 usually has to be tracked or very carefully animated 1476 00:48:16,866 --> 00:48:18,700 so you don't see a swimming edge 1477 00:48:19,066 --> 00:48:21,100 moving back and forth for the character 1478 00:48:21,400 --> 00:48:22,966 but spot checking usually 1479 00:48:22,966 --> 00:48:24,166 uh altogether 1480 00:48:24,166 --> 00:48:27,866 now Hugh correct can be used by itself alone 1481 00:48:28,066 --> 00:48:30,300 but it can start to fiddle with everything universally 1482 00:48:30,300 --> 00:48:33,200 so usually masks are company with the Hugh correct note 1483 00:48:33,566 --> 00:48:35,566 and then of course we have kill spill 1484 00:48:36,366 --> 00:48:38,533 so I'm gonna go ahead and just show you that 1485 00:48:38,533 --> 00:48:39,333 really quick 1486 00:48:40,533 --> 00:48:42,800 so I go ahead and just come bring this over here 1487 00:48:42,800 --> 00:48:44,266 and we'll plug the image in 1488 00:48:46,900 --> 00:48:48,633 alright so take a look at kill spill 1489 00:48:49,266 --> 00:48:53,266 so kill spill is very interesting 1490 00:48:55,333 --> 00:48:59,566 is a rather interesting plug in in the sense that um 1491 00:48:59,566 --> 00:49:00,733 you have what's called suppression 1492 00:49:00,733 --> 00:49:02,333 you can hover over these and see what it says 1493 00:49:02,333 --> 00:49:04,066 biasing the mix of the channels 1494 00:49:04,300 --> 00:49:05,666 used to cap the spill channel 1495 00:49:05,666 --> 00:49:06,200 for example 1496 00:49:06,200 --> 00:49:08,500 0 equals green channels capped by the red channel 1497 00:49:08,500 --> 00:49:10,333 point five green channels capped by half 1498 00:49:10,333 --> 00:49:11,400 mix of red and blue 1499 00:49:11,400 --> 00:49:14,066 and 1 is green channels capped by the blue channel 1500 00:49:14,266 --> 00:49:16,466 so it's sort of a mix between the red 1501 00:49:17,000 --> 00:49:18,100 and the blue 1502 00:49:18,500 --> 00:49:20,800 the limiter is sort of like an aggression 1503 00:49:20,800 --> 00:49:24,366 as far as the amount of actual spill suppressions 1504 00:49:24,366 --> 00:49:27,166 you can see you get to a point right here 1505 00:49:27,166 --> 00:49:29,433 you can put it all the way up to 10 or whatever 1506 00:49:30,200 --> 00:49:31,800 let's just kind of look at the difference here 1507 00:49:31,800 --> 00:49:33,366 you can see it pulled all the way up 1508 00:49:33,900 --> 00:49:36,433 and we take a look at it disable re enable 1509 00:49:38,200 --> 00:49:39,566 let's go ahead and 1510 00:49:45,066 --> 00:49:46,966 kind of fiddle with it a little bit and it's a little 1511 00:49:46,966 --> 00:49:48,700 there's a lot of fiddling that goes out 1512 00:49:48,700 --> 00:49:52,066 this is kind of hard to explain the settings of it 1513 00:49:53,100 --> 00:49:54,500 so if we take a look here 1514 00:49:54,500 --> 00:49:55,900 we can see the green 1515 00:49:57,300 --> 00:49:58,966 add some suppression here 1516 00:50:00,400 --> 00:50:02,200 and you can see the limiter 1517 00:50:03,666 --> 00:50:06,200 you can see as we start to pull this back 1518 00:50:08,133 --> 00:50:10,666 we start to get that black and white background 1519 00:50:13,366 --> 00:50:14,800 and then the suppression 1520 00:50:15,966 --> 00:50:17,600 gotta be careful with this 1521 00:50:18,733 --> 00:50:21,500 then spiltweek actually changes the luminance 1522 00:50:21,766 --> 00:50:23,166 so here you can come in 1523 00:50:23,166 --> 00:50:25,400 and actually change the background color luminance 1524 00:50:25,400 --> 00:50:27,066 which we talked about was pretty cool 1525 00:50:27,133 --> 00:50:28,800 we did that in the key light 1526 00:50:28,966 --> 00:50:29,666 but in this case 1527 00:50:29,666 --> 00:50:30,966 we can actually come in here 1528 00:50:30,966 --> 00:50:33,933 and start filling with this backplate image 1529 00:50:33,933 --> 00:50:35,600 so I can actually come in here 1530 00:50:36,466 --> 00:50:37,200 you can come in here 1531 00:50:37,200 --> 00:50:38,300 bring this down 1532 00:50:39,166 --> 00:50:41,900 right and try to 1533 00:50:42,700 --> 00:50:44,766 in our best efforts 1534 00:50:44,766 --> 00:50:46,600 try to match that crimson red again 1535 00:50:46,600 --> 00:50:49,800 you're not gonna get the best results here 1536 00:50:50,066 --> 00:50:50,766 as you can see 1537 00:50:50,766 --> 00:50:54,366 you can only go so far with it right 1538 00:50:55,100 --> 00:50:55,666 see luminance 1539 00:50:55,666 --> 00:50:57,333 you can bring it really down if you want 1540 00:50:57,333 --> 00:50:59,000 but that's about as far as you're gonna get 1541 00:50:59,900 --> 00:51:00,733 in the midst of that 1542 00:51:00,733 --> 00:51:05,666 so you can see in comparison to the key light right 1543 00:51:07,000 --> 00:51:07,866 little bit of difference 1544 00:51:07,866 --> 00:51:09,966 we're losing some information here in regards to 1545 00:51:09,966 --> 00:51:11,433 the green being too much 1546 00:51:11,566 --> 00:51:13,433 so that's where we can go back to the keys 1547 00:51:13,600 --> 00:51:15,666 the suppression amount here and back it off 1548 00:51:15,666 --> 00:51:17,600 so we maintain that highlight 1549 00:51:17,666 --> 00:51:19,333 we don't wanna lose the golden oranges 1550 00:51:19,333 --> 00:51:20,566 like we talked about 1551 00:51:20,700 --> 00:51:21,800 so kill spills great 1552 00:51:21,800 --> 00:51:25,133 and then of course we have the wonderful Dspil madness 1553 00:51:25,133 --> 00:51:26,600 there's many a tutorials online 1554 00:51:26,600 --> 00:51:27,866 how to use Dspil madness 1555 00:51:27,866 --> 00:51:29,800 um this one is a big industry 1556 00:51:29,800 --> 00:51:31,766 people love this guy for some reason 1557 00:51:31,933 --> 00:51:33,700 you can see it's a little bit easier 1558 00:51:33,700 --> 00:51:36,800 um on the edges in regards to the suppression here 1559 00:51:37,166 --> 00:51:39,200 and again you can adjust this color 1560 00:51:39,466 --> 00:51:41,500 to do your best to kind of match in 1561 00:51:42,000 --> 00:51:44,766 so like a brownish hair color here 1562 00:51:45,300 --> 00:51:48,100 but again getting it darker is a trickier 1563 00:51:48,866 --> 00:51:50,300 it's very tricky 1564 00:51:50,333 --> 00:51:51,333 you can see like right here 1565 00:51:51,333 --> 00:51:52,833 because the luminance is still 1566 00:51:53,266 --> 00:51:54,500 to a certain degree there 1567 00:51:54,500 --> 00:51:55,833 you do have this limiter 1568 00:51:57,266 --> 00:51:58,400 again we can kind of poke 1569 00:51:58,400 --> 00:52:00,900 come back in here and fiddle with this a little bit 1570 00:52:02,133 --> 00:52:03,133 so again there's this 1571 00:52:03,133 --> 00:52:05,433 big difference here between core d spill 1572 00:52:05,900 --> 00:52:07,433 and edge d spill 1573 00:52:07,866 --> 00:52:10,266 and we're gonna cover that in the next lesson 1574 00:52:10,566 --> 00:52:11,966 as we kind of move on 108056

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