Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.