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okay so we're gonna talk about why we use an Edge d
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spill and a core d
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spill as opposed to just having 1D spill altogether
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and why that's necessary well
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one of the reasons being is the core d
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spill will deal with maintaining
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the skin tones
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which we do not wanna touch um
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depending on our liberties as a compositor
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whether we color correct or not
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um definitely you know
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we can maybe play around
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but we basically before we hit color correction
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we want to make sure that the colors
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skin tones are kind of left alone
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and then the edge de spill has to do with the edges
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so we'll be using a key mix between
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using as a mask
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our format to
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mix these two together um
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and actually have best of both worlds
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maintain the
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the center mass of our skin tones looking good
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and then our edges
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we have a little bit of play
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to help it melt into the background image
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which in this case
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I made it a little bit
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lighter in this case
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so like a like a light tan color here
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so to give us less headache
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so let's go ahead and take a look at this
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I'm gonna put my viewer to this edge de spill
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I just wanna show you what that looks like
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so go ahead and jump over here
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now the Edge d spill
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in this case
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using as I showed you before
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the key mix between these two key lights
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is basically in a circumstance
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trying to match the color
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and the luminance value of the hair
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and over here
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just trying to get this to match
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um to the actual
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tan background here
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so as you can see
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I've done a little bit of work into
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each different key light
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and then using this mask to color correct each one
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so I get this nice
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thing that will blend very easily into my background
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image without using Edge Extend
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which we're gonna get into later um
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whereas the Core d spill
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you can see
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it's a lot brighter
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but it has these super bright edges
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so this obviously won't work um
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if you can see
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I have a currently plugged in as just being our
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single d spill
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if we take a look at
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in the final output here
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you can see we have a Halo of white around
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the character right
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now the core colors look good
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and this is the difference between the Edge d
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spill and the Core d spill
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if I take a look at the Edge d
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spill versus the Core d spill
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you can see that the edge d spill
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is fiddling with those
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little highlights here right
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it's causing problems
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whereas the core d spill
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maintains the luminance information
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by the reintroduction and reapplication of the lost
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d spill luminance information of the green
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hence it's what we want
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it's basically what we have in our original image
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so the edge
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we're gonna basically use the edge mat for the edge
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and the core for the core
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so how do we do that
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well the core mat right
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if we take a look at our core mat
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versus our regular mat
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you can see here's our edge mat
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or our full full mat
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and here's our core mat
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which is shrunk in a little bit right
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so we are gonna basically have
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uh this area
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and the center be a mask
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right the core
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to the the core itself of the d spill
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so how do we do that
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well we're gonna go ahead and use a key mix here
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key mixes are used a lot in this industry
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and we always put the a input to the actual core
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because that's what we're gonna kind of put on top
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so to speak
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and then B goes over to the actual edge d spill
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and then the mask will be hit 0 for roto
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put a roto mask in there oops
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wait I'm sorry
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falling asleep here
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the mask input is gonna be plugged into
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the core with an exponential blur
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now an exponential blur was created by
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Mr Tony Leon Lions
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Lion if I'm hopefully I'm not tearing that apart
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um and what the
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exponential blur does
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is it's basically a blur that goes outward and inwards
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you can see it kind of you can punch it out
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and then you have your multiplier here
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to kind of change up the gradient
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so you can pop out and you can pop in
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so it's a feather that goes both ways
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both out and in
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so in this case
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we probably wanna bring this in a little bit
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so you can see the difference
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like that and again
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depending on how much blur you want
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and go ahead and play with that a little bit
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so let's see what this looks like now
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so now we have the mix
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the mixing of both of these images
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let's go back to our RGBA
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and we're getting the best of both worlds
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so if you take a look
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I'll disable enable
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core is holding out
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the actual core de spill
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so we're not losing any luminance information here
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under the goggles
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these highlights are not going to puke
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as we talked about before
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where it looks like it's
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the color corrections been broke
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and the edges are actually as you can see here brown
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right so when you take that and you
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put that as your final output right
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let's take a look at what we get
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so again a beautiful result
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again it's not perfect
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we have issues here in the hair
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do the fact that you know
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the color grading via the key light didn't get in there
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but I can tell you it is a world of difference
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world difference than what we had before
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again we have not included edge blur
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color correction light
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wrap edge extend all that stuff
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which can kind of help with a little bit edge extend
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we talk about later should be used ever so slightly
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and just just a little bit extra to help kind of
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take the edge and extend it into the alphabet
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based on the sampling of the color
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pixels that are in the localized areas again
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we're gonna get into all that a little bit later
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but in general
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this you can use as a basic template again
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this will be class 6 finish
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and allow you to kind of get a basic idea of why we use
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Edge d spill core d spill a core in fringe mat again
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we haven't got into the Uber keyer yet
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which involves the actual
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d spill edge fix
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but again once we get in that
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you'll see how we'll be able to take an image
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like a sunset and have a per region area
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kind of blend the background image into
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the areas that were considered d spill
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so there's a lot to learn
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and we're gonna move on to our next lesson
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with that said
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