All language subtitles for Nuke 102- CLASS 6- Advanced Keyer_ Core Despill and Edge Despill

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These are the user uploaded subtitles that are being translated: 1 00:00:03,166 --> 00:00:06,000 okay so we're gonna talk about why we use an Edge d 2 00:00:06,000 --> 00:00:07,133 spill and a core d 3 00:00:07,133 --> 00:00:10,133 spill as opposed to just having 1D spill altogether 4 00:00:10,133 --> 00:00:12,266 and why that's necessary well 5 00:00:12,266 --> 00:00:14,566 one of the reasons being is the core d 6 00:00:14,566 --> 00:00:16,766 spill will deal with maintaining 7 00:00:16,766 --> 00:00:17,800 the skin tones 8 00:00:17,800 --> 00:00:20,766 which we do not wanna touch um 9 00:00:20,800 --> 00:00:23,166 depending on our liberties as a compositor 10 00:00:23,166 --> 00:00:24,833 whether we color correct or not 11 00:00:24,966 --> 00:00:27,233 um definitely you know 12 00:00:27,366 --> 00:00:28,700 we can maybe play around 13 00:00:28,700 --> 00:00:31,400 but we basically before we hit color correction 14 00:00:31,766 --> 00:00:33,333 we want to make sure that the colors 15 00:00:33,333 --> 00:00:35,000 skin tones are kind of left alone 16 00:00:35,000 --> 00:00:37,366 and then the edge de spill has to do with the edges 17 00:00:37,533 --> 00:00:40,100 so we'll be using a key mix between 18 00:00:40,133 --> 00:00:41,400 using as a mask 19 00:00:41,400 --> 00:00:43,233 our format to 20 00:00:43,466 --> 00:00:45,200 mix these two together um 21 00:00:45,200 --> 00:00:47,300 and actually have best of both worlds 22 00:00:47,300 --> 00:00:48,133 maintain the 23 00:00:48,133 --> 00:00:50,133 the center mass of our skin tones looking good 24 00:00:50,133 --> 00:00:50,866 and then our edges 25 00:00:50,866 --> 00:00:52,166 we have a little bit of play 26 00:00:52,400 --> 00:00:55,633 to help it melt into the background image 27 00:00:55,666 --> 00:00:56,333 which in this case 28 00:00:56,333 --> 00:00:57,600 I made it a little bit 29 00:00:57,766 --> 00:00:58,766 lighter in this case 30 00:00:58,766 --> 00:01:01,233 so like a like a light tan color here 31 00:01:01,333 --> 00:01:02,966 so to give us less headache 32 00:01:02,966 --> 00:01:04,300 so let's go ahead and take a look at this 33 00:01:04,300 --> 00:01:06,533 I'm gonna put my viewer to this edge de spill 34 00:01:06,533 --> 00:01:08,500 I just wanna show you what that looks like 35 00:01:08,800 --> 00:01:10,500 so go ahead and jump over here 36 00:01:10,500 --> 00:01:11,900 now the Edge d spill 37 00:01:12,266 --> 00:01:12,933 in this case 38 00:01:12,933 --> 00:01:14,400 using as I showed you before 39 00:01:14,400 --> 00:01:16,800 the key mix between these two key lights 40 00:01:17,266 --> 00:01:18,933 is basically in a circumstance 41 00:01:18,933 --> 00:01:19,933 trying to match the color 42 00:01:19,933 --> 00:01:21,700 and the luminance value of the hair 43 00:01:22,000 --> 00:01:22,733 and over here 44 00:01:22,733 --> 00:01:24,333 just trying to get this to match 45 00:01:24,333 --> 00:01:25,966 um to the actual 46 00:01:25,966 --> 00:01:27,400 tan background here 47 00:01:27,600 --> 00:01:29,366 so as you can see 48 00:01:29,366 --> 00:01:30,766 I've done a little bit of work into 49 00:01:30,766 --> 00:01:31,766 each different key light 50 00:01:31,766 --> 00:01:34,866 and then using this mask to color correct each one 51 00:01:34,966 --> 00:01:36,300 so I get this nice 52 00:01:36,466 --> 00:01:39,333 thing that will blend very easily into my background 53 00:01:39,333 --> 00:01:40,933 image without using Edge Extend 54 00:01:40,933 --> 00:01:43,133 which we're gonna get into later um 55 00:01:43,133 --> 00:01:44,400 whereas the Core d spill 56 00:01:44,400 --> 00:01:44,733 you can see 57 00:01:44,733 --> 00:01:45,666 it's a lot brighter 58 00:01:45,666 --> 00:01:47,700 but it has these super bright edges 59 00:01:47,866 --> 00:01:50,400 so this obviously won't work um 60 00:01:50,400 --> 00:01:51,133 if you can see 61 00:01:51,133 --> 00:01:53,800 I have a currently plugged in as just being our 62 00:01:53,800 --> 00:01:55,100 single d spill 63 00:01:55,300 --> 00:01:56,066 if we take a look at 64 00:01:56,066 --> 00:01:57,666 in the final output here 65 00:01:57,933 --> 00:01:59,733 you can see we have a Halo of white around 66 00:01:59,733 --> 00:02:00,866 the character right 67 00:02:01,500 --> 00:02:03,800 now the core colors look good 68 00:02:03,800 --> 00:02:05,466 and this is the difference between the Edge d 69 00:02:05,466 --> 00:02:06,266 spill and the Core d spill 70 00:02:06,266 --> 00:02:07,266 if I take a look at the Edge d 71 00:02:07,266 --> 00:02:09,166 spill versus the Core d spill 72 00:02:09,466 --> 00:02:11,900 you can see that the edge d spill 73 00:02:12,000 --> 00:02:13,666 is fiddling with those 74 00:02:13,666 --> 00:02:15,100 little highlights here right 75 00:02:15,100 --> 00:02:16,266 it's causing problems 76 00:02:16,266 --> 00:02:17,666 whereas the core d spill 77 00:02:17,766 --> 00:02:19,600 maintains the luminance information 78 00:02:19,600 --> 00:02:23,466 by the reintroduction and reapplication of the lost 79 00:02:24,166 --> 00:02:26,666 d spill luminance information of the green 80 00:02:27,100 --> 00:02:28,600 hence it's what we want 81 00:02:28,600 --> 00:02:31,300 it's basically what we have in our original image 82 00:02:32,133 --> 00:02:33,366 so the edge 83 00:02:33,366 --> 00:02:35,166 we're gonna basically use the edge mat for the edge 84 00:02:35,166 --> 00:02:36,333 and the core for the core 85 00:02:36,333 --> 00:02:37,300 so how do we do that 86 00:02:37,300 --> 00:02:39,400 well the core mat right 87 00:02:39,400 --> 00:02:40,733 if we take a look at our core mat 88 00:02:40,733 --> 00:02:42,200 versus our regular mat 89 00:02:42,600 --> 00:02:44,633 you can see here's our edge mat 90 00:02:45,533 --> 00:02:46,966 or our full full mat 91 00:02:46,966 --> 00:02:47,900 and here's our core mat 92 00:02:47,900 --> 00:02:49,866 which is shrunk in a little bit right 93 00:02:50,200 --> 00:02:52,166 so we are gonna basically have 94 00:02:52,166 --> 00:02:53,466 uh this area 95 00:02:54,133 --> 00:02:55,933 and the center be a mask 96 00:02:55,933 --> 00:02:57,066 right the core 97 00:02:57,666 --> 00:03:00,366 to the the core itself of the d spill 98 00:03:00,666 --> 00:03:01,600 so how do we do that 99 00:03:01,600 --> 00:03:04,366 well we're gonna go ahead and use a key mix here 100 00:03:05,866 --> 00:03:10,000 key mixes are used a lot in this industry 101 00:03:12,366 --> 00:03:16,066 and we always put the a input to the actual core 102 00:03:16,066 --> 00:03:18,166 because that's what we're gonna kind of put on top 103 00:03:18,166 --> 00:03:19,033 so to speak 104 00:03:19,366 --> 00:03:22,800 and then B goes over to the actual edge d spill 105 00:03:23,500 --> 00:03:26,466 and then the mask will be hit 0 for roto 106 00:03:26,766 --> 00:03:29,200 put a roto mask in there oops 107 00:03:29,366 --> 00:03:30,400 wait I'm sorry 108 00:03:30,600 --> 00:03:31,300 falling asleep here 109 00:03:31,300 --> 00:03:33,700 the mask input is gonna be plugged into 110 00:03:34,133 --> 00:03:37,000 the core with an exponential blur 111 00:03:37,000 --> 00:03:39,466 now an exponential blur was created by 112 00:03:39,733 --> 00:03:41,800 Mr Tony Leon Lions 113 00:03:42,166 --> 00:03:44,266 Lion if I'm hopefully I'm not tearing that apart 114 00:03:44,700 --> 00:03:46,566 um and what the 115 00:03:46,966 --> 00:03:48,566 exponential blur does 116 00:03:48,800 --> 00:03:52,766 is it's basically a blur that goes outward and inwards 117 00:03:52,766 --> 00:03:54,766 you can see it kind of you can punch it out 118 00:03:55,266 --> 00:03:57,166 and then you have your multiplier here 119 00:03:57,166 --> 00:03:59,400 to kind of change up the gradient 120 00:03:59,900 --> 00:04:01,400 so you can pop out and you can pop in 121 00:04:01,400 --> 00:04:02,966 so it's a feather that goes both ways 122 00:04:02,966 --> 00:04:04,300 both out and in 123 00:04:04,533 --> 00:04:05,266 so in this case 124 00:04:05,266 --> 00:04:07,600 we probably wanna bring this in a little bit 125 00:04:07,600 --> 00:04:09,033 so you can see the difference 126 00:04:09,700 --> 00:04:11,100 like that and again 127 00:04:11,100 --> 00:04:13,200 depending on how much blur you want 128 00:04:14,066 --> 00:04:16,066 and go ahead and play with that a little bit 129 00:04:16,266 --> 00:04:17,966 so let's see what this looks like now 130 00:04:17,966 --> 00:04:20,100 so now we have the mix 131 00:04:20,100 --> 00:04:22,100 the mixing of both of these images 132 00:04:22,700 --> 00:04:24,766 let's go back to our RGBA 133 00:04:24,766 --> 00:04:26,833 and we're getting the best of both worlds 134 00:04:26,866 --> 00:04:27,900 so if you take a look 135 00:04:27,900 --> 00:04:29,300 I'll disable enable 136 00:04:29,700 --> 00:04:31,266 core is holding out 137 00:04:31,733 --> 00:04:33,366 the actual core de spill 138 00:04:33,366 --> 00:04:36,400 so we're not losing any luminance information here 139 00:04:36,400 --> 00:04:37,733 under the goggles 140 00:04:37,733 --> 00:04:40,600 these highlights are not going to puke 141 00:04:41,133 --> 00:04:42,133 as we talked about before 142 00:04:42,133 --> 00:04:42,866 where it looks like it's 143 00:04:42,866 --> 00:04:44,400 the color corrections been broke 144 00:04:45,666 --> 00:04:48,766 and the edges are actually as you can see here brown 145 00:04:49,000 --> 00:04:51,466 right so when you take that and you 146 00:04:51,733 --> 00:04:55,800 put that as your final output right 147 00:04:58,300 --> 00:04:59,566 let's take a look at what we get 148 00:05:01,066 --> 00:05:02,933 so again a beautiful result 149 00:05:02,933 --> 00:05:04,133 again it's not perfect 150 00:05:04,133 --> 00:05:06,066 we have issues here in the hair 151 00:05:06,700 --> 00:05:08,100 do the fact that you know 152 00:05:08,100 --> 00:05:11,666 the color grading via the key light didn't get in there 153 00:05:11,733 --> 00:05:14,433 but I can tell you it is a world of difference 154 00:05:14,733 --> 00:05:16,733 world difference than what we had before 155 00:05:16,733 --> 00:05:19,533 again we have not included edge blur 156 00:05:19,533 --> 00:05:20,333 color correction light 157 00:05:20,333 --> 00:05:21,866 wrap edge extend all that stuff 158 00:05:21,866 --> 00:05:24,133 which can kind of help with a little bit edge extend 159 00:05:24,133 --> 00:05:26,700 we talk about later should be used ever so slightly 160 00:05:26,700 --> 00:05:30,100 and just just a little bit extra to help kind of 161 00:05:30,466 --> 00:05:33,033 take the edge and extend it into the alphabet 162 00:05:33,666 --> 00:05:36,433 based on the sampling of the color 163 00:05:37,000 --> 00:05:39,800 pixels that are in the localized areas again 164 00:05:39,800 --> 00:05:41,833 we're gonna get into all that a little bit later 165 00:05:42,266 --> 00:05:42,866 but in general 166 00:05:42,866 --> 00:05:45,400 this you can use as a basic template again 167 00:05:45,400 --> 00:05:46,966 this will be class 6 finish 168 00:05:46,966 --> 00:05:50,100 and allow you to kind of get a basic idea of why we use 169 00:05:50,100 --> 00:05:53,266 Edge d spill core d spill a core in fringe mat again 170 00:05:53,266 --> 00:05:54,966 we haven't got into the Uber keyer yet 171 00:05:54,966 --> 00:05:56,800 which involves the actual 172 00:05:57,566 --> 00:05:59,500 d spill edge fix 173 00:06:00,200 --> 00:06:01,566 but again once we get in that 174 00:06:01,566 --> 00:06:02,800 you'll see how we'll be able to take an image 175 00:06:02,800 --> 00:06:05,666 like a sunset and have a per region area 176 00:06:06,300 --> 00:06:08,900 kind of blend the background image into 177 00:06:08,900 --> 00:06:11,200 the areas that were considered d spill 178 00:06:11,466 --> 00:06:13,266 so there's a lot to learn 179 00:06:13,500 --> 00:06:15,066 and we're gonna move on to our next lesson 180 00:06:15,066 --> 00:06:16,033 with that said 12727

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