Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:03,166 --> 00:00:04,733
all right I wanna talk a little bit about
2
00:00:04,733 --> 00:00:08,200
Edge Extend before we eventually get to our big work
3
00:00:08,200 --> 00:00:09,966
which is gonna be using the Uber keyer
4
00:00:09,966 --> 00:00:12,166
which I'm sure you're all excited to learn about
5
00:00:12,166 --> 00:00:13,266
um but again
6
00:00:13,266 --> 00:00:15,133
this is this is not the Uber keyer
7
00:00:15,133 --> 00:00:15,700
so to speak
8
00:00:15,700 --> 00:00:17,966
this is just the basic key here
9
00:00:17,966 --> 00:00:19,200
I've been showing you guys
10
00:00:19,200 --> 00:00:21,900
uh with some core fundamentals
11
00:00:21,900 --> 00:00:22,533
which allows
12
00:00:22,533 --> 00:00:25,166
you to kind of stand as we get into the bigger key here
13
00:00:25,566 --> 00:00:27,500
where everything plays apart
14
00:00:27,500 --> 00:00:30,566
so what I have here is an entire comp again
15
00:00:30,566 --> 00:00:32,300
done with Jessica
16
00:00:32,300 --> 00:00:35,000
so let's go ahead and just show you the footage
17
00:00:35,000 --> 00:00:36,466
here's Jessica waving her hand
18
00:00:36,466 --> 00:00:40,000
and we have that nasty light pollution there um
19
00:00:40,000 --> 00:00:42,500
the whole idea of this tutorial
20
00:00:42,500 --> 00:00:45,700
specifically is that we will be going over Edge extend
21
00:00:45,700 --> 00:00:48,800
so this is really what this lesson is about
22
00:00:48,966 --> 00:00:50,700
um using the uh
23
00:00:50,733 --> 00:00:53,766
actual Gizmo Edge Extend or extended RGB
24
00:00:54,133 --> 00:00:54,766
and of course
25
00:00:54,766 --> 00:00:55,400
this is in here
26
00:00:55,400 --> 00:00:57,166
and you can also take this with you
27
00:00:57,166 --> 00:00:58,833
um to wherever you go
28
00:00:59,166 --> 00:01:02,700
edge extent is the last thing you should do
29
00:01:02,933 --> 00:01:05,900
after all else has failed in regards to
30
00:01:05,900 --> 00:01:07,866
trying to color correct
31
00:01:08,000 --> 00:01:11,500
the edges of your character via your d spill
32
00:01:12,066 --> 00:01:14,366
when all else fails okay
33
00:01:14,366 --> 00:01:15,966
you will go ahead and try
34
00:01:15,966 --> 00:01:17,666
out what's called an edge extend
35
00:01:17,866 --> 00:01:19,666
but this is secondary
36
00:01:19,666 --> 00:01:21,100
not the primary fix
37
00:01:21,100 --> 00:01:23,166
because this can cause artifacts
38
00:01:23,166 --> 00:01:24,333
as I will show you
39
00:01:24,333 --> 00:01:26,900
when you overuse it or abuse it
40
00:01:27,100 --> 00:01:30,333
so it is not the end all be all because it blurs
41
00:01:30,333 --> 00:01:33,666
your edges a little bit along your d spill
42
00:01:33,766 --> 00:01:37,233
so be aware that it works very subtly
43
00:01:37,533 --> 00:01:40,300
if you need that just extra little oomph
44
00:01:40,466 --> 00:01:43,200
but it is not something that you
45
00:01:43,733 --> 00:01:45,466
you know just go goofy on okay
46
00:01:45,466 --> 00:01:48,100
or go ballistic on it and over abuse it
47
00:01:48,100 --> 00:01:50,266
so anyway um
48
00:01:50,333 --> 00:01:51,000
long story short
49
00:01:51,000 --> 00:01:52,500
let me just go ahead and go through this comp
50
00:01:52,500 --> 00:01:53,000
really quick
51
00:01:53,000 --> 00:01:54,966
so we can kind of get an idea what's going on
52
00:01:54,966 --> 00:01:57,866
it's the same setup as we had for the last lesson
53
00:01:57,966 --> 00:01:59,200
we Denise it here
54
00:01:59,200 --> 00:02:00,800
you can see I do a core and I
55
00:02:00,866 --> 00:02:03,233
you know take the time to actually learn from this
56
00:02:03,466 --> 00:02:04,100
a composing
57
00:02:04,100 --> 00:02:06,266
the way you're gonna learn green screen is not by one
58
00:02:06,266 --> 00:02:07,533
composite that I show you
59
00:02:07,533 --> 00:02:09,266
it's you going in and practicing
60
00:02:09,266 --> 00:02:11,400
your own and trying out your own because
61
00:02:11,566 --> 00:02:13,366
you have to own these comps
62
00:02:13,366 --> 00:02:16,066
and what I mean by that is you have to be able to
63
00:02:16,166 --> 00:02:18,966
solve the problems that are gonna be so
64
00:02:19,166 --> 00:02:22,466
specific to whatever shot you're creating on your own
65
00:02:22,466 --> 00:02:24,266
whether you're shooting with your own footage
66
00:02:24,466 --> 00:02:26,933
um or with the footage that I have provided
67
00:02:26,933 --> 00:02:28,733
so be aware of that uh
68
00:02:28,733 --> 00:02:29,766
that you need to own
69
00:02:29,766 --> 00:02:30,366
in other words
70
00:02:30,366 --> 00:02:32,166
you can't go to a manual and be like oh
71
00:02:32,166 --> 00:02:33,566
I wonder what happened
72
00:02:33,733 --> 00:02:37,133
um you need to figure it out and problem solve yourself
73
00:02:37,133 --> 00:02:38,000
a great artist
74
00:02:38,000 --> 00:02:40,866
is has a pioneer spirit of discovery
75
00:02:41,000 --> 00:02:42,700
of trying new things
76
00:02:43,066 --> 00:02:45,400
and also one of just
77
00:02:45,400 --> 00:02:46,566
just a critical eye
78
00:02:46,566 --> 00:02:47,800
one who looks at it
79
00:02:47,800 --> 00:02:49,566
looks at every single
80
00:02:49,733 --> 00:02:50,800
hue difference
81
00:02:50,800 --> 00:02:52,500
you know on the corners and says
82
00:02:52,500 --> 00:02:53,700
I'm not happy with that
83
00:02:53,700 --> 00:02:55,033
I'm pushing it to the
84
00:02:55,200 --> 00:02:57,766
I'm teamed level to make it look really real
85
00:02:57,766 --> 00:02:59,466
I'm not gonna just let some green
86
00:02:59,466 --> 00:03:01,466
spill sit in some area
87
00:03:01,933 --> 00:03:02,966
and let it be
88
00:03:02,966 --> 00:03:04,700
or have it not match
89
00:03:04,733 --> 00:03:06,600
and also be able to take critique from other
90
00:03:06,600 --> 00:03:07,633
people as well
91
00:03:08,000 --> 00:03:10,166
I just wanna also preface this by saying that this is
92
00:03:10,166 --> 00:03:11,466
not a perfect comp
93
00:03:11,466 --> 00:03:12,400
I threw this together
94
00:03:12,400 --> 00:03:13,533
so if you're gonna be
95
00:03:13,533 --> 00:03:15,500
complaining about the color correction work
96
00:03:15,933 --> 00:03:17,333
uh please don't
97
00:03:17,333 --> 00:03:18,400
um so anyway
98
00:03:18,666 --> 00:03:20,800
each artist has their own way of working by the way
99
00:03:20,800 --> 00:03:21,933
you'll notice that when you work
100
00:03:21,933 --> 00:03:24,266
at a studio with multiple compositors as
101
00:03:24,366 --> 00:03:25,900
as you open up their comps
102
00:03:25,900 --> 00:03:27,000
and you know
103
00:03:27,000 --> 00:03:27,966
go in there and
104
00:03:27,966 --> 00:03:29,300
you know do your part
105
00:03:29,933 --> 00:03:30,500
you'll find that
106
00:03:30,500 --> 00:03:32,133
everybody has a different way of working
107
00:03:32,133 --> 00:03:33,566
I think I talked about this before
108
00:03:33,566 --> 00:03:35,533
some people like using channel merges
109
00:03:35,533 --> 00:03:36,800
others like to use
110
00:03:36,800 --> 00:03:40,333
merged screens when they merge together their mats um
111
00:03:40,333 --> 00:03:42,500
so there's a whole bunch of different possibilities
112
00:03:42,500 --> 00:03:44,633
so let me go ahead and go into the prime at here
113
00:03:45,800 --> 00:03:47,766
so you can see this is just a general primet
114
00:03:47,766 --> 00:03:48,866
cleaning up the background
115
00:03:48,866 --> 00:03:50,000
foreground noise
116
00:03:50,200 --> 00:03:51,933
and then I come to the grade note here
117
00:03:51,933 --> 00:03:53,266
play a little bit with the gamma
118
00:03:53,266 --> 00:03:54,700
a little bit with the black point
119
00:03:55,100 --> 00:03:56,900
and then I do on a road here
120
00:03:57,166 --> 00:03:57,666
as you can see
121
00:03:57,666 --> 00:03:58,600
as I slam the gamma
122
00:03:58,600 --> 00:03:59,700
we're still good
123
00:04:00,200 --> 00:04:01,733
and the blur
124
00:04:01,733 --> 00:04:02,800
as you can see here
125
00:04:02,800 --> 00:04:04,733
now I'm working off a frame 85
126
00:04:04,733 --> 00:04:05,900
so if you load up this comp
127
00:04:05,900 --> 00:04:08,000
I've only made this comp
128
00:04:08,000 --> 00:04:09,733
work for frame 85
129
00:04:09,733 --> 00:04:11,266
the rotos have not been animated
130
00:04:11,266 --> 00:04:12,133
so don't be like
131
00:04:12,133 --> 00:04:13,600
why am I on this frame
132
00:04:13,600 --> 00:04:14,566
it looks weird
133
00:04:14,566 --> 00:04:16,466
so go to frame 85
134
00:04:16,733 --> 00:04:18,000
so alright the fringe mat
135
00:04:18,000 --> 00:04:19,166
let's go and take a look at that
136
00:04:19,166 --> 00:04:21,633
now again I had a choice between
137
00:04:21,933 --> 00:04:23,366
the atypical
138
00:04:23,666 --> 00:04:25,500
IBK color single
139
00:04:25,500 --> 00:04:27,466
and then the daisy chain version
140
00:04:27,900 --> 00:04:29,900
uh so if I take a look at the two
141
00:04:29,900 --> 00:04:31,766
go ahead and put my viewer to this
142
00:04:32,133 --> 00:04:33,533
and just show you
143
00:04:33,533 --> 00:04:34,266
I just switch it
144
00:04:34,266 --> 00:04:35,400
back and forth
145
00:04:35,566 --> 00:04:36,333
you can see
146
00:04:36,333 --> 00:04:38,066
in this circumstance
147
00:04:38,133 --> 00:04:40,300
the version that uh
148
00:04:40,300 --> 00:04:40,966
is actually
149
00:04:40,966 --> 00:04:43,033
the daisy chain worked much better
150
00:04:43,366 --> 00:04:44,766
so you can see here
151
00:04:44,766 --> 00:04:46,066
you know I'll take a look at the
152
00:04:46,066 --> 00:04:47,633
the final results of these
153
00:04:47,800 --> 00:04:48,200
you can see
154
00:04:48,200 --> 00:04:49,066
I still have a little
155
00:04:49,066 --> 00:04:50,466
bit of hear noise here
156
00:04:50,700 --> 00:04:53,033
and some little splotches here and there
157
00:04:53,066 --> 00:04:54,133
through this process
158
00:04:54,133 --> 00:04:54,933
but you can see
159
00:04:54,933 --> 00:04:56,866
because I've gotten a closer sampling
160
00:04:56,866 --> 00:04:58,866
localized of the areas
161
00:04:58,866 --> 00:04:59,533
I'm getting
162
00:04:59,533 --> 00:05:01,233
a heck of a better result
163
00:05:01,466 --> 00:05:03,766
um in comparison to this
164
00:05:03,766 --> 00:05:04,566
versus this
165
00:05:04,566 --> 00:05:04,933
I'll go ahead
166
00:05:04,933 --> 00:05:06,433
and show you again here
167
00:05:07,700 --> 00:05:09,166
switch this back and forth you
168
00:05:09,166 --> 00:05:10,366
can see here to here
169
00:05:10,366 --> 00:05:12,033
see that big difference
170
00:05:12,200 --> 00:05:14,466
so again sometimes the
171
00:05:15,000 --> 00:05:19,366
single versus the daisy chain version of the IP k works
172
00:05:19,366 --> 00:05:21,300
try both of them like I said
173
00:05:21,733 --> 00:05:22,866
alright so the grade note
174
00:05:22,866 --> 00:05:24,666
I went ahead and graded this 2.04
175
00:05:24,666 --> 00:05:26,500
you can see there is noise down here
176
00:05:26,600 --> 00:05:28,600
but if I were to click on any one of these pixels
177
00:05:28,600 --> 00:05:31,633
you could see the values are below 0.5
178
00:05:31,800 --> 00:05:32,600
in the alpha
179
00:05:32,600 --> 00:05:36,200
and that's important because if it is then we
180
00:05:36,200 --> 00:05:38,800
you know we have to crush a little bit more this area
181
00:05:38,800 --> 00:05:41,400
we're gonna go ahead and take out with a rhodo mask
182
00:05:41,400 --> 00:05:43,566
so you can see I've created this
183
00:05:43,666 --> 00:05:45,400
mask here and blurred it
184
00:05:45,400 --> 00:05:47,833
and then I went ahead and just cut that out
185
00:05:48,066 --> 00:05:50,766
again I'm kind of throwing this together really quick
186
00:05:50,800 --> 00:05:52,266
and then I've screened together
187
00:05:52,266 --> 00:05:54,600
both the core and the fringe mat
188
00:05:54,600 --> 00:05:57,133
and you can see it's filling this area in pretty nicely
189
00:05:57,133 --> 00:05:59,833
maybe going a little overboard and certain areas here
190
00:06:00,066 --> 00:06:01,700
um I have the quality check here
191
00:06:01,700 --> 00:06:03,400
which basically floods my
192
00:06:03,733 --> 00:06:05,766
actual alpha to the RGB channel
193
00:06:05,766 --> 00:06:07,400
so I could switch to RGB
194
00:06:07,400 --> 00:06:10,100
and now I can go back and forth between the original
195
00:06:10,800 --> 00:06:14,433
and just see what I've lost or when I'm over cranking
196
00:06:14,600 --> 00:06:15,500
like for instance
197
00:06:15,500 --> 00:06:17,900
this might be over cranking this area of this hair
198
00:06:17,900 --> 00:06:20,266
because you can see this is still semi transparent
199
00:06:20,266 --> 00:06:21,700
it's coming out pretty
200
00:06:21,900 --> 00:06:23,533
more opaque than it needs to
201
00:06:23,533 --> 00:06:24,766
same thing here
202
00:06:25,200 --> 00:06:26,633
same thing here
203
00:06:26,666 --> 00:06:27,366
as you can see
204
00:06:27,366 --> 00:06:28,766
this is a little overboard
205
00:06:29,200 --> 00:06:31,500
but we are getting all these nice hair follicles
206
00:06:31,500 --> 00:06:32,833
you know we're retaining
207
00:06:33,066 --> 00:06:35,200
all of this detail and that's what you gotta
208
00:06:35,200 --> 00:06:37,266
that's what you're fighting for by the way
209
00:06:37,500 --> 00:06:39,766
through this whole process alright so
210
00:06:41,266 --> 00:06:41,966
with that said
211
00:06:41,966 --> 00:06:44,333
let's go ahead and just poke around here um
212
00:06:44,333 --> 00:06:47,766
we'll jump over to our edge de spill um
213
00:06:47,766 --> 00:06:49,366
I'll go ahead and just show you what
214
00:06:49,366 --> 00:06:51,100
has been created here um
215
00:06:51,100 --> 00:06:52,666
I've got a key mix here
216
00:06:52,733 --> 00:06:54,000
uh simply because
217
00:06:54,000 --> 00:06:56,200
she's gonna have the sun behind her right here
218
00:06:56,200 --> 00:06:59,300
and over here is this general red complexion
219
00:06:59,300 --> 00:07:02,166
and this is just me fiddling with the screen color
220
00:07:02,700 --> 00:07:04,900
here and here for each one of these
221
00:07:05,166 --> 00:07:06,733
independently and also
222
00:07:06,733 --> 00:07:09,900
you look at the alpha bias is very high in the red
223
00:07:10,133 --> 00:07:12,566
in regards to these two edge d spills
224
00:07:12,566 --> 00:07:15,666
now this affects the skin tones as you fiddle with this
225
00:07:15,900 --> 00:07:17,900
um making her more of a purple
226
00:07:18,000 --> 00:07:19,533
people eater um
227
00:07:19,533 --> 00:07:20,800
but ultimately
228
00:07:20,800 --> 00:07:22,533
this is only gonna be affecting the
229
00:07:22,533 --> 00:07:24,200
edge and not so much the core
230
00:07:24,200 --> 00:07:26,766
remember the core as we come over here
231
00:07:26,866 --> 00:07:29,500
is meant to bring back the luminance and add it back in
232
00:07:29,500 --> 00:07:31,800
so we have this typical expression
233
00:07:32,000 --> 00:07:33,866
we take this merge node
234
00:07:34,100 --> 00:07:36,633
get our actual information for d spill
235
00:07:36,966 --> 00:07:39,133
desaturate it and reapply it as a plus
236
00:07:39,133 --> 00:07:40,966
so we don't lose any luminance information
237
00:07:40,966 --> 00:07:42,966
as we take out the green information
238
00:07:43,166 --> 00:07:44,200
and we brought it all
239
00:07:44,200 --> 00:07:46,000
back to our image
240
00:07:46,100 --> 00:07:47,800
and the core looks good
241
00:07:47,800 --> 00:07:50,200
the skin tones are not touched
242
00:07:50,500 --> 00:07:51,800
you know they look perfect
243
00:07:51,900 --> 00:07:52,933
so this area
244
00:07:52,933 --> 00:07:53,666
the skin tones
245
00:07:53,666 --> 00:07:54,600
you can see the difference here
246
00:07:54,600 --> 00:07:56,400
if I go and go back and forth
247
00:07:56,500 --> 00:07:59,333
there has been some play in the actual skin tones
248
00:07:59,333 --> 00:07:59,733
which is a no
249
00:07:59,733 --> 00:08:02,200
no when it comes to the edge de spill
250
00:08:02,200 --> 00:08:04,466
but the edge de spill is gonna be limited
251
00:08:04,733 --> 00:08:07,900
via this mask here
252
00:08:07,933 --> 00:08:09,200
which is our core
253
00:08:09,200 --> 00:08:10,866
coming in from our core here
254
00:08:11,300 --> 00:08:12,400
um and then of course
255
00:08:12,400 --> 00:08:14,766
I added a stencil here where I actually
256
00:08:14,766 --> 00:08:16,866
erased this area
257
00:08:16,866 --> 00:08:17,866
these areas here
258
00:08:17,866 --> 00:08:19,100
which are heavy in the hair
259
00:08:19,400 --> 00:08:23,133
and the reason why I did that was simply because um
260
00:08:23,133 --> 00:08:23,800
those areas
261
00:08:23,800 --> 00:08:25,366
I want to be um
262
00:08:25,366 --> 00:08:26,000
with the edge
263
00:08:26,000 --> 00:08:27,366
despill the hair
264
00:08:27,533 --> 00:08:28,133
specifically
265
00:08:28,133 --> 00:08:30,700
so this can be an animation roto nightmare
266
00:08:31,066 --> 00:08:32,533
we have to animate these rotos again
267
00:08:32,533 --> 00:08:34,833
I'm on frame 85 here
268
00:08:34,866 --> 00:08:35,566
just for the sake of
269
00:08:35,566 --> 00:08:36,500
I didn't animate these
270
00:08:36,500 --> 00:08:38,033
you can see I only have one frame
271
00:08:38,133 --> 00:08:39,966
so the key mix comes in
272
00:08:40,366 --> 00:08:42,066
and if we take a look at you know
273
00:08:42,066 --> 00:08:43,333
it's looking kind of interesting
274
00:08:43,333 --> 00:08:45,500
because it's got different colors and so forth
275
00:08:45,566 --> 00:08:46,333
but in general
276
00:08:46,333 --> 00:08:48,000
we have this area here a little bit brighter
277
00:08:48,000 --> 00:08:50,433
because the sun will be behind her head
278
00:08:50,566 --> 00:08:52,600
we copy in the alpha now
279
00:08:52,600 --> 00:08:53,300
so you can see
280
00:08:53,300 --> 00:08:54,200
now it's good to go
281
00:08:54,200 --> 00:08:55,866
and it just needs to be pre malted
282
00:08:56,266 --> 00:08:57,733
then I do some color correction
283
00:08:57,733 --> 00:08:59,733
work here where I you know
284
00:08:59,733 --> 00:09:00,600
just do some
285
00:09:00,600 --> 00:09:03,333
general dealings with the black and white points
286
00:09:03,333 --> 00:09:04,833
to kind of match them up
287
00:09:04,866 --> 00:09:07,900
and then I have this roto mask here for the sun area
288
00:09:08,500 --> 00:09:12,066
that I add a grade of brightening and then saturation
289
00:09:12,066 --> 00:09:12,866
I bring down a little bit
290
00:09:12,866 --> 00:09:14,900
so that kind of blows out the hair area
291
00:09:15,400 --> 00:09:17,133
um as much as possible
292
00:09:17,133 --> 00:09:17,733
and then here
293
00:09:17,733 --> 00:09:18,766
I'm gonna go ahead
294
00:09:18,766 --> 00:09:21,033
and for the sake of his demonstration
295
00:09:21,266 --> 00:09:22,600
go ahead and disable this
296
00:09:22,600 --> 00:09:24,133
this is the actual edge extend
297
00:09:24,133 --> 00:09:25,833
I don't wanna turn it on yet
298
00:09:26,100 --> 00:09:27,266
because I wanna show you the issue
299
00:09:27,266 --> 00:09:28,733
so here's the pre malted version
300
00:09:28,733 --> 00:09:29,966
we have a color
301
00:09:29,966 --> 00:09:31,600
of the backing region that matches
302
00:09:31,600 --> 00:09:32,733
the eventual playchai
303
00:09:32,733 --> 00:09:34,766
which you can see here is the sunset
304
00:09:35,100 --> 00:09:37,466
so if we take a look at that right
305
00:09:37,666 --> 00:09:39,566
together with this merge and all
306
00:09:39,566 --> 00:09:40,600
all this is by the way
307
00:09:40,600 --> 00:09:42,466
is the sun reform added
308
00:09:42,466 --> 00:09:43,633
transformed
309
00:09:43,800 --> 00:09:44,933
did little bit of grading
310
00:09:44,933 --> 00:09:46,600
and then I used a ramp
311
00:09:46,700 --> 00:09:48,466
to bring in a little bit of the blue hue
312
00:09:48,466 --> 00:09:49,866
that was lit by the actress
313
00:09:49,866 --> 00:09:51,666
we actually had a blue fill light on
314
00:09:51,666 --> 00:09:52,666
the front of her
315
00:09:52,733 --> 00:09:54,366
so I'm trying to introduce a little
316
00:09:54,366 --> 00:09:55,300
bit of that Twilight
317
00:09:55,300 --> 00:09:55,933
if possible
318
00:09:55,933 --> 00:09:57,466
or that bluish horizon
319
00:09:57,666 --> 00:09:59,366
to kind of cheat a little bit
320
00:10:00,100 --> 00:10:01,200
it is it is a hack
321
00:10:01,200 --> 00:10:04,233
cheat to try to color correct your background plate
322
00:10:05,333 --> 00:10:07,066
your background
323
00:10:07,166 --> 00:10:09,200
image to match with your footage
324
00:10:09,200 --> 00:10:10,166
unless of course
325
00:10:10,166 --> 00:10:11,633
you know obviously it's
326
00:10:11,900 --> 00:10:13,266
one can either dictate the other
327
00:10:13,266 --> 00:10:14,866
sometimes you have to color correct to
328
00:10:14,866 --> 00:10:15,966
the actual green screen
329
00:10:15,966 --> 00:10:17,900
plate of the person on the green screen
330
00:10:18,000 --> 00:10:19,400
and then the opposite is
331
00:10:19,400 --> 00:10:20,200
the other way around
332
00:10:20,200 --> 00:10:21,966
where you're actually color correcting
333
00:10:22,166 --> 00:10:23,300
her to match the background
334
00:10:23,300 --> 00:10:23,933
so you know
335
00:10:23,933 --> 00:10:25,900
it's the background to match her
336
00:10:25,900 --> 00:10:27,500
which is very rare of course
337
00:10:28,166 --> 00:10:29,100
but regardless
338
00:10:29,100 --> 00:10:31,600
we go ahead and just jump over here to our final merge
339
00:10:31,600 --> 00:10:32,800
and it's looking really good
340
00:10:32,800 --> 00:10:34,266
now we still have issues
341
00:10:34,266 --> 00:10:36,200
this is where you got to come in and be critical
342
00:10:37,166 --> 00:10:39,966
did you lose the gradient um in here
343
00:10:39,966 --> 00:10:41,166
is it a sharp fall off
344
00:10:41,166 --> 00:10:42,633
now edge blurs
345
00:10:42,866 --> 00:10:44,300
are another way of kind of
346
00:10:44,300 --> 00:10:46,066
softening this effect
347
00:10:46,066 --> 00:10:48,333
so after the actual premult
348
00:10:48,333 --> 00:10:49,500
which is right here
349
00:10:49,666 --> 00:10:51,733
we can add an edge blur uh
350
00:10:51,733 --> 00:10:52,700
which you don't only
351
00:10:52,700 --> 00:10:54,100
you don't wanna do too much of this
352
00:10:54,100 --> 00:10:56,400
maybe like one or two pixels or something
353
00:10:56,800 --> 00:10:58,800
and you can see what it's gonna do
354
00:10:58,866 --> 00:10:59,500
it's kind of
355
00:10:59,500 --> 00:11:00,566
melding it together
356
00:11:00,566 --> 00:11:03,233
now we still don't have light wrap
357
00:11:03,333 --> 00:11:04,466
we don't have that awesome
358
00:11:04,466 --> 00:11:05,966
um you know
359
00:11:05,966 --> 00:11:08,666
a despil um
360
00:11:08,733 --> 00:11:10,533
per edge region uh
361
00:11:10,533 --> 00:11:11,600
plug in or whatever
362
00:11:11,600 --> 00:11:13,566
or script that I'm gonna show you
363
00:11:13,566 --> 00:11:14,100
which is in
364
00:11:14,100 --> 00:11:15,233
the Uber here
365
00:11:15,366 --> 00:11:16,533
we do not have
366
00:11:16,533 --> 00:11:17,800
um you know
367
00:11:17,800 --> 00:11:19,300
anything like flares or
368
00:11:19,300 --> 00:11:20,200
anything like that
369
00:11:20,200 --> 00:11:21,366
added again
370
00:11:21,366 --> 00:11:23,966
there's nothing in here that is actually helping it
371
00:11:23,966 --> 00:11:24,666
really mend to
372
00:11:24,666 --> 00:11:26,066
the background just yet
373
00:11:26,400 --> 00:11:26,933
you can see this
374
00:11:26,933 --> 00:11:27,866
edge blur does help
375
00:11:27,866 --> 00:11:28,900
a little bit
376
00:11:28,933 --> 00:11:29,566
and kind of
377
00:11:29,566 --> 00:11:32,000
kind of dealing with those harsh edges
378
00:11:32,000 --> 00:11:32,900
but we still have
379
00:11:32,900 --> 00:11:33,466
and this is where
380
00:11:33,466 --> 00:11:34,100
you have to pay
381
00:11:34,100 --> 00:11:35,700
attention obviously
382
00:11:35,700 --> 00:11:36,500
is to come in here
383
00:11:36,500 --> 00:11:37,133
and look for
384
00:11:37,133 --> 00:11:38,100
halos around
385
00:11:38,100 --> 00:11:38,533
your character
386
00:11:38,533 --> 00:11:39,566
or black lines
387
00:11:39,566 --> 00:11:40,566
around a character
388
00:11:40,733 --> 00:11:41,266
you either have
389
00:11:41,266 --> 00:11:41,900
one or the other
390
00:11:41,900 --> 00:11:43,100
or you're gonna have nothing
391
00:11:43,100 --> 00:11:43,866
in this case
392
00:11:43,866 --> 00:11:45,533
this is this is pretty much
393
00:11:45,533 --> 00:11:46,066
you know nothing
394
00:11:46,066 --> 00:11:47,466
cause it's a highlighted color
395
00:11:47,566 --> 00:11:47,966
but when you
396
00:11:47,966 --> 00:11:49,166
get dark white
397
00:11:49,166 --> 00:11:51,066
dark or you know
398
00:11:51,066 --> 00:11:52,066
white dark white
399
00:11:52,066 --> 00:11:52,600
you know what I mean
400
00:11:52,600 --> 00:11:54,200
it's gonna be telling you that
401
00:11:54,200 --> 00:11:54,766
you need to fix
402
00:11:54,766 --> 00:11:55,833
these areas
403
00:11:55,900 --> 00:11:56,933
um they could
404
00:11:56,933 --> 00:11:58,500
see there is a green tinge on
405
00:11:58,500 --> 00:11:59,066
her hand here
406
00:11:59,066 --> 00:12:00,800
so there could be more work needed to be done
407
00:12:00,800 --> 00:12:02,166
in a d spill via
408
00:12:02,333 --> 00:12:03,966
hue correct Rotos
409
00:12:04,266 --> 00:12:05,000
um here you
410
00:12:05,000 --> 00:12:06,366
can see that this
411
00:12:06,366 --> 00:12:08,533
obviously needs a lot of work um in here
412
00:12:08,533 --> 00:12:09,533
but we have maintain
413
00:12:09,533 --> 00:12:11,300
all these nice hair details
414
00:12:11,466 --> 00:12:11,933
the background
415
00:12:11,933 --> 00:12:12,566
of course use
416
00:12:12,566 --> 00:12:13,666
needs some grain
417
00:12:13,666 --> 00:12:15,000
and some defocus as well
418
00:12:15,000 --> 00:12:15,766
which you could add
419
00:12:15,766 --> 00:12:17,900
but I'm not kind of worrying about that right now
420
00:12:18,133 --> 00:12:19,400
um but in general
421
00:12:19,400 --> 00:12:20,366
you can see
422
00:12:20,733 --> 00:12:21,333
it's looking
423
00:12:21,333 --> 00:12:23,033
it's looking pretty good so
424
00:12:23,133 --> 00:12:24,566
when you come to a point where you
425
00:12:24,566 --> 00:12:26,900
get to issues like this okay
426
00:12:26,900 --> 00:12:28,300
so if we kind of go back
427
00:12:28,300 --> 00:12:28,933
and take a look at
428
00:12:28,933 --> 00:12:29,666
our alpha here
429
00:12:29,666 --> 00:12:30,066
it's going to
430
00:12:30,066 --> 00:12:30,866
take a look
431
00:12:30,866 --> 00:12:31,666
this is a heavy
432
00:12:31,666 --> 00:12:33,200
heavy gradient here
433
00:12:33,400 --> 00:12:35,266
so when we talk about
434
00:12:35,266 --> 00:12:35,866
edge extent
435
00:12:35,866 --> 00:12:36,333
edge extent
436
00:12:36,333 --> 00:12:37,133
basically means
437
00:12:37,133 --> 00:12:38,466
it's gonna take
438
00:12:39,066 --> 00:12:39,666
and I talk to
439
00:12:39,666 --> 00:12:40,266
this is like
440
00:12:40,266 --> 00:12:41,000
the opposite
441
00:12:41,000 --> 00:12:41,966
in the way that we
442
00:12:41,966 --> 00:12:43,800
smeared the IBK in
443
00:12:43,866 --> 00:12:45,700
this is actually gonna do that outwards
444
00:12:45,700 --> 00:12:46,500
so if I were to
445
00:12:46,500 --> 00:12:47,333
create a roto
446
00:12:47,333 --> 00:12:48,200
paint note here
447
00:12:48,200 --> 00:12:49,100
really quick
448
00:12:50,900 --> 00:12:53,066
and let's go ahead and just look at the footage here
449
00:12:53,066 --> 00:12:54,866
what this is going to do
450
00:12:55,133 --> 00:12:58,266
what Edge Extend basically does is come in here
451
00:12:58,266 --> 00:12:59,733
and I'll go ahead and add a smear
452
00:12:59,733 --> 00:13:00,866
smear tool here
453
00:13:01,666 --> 00:13:05,366
and what it's gonna do is your alpha and again
454
00:13:05,366 --> 00:13:07,700
I'm only gonna fiddle with RGB here
455
00:13:07,700 --> 00:13:09,600
your alpha okay
456
00:13:09,733 --> 00:13:12,566
is going to be is gonna stay the same
457
00:13:12,566 --> 00:13:13,933
so this is gonna stay the same
458
00:13:13,933 --> 00:13:15,166
you're not gonna touch this alpha
459
00:13:15,166 --> 00:13:16,800
this is a big thing in Hollywood
460
00:13:16,866 --> 00:13:20,000
you do not get to change the matline of where it is
461
00:13:20,000 --> 00:13:21,100
in the real world
462
00:13:21,366 --> 00:13:23,166
you have to solve it on your own
463
00:13:23,166 --> 00:13:24,933
so how do you do that without you know
464
00:13:24,933 --> 00:13:25,900
what can you do
465
00:13:25,900 --> 00:13:28,000
well you can extend the edge by
466
00:13:28,133 --> 00:13:31,366
doing a blur in almost like a vector smear
467
00:13:31,700 --> 00:13:32,733
of the edge here
468
00:13:32,733 --> 00:13:35,533
so I am actually affecting the RGB here
469
00:13:35,533 --> 00:13:38,200
I am blurring and streaking this footage
470
00:13:38,200 --> 00:13:40,400
as you can see right
471
00:13:40,800 --> 00:13:43,500
so let me go ahead and add a pre mold to this right
472
00:13:43,933 --> 00:13:45,033
so here we are
473
00:13:45,866 --> 00:13:48,066
so you can see I'm not the elf is the same
474
00:13:48,066 --> 00:13:50,366
so I'm gonna go ahead and add a pre mold here
475
00:13:50,600 --> 00:13:51,166
so let's go
476
00:13:51,166 --> 00:13:52,300
ahead and take a look
477
00:13:52,333 --> 00:13:55,000
if I take the roto pane note and turn it off and on
478
00:13:55,266 --> 00:13:56,700
you see what that did
479
00:13:56,866 --> 00:13:58,900
the Alpha edge has not changed
480
00:13:58,900 --> 00:14:02,966
but the RGB has been smeared from a point or an edge
481
00:14:03,200 --> 00:14:06,433
you get to define that edge with the edge extend
482
00:14:06,566 --> 00:14:09,433
via a eroded alpha edge
483
00:14:09,466 --> 00:14:12,333
so you define where the blurring starts universally
484
00:14:12,333 --> 00:14:14,566
and it's doing exactly what I'm showing you here
485
00:14:14,600 --> 00:14:16,800
it's smearing the edge along the normal
486
00:14:16,800 --> 00:14:20,400
and it's smearing it out according to a line you define
487
00:14:20,466 --> 00:14:22,633
that is distant
488
00:14:22,866 --> 00:14:25,166
perpendicular to the actual surface
489
00:14:25,166 --> 00:14:27,000
so you can see now
490
00:14:27,133 --> 00:14:28,100
you know if I
491
00:14:28,400 --> 00:14:29,400
once you have that going
492
00:14:29,400 --> 00:14:30,700
I can go ahead and just
493
00:14:31,600 --> 00:14:33,200
come in here and guess in this case
494
00:14:33,200 --> 00:14:35,066
I'm gonna unpree mold it actually
495
00:14:35,066 --> 00:14:36,900
I'll just leave it as
496
00:14:37,933 --> 00:14:39,733
in here and just put it through the pipeline here
497
00:14:39,733 --> 00:14:42,633
as go all the way down to the bottom here with my
498
00:14:42,700 --> 00:14:44,666
cheese ball version of of
499
00:14:45,600 --> 00:14:46,566
of this process
500
00:14:46,566 --> 00:14:47,566
you can see
501
00:14:47,700 --> 00:14:50,266
we've basically eliminated the issue
502
00:14:50,266 --> 00:14:52,766
probably could use a little bit more smearing here
503
00:14:53,133 --> 00:14:55,066
right so if I come in here again
504
00:14:56,000 --> 00:14:58,033
and just push this in
505
00:14:58,300 --> 00:15:00,200
and it's pretty pathetic what I'm doing
506
00:15:00,200 --> 00:15:02,366
and it's something you don't wanna do on a final comp
507
00:15:02,366 --> 00:15:04,500
cause it'll look like uh
508
00:15:04,500 --> 00:15:06,166
it's seen in uh
509
00:15:06,166 --> 00:15:07,600
Lord of the rings where
510
00:15:07,866 --> 00:15:10,200
Frodo is in the another world
511
00:15:10,466 --> 00:15:12,466
but you see what I'm talking about here
512
00:15:12,466 --> 00:15:13,200
and again I can
513
00:15:13,200 --> 00:15:15,800
I can have my viewer set to this viewer here
514
00:15:16,000 --> 00:15:18,166
and go to this Roto paint node
515
00:15:18,533 --> 00:15:19,566
and just come in here
516
00:15:19,566 --> 00:15:20,966
ever so slightly
517
00:15:21,700 --> 00:15:23,100
and start to pull this in
518
00:15:23,100 --> 00:15:24,133
like that right
519
00:15:24,133 --> 00:15:25,766
so I'm doing
520
00:15:25,766 --> 00:15:27,300
I'm just showing you
521
00:15:27,333 --> 00:15:29,000
not saying this is what you should do
522
00:15:29,000 --> 00:15:31,800
but I'm just showing you what the edge extend does
523
00:15:32,466 --> 00:15:33,533
what it technically does
524
00:15:33,533 --> 00:15:36,066
it solves the problem of maintaining the edge
525
00:15:36,066 --> 00:15:38,500
so we don't have that keyhole effect they talked about
526
00:15:38,733 --> 00:15:39,900
but at the same time
527
00:15:39,900 --> 00:15:40,666
just a little
528
00:15:40,666 --> 00:15:43,433
bit of a nudge of repeating the pixels that are here
529
00:15:43,933 --> 00:15:45,066
further down the line
530
00:15:45,066 --> 00:15:46,200
and filling in
531
00:15:46,400 --> 00:15:48,566
any weird artifact right
532
00:15:49,133 --> 00:15:50,200
so you can see
533
00:15:50,200 --> 00:15:51,000
it's looking good
534
00:15:51,000 --> 00:15:52,366
there's no real problem over here
535
00:15:52,366 --> 00:15:53,533
it's only in certain areas
536
00:15:53,533 --> 00:15:54,966
usually in motion blur
537
00:15:55,133 --> 00:15:56,866
and it can get very tricky here
538
00:15:56,866 --> 00:15:59,366
usually I will cut out any core area
539
00:15:59,366 --> 00:16:01,033
when the hand is waving
540
00:16:01,066 --> 00:16:02,100
because the core
541
00:16:02,100 --> 00:16:03,266
when crushed
542
00:16:03,333 --> 00:16:06,700
if the hand is 100% transparent from her waving
543
00:16:06,866 --> 00:16:08,733
you should have no core in this area
544
00:16:08,733 --> 00:16:10,900
so I'll stencil out the core of anything
545
00:16:10,900 --> 00:16:11,500
that's crazy
546
00:16:11,500 --> 00:16:12,133
like for instance
547
00:16:12,133 --> 00:16:13,433
with Sam Jackson
548
00:16:13,500 --> 00:16:15,300
there was a part where he raised his hands
549
00:16:15,300 --> 00:16:16,100
really quick
550
00:16:16,333 --> 00:16:17,500
talk about the credit card
551
00:16:17,500 --> 00:16:18,933
and ultimately
552
00:16:18,933 --> 00:16:21,800
we had to just take that core information out
553
00:16:21,800 --> 00:16:24,300
so we basically chopped off his forearms
554
00:16:24,366 --> 00:16:25,200
in the core
555
00:16:25,200 --> 00:16:25,866
but of course
556
00:16:25,866 --> 00:16:27,500
the fringe mat was still there
557
00:16:27,500 --> 00:16:28,966
and we had to go in with
558
00:16:28,966 --> 00:16:30,500
a little bit of roto paint work to
559
00:16:30,500 --> 00:16:31,600
bring back that alpha
560
00:16:31,600 --> 00:16:33,766
so it was a lot of meticulous work
561
00:16:34,600 --> 00:16:35,833
so be aware of that
562
00:16:36,300 --> 00:16:38,466
so you've seen all this as is
563
00:16:38,466 --> 00:16:39,666
let's go ahead and poke around
564
00:16:39,666 --> 00:16:40,366
I wanna again
565
00:16:40,366 --> 00:16:41,633
just show you before
566
00:16:41,733 --> 00:16:43,566
I unveil the awesome
567
00:16:43,566 --> 00:16:44,866
edge extend here
568
00:16:45,200 --> 00:16:46,700
and how you should not abuse it
569
00:16:46,700 --> 00:16:47,333
cause we're gonna show it
570
00:16:47,333 --> 00:16:48,666
I'm gonna show the artifacts of it
571
00:16:48,666 --> 00:16:49,166
so over here
572
00:16:49,166 --> 00:16:49,600
I have this
573
00:16:49,600 --> 00:16:50,266
edge extent
574
00:16:50,266 --> 00:16:51,466
easy example
575
00:16:51,666 --> 00:16:53,400
this is a great way of demonstrating
576
00:16:53,400 --> 00:16:54,266
uh the issue
577
00:16:54,266 --> 00:16:56,833
so I made this kind of like crappy little
578
00:16:57,600 --> 00:16:58,166
object here
579
00:16:58,166 --> 00:16:59,366
which if you can see it
580
00:16:59,366 --> 00:17:01,233
it's an elephant object
581
00:17:02,133 --> 00:17:03,966
it is currently
582
00:17:03,966 --> 00:17:05,366
you know it is what it is
583
00:17:05,700 --> 00:17:07,000
and if we take a look here
584
00:17:07,000 --> 00:17:07,466
we could see
585
00:17:07,466 --> 00:17:08,500
we have this
586
00:17:09,000 --> 00:17:10,566
green edge here right
587
00:17:10,566 --> 00:17:13,200
so you have this green edge right
588
00:17:13,733 --> 00:17:16,000
and this green edge is
589
00:17:16,133 --> 00:17:17,500
it is what it is right
590
00:17:17,500 --> 00:17:18,833
so you can see
591
00:17:20,133 --> 00:17:20,800
you know it's just
592
00:17:20,800 --> 00:17:23,500
it's pretending as if this is the actual green screen
593
00:17:23,500 --> 00:17:25,100
edge of an actual character
594
00:17:25,166 --> 00:17:26,800
um that you would have right
595
00:17:26,800 --> 00:17:28,366
usually a little light pollution there
596
00:17:28,366 --> 00:17:29,700
and you wanna get rid of
597
00:17:29,766 --> 00:17:31,300
so I'm just kinda
598
00:17:31,566 --> 00:17:33,466
you know creating this artificially again
599
00:17:33,466 --> 00:17:35,866
I could also hit unpremolt if I wish
600
00:17:36,333 --> 00:17:37,700
I'm premult the image
601
00:17:37,700 --> 00:17:38,700
and you can see this is
602
00:17:38,700 --> 00:17:40,266
this is basically what's been created
603
00:17:40,266 --> 00:17:42,100
there's nothing going on
604
00:17:42,100 --> 00:17:43,666
what I think it's already unpremulted
605
00:17:43,666 --> 00:17:44,733
since I'm premulted yet
606
00:17:44,733 --> 00:17:47,966
so the Edge Extend and this baby
607
00:17:47,966 --> 00:17:49,066
this whole little thing you
608
00:17:49,066 --> 00:17:49,866
can add together
609
00:17:49,866 --> 00:17:51,366
it's not very complicated
610
00:17:51,600 --> 00:17:54,366
the Edge Extend itself has two options here
611
00:17:54,366 --> 00:17:56,300
and I believe you can get this off of uh
612
00:17:56,300 --> 00:17:57,800
Wikipedia by the way
613
00:17:58,600 --> 00:18:00,166
so just look up edge extend
614
00:18:00,166 --> 00:18:01,066
inside of Wikipedia
615
00:18:01,066 --> 00:18:02,666
there's I think there's a whole bunch of versions
616
00:18:03,166 --> 00:18:05,833
this is the control mat and this is the image
617
00:18:05,866 --> 00:18:07,900
so you can see I'm plugging in the image and I'm
618
00:18:07,900 --> 00:18:10,633
off shooting a filter road of the original image
619
00:18:11,100 --> 00:18:13,533
and in this case I've eroded it 14 pixels
620
00:18:13,533 --> 00:18:14,666
which is pretty extreme
621
00:18:14,666 --> 00:18:16,266
so it's eroding back
622
00:18:16,266 --> 00:18:20,666
I'm defining the line that it's going to smear okay
623
00:18:20,666 --> 00:18:21,533
and I'm gonna show you
624
00:18:21,533 --> 00:18:24,466
how tight little corners like this will give us issues
625
00:18:24,466 --> 00:18:25,600
so you can see what's happening here
626
00:18:25,600 --> 00:18:26,900
I'm eroding in
627
00:18:27,266 --> 00:18:28,900
this is just defining the line
628
00:18:28,900 --> 00:18:30,900
and that is the input to the control mat
629
00:18:30,900 --> 00:18:31,800
as you can see here
630
00:18:31,800 --> 00:18:34,033
so I'm gonna go ahead and show you what this does
631
00:18:34,566 --> 00:18:37,700
so there you can see
632
00:18:37,900 --> 00:18:38,933
what is going on
633
00:18:38,933 --> 00:18:40,466
we've we basically
634
00:18:40,466 --> 00:18:42,766
extended the line and it's streaked it across
635
00:18:42,766 --> 00:18:45,333
now you're getting interesting artifacts
636
00:18:45,333 --> 00:18:46,800
in these tight corners here
637
00:18:46,800 --> 00:18:47,900
you see this stuff
638
00:18:48,100 --> 00:18:50,833
here's where if you take the extension
639
00:18:50,900 --> 00:18:53,666
further than I would say maybe 5 pixels or whatever
640
00:18:53,666 --> 00:18:55,100
you're gonna start to see artifacts
641
00:18:55,100 --> 00:18:57,200
you're gonna see a blurred edge around the character
642
00:19:00,166 --> 00:19:02,533
so what exactly does this edge extend option have
643
00:19:02,533 --> 00:19:05,066
well first thing you have to ask yourself is
644
00:19:05,100 --> 00:19:06,366
the incoming image
645
00:19:06,366 --> 00:19:07,466
is it UNPREE
646
00:19:07,466 --> 00:19:09,466
multiplied or pre multiplied
647
00:19:09,466 --> 00:19:10,466
well in our case
648
00:19:10,466 --> 00:19:13,400
it is UNPREE multiplied right
649
00:19:13,533 --> 00:19:15,933
so we're gonna put this to un pre multiplied
650
00:19:15,933 --> 00:19:17,500
if it's pre multiplied
651
00:19:17,733 --> 00:19:19,400
make sure this is set to pre multiplied
652
00:19:19,400 --> 00:19:20,500
asking you you know
653
00:19:20,500 --> 00:19:21,966
the incoming image coming in
654
00:19:22,100 --> 00:19:24,900
what is it pre multiplied already or un pre multiplied
655
00:19:24,900 --> 00:19:26,133
make sure you get that right
656
00:19:26,133 --> 00:19:28,000
or else it's not gonna work correctly
657
00:19:28,300 --> 00:19:30,333
so now at this edge extend
658
00:19:30,333 --> 00:19:33,366
we have taken the line we've defined here
659
00:19:33,366 --> 00:19:34,366
which is you know
660
00:19:34,366 --> 00:19:36,566
an eroded version of the original Alpha
661
00:19:36,866 --> 00:19:38,333
and we've said okay
662
00:19:38,333 --> 00:19:41,166
start from here and smear out okay
663
00:19:41,166 --> 00:19:42,466
so let's go and take a look
664
00:19:43,400 --> 00:19:44,700
you can see what it's doing
665
00:19:44,700 --> 00:19:46,733
it's starting here where we define it
666
00:19:46,733 --> 00:19:48,433
and it's smearing it out
667
00:19:49,066 --> 00:19:50,400
how much smeared you get
668
00:19:50,400 --> 00:19:51,933
well there's a couple of controls here
669
00:19:51,933 --> 00:19:53,600
which can be quite confusing
670
00:19:53,733 --> 00:19:56,100
you have the vector blur slices here
671
00:19:56,100 --> 00:19:58,666
again this has to do with vector information
672
00:19:59,266 --> 00:20:00,066
and you can
673
00:20:00,333 --> 00:20:03,633
if we come to like a say as come to this version here
674
00:20:03,966 --> 00:20:05,766
again this is not pre multiplied yet
675
00:20:05,766 --> 00:20:08,666
you can see the alpha is not gonna change
676
00:20:08,700 --> 00:20:09,333
so ultimately
677
00:20:09,333 --> 00:20:10,666
we come to the premult
678
00:20:10,800 --> 00:20:12,966
we're back to where we were before
679
00:20:13,066 --> 00:20:15,833
so if I take this to the grade note here and
680
00:20:16,133 --> 00:20:16,866
put the premult
681
00:20:16,866 --> 00:20:19,133
you can see the alpha edge has not changed
682
00:20:19,133 --> 00:20:22,000
we are not allowed to change the alpha edge right
683
00:20:22,200 --> 00:20:23,766
The Alpha Edge is the Alpha Edge
684
00:20:23,766 --> 00:20:25,333
but we have to deal with this stuff
685
00:20:25,333 --> 00:20:26,366
so what do we do
686
00:20:26,566 --> 00:20:28,200
while the Edge Extend fixes it
687
00:20:28,200 --> 00:20:29,866
by smearing everything in
688
00:20:29,866 --> 00:20:32,800
okay so there's a couple of options here
689
00:20:32,800 --> 00:20:33,766
there's a pre
690
00:20:33,800 --> 00:20:35,066
pre blur control mat
691
00:20:35,066 --> 00:20:36,933
you can hover over these and see what it says
692
00:20:36,933 --> 00:20:39,266
blurring the control mat by a mono amount will increase
693
00:20:39,266 --> 00:20:40,866
the width of the extended edge
694
00:20:41,166 --> 00:20:42,966
some of these variables play in
695
00:20:42,966 --> 00:20:44,500
the amount of the extension
696
00:20:44,500 --> 00:20:47,500
so it's it's hard to kind of explain these
697
00:20:47,733 --> 00:20:50,866
um this is the number of iterations of the vector blur
698
00:20:51,733 --> 00:20:52,566
and then the
699
00:20:52,566 --> 00:20:53,133
as you can see
700
00:20:53,133 --> 00:20:54,066
the pre blur vector
701
00:20:54,066 --> 00:20:55,300
it'll tell you in these
702
00:20:55,300 --> 00:20:56,866
that it actually helps the extension
703
00:20:56,866 --> 00:20:59,433
so the vector length is the biggie
704
00:20:59,866 --> 00:21:02,566
and you can see just the extension itself
705
00:21:02,566 --> 00:21:04,366
it's kind of pulling it more and more in
706
00:21:04,366 --> 00:21:06,766
let me go and put my viewer here
707
00:21:07,066 --> 00:21:09,700
so you can see the vector length is still pushing it in
708
00:21:09,700 --> 00:21:12,466
right and then you have the pre vector blur
709
00:21:13,500 --> 00:21:16,366
which kind of pulls it in even more right
710
00:21:16,666 --> 00:21:18,766
and then you have the pre blur control
711
00:21:20,366 --> 00:21:23,466
and you can see how that has a play in the pull out
712
00:21:23,766 --> 00:21:24,700
so we can see here
713
00:21:24,700 --> 00:21:26,200
we have a couple gradients here
714
00:21:26,200 --> 00:21:27,133
if I put this down
715
00:21:27,133 --> 00:21:29,266
so put this to vector blur slice to 1
716
00:21:29,266 --> 00:21:31,533
you can see it only does it one time
717
00:21:31,533 --> 00:21:32,766
you can do it 5
718
00:21:32,800 --> 00:21:36,333
a lot of this has to do with the ghosting effect
719
00:21:36,333 --> 00:21:38,366
that you would get um
720
00:21:38,900 --> 00:21:40,366
in the process also
721
00:21:40,366 --> 00:21:42,866
how many times does it actually slice up
722
00:21:42,866 --> 00:21:44,200
how many times does it repeat
723
00:21:44,200 --> 00:21:45,400
the same pixel over and again
724
00:21:45,400 --> 00:21:48,000
so it has to do the distance as well
725
00:21:48,000 --> 00:21:49,133
so you can see if I take the
726
00:21:49,133 --> 00:21:50,633
you know vector length here
727
00:21:51,133 --> 00:21:54,133
you get different results of the way you want it
728
00:21:54,133 --> 00:21:54,766
and sometimes
729
00:21:54,766 --> 00:21:57,200
you wanna have it more original to the original shape
730
00:21:57,200 --> 00:21:58,100
and sometimes you don't
731
00:21:58,100 --> 00:22:00,133
so it's basically what it is
732
00:22:00,133 --> 00:22:01,200
and now you can see here
733
00:22:01,200 --> 00:22:03,733
we have the output extended RGB
734
00:22:03,733 --> 00:22:06,200
um you can also export vectors if you wish
735
00:22:06,533 --> 00:22:09,766
and then you're gonna have to premult the image
736
00:22:09,766 --> 00:22:12,000
uh here because the final output of what you
737
00:22:12,000 --> 00:22:14,900
get from these edge extends is the image
738
00:22:15,066 --> 00:22:18,400
but it's not officially uh
739
00:22:18,966 --> 00:22:20,933
premulted back to the original Alpha
740
00:22:20,933 --> 00:22:23,166
so if I premult it now
741
00:22:23,166 --> 00:22:24,300
you can see what we've done
742
00:22:24,300 --> 00:22:25,200
we've solved the problem
743
00:22:25,200 --> 00:22:26,133
but we've introduced some
744
00:22:26,133 --> 00:22:28,000
artifacts around these tight corners
745
00:22:28,300 --> 00:22:29,533
doesn't look too bad here right
746
00:22:29,533 --> 00:22:30,900
it's just when you get to these corners
747
00:22:30,900 --> 00:22:32,166
things get a little bit goofy
748
00:22:32,166 --> 00:22:34,266
and then they start to swerve a little bit too
749
00:22:34,300 --> 00:22:36,333
because it's taking the information here
750
00:22:36,333 --> 00:22:39,200
and using the out vector direction
751
00:22:39,466 --> 00:22:40,300
uh you know
752
00:22:40,300 --> 00:22:41,600
coring along the normals
753
00:22:41,600 --> 00:22:42,866
if you're thinking of CG
754
00:22:43,133 --> 00:22:44,266
and pushing it
755
00:22:44,533 --> 00:22:45,366
out this direction
756
00:22:45,366 --> 00:22:46,933
so it's not gonna push it out this direction
757
00:22:46,933 --> 00:22:48,533
because it's facing this direction
758
00:22:48,533 --> 00:22:50,566
this is the perpendicular direction right
759
00:22:50,600 --> 00:22:53,266
so that's why you're getting these weird pixels now
760
00:22:53,500 --> 00:22:55,300
on a very small
761
00:22:55,800 --> 00:22:57,233
scale of this
762
00:22:57,600 --> 00:22:58,900
you can get away with this
763
00:22:58,900 --> 00:23:00,100
you don't want to push it too much
764
00:23:00,100 --> 00:23:02,300
want to push it until you get rid of all the artifacts
765
00:23:02,300 --> 00:23:03,366
and then you're good to go
766
00:23:03,700 --> 00:23:04,866
so in our case
767
00:23:04,866 --> 00:23:06,366
do we need to go this crazy
768
00:23:06,366 --> 00:23:08,300
well let's go back to our edge extend here
769
00:23:08,300 --> 00:23:10,266
and start fiddling with these controls
770
00:23:11,466 --> 00:23:13,933
and see if we can find something that is
771
00:23:13,933 --> 00:23:14,933
I'll see there's the green
772
00:23:14,933 --> 00:23:16,766
green starting to get introduced again
773
00:23:17,333 --> 00:23:19,400
so just wanna push it just enough
774
00:23:19,933 --> 00:23:22,066
and then just play a little bit with your pre
775
00:23:22,066 --> 00:23:23,533
blur vector and vector length
776
00:23:23,533 --> 00:23:24,400
and you'll see
777
00:23:24,966 --> 00:23:26,100
that you know
778
00:23:26,100 --> 00:23:27,133
again it's it's
779
00:23:27,133 --> 00:23:28,300
it's not a perfect deal
780
00:23:28,300 --> 00:23:29,766
if you had a checkerboard image
781
00:23:29,766 --> 00:23:30,533
you'd be in trouble
782
00:23:30,533 --> 00:23:31,700
but if you have skin tones
783
00:23:31,700 --> 00:23:32,900
it's a little bit more
784
00:23:33,133 --> 00:23:34,766
if it's just one constant color
785
00:23:34,766 --> 00:23:36,100
like in our actress
786
00:23:36,266 --> 00:23:38,366
whether around her hairline or skinline
787
00:23:38,366 --> 00:23:39,500
you're not gonna see
788
00:23:39,666 --> 00:23:40,766
this differentiation
789
00:23:40,766 --> 00:23:42,566
but if you did had a
790
00:23:42,600 --> 00:23:44,533
some alien character with checkerboard skin
791
00:23:44,533 --> 00:23:46,666
you would definitely start noticing this stuff
792
00:23:46,966 --> 00:23:47,900
um so anyway
793
00:23:47,900 --> 00:23:50,466
it's good and see how it looks with the final product
794
00:23:51,100 --> 00:23:53,100
so here is with the sun behind it
795
00:23:53,100 --> 00:23:55,000
and let's go ahead and come over here
796
00:23:55,000 --> 00:23:56,500
and just disable this
797
00:23:56,866 --> 00:23:58,200
here's that green line
798
00:23:58,466 --> 00:23:59,333
you can see what it did
799
00:23:59,333 --> 00:24:02,233
so now we're gonna see the artifacts that
800
00:24:02,266 --> 00:24:04,966
approach when we overdo it in our regular comp
801
00:24:04,966 --> 00:24:06,566
so I'm gonna go ahead and
802
00:24:06,700 --> 00:24:08,400
take a look at this image
803
00:24:10,766 --> 00:24:13,733
here we go and I'm gonna go ahead and disable
804
00:24:13,733 --> 00:24:16,566
or enable this and see what we get
805
00:24:16,700 --> 00:24:19,166
so we're gonna notice this around these edges here
806
00:24:19,166 --> 00:24:21,466
right that I was playing with earlier
807
00:24:21,466 --> 00:24:23,000
let's go ahead and enable it
808
00:24:24,300 --> 00:24:26,400
and I didn't push it too much
809
00:24:26,400 --> 00:24:28,200
and it helped significantly
810
00:24:28,200 --> 00:24:30,066
especially in these areas
811
00:24:30,333 --> 00:24:32,200
we still have this green tinge that we could either
812
00:24:32,200 --> 00:24:34,966
get rid of by going into our d spill and fixing it
813
00:24:34,966 --> 00:24:36,766
but you can see it worked really well
814
00:24:36,900 --> 00:24:38,366
and these areas here
815
00:24:38,533 --> 00:24:41,100
now you could key mix this in by the way
816
00:24:41,366 --> 00:24:44,433
uh and have a mask for only certain areas
817
00:24:44,566 --> 00:24:46,400
so you can actually have multiple
818
00:24:46,400 --> 00:24:48,600
key mixes of different uh
819
00:24:48,600 --> 00:24:51,066
different intensities of the edge extend
820
00:24:51,166 --> 00:24:53,900
that are roto animated for different areas
821
00:24:54,066 --> 00:24:56,433
that might be needed right
822
00:24:56,500 --> 00:24:58,333
one of the things you can see it blurs the image
823
00:24:58,333 --> 00:25:00,300
so here you can see is a streaky effect
824
00:25:00,366 --> 00:25:02,766
here we have these define lines in the hair
825
00:25:02,966 --> 00:25:04,700
and it's giving this weird streaky effect
826
00:25:04,700 --> 00:25:07,600
and when you have multiple layers of semi transparent
827
00:25:07,600 --> 00:25:09,200
fully transparent hair
828
00:25:09,500 --> 00:25:12,666
you when you streak that image across into a direction
829
00:25:12,866 --> 00:25:14,166
it's sort of
830
00:25:14,166 --> 00:25:17,233
offsetting itself from the actual Alpha Edge
831
00:25:17,266 --> 00:25:19,666
so you might get some very strange results
832
00:25:19,666 --> 00:25:20,766
like for instance
833
00:25:20,933 --> 00:25:22,800
you might get a little bit of the
834
00:25:22,800 --> 00:25:26,166
the shirt color in the hair color being pushed in okay
835
00:25:26,166 --> 00:25:28,266
which in this case doesn't look too bad
836
00:25:28,566 --> 00:25:30,066
but you can see how
837
00:25:30,200 --> 00:25:33,100
it can start infiltrating those areas
838
00:25:33,700 --> 00:25:34,600
so you can see here
839
00:25:34,600 --> 00:25:35,100
it's I mean
840
00:25:35,100 --> 00:25:36,533
it's not too bad but you
841
00:25:36,533 --> 00:25:37,900
somebody might pick up on that
842
00:25:37,900 --> 00:25:38,566
it might go away
843
00:25:38,566 --> 00:25:39,633
and why is the hair
844
00:25:39,866 --> 00:25:41,766
you know what is this all about here right
845
00:25:41,766 --> 00:25:44,133
so that's why you might isolate this to
846
00:25:44,133 --> 00:25:46,766
an edge that has no hair in it okay
847
00:25:46,766 --> 00:25:48,966
so you can do that with rotos and key mixes
848
00:25:48,966 --> 00:25:50,300
as I described earlier
849
00:25:50,300 --> 00:25:52,166
key mixes go crazy with those things
850
00:25:52,166 --> 00:25:54,500
I'm telling you um
851
00:25:55,333 --> 00:25:57,400
uh you can see here again
852
00:25:57,400 --> 00:25:58,966
weird artifacts
853
00:25:59,066 --> 00:26:00,800
you'll get this blurry edge
854
00:26:00,800 --> 00:26:02,533
you see we've lost the granularity
855
00:26:02,533 --> 00:26:03,833
so you can see here
856
00:26:04,000 --> 00:26:05,100
uh this is this
857
00:26:05,100 --> 00:26:05,900
and this is that
858
00:26:05,900 --> 00:26:09,400
and you can actually come in using a edge detect
859
00:26:09,600 --> 00:26:10,366
if you wish
860
00:26:10,366 --> 00:26:11,266
on your Alpha Edge
861
00:26:11,266 --> 00:26:14,300
try to reintroduce or regrain this image
862
00:26:14,300 --> 00:26:15,300
if you prefer
863
00:26:15,566 --> 00:26:17,566
if you find that this is too much
864
00:26:17,566 --> 00:26:19,633
so you're actually adding
865
00:26:20,200 --> 00:26:22,300
a regraining of the area that has been blurred
866
00:26:22,300 --> 00:26:23,500
so just keep in mind
867
00:26:23,500 --> 00:26:25,466
you've actually blurred your image
868
00:26:25,466 --> 00:26:26,733
so any grain
869
00:26:26,733 --> 00:26:29,500
even though this image might be most CG
870
00:26:29,500 --> 00:26:30,966
nowadays I'm sorry
871
00:26:30,966 --> 00:26:32,200
most green screen stuff
872
00:26:32,200 --> 00:26:33,733
there's two different methodologies
873
00:26:33,733 --> 00:26:35,300
one is take your stuff that
874
00:26:35,300 --> 00:26:36,766
you were shot on a green screen
875
00:26:36,900 --> 00:26:38,466
degrain it all
876
00:26:39,100 --> 00:26:40,066
still there's no grain
877
00:26:40,066 --> 00:26:42,066
even in the RGB channel
878
00:26:42,066 --> 00:26:43,700
RGB channel um
879
00:26:43,700 --> 00:26:45,400
and then regain everything at the end
880
00:26:45,400 --> 00:26:46,800
when the CGS added
881
00:26:47,266 --> 00:26:49,666
simply because the continuity is a little more straight
882
00:26:49,666 --> 00:26:51,600
on whereas some people are purists
883
00:26:51,600 --> 00:26:53,100
and they want you to match
884
00:26:53,333 --> 00:26:56,400
the grain of the back of
885
00:26:56,666 --> 00:26:58,466
the foreground plate of the actor
886
00:26:58,800 --> 00:27:00,600
to the back
887
00:27:00,600 --> 00:27:02,833
have the background plate match the foreground plate
888
00:27:03,000 --> 00:27:04,700
which is more difficult in which
889
00:27:04,700 --> 00:27:06,366
and in this case would actually involve
890
00:27:06,366 --> 00:27:09,933
using an edge detect to come in here and only isolate
891
00:27:09,933 --> 00:27:12,466
the edges of his character that have been blurred to re
892
00:27:12,466 --> 00:27:14,333
add green um
893
00:27:14,333 --> 00:27:16,266
to those specific areas
894
00:27:16,300 --> 00:27:18,600
so it can get really fishy
895
00:27:18,600 --> 00:27:20,600
when it comes to the edge extend
896
00:27:20,700 --> 00:27:22,100
just be aware of the pot
897
00:27:22,100 --> 00:27:24,200
the many different possibilities of this and again
898
00:27:24,200 --> 00:27:26,466
we haven't solved the problem completely here
899
00:27:26,466 --> 00:27:29,500
I can over crank this like crazy if I wish right
900
00:27:29,500 --> 00:27:30,633
so I go nuts
901
00:27:31,400 --> 00:27:33,566
let's go and just crank some of this stuff up
902
00:27:34,466 --> 00:27:36,566
I'm gonna try to get rid of all that green
903
00:27:36,700 --> 00:27:37,833
tinge right
904
00:27:37,900 --> 00:27:39,966
this also depends on the filter road
905
00:27:39,966 --> 00:27:40,533
so if again
906
00:27:40,533 --> 00:27:41,733
if I come to this filter road
907
00:27:41,733 --> 00:27:43,566
this is the edge I'm extending
908
00:27:43,566 --> 00:27:45,666
I can also come in here if I wish
909
00:27:45,666 --> 00:27:47,200
and harden up this edge
910
00:27:47,200 --> 00:27:48,833
so if I hit the grade node
911
00:27:49,266 --> 00:27:50,566
but this to alpha
912
00:27:50,933 --> 00:27:52,866
I can actually say okay
913
00:27:53,166 --> 00:27:55,300
let's go ahead and take the black point
914
00:27:55,300 --> 00:27:55,933
pull this down
915
00:27:55,933 --> 00:27:58,100
I could also play with the gamma a little bit
916
00:27:58,700 --> 00:28:00,333
pull that in so again
917
00:28:00,333 --> 00:28:01,966
I'm redefining that
918
00:28:02,133 --> 00:28:03,700
edge because blurred edges
919
00:28:03,700 --> 00:28:04,666
are gonna be tricky
920
00:28:04,666 --> 00:28:06,566
so now if I come back in here
921
00:28:07,266 --> 00:28:07,900
take a look what
922
00:28:07,900 --> 00:28:09,000
we have now
923
00:28:10,300 --> 00:28:11,066
now you can see
924
00:28:11,066 --> 00:28:13,066
if I take this grade note and disable it
925
00:28:13,133 --> 00:28:14,233
it's actually
926
00:28:14,300 --> 00:28:18,066
readjusted the defining edge that gets smeared out
927
00:28:18,266 --> 00:28:20,466
but here is a perfect example
928
00:28:21,366 --> 00:28:23,633
of where you're getting blurry edges
929
00:28:25,100 --> 00:28:29,400
so again you can see the issues that we have here uh
930
00:28:29,600 --> 00:28:31,533
again this streaking ability
931
00:28:31,533 --> 00:28:33,133
and again if you come into this edge extent
932
00:28:33,133 --> 00:28:34,066
it's an interesting thing
933
00:28:34,066 --> 00:28:36,033
if we start this back down to like
934
00:28:36,300 --> 00:28:39,100
we'll put this back down to like say one here right
935
00:28:39,200 --> 00:28:40,200
uh we'll put this
936
00:28:40,200 --> 00:28:42,766
everything basically down really low here
937
00:28:43,066 --> 00:28:45,066
right so you have the vector length and all this
938
00:28:45,066 --> 00:28:48,433
so you can see by increasing the vector
939
00:28:48,466 --> 00:28:50,000
let me just go and bring these up a little bit
940
00:28:50,000 --> 00:28:51,566
Vector Blur Slice
941
00:28:51,933 --> 00:28:54,666
can see how it's sort of almost in a
942
00:28:54,900 --> 00:28:57,000
I would say log rhythmic fall off
943
00:28:57,000 --> 00:29:00,200
how it's kind of spreading out the extension
944
00:29:00,200 --> 00:29:01,800
it's a repeat of the last pixel
945
00:29:01,800 --> 00:29:02,566
so you can see right here
946
00:29:02,566 --> 00:29:04,700
it would take this pixel and repeat it
947
00:29:04,700 --> 00:29:07,333
so there's a blurring and a repeating of the pixel
948
00:29:07,333 --> 00:29:10,500
as we kind of move across the vectors here
949
00:29:10,866 --> 00:29:12,100
so let me just go ahead and just kind of
950
00:29:12,100 --> 00:29:13,900
give it a little bit more pre blur there
951
00:29:13,900 --> 00:29:17,066
so again the artifacts are evident here in the hair
952
00:29:17,566 --> 00:29:19,466
right come over here
953
00:29:19,466 --> 00:29:20,866
it's just like
954
00:29:20,866 --> 00:29:22,400
look at that right
955
00:29:22,766 --> 00:29:24,000
and not too bad here
956
00:29:24,000 --> 00:29:26,566
because this is all one consistent color right
957
00:29:26,733 --> 00:29:27,800
when you get into issues
958
00:29:27,800 --> 00:29:30,866
here here's where you're getting her actual shirt
959
00:29:31,133 --> 00:29:32,266
uh infiltrating
960
00:29:32,266 --> 00:29:34,166
and I'll go ahead and disable and re enable this
961
00:29:34,333 --> 00:29:35,200
you can see what's happening
962
00:29:35,200 --> 00:29:37,166
it's taking this line here
963
00:29:37,200 --> 00:29:40,133
smearing it out and causing this issue
964
00:29:40,133 --> 00:29:41,400
and then here's the skin tone
965
00:29:41,400 --> 00:29:42,866
getting infected into the hair
966
00:29:42,866 --> 00:29:44,833
almost like the hair's been cut off here
967
00:29:45,200 --> 00:29:47,033
so it is tricky
968
00:29:47,133 --> 00:29:49,933
and this is where you would involve max masks
969
00:29:49,933 --> 00:29:50,866
so for instance
970
00:29:50,866 --> 00:29:52,100
you could come in here
971
00:29:53,000 --> 00:29:57,633
and just create a key mix like so
972
00:29:57,700 --> 00:30:00,000
and I'll just go ahead and plug this in
973
00:30:00,700 --> 00:30:02,133
actually this will be the A
974
00:30:02,133 --> 00:30:03,433
this will be the B
975
00:30:04,800 --> 00:30:07,233
I'll just go ahead and make an extension here
976
00:30:09,100 --> 00:30:11,600
and we're gonna go ahead and create a
977
00:30:13,300 --> 00:30:17,866
roto and we'll plug that in obviously add a blur
978
00:30:19,300 --> 00:30:20,566
don't wanna do anything without them
979
00:30:20,566 --> 00:30:22,000
blurs on them rotos
980
00:30:22,566 --> 00:30:24,333
and we'll just come in here and choose
981
00:30:24,333 --> 00:30:27,566
the areas that we want this to effect so
982
00:30:27,900 --> 00:30:32,000
let's say if I come in here and choose this area here
983
00:30:33,100 --> 00:30:35,100
and this area here again
984
00:30:35,100 --> 00:30:38,000
these rotos can be tracked in or manually
985
00:30:38,300 --> 00:30:39,733
uh animated
986
00:30:39,733 --> 00:30:41,533
um throughout the process
987
00:30:41,533 --> 00:30:43,800
so even like right here is fine
988
00:30:45,300 --> 00:30:47,466
see bring this up here
989
00:30:48,900 --> 00:30:51,566
the whole hand actually is one is not too bad
990
00:30:51,566 --> 00:30:53,733
it's good kind of this is a seagull by the way
991
00:30:53,733 --> 00:30:54,666
if you're curious
992
00:30:55,566 --> 00:30:56,566
so I'm just kind of
993
00:30:57,700 --> 00:30:59,166
kind of you know
994
00:30:59,166 --> 00:31:00,700
just coming in here and you know
995
00:31:00,700 --> 00:31:02,533
I could just you know even extend this
996
00:31:02,533 --> 00:31:03,566
off into this
997
00:31:04,000 --> 00:31:05,666
make this one whole roto if I want
998
00:31:05,666 --> 00:31:06,266
but you can kind of
999
00:31:06,266 --> 00:31:07,900
get the idea of what's going on here that way
1000
00:31:07,900 --> 00:31:11,500
the hair is left to itself and it's not being affected
1001
00:31:11,666 --> 00:31:12,900
and if I still have issues
1002
00:31:12,900 --> 00:31:14,066
like for instance down here
1003
00:31:14,066 --> 00:31:14,700
this is actually just
1004
00:31:14,700 --> 00:31:15,966
the highlight of the light hitting her
1005
00:31:15,966 --> 00:31:18,300
so it's not technically bad
1006
00:31:18,300 --> 00:31:18,766
but I'm again
1007
00:31:18,766 --> 00:31:20,800
if you wanted to deal with this area
1008
00:31:21,000 --> 00:31:22,800
it's gonna be very hard to come in here
1009
00:31:22,800 --> 00:31:25,233
and add this part of the key key mix
1010
00:31:25,666 --> 00:31:27,900
um because it's gonna start to affect this area here
1011
00:31:27,900 --> 00:31:30,700
but you could do it um again
1012
00:31:30,800 --> 00:31:32,100
there are many different ways
1013
00:31:32,100 --> 00:31:32,700
you can always
1014
00:31:32,700 --> 00:31:33,600
like I said
1015
00:31:33,600 --> 00:31:34,800
the first priority
1016
00:31:34,800 --> 00:31:37,066
come back to your edge here
1017
00:31:37,066 --> 00:31:39,566
go to your edge d spill and look to see
1018
00:31:39,700 --> 00:31:41,500
if you can isolate that area
1019
00:31:41,500 --> 00:31:44,066
so if I come to the mix of the core in the edge here
1020
00:31:44,066 --> 00:31:45,033
you can see that
1021
00:31:45,166 --> 00:31:46,700
this Halo could be
1022
00:31:46,700 --> 00:31:49,566
like blue pixels that need some work or something
1023
00:31:49,733 --> 00:31:50,966
um that be caught
1024
00:31:51,100 --> 00:31:52,833
be causing that but again
1025
00:31:53,200 --> 00:31:54,300
first priority
1026
00:31:54,300 --> 00:31:57,000
and then last case scenario desperate
1027
00:31:57,000 --> 00:31:58,866
but very subtle edge extent
70662
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.