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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

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