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all right so this is a class 3 nuke file
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and we're going to talk a little bit about keyers
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now this is an advanced tutorial
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but I want to make it available to even beginners
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in the sense that
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I want to introduce you to a little bit of the
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most famous keyers
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the big top 3 obviously are primat
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and of course there's the other one key light
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and finally there's the Dynamic Duo
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IBK Gizmo IBK Color
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so these are the biggies right here
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some people
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do prefer sometimes to use Ultimat
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which is another one which actually couldn't
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basically take out any webbing
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that would be involved in
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certain areas around a character
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if you're trying to create a Cormat and so forth
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so it does give you some really cool results
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a little bit more complicated
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but the big ones are primat
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key light and these two
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these two are usually good for fringe mats or
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commonly called edge mats as well
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and primats are usually good for core mats or
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kind of hard
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cores that we're going to create which is the
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center piece that fills in the
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Swiss cheese holes of your atypical key
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so let's go ahead and just kind of poke around
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with a couple of these here
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let's go ahead and start with key light
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alright
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so I'm going to go ahead and take this footage of
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Jessica and we're going to go ahead and plug it in
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as you can see you have a
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background outmat in mat source
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I am not going to get in heavy detail to any of these
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because I want you guys to go straight to production
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when I started in production and game design
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I didn't have like theory or ideas or
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maybe you could try this with this
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maybe this will work
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in production
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you literally are thrown into
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the lion's den and you got to fight off the lion
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and that's just basically the process of production
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and we were given templates and you know
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best course of actions that you could
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say are very linear with
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not many options
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but for the majority of the sake they work
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so I will be introducing you to the Uber key
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which will be a templated
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key which will have all of these pieces
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but
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just to be aware of how the mechanics of these work
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I'll just go ahead and put in source here
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to our footage
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and there's plenty of
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tutorials on YouTube in regards to
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learning about this
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I'll talk about them a little bit later
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but I'm just going to go ahead and
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put this into the viewer
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and here you can see we have our scene here
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and you can see if I go ahead and slam the gamma
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we have a variation of luminance in the green
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so you can see we have a variation in say
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the actual luminance
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it's brighter over here
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it's a different value
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so if I were to
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click Ctrl click you could see the values of red
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green and blue
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are different than here
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this is like point seven two in the green
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it's point five here
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it's
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04 in the red over here it's 02 in the red over here
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and over here it's like
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006 and over here is like 04 in the blue
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so there is a variance in color information
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between these two areas
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so key light is good for scenes where
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there's a locked down camera and
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you don't have the camera moving a lot
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where the background plate would actually change
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so if you have a locked down tripod shot
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where the person's just walking along
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and the camera doesn't pan or tilt or dolly
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this is probably the best tool to use
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sometimes for here detail
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but again you can get this done as well
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with certain situations with IBK
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coloring gizmo which is the
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most popular of all the keys
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so I'm going to take the
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key light and click the little
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screen color here
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and I'm going to go ahead and hold down shift and Ctrl
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and you can see
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how it starts to do the disco here where it goes back
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and forth and I want to hold down Ctrl alt
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and click if I hold down
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shift Ctrl and Alt this is on a PC
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I'm sampling the original image
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if I don't hold down that
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I'm going to get this and sampling the sample
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so I don't want to do that
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I want to make sure it's sampling the original footage
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and ignoring what has been changed
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so I went ahead and sampled this area
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and usually you want to
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sample area that's very close to the wispy
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here's
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now if I hit a for alpha
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you can see we have a pretty good reality here
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you can see the difference in luminance
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it's all based on the pixel value that we chose here
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so whatever the chrominance value
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RGB of what we chose here is what it's keying
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and you can see it just degrades over here
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now if we choose this area over here
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you can see it does a really good job
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but we might be losing some details
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remember you can win the battle but lose the war
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when it comes to king
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you want to have that yucky
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mucky motion blur
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and you want to have these fine wispy details
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so you can see just by poking around
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again I have hit a for Alpha to
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look at my alpha
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I can kind of choose something
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that's a good middle ground
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but one thing you notice if I go over here and go
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oh that looks good
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you'll notice I've lost detail in the hair over here
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so if I click over here
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you can see I've gained this extra strand of here
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so this is going to require
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a little bit of finessing
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so I'm going to get kind of close here
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and you can see I've got all these nice here details
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and at this point
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we can go ahead and just do a couple things
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such as screen gain
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which is going to
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kind of pump that up just a little bit
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you can see it's starting to eat away at the hair
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which we don't want to tamper a lot with keys
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I know it sounds kind of
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weird but we don't want to get too crazy
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and then the screen mat
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we're going to go ahead and click that open
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and we can click the black
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and we can clip the white
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and you can see it just becomes a crunchy nasty edge
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so as these two come closer to each other as
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black gets closer to why these two bars
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two little knobs get closer
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you're crushing the values
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you're basically saying anything
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of a value of 2.95 and the RGB or higher is being
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turned to pure black
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and with the white
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anything lower than 5.95 is going to be turned into
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white and it just crushes the value
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you lose you win the battle but you lose the war
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and you don't have all those fine details
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I'm going to be very careful with this and maybe
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take the clip black and just inch it up just
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ever so slightly
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now there are other tools in here which are used
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here and there
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like screen softness
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you can see it just softens the edge a little bit
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overboard and you can soften that up if you want
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if you're getting sort of stair stepped edges
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and there's d spot black which just kind of
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kind of does an erosion
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you can see you're getting these very
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strange shapes here
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again heavy tampering is
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something that you don't really want to do too much
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in this case we're just dealing with
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actually getting the cut out mat
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I'm not worried about destroying the image here
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so with that said we have this
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piece of key light that looks good
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this portion here actually looks very good
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now what you would usually do with this is do a region
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per region basis when you're doing with key light
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and again it's good because it's on a lockdown camera
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so I'm going to take this key light paste it
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put in my source
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and I'm going to go ahead and
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come in here
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hold down shift Ctrl and Alt resample my actual
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color and I'll go up here by the hair up here
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so this is
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I'll go ahead and label this call this top head
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I'll take this key light go into my node and label this
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right side
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which would be camera right where we're facing
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and I'm going to go ahead and
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paste another one of these babies
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come in here and again choose my color
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again I'm going to get close to the edge here
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and see if we choose
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see it's very
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going to be very careful here
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there we go
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so this would be more of the top left
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so go ahead and call that top left
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there we go
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and last but not least
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maybe we should hit up this corner at the bottom
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so I'm gonna go ahead and over here
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put the viewer in here again change the information
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I'm gonna choose
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and get this area here
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look at all the detail coming back and then I kind of
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punch around so this would be the
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bottom
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left
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okay
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so let's start to combo these with a key mix or
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so here is a key mix
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and what we're going to do
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with this is I'm going to go ahead and put this to B
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and a is what
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we're going to keep or
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in the mask
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so a is what's going to be revealed in the mask
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I'm going to go ahead and hit the letter
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O to make a roto node
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and this is the top of the head right
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so I'm going to go ahead and take this roto node
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and let's go ahead
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oh you know what
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I had the gamma on while I was doing all those chocks
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let me go ahead and double check my results here
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okay so that's the top head
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that's the right
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let's go ahead
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and maybe refine that a little bit
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another thing we haven't done is actually denoise
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our plate which probably be a good idea
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but I'm not going to do that
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just for the sake of this demonstration
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and so we have this right side
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and then we got this top of the head right
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so it looks like this area so I'm going to go ahead
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and do my best to grab this area here
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going to go ahead and hit the letter B
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and add a slight blur to this roto
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we should be a blur on all your rotos
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so a is basically being added to B
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so anywhere else is the B input anywhere in this roto
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will be whatever is an a
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so if we put those together
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you can kind of see the difference here
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in this case I can go ahead and come in here and
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maybe extend this out here
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right there so you can see the blur
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we don't have a blur there the transition can be harsh
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so if I go ahead and put this blur down and nothing
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you can see you got that harsh edge there
272
00:10:02,100 --> 00:10:04,666
so I'm doing this kind of quickly by the way
273
00:10:04,666 --> 00:10:05,800
just so you're aware
274
00:10:06,900 --> 00:10:08,766
so on top of that your daisy chaining here
275
00:10:08,766 --> 00:10:10,100
so you take the input of B
276
00:10:10,100 --> 00:10:12,100
and now we're going to add in this here a
277
00:10:12,600 --> 00:10:13,366
and
278
00:10:13,366 --> 00:10:16,066
let me just do one last adjustment here to this roto
279
00:10:16,533 --> 00:10:19,300
but it's a region per region basis right
280
00:10:20,300 --> 00:10:22,700
so go ahead and get let's go
281
00:10:24,333 --> 00:10:25,366
out that far
282
00:10:25,666 --> 00:10:26,733
there we go what the heck
283
00:10:27,266 --> 00:10:28,766
we'll crush some of these values a little bit later
284
00:10:28,766 --> 00:10:29,566
if we need to
285
00:10:29,766 --> 00:10:32,666
all right so then again here once again
286
00:10:33,000 --> 00:10:35,133
we'll take this key light
287
00:10:35,533 --> 00:10:38,166
we'll add another roto mask so hit 0
288
00:10:38,400 --> 00:10:40,066
copy and paste this blur
289
00:10:41,200 --> 00:10:43,200
plug that in plug this in
290
00:10:44,000 --> 00:10:47,100
and this is of course the top left
291
00:10:47,700 --> 00:10:49,800
so that's this little segment right here
292
00:10:51,300 --> 00:10:52,866
so I'll go ahead and throw that in
293
00:10:54,133 --> 00:10:55,900
there we go and it looks like this
294
00:10:55,900 --> 00:10:57,933
key could probably use a little bit work
295
00:10:57,933 --> 00:10:59,200
I'm gonna put my viewer to it
296
00:11:00,000 --> 00:11:01,566
and just come in here
297
00:11:02,666 --> 00:11:05,666
and kind of get the best result I can
298
00:11:06,533 --> 00:11:08,866
but still maintain those hair follicles
299
00:11:08,866 --> 00:11:10,133
gonna be a little bit tricky
300
00:11:11,133 --> 00:11:12,333
see the closer I get
301
00:11:14,566 --> 00:11:16,566
we're going to lose some of this data regardless
302
00:11:17,700 --> 00:11:18,500
okay
303
00:11:18,533 --> 00:11:21,133
so that being added on you can see there
304
00:11:21,133 --> 00:11:23,000
I'll go ahead and just extend this out
305
00:11:23,000 --> 00:11:23,766
again I'm just
306
00:11:23,766 --> 00:11:26,600
this is probably not as optimized as you would imagine
307
00:11:27,200 --> 00:11:29,300
okay and then we have the bottom left
308
00:11:29,300 --> 00:11:30,300
right which is this area
309
00:11:30,300 --> 00:11:32,466
so again I'm going to take another key mix
310
00:11:33,533 --> 00:11:36,733
paste it B Input a input
311
00:11:38,000 --> 00:11:41,766
o for roto B for blur or just copy and paste this blur
312
00:11:42,533 --> 00:11:44,766
plug it in mask it
313
00:11:45,200 --> 00:11:48,966
and this roto I'm gonna throw down to this area here
314
00:11:49,200 --> 00:11:50,000
there we go
315
00:11:51,900 --> 00:11:54,966
so it looks like it only got a hold of this area right
316
00:11:54,966 --> 00:11:58,933
here and I can keep going with this right so I can say
317
00:11:59,100 --> 00:12:01,466
okay this area right here
318
00:12:01,466 --> 00:12:03,900
I'm probably have to do a separate key for I'm just
319
00:12:04,366 --> 00:12:07,133
being very careful to do very light keys on all of this
320
00:12:07,133 --> 00:12:09,266
I'll just make another one and this will be
321
00:12:09,266 --> 00:12:10,300
middle left
322
00:12:11,400 --> 00:12:13,133
so I'll do middle left
323
00:12:15,666 --> 00:12:16,400
and we put that
324
00:12:16,400 --> 00:12:19,066
in and we're keying based on the luminance change
325
00:12:19,566 --> 00:12:21,700
chrominence change for each individual area
326
00:12:21,700 --> 00:12:23,266
so I'm going to just hit this key
327
00:12:23,266 --> 00:12:24,700
hit shift control and alt
328
00:12:25,100 --> 00:12:27,600
click the little problem child area that I want to get
329
00:12:29,133 --> 00:12:30,500
get as close as I can
330
00:12:30,500 --> 00:12:32,566
before it starts to get goofy on me
331
00:12:33,333 --> 00:12:36,200
making sure I keep as much hair detail as I can
332
00:12:37,333 --> 00:12:41,000
again copy paste you probably wouldn't use this many
333
00:12:41,866 --> 00:12:42,666
you know
334
00:12:43,066 --> 00:12:44,866
key lights sometimes you would obviously
335
00:12:44,866 --> 00:12:46,966
and this is where IVK Gizmo actually
336
00:12:47,500 --> 00:12:49,866
does a lot of this stuff for you in autopilot
337
00:12:49,866 --> 00:12:52,066
so I'm gonna go ahead and copy this here
338
00:12:53,300 --> 00:12:56,500
plug it in and let's go ahead and take a look at our
339
00:12:56,966 --> 00:12:58,533
last viewer I look at it here
340
00:12:58,533 --> 00:13:00,966
and then I'll just add in this area right here
341
00:13:01,866 --> 00:13:04,400
so I'm just kind of adding in
342
00:13:05,400 --> 00:13:07,566
little areas here as you can see
343
00:13:08,733 --> 00:13:10,133
and again I'll just kind of
344
00:13:10,133 --> 00:13:11,333
bring this to the best I can
345
00:13:11,333 --> 00:13:13,500
obviously this will have to be animated
346
00:13:13,900 --> 00:13:15,766
if it needs to be animated obviously
347
00:13:15,766 --> 00:13:16,866
because the camera is
348
00:13:17,100 --> 00:13:19,100
not moving you probably could leave these static
349
00:13:19,166 --> 00:13:20,600
but if the camera had to pan or something
350
00:13:20,600 --> 00:13:21,700
you'd have to animate it
351
00:13:22,166 --> 00:13:24,400
so in general I could come in here and create
352
00:13:24,566 --> 00:13:26,000
a merge node
353
00:13:26,900 --> 00:13:28,900
and we'll go ahead and create a mask
354
00:13:28,900 --> 00:13:31,066
so again I'm going to hit 0 for roto
355
00:13:31,800 --> 00:13:33,566
and I'm just going to come in here
356
00:13:34,733 --> 00:13:36,400
and mask around and make a
357
00:13:36,400 --> 00:13:38,166
garbage mask around our character
358
00:13:39,166 --> 00:13:40,100
as best we can
359
00:13:40,100 --> 00:13:41,100
and we're going to have better
360
00:13:41,100 --> 00:13:42,500
robust ways of doing this later
361
00:13:42,500 --> 00:13:46,200
by the way and again I'll just copy paste this blur
362
00:13:46,966 --> 00:13:51,733
B input a and we are going to set this to mask
363
00:13:52,766 --> 00:13:53,500
so there we go
364
00:13:53,500 --> 00:13:55,366
we got rid of all the gunk on the outside
365
00:13:55,933 --> 00:13:58,066
at this point we can hit the grade node
366
00:13:58,066 --> 00:14:00,200
and come in here and maybe crush
367
00:14:00,666 --> 00:14:01,700
the values a little bit here
368
00:14:01,700 --> 00:14:03,900
we can come over here and play with say
369
00:14:04,266 --> 00:14:05,400
play with the multiply
370
00:14:05,400 --> 00:14:07,566
again you want to set this to alpha by the way
371
00:14:07,666 --> 00:14:09,666
so make sure this grade node is set to alpha
372
00:14:10,133 --> 00:14:12,500
and I can just come in here and just start playing
373
00:14:12,500 --> 00:14:13,366
put my viewer to it
374
00:14:13,966 --> 00:14:15,300
playing with certain options here
375
00:14:15,300 --> 00:14:16,900
you can see I can play with the gamma
376
00:14:16,900 --> 00:14:18,333
which will kind of eat into my
377
00:14:20,600 --> 00:14:21,333
thing here a little bit
378
00:14:21,333 --> 00:14:23,500
I could also come over here to my blacks
379
00:14:23,500 --> 00:14:25,400
start to crush the values just a hair
380
00:14:26,066 --> 00:14:27,566
and then of course you got
381
00:14:28,066 --> 00:14:29,300
you can try multiply
382
00:14:29,733 --> 00:14:31,100
actually it's not going to do any good
383
00:14:31,933 --> 00:14:33,400
unless you have a white clamp
384
00:14:35,000 --> 00:14:37,166
so again just a little bit of detail
385
00:14:37,166 --> 00:14:38,533
you can see if I do a little too much
386
00:14:38,533 --> 00:14:39,100
I'm going to start through
387
00:14:39,100 --> 00:14:40,666
all these fine here to details
388
00:14:40,666 --> 00:14:43,466
but sometimes there is a compromise in that
389
00:14:43,866 --> 00:14:45,866
so now that we have an actual alpha here
390
00:14:45,866 --> 00:14:47,933
I'm going to go ahead and use a copy node
391
00:14:49,066 --> 00:14:49,866
like this
392
00:14:50,666 --> 00:14:52,000
and we're going to go ahead and
393
00:14:52,000 --> 00:14:54,300
bring in the actual footage itself
394
00:14:54,300 --> 00:14:56,133
so I'm going to go ahead and take this
395
00:14:56,566 --> 00:14:57,966
and put this as the
396
00:14:58,200 --> 00:15:01,966
coming RGB information and then the a is going to be
397
00:15:02,333 --> 00:15:04,166
the actual oops I'm sorry
398
00:15:04,500 --> 00:15:05,300
yeah that's right
399
00:15:05,933 --> 00:15:09,900
a is the alpha information and B is the RGB information
400
00:15:10,266 --> 00:15:13,166
and we're basically reformatting what is RGB
401
00:15:13,166 --> 00:15:14,100
and what is a
402
00:15:14,266 --> 00:15:15,266
so if I go ahead and
403
00:15:15,266 --> 00:15:17,200
plug this through to the original image
404
00:15:17,966 --> 00:15:20,700
like that and we go ahead and hold down Ctrl
405
00:15:20,700 --> 00:15:22,100
make a couple dot nodes
406
00:15:22,666 --> 00:15:25,000
to kind of come around to the opposite side here
407
00:15:26,566 --> 00:15:27,366
there we go
408
00:15:29,000 --> 00:15:30,566
so now you can see if I take a look
409
00:15:30,566 --> 00:15:31,566
here's the original footage
410
00:15:31,566 --> 00:15:32,966
hit a here's my alpha
411
00:15:33,466 --> 00:15:36,700
and I could pre malt this so type in make a pre malt
412
00:15:37,266 --> 00:15:41,666
so I multiply the alpha by the actual RGB
413
00:15:42,133 --> 00:15:44,133
so it cuts it out and there you go
414
00:15:44,566 --> 00:15:46,866
now just by looking at this you can kind of go and say
415
00:15:46,866 --> 00:15:47,666
wow
416
00:15:48,700 --> 00:15:49,700
this could use some
417
00:15:49,700 --> 00:15:51,600
you know coming to grading here and crush the
418
00:15:52,466 --> 00:15:54,000
you know this area but we have
419
00:15:54,133 --> 00:15:55,900
so much of this green here
420
00:15:55,933 --> 00:16:00,133
in the actual object and if we were to say put this
421
00:16:00,666 --> 00:16:03,166
on a background if I were to go to my constant here
422
00:16:03,566 --> 00:16:05,266
and let's choose a color here
423
00:16:06,666 --> 00:16:08,100
choose something like
424
00:16:08,533 --> 00:16:09,500
oh I don't know
425
00:16:10,366 --> 00:16:11,966
something brownish like that
426
00:16:12,900 --> 00:16:16,366
and if I would emerge this B for background a for a top
427
00:16:18,000 --> 00:16:18,800
you would see
428
00:16:18,800 --> 00:16:20,600
that we got a green Halo around the character
429
00:16:20,600 --> 00:16:21,566
now the key light
430
00:16:21,766 --> 00:16:24,766
is actually good on its own as a what's called a
431
00:16:24,766 --> 00:16:27,766
d spiller and usually within keys we have
432
00:16:28,100 --> 00:16:29,400
the area that we key out
433
00:16:29,533 --> 00:16:30,900
and we're not worried about the red green
434
00:16:30,900 --> 00:16:31,566
blue information
435
00:16:31,566 --> 00:16:33,500
and then we have the area over here which would be
436
00:16:33,900 --> 00:16:35,133
dealing with d spill
437
00:16:35,133 --> 00:16:37,000
which is getting rid of the green out of the
438
00:16:37,333 --> 00:16:39,933
reflections because a green screen behind this actress
439
00:16:40,733 --> 00:16:43,366
is not only going to cast green on her face
440
00:16:43,733 --> 00:16:44,933
around the edges of her
441
00:16:45,333 --> 00:16:46,200
around her hair
442
00:16:46,533 --> 00:16:48,400
it's just going to pollute it because it's it's light
443
00:16:48,400 --> 00:16:49,933
it works again
444
00:16:49,933 --> 00:16:52,366
it bounces around like four times and just you know
445
00:16:52,700 --> 00:16:54,166
white areas absorb
446
00:16:54,566 --> 00:16:56,600
white areas reflect and black areas
447
00:16:56,666 --> 00:16:59,766
absorb so you're not going to see a lot of green in her
448
00:16:59,933 --> 00:17:00,366
black shirt
449
00:17:00,366 --> 00:17:02,400
but you will see it probably in her face a little bit
450
00:17:02,400 --> 00:17:05,766
so key light on itself actually works as a good
451
00:17:05,866 --> 00:17:07,566
d spiller so I'm going to come over here
452
00:17:08,266 --> 00:17:11,000
plug in my source and I'm going to set my
453
00:17:11,133 --> 00:17:13,900
screen color on this 1 to 1 for green
454
00:17:14,066 --> 00:17:18,066
and voila we have taken out the green spill now
455
00:17:18,900 --> 00:17:21,866
usually I come in here with the alpha bias of the red
456
00:17:22,100 --> 00:17:23,300
because her face is red
457
00:17:23,600 --> 00:17:25,566
and I'll bring this up to 6
458
00:17:25,933 --> 00:17:28,100
okay you can see as I do that
459
00:17:28,100 --> 00:17:30,733
there's more green being taken out her face
460
00:17:30,733 --> 00:17:31,900
and also her hair
461
00:17:32,566 --> 00:17:33,300
see the difference
462
00:17:33,300 --> 00:17:34,900
see that just by bringing this up one
463
00:17:34,900 --> 00:17:36,166
you can put this to maybe point five
464
00:17:36,166 --> 00:17:36,933
five if you want
465
00:17:36,933 --> 00:17:38,400
you don't want her turning into a
466
00:17:39,400 --> 00:17:40,800
strawberry or a blueberry
467
00:17:40,800 --> 00:17:41,900
which happens is you
468
00:17:41,933 --> 00:17:43,800
kind of fiddle with this stuff a little too much
469
00:17:44,200 --> 00:17:45,266
you can see she's starting to turn
470
00:17:45,266 --> 00:17:46,933
into a blueberry if I go two nuts
471
00:17:47,133 --> 00:17:49,166
so having a alpha bias at point six
472
00:17:49,166 --> 00:17:51,000
I find is a good kind of balance
473
00:17:51,133 --> 00:17:51,866
again if you need to push it
474
00:17:51,866 --> 00:17:52,466
you'd still see there
475
00:17:52,466 --> 00:17:54,500
maybe some green tinge in her skin
476
00:17:55,266 --> 00:17:56,900
and that's something you get through
477
00:17:57,000 --> 00:17:58,566
using maybe a Hugh correct
478
00:17:58,566 --> 00:18:00,166
but we're going to get into that later lesson
479
00:18:00,500 --> 00:18:03,666
so this would be the redefined RGB
480
00:18:03,800 --> 00:18:05,733
okay so we're going to go ahead and plug that in
481
00:18:06,300 --> 00:18:08,666
notice that the background information here
482
00:18:09,000 --> 00:18:11,000
is unbelievably
483
00:18:12,066 --> 00:18:12,866
actually
484
00:18:14,200 --> 00:18:16,866
ridiculously dark right
485
00:18:16,866 --> 00:18:19,200
so we've lost illuminance because we've basically
486
00:18:19,400 --> 00:18:20,866
taken the green channel out
487
00:18:20,866 --> 00:18:22,666
so one of the things we can do with that
488
00:18:23,000 --> 00:18:25,933
is actually come in here and use a merge node
489
00:18:26,766 --> 00:18:28,766
and we're going to extract
490
00:18:30,133 --> 00:18:32,166
by clicking here for a B
491
00:18:32,200 --> 00:18:34,266
right here and we're going to extract
492
00:18:34,666 --> 00:18:36,166
minus operation
493
00:18:37,100 --> 00:18:39,766
so hit minus the green information
494
00:18:39,766 --> 00:18:41,666
this is the green information that we tore
495
00:18:41,666 --> 00:18:42,600
out of the scene
496
00:18:42,666 --> 00:18:45,666
okay so you can see there's a lot of it in
497
00:18:45,766 --> 00:18:47,100
around her face here
498
00:18:47,133 --> 00:18:49,166
in her teeth because her teeth are reflective
499
00:18:49,533 --> 00:18:52,466
and along here and here you can see the shirt isn't
500
00:18:52,466 --> 00:18:54,333
doing that because black absorbs
501
00:18:55,000 --> 00:18:57,366
a lot of the light coming and bouncing around
502
00:18:57,733 --> 00:19:00,766
so with that now I can go ahead and hit m for merge
503
00:19:00,766 --> 00:19:03,133
I'm going to hit sat for saturation
504
00:19:03,733 --> 00:19:05,333
I'm going to come over here take the saturation
505
00:19:05,333 --> 00:19:06,266
bring that down to nothing
506
00:19:06,266 --> 00:19:07,700
so now it's just black and white information
507
00:19:07,700 --> 00:19:09,733
but it is luminance information that we lost
508
00:19:09,733 --> 00:19:12,166
and we're going to reintroduce that
509
00:19:12,300 --> 00:19:14,266
by putting a merge node from B to a
510
00:19:14,333 --> 00:19:16,566
and we're going to set this merge node to plus
511
00:19:17,366 --> 00:19:19,966
now we have re added the missing
512
00:19:20,000 --> 00:19:22,866
luminance information but yet she is not green
513
00:19:23,400 --> 00:19:24,900
so there is our final
514
00:19:25,066 --> 00:19:27,100
commonly called the d spill or the red
515
00:19:27,100 --> 00:19:28,533
green blue information
516
00:19:28,733 --> 00:19:30,933
and this is our alpha information
517
00:19:30,933 --> 00:19:31,733
we merge that
518
00:19:31,733 --> 00:19:34,000
together with a copy node and now only merge this
519
00:19:34,000 --> 00:19:37,000
together we have a nice looking background now
520
00:19:37,600 --> 00:19:39,333
I don't want to jump any further than this
521
00:19:39,333 --> 00:19:39,666
because I
522
00:19:39,666 --> 00:19:41,933
obviously want to get into the other tools such as the
523
00:19:41,933 --> 00:19:44,200
gizmo and the primat
524
00:19:44,400 --> 00:19:47,400
but a quick fix for the fact that this hair is gray
525
00:19:47,533 --> 00:19:49,300
because the luminance values are different
526
00:19:49,566 --> 00:19:51,000
and also the color is different
527
00:19:51,333 --> 00:19:54,133
is you can kind of cheat this by going back to say your
528
00:19:54,133 --> 00:19:54,933
key light
529
00:19:55,600 --> 00:19:58,166
and adjusting the red color influence
530
00:19:58,166 --> 00:20:00,266
so usually I put this to point 01
531
00:20:01,100 --> 00:20:02,066
on the d spill
532
00:20:02,066 --> 00:20:03,733
and as I start to increase this
533
00:20:03,733 --> 00:20:05,000
go back to the actual image here
534
00:20:05,000 --> 00:20:06,100
and just see what we're doing
535
00:20:06,666 --> 00:20:07,866
you can see as I do this
536
00:20:07,866 --> 00:20:09,966
I start to reintroduce the little red
537
00:20:09,966 --> 00:20:12,700
so that it's actually changing to match her hair color
538
00:20:13,566 --> 00:20:14,366
see that
539
00:20:14,800 --> 00:20:16,933
I'll go to the plus sign just so I can see
540
00:20:18,166 --> 00:20:19,466
everything together here
541
00:20:19,700 --> 00:20:21,900
but you can see the difference here you can see that
542
00:20:26,066 --> 00:20:27,866
now again I can really push this
543
00:20:28,300 --> 00:20:29,300
if I want to
544
00:20:30,066 --> 00:20:31,966
by dragging this pretty high
545
00:20:31,966 --> 00:20:34,100
and this might start to change her skin tone
546
00:20:34,100 --> 00:20:36,533
but this background image is matching to her hair
547
00:20:37,100 --> 00:20:38,000
as you can see
548
00:20:42,400 --> 00:20:43,800
so again there's a lot of things you can do
549
00:20:43,800 --> 00:20:45,733
you can also come in here and bring down the
550
00:20:46,000 --> 00:20:47,333
intensity of the mix here
551
00:20:47,333 --> 00:20:48,600
but I just want to show you by making
552
00:20:48,600 --> 00:20:50,266
some slight alterations
553
00:20:50,466 --> 00:20:51,500
of the color information
554
00:20:51,500 --> 00:20:53,200
I can go over here to this merge node
555
00:20:53,466 --> 00:20:56,600
now it's matching up a lot better as you can see
556
00:20:57,000 --> 00:20:57,866
we still have
557
00:20:58,266 --> 00:21:00,600
color differentiation here between what is
558
00:21:00,600 --> 00:21:01,933
the backplate and what is not
559
00:21:01,933 --> 00:21:04,066
because the information of the
560
00:21:04,366 --> 00:21:07,166
gradient of the alpha is still showing the backplate
561
00:21:07,166 --> 00:21:07,933
what's behind her
562
00:21:07,933 --> 00:21:08,733
which is
563
00:21:08,800 --> 00:21:11,333
all determined by how we actually did our d spill
564
00:21:11,600 --> 00:21:13,600
so you can see we've matched her up pretty good
565
00:21:13,700 --> 00:21:15,600
and I just go ahead and scrub through
566
00:21:16,300 --> 00:21:18,066
obviously in this circumstance
567
00:21:18,066 --> 00:21:19,866
you always want to put your
568
00:21:19,866 --> 00:21:22,300
viewer to the last merge node and put your
569
00:21:22,300 --> 00:21:23,333
second viewer to
570
00:21:23,400 --> 00:21:24,533
your original plate
571
00:21:25,000 --> 00:21:26,066
you always do this
572
00:21:26,066 --> 00:21:29,000
you always always go back to your original plate
573
00:21:29,066 --> 00:21:30,900
you want to go back and forth
574
00:21:31,166 --> 00:21:33,000
look to see what you lost
575
00:21:33,000 --> 00:21:36,533
and you can see we lost a ton of information here
576
00:21:36,933 --> 00:21:39,100
so you can see here we've got all of this
577
00:21:39,400 --> 00:21:41,700
information here that's been lost
578
00:21:41,733 --> 00:21:44,200
oh my goodness how do we get that back well
579
00:21:45,100 --> 00:21:47,733
again it depends on the key that you're using
580
00:21:48,133 --> 00:21:50,400
one last trick I Learned from my good friend
581
00:21:50,700 --> 00:21:51,800
working in the studio
582
00:21:52,166 --> 00:21:52,800
was
583
00:21:52,800 --> 00:21:55,566
where you actually color correct the background plate
584
00:21:55,700 --> 00:21:57,900
okay so this right here
585
00:21:57,900 --> 00:21:59,333
let's go ahead and take a look at our background plate
586
00:21:59,333 --> 00:21:59,933
here it is right
587
00:21:59,933 --> 00:22:01,700
it's just this stupid constant right
588
00:22:02,300 --> 00:22:05,300
what you can do is actually put a grade note in on this
589
00:22:05,533 --> 00:22:07,666
and what you can do with this is
590
00:22:07,666 --> 00:22:09,566
we'll go ahead and take a look at her here real quick
591
00:22:09,900 --> 00:22:11,100
I'm gonna hit R
592
00:22:11,133 --> 00:22:12,666
G and B and we can see the
593
00:22:12,666 --> 00:22:13,500
green channel
594
00:22:13,500 --> 00:22:16,166
is where we get the highest amount of contrast right
595
00:22:16,700 --> 00:22:19,366
so I'm gonna do an old type of key which is called
596
00:22:19,366 --> 00:22:20,533
just a regular key
597
00:22:20,566 --> 00:22:23,733
so these are used a lot in kind of pulling out
598
00:22:24,866 --> 00:22:27,766
luminance based keys as well as ground shadows
599
00:22:28,000 --> 00:22:29,333
so I'm going to go ahead and put that
600
00:22:29,333 --> 00:22:30,700
into the original plate
601
00:22:30,866 --> 00:22:34,366
and what it does is if I put this from
602
00:22:35,066 --> 00:22:36,900
you know we're not going to deal with luminance here
603
00:22:36,900 --> 00:22:38,500
but I'm going to go ahead and put this to
604
00:22:39,400 --> 00:22:40,866
based on green key here
605
00:22:41,933 --> 00:22:44,666
it basically takes the green channel
606
00:22:44,866 --> 00:22:47,200
okay and floods it in to the alpha
607
00:22:47,200 --> 00:22:48,466
so if I go ahead and take a look
608
00:22:49,166 --> 00:22:51,600
I hit a for alpha you can see what we have here
609
00:22:51,600 --> 00:22:52,333
so I'm going to go ahead and
610
00:22:52,333 --> 00:22:53,866
crush the values a little bit
611
00:22:54,766 --> 00:22:56,966
in here and this is basically a gradient
612
00:22:57,333 --> 00:22:59,200
of the values from 0 to 1
613
00:23:00,266 --> 00:23:00,966
there we go
614
00:23:00,966 --> 00:23:03,533
now we also got to invert this I'm going to invert it
615
00:23:04,533 --> 00:23:06,300
and let's see if we can
616
00:23:06,666 --> 00:23:07,900
play with this other bar
617
00:23:07,900 --> 00:23:09,000
you pull out this other bar here
618
00:23:09,000 --> 00:23:10,466
and just kind of clipping that
619
00:23:11,333 --> 00:23:14,366
you can see it's going to be very hard to extract this
620
00:23:15,300 --> 00:23:16,900
all these fine wispies
621
00:23:16,900 --> 00:23:18,733
but we're going to grab whatever we can
622
00:23:19,600 --> 00:23:21,800
and the white is the area that's going to color correct
623
00:23:21,800 --> 00:23:23,866
so I'm going to go ahead and make a dot node here
624
00:23:23,866 --> 00:23:25,000
so we can extend this
625
00:23:25,066 --> 00:23:26,100
bring this down here
626
00:23:27,733 --> 00:23:30,400
and bring this baby all the way down here
627
00:23:30,733 --> 00:23:31,533
there we go
628
00:23:32,100 --> 00:23:34,400
and I'm going to go ahead and plug this in
629
00:23:34,733 --> 00:23:36,800
before I do that I'm going to go ahead and add a mask
630
00:23:36,800 --> 00:23:37,566
so I'm going to merge this
631
00:23:37,566 --> 00:23:39,133
because I don't want to color correct everything
632
00:23:39,800 --> 00:23:42,733
so this will be the incoming image
633
00:23:43,400 --> 00:23:44,200
and then the a
634
00:23:44,200 --> 00:23:46,466
will be a mask or roto that I will create
635
00:23:48,000 --> 00:23:50,766
that roto will be only around the hair areas
636
00:23:50,766 --> 00:23:53,400
in this case I can only isolate this area for now
637
00:23:53,766 --> 00:23:55,666
I'll have to do individual keys that are
638
00:23:55,666 --> 00:23:56,800
just like we did with key light
639
00:23:56,800 --> 00:23:58,500
based on the luminance of these different areas
640
00:23:58,500 --> 00:24:00,200
but I'm just going to use this area for an example
641
00:24:00,600 --> 00:24:02,933
I'm also going to grab one of my old blurs here and
642
00:24:04,333 --> 00:24:06,200
piece that in there we go
643
00:24:07,800 --> 00:24:10,700
that way we just have and I'll put this to mask
644
00:24:12,100 --> 00:24:14,366
so now you can see we just have this area cut out
645
00:24:14,366 --> 00:24:15,666
and I will use this
646
00:24:15,666 --> 00:24:18,100
as the mask for the grade for the background
647
00:24:18,900 --> 00:24:20,733
so now you can see if I take a look
648
00:24:20,766 --> 00:24:22,066
and I'll take the grade
649
00:24:22,500 --> 00:24:24,533
and start to multiply this down
650
00:24:24,733 --> 00:24:26,566
look at all the hair detail that has come back
651
00:24:26,566 --> 00:24:27,666
in that little area there
652
00:24:28,266 --> 00:24:30,266
so now I'm going to go back to my merges
653
00:24:30,300 --> 00:24:33,800
my original and my end of the line front of the line
654
00:24:34,366 --> 00:24:35,266
and you can see
655
00:24:35,266 --> 00:24:37,000
we've retained all this information
656
00:24:37,000 --> 00:24:38,400
based on a hack where we've color
657
00:24:38,400 --> 00:24:39,266
graded the background
658
00:24:39,266 --> 00:24:41,333
now we've color graded it
659
00:24:41,966 --> 00:24:44,666
unfortunately in a color that is black
660
00:24:44,666 --> 00:24:47,300
so you can come into this multiply here
661
00:24:47,666 --> 00:24:48,733
click on the four
662
00:24:49,266 --> 00:24:50,533
and play with
663
00:24:50,533 --> 00:24:52,666
if you want to make it more like the color over here
664
00:24:52,666 --> 00:24:54,066
which might be a little bit more red
665
00:24:54,066 --> 00:24:55,666
so you can kind of play with that a little bit
666
00:24:56,166 --> 00:24:58,266
so you can go ahead and see the difference
667
00:24:59,000 --> 00:24:59,500
between that
668
00:24:59,500 --> 00:25:02,133
you can see a huge world difference that this can do
669
00:25:02,666 --> 00:25:05,500
to retain values that you couldn't get out of your
670
00:25:05,500 --> 00:25:06,400
key due to
671
00:25:06,400 --> 00:25:08,966
quite the variation of a green behind the actress
672
00:25:09,333 --> 00:25:12,000
so a lot of stuff I'm throwing at you
673
00:25:12,766 --> 00:25:15,900
okay so the next thing I want to show you is the primat
674
00:25:16,300 --> 00:25:17,166
so the primat
675
00:25:17,166 --> 00:25:19,100
let's go ahead and drag this baby over here
676
00:25:19,100 --> 00:25:21,300
and we'll bring our actress here
677
00:25:22,866 --> 00:25:25,600
primats are usually used for creating cores
678
00:25:25,766 --> 00:25:27,500
which is very important
679
00:25:27,500 --> 00:25:27,966
to understand
680
00:25:27,966 --> 00:25:30,733
that despite all of this keying that we did
681
00:25:30,733 --> 00:25:32,766
if I go ahead and take a look at her actress here
682
00:25:33,000 --> 00:25:35,333
you can see if I pulled it down she is
683
00:25:35,766 --> 00:25:38,200
slamming the gamma she is still transparent here
684
00:25:38,566 --> 00:25:40,366
so if I were to sample this area here
685
00:25:40,366 --> 00:25:44,200
you can see the actual value is point 998
686
00:25:44,333 --> 00:25:49,366
okay so that is technically unacceptable in regards to
687
00:25:50,900 --> 00:25:54,133
an alpha input that you can play with here
688
00:25:54,733 --> 00:25:57,700
it's 1.05% or
689
00:25:57,700 --> 00:26:00,800
lower is what is allowed in regards to transparency
690
00:26:02,133 --> 00:26:04,600
for the most part especially out here in this area here
691
00:26:04,600 --> 00:26:05,300
kind of sample here
692
00:26:05,300 --> 00:26:07,366
you can see the value is like point 033
693
00:26:07,366 --> 00:26:08,666
that's that's fine even though
694
00:26:08,766 --> 00:26:12,366
we do see noise here it kind of translates itself into
695
00:26:12,933 --> 00:26:14,933
not being seen in the plate itself
696
00:26:14,933 --> 00:26:17,566
but if you get values in here out in the black area
697
00:26:17,866 --> 00:26:20,066
that are above point 05
698
00:26:20,333 --> 00:26:21,600
then you got a problem
699
00:26:22,133 --> 00:26:23,200
so that's sort of like the middle ground
700
00:26:23,200 --> 00:26:24,533
even though you see gunk up here
701
00:26:24,533 --> 00:26:25,700
like let's sample this
702
00:26:26,200 --> 00:26:28,700
so the average is point 02 right
703
00:26:28,700 --> 00:26:30,333
so that is actually acceptable
704
00:26:30,333 --> 00:26:32,600
that will not probably be seen
705
00:26:32,866 --> 00:26:34,066
in the final output
706
00:26:34,066 --> 00:26:36,200
and we can test it just by looking at it right
707
00:26:36,733 --> 00:26:39,566
if you see sort of noise up there in your shot
708
00:26:39,566 --> 00:26:41,000
then you know you got to deal with it
709
00:26:41,300 --> 00:26:43,366
but in general it is what it is
710
00:26:43,366 --> 00:26:45,500
so again let's go back to our primat
711
00:26:46,533 --> 00:26:48,066
primats are just
712
00:26:48,066 --> 00:26:50,800
very destructive in the sense that it's almost like
713
00:26:51,266 --> 00:26:52,966
creating a key with a permanent marker
714
00:26:52,966 --> 00:26:55,000
if you make one mistake it's hard to go back
715
00:26:55,000 --> 00:26:57,866
and I just find that the undo button is a bit buggy
716
00:26:58,200 --> 00:27:00,333
so I'm going to go over here and plug in the foreground
717
00:27:00,566 --> 00:27:01,566
and take a look at it
718
00:27:01,566 --> 00:27:04,333
now this is what I call a three dimensional keyer
719
00:27:04,700 --> 00:27:05,266
what does that mean
720
00:27:05,266 --> 00:27:06,400
well if I come over here to this
721
00:27:06,400 --> 00:27:08,933
nice little color wheel I've put in the scene for you
722
00:27:09,500 --> 00:27:10,300
put my
723
00:27:10,333 --> 00:27:12,466
viewer to the Roto here and double click my Roto node
724
00:27:12,466 --> 00:27:13,266
you'll see
725
00:27:13,466 --> 00:27:16,500
the key light was using a variation of luminance
726
00:27:16,500 --> 00:27:17,700
and chrominence
727
00:27:18,100 --> 00:27:19,966
to pick out an area
728
00:27:20,000 --> 00:27:21,866
but the great thing about
729
00:27:21,866 --> 00:27:23,700
primat is a three dimensional key
730
00:27:23,700 --> 00:27:25,666
it almost like works like a wormhole
731
00:27:26,200 --> 00:27:27,333
if you want to talk physics
732
00:27:27,333 --> 00:27:29,466
where it can jump to different areas
733
00:27:29,733 --> 00:27:30,966
that are not connected
734
00:27:30,966 --> 00:27:33,200
usually as you increase the area that you want a key
735
00:27:33,200 --> 00:27:35,133
it kind of grabs everything in the middle
736
00:27:35,500 --> 00:27:36,466
as you extend it out
737
00:27:36,466 --> 00:27:38,666
but here's a way where I can actually grab
738
00:27:38,900 --> 00:27:41,300
and again this is the gradients of the tolerance
739
00:27:41,300 --> 00:27:42,733
of what it actually picks up
740
00:27:44,000 --> 00:27:44,500
actually
741
00:27:44,500 --> 00:27:47,166
grabs stuff that's outside of that sort of diamond
742
00:27:47,166 --> 00:27:47,800
so to speak
743
00:27:47,800 --> 00:27:49,933
so it's really cool it's a three dimensional key
744
00:27:50,766 --> 00:27:52,000
so let's go to the primat here
745
00:27:52,000 --> 00:27:53,166
I'll just double click it
746
00:27:53,800 --> 00:27:56,366
and again you have this option your operation
747
00:27:56,366 --> 00:27:57,266
this stuff is very
748
00:27:58,166 --> 00:27:58,866
dummy proof
749
00:27:58,866 --> 00:28:01,066
you can go here to smart select background color
750
00:28:01,066 --> 00:28:02,366
and just like we did with the key light
751
00:28:02,366 --> 00:28:04,200
you're going to come over here and click a color
752
00:28:05,500 --> 00:28:08,266
and boom we've got a starting point
753
00:28:09,366 --> 00:28:11,266
so let's go ahead and hit a for alpha
754
00:28:12,566 --> 00:28:14,066
let's go ahead and sample an area there
755
00:28:14,400 --> 00:28:16,700
and now all I do is go to clean background and
756
00:28:16,700 --> 00:28:17,333
clean foreground
757
00:28:17,333 --> 00:28:19,166
so I just go to clean background noise
758
00:28:19,666 --> 00:28:21,666
anything that should be transparent
759
00:28:21,666 --> 00:28:23,933
I'm just going to hold down shift and control
760
00:28:24,500 --> 00:28:25,966
and gobble it up
761
00:28:26,400 --> 00:28:29,900
as I do this and you can do it by grabbing a whole area
762
00:28:29,900 --> 00:28:30,700
but it actually makes you
763
00:28:30,700 --> 00:28:32,666
it's starting to make your edge a lot crunchier
764
00:28:32,666 --> 00:28:33,900
so I find that just
765
00:28:34,533 --> 00:28:36,266
clicking once in a while instead of
766
00:28:36,266 --> 00:28:37,900
clicking and dragging like this
767
00:28:38,800 --> 00:28:40,766
can kind of save your key
768
00:28:41,566 --> 00:28:45,100
so with that I'll go back to my clean foreground noise
769
00:28:45,300 --> 00:28:48,166
and bring down my slam my gamma here
770
00:28:48,500 --> 00:28:50,100
and I can come in here and grab the
771
00:28:50,100 --> 00:28:51,466
center area is like crazy
772
00:28:51,466 --> 00:28:53,133
now you can see what's going on here
773
00:28:53,600 --> 00:28:56,366
it's starting to harden up my mat really badly
774
00:28:56,366 --> 00:28:58,733
okay and that's just the reality
775
00:28:59,566 --> 00:29:00,300
of this whole thing
776
00:29:00,300 --> 00:29:01,533
click on viewer here
777
00:29:01,766 --> 00:29:02,966
and you can see
778
00:29:02,966 --> 00:29:05,200
the actual three dimensional representation
779
00:29:05,733 --> 00:29:09,533
of what is being keyed out in this in the red
780
00:29:10,266 --> 00:29:11,966
green and blue channels here
781
00:29:12,133 --> 00:29:14,733
in the three dimensional space if you wish
782
00:29:15,066 --> 00:29:17,066
it's nice eye candy
783
00:29:17,066 --> 00:29:18,866
but it really doesn't help you very much
784
00:29:19,600 --> 00:29:20,766
so now you can see
785
00:29:21,000 --> 00:29:24,133
everything looks relatively you know blaze
786
00:29:25,866 --> 00:29:27,666
if you were to merge this on a background
787
00:29:27,666 --> 00:29:29,800
the edges would be a little bit harsh
788
00:29:29,800 --> 00:29:31,066
so if you were to compare the
789
00:29:31,066 --> 00:29:32,800
edges of what we created with the primat
790
00:29:33,333 --> 00:29:35,966
versus what we have in regards to
791
00:29:36,133 --> 00:29:37,066
what we did with the key light
792
00:29:37,066 --> 00:29:39,766
you can see the amount of detail that's been lost
793
00:29:40,066 --> 00:29:41,900
the good thing about the key light
794
00:29:42,800 --> 00:29:46,500
or the primat I should say is it works as a great tool
795
00:29:46,800 --> 00:29:51,266
for actually creating cores because it still maintains
796
00:29:51,466 --> 00:29:54,900
the edges but allows for hardened centers
797
00:29:54,900 --> 00:29:57,066
so you usually would come in here
798
00:29:57,466 --> 00:29:59,900
and again clean this up a little bit more
799
00:30:00,533 --> 00:30:02,466
you probably grade it a little bit
800
00:30:02,533 --> 00:30:04,933
so you can come in here and grade this oops
801
00:30:05,000 --> 00:30:06,666
do another grade but a grade
802
00:30:07,266 --> 00:30:09,666
and again you'd set this to the alpha channel
803
00:30:10,133 --> 00:30:12,700
and you come in here and crush the blacks a little bit
804
00:30:12,933 --> 00:30:14,600
as you can see as I crush the black starts
805
00:30:14,600 --> 00:30:15,700
eating into the mat
806
00:30:16,166 --> 00:30:17,566
crush the whites
807
00:30:18,666 --> 00:30:19,600
ever so slightly
808
00:30:19,600 --> 00:30:21,333
and now you have you can slay on the game
809
00:30:21,333 --> 00:30:22,900
you can see we have a pretty solid
810
00:30:23,500 --> 00:30:27,066
center there but this actually has axe as a core
811
00:30:27,733 --> 00:30:30,066
that if we were to hit m for merge
812
00:30:30,733 --> 00:30:32,966
we could actually after this
813
00:30:34,000 --> 00:30:38,600
merge this on top so I'm going to merge that on top of
814
00:30:39,700 --> 00:30:40,533
the footage here
815
00:30:40,533 --> 00:30:42,466
so I'll just bring this over here really quick
816
00:30:43,100 --> 00:30:47,066
so here is our you know key light which has holes in it
817
00:30:47,766 --> 00:30:50,333
and if I take in comparison between the two
818
00:30:51,700 --> 00:30:52,533
you can see
819
00:30:52,600 --> 00:30:53,766
this is a little bit skinnier
820
00:30:53,766 --> 00:30:56,366
now this could be troublesome because these areas
821
00:30:56,700 --> 00:30:56,933
you know
822
00:30:56,933 --> 00:30:59,000
obviously these areas of the semi transparent areas
823
00:30:59,000 --> 00:31:00,066
and this is fine
824
00:31:01,533 --> 00:31:02,300
in general
825
00:31:02,300 --> 00:31:04,700
you might also want to come in here and play with the
826
00:31:04,700 --> 00:31:05,900
gamma as you can see it kind of
827
00:31:05,900 --> 00:31:07,366
eats in a little bit more too
828
00:31:08,366 --> 00:31:08,933
you can do that
829
00:31:08,933 --> 00:31:10,166
you could also use a lookup
830
00:31:10,166 --> 00:31:11,733
tool which I'm going to go over later
831
00:31:12,200 --> 00:31:15,066
this and I'll go ahead and set this to
832
00:31:16,600 --> 00:31:18,700
let's put it as
833
00:31:19,066 --> 00:31:20,766
well let's just plus it
834
00:31:21,000 --> 00:31:22,166
now I want to show you what happens when you
835
00:31:22,166 --> 00:31:22,766
plus something
836
00:31:22,766 --> 00:31:24,133
you get values that are
837
00:31:24,666 --> 00:31:25,600
above
838
00:31:26,100 --> 00:31:27,166
value of one
839
00:31:27,866 --> 00:31:29,333
so I'm going to go ahead and
840
00:31:29,333 --> 00:31:31,400
put in a quick clamp node here
841
00:31:32,800 --> 00:31:33,666
like this
842
00:31:33,666 --> 00:31:35,900
and now those values are no longer that they're
843
00:31:36,066 --> 00:31:38,700
limited between the normalized values of 0 to 1
844
00:31:38,733 --> 00:31:40,166
or you can go ahead
845
00:31:40,700 --> 00:31:42,533
put this to say screen
846
00:31:43,700 --> 00:31:45,800
which is usually a nicer way of working
847
00:31:45,800 --> 00:31:47,200
and you can see the values are
848
00:31:47,333 --> 00:31:48,333
still normalized
849
00:31:48,333 --> 00:31:50,566
so screen is actually preferred
850
00:31:50,866 --> 00:31:51,500
but you see
851
00:31:51,500 --> 00:31:54,066
what it did is it filled in these areas here
852
00:31:54,900 --> 00:31:57,100
so now if we kind of look at our
853
00:31:57,200 --> 00:31:59,000
again you can see we have a nice core
854
00:31:59,000 --> 00:32:00,533
so it fills in the center
855
00:32:00,700 --> 00:32:03,866
so that's why Primat is a really good tool to use
856
00:32:04,766 --> 00:32:06,133
through this whole process
857
00:32:06,133 --> 00:32:08,200
and I'm just going to organize this just a tad
858
00:32:08,200 --> 00:32:09,200
so you guys can
859
00:32:09,900 --> 00:32:11,566
have it look you know take a look at this
860
00:32:11,566 --> 00:32:14,100
I do have the start end finish for all these files
861
00:32:14,100 --> 00:32:15,066
so you're not like
862
00:32:15,533 --> 00:32:16,366
what did you do
863
00:32:16,366 --> 00:32:18,066
you know I could just go ahead and show you
864
00:32:18,400 --> 00:32:20,466
so let's go ahead and take a look at the final result
865
00:32:20,500 --> 00:32:22,800
and there she is looking all joyful
866
00:32:23,300 --> 00:32:25,866
we still have some green in her face
867
00:32:25,866 --> 00:32:27,266
these are the subtleties you got to keep
868
00:32:27,266 --> 00:32:28,200
an eye out for
869
00:32:28,733 --> 00:32:29,700
as you can see here
870
00:32:29,700 --> 00:32:30,533
and we'll get into how
871
00:32:30,533 --> 00:32:32,266
we're going to be dealing with that a little bit later
872
00:32:32,666 --> 00:32:35,300
but as of right now that's just a quick example
873
00:32:35,333 --> 00:32:35,966
now the final
874
00:32:35,966 --> 00:32:37,700
key I'm going to go ahead and show you guys
875
00:32:38,100 --> 00:32:40,300
is the IBK Gizmo IBK Color
876
00:32:40,933 --> 00:32:44,733
this is the most popular in the whole process of
877
00:32:45,066 --> 00:32:46,200
keying and so forth
878
00:32:47,000 --> 00:32:49,300
so sometimes it's hard to explain
879
00:32:49,300 --> 00:32:50,866
what in the world this does
880
00:32:50,866 --> 00:32:52,533
so here is our actress
881
00:32:52,666 --> 00:32:55,966
I'm going to go ahead and add a d noise while I'm here
882
00:32:56,133 --> 00:32:57,933
so let's go ahead and add a d noise
883
00:32:58,466 --> 00:33:00,166
put the d noise in the source in
884
00:33:01,200 --> 00:33:02,400
sample up my area
885
00:33:03,733 --> 00:33:06,333
and now we have taken out the noise in the shot
886
00:33:06,333 --> 00:33:07,500
so go ahead and take a look
887
00:33:07,600 --> 00:33:09,900
before after there noise is gone
888
00:33:11,100 --> 00:33:12,533
we blurred the image a little bit
889
00:33:12,700 --> 00:33:14,466
which we can sharpen her later on
890
00:33:16,100 --> 00:33:17,800
which if you sharpen too much you'll get black
891
00:33:17,800 --> 00:33:21,066
edges around heavy contrast areas and it's not good
892
00:33:21,066 --> 00:33:23,066
so again any time you tamper with the image
893
00:33:23,333 --> 00:33:24,766
you're tampering in God's domain
894
00:33:24,766 --> 00:33:25,966
and you're fiddling around
895
00:33:26,000 --> 00:33:26,666
and it
896
00:33:26,666 --> 00:33:28,866
can degrade the image and make it more synthetic
897
00:33:29,300 --> 00:33:31,366
so we have the IBK color and the IBK gizmo
898
00:33:31,366 --> 00:33:32,600
so what does this do
899
00:33:32,600 --> 00:33:36,466
well I'm going to show you using a rhodo paint node
900
00:33:37,000 --> 00:33:38,366
what the heck this does
901
00:33:38,366 --> 00:33:40,900
so what it does is it takes the original plate
902
00:33:42,400 --> 00:33:44,733
and it this is going to sound
903
00:33:44,733 --> 00:33:46,500
really goofy when I kind of describe it
904
00:33:46,500 --> 00:33:47,966
I'm going to take a smear brush here
905
00:33:49,000 --> 00:33:51,366
and what it does is it basically does this
906
00:33:51,866 --> 00:33:54,133
it's basically taking the sample color
907
00:33:54,166 --> 00:33:54,533
you know
908
00:33:54,533 --> 00:33:56,700
we have different lumens values all around her head
909
00:33:56,700 --> 00:33:57,733
because it's darker over here
910
00:33:57,733 --> 00:33:58,866
as it is lighter over here
911
00:33:59,500 --> 00:34:01,600
basically what's doing is it's just doing this
912
00:34:02,100 --> 00:34:04,566
it's choosing an edge and then eroding it
913
00:34:04,700 --> 00:34:06,166
in from that edge
914
00:34:06,666 --> 00:34:07,533
as you can see here
915
00:34:07,533 --> 00:34:10,300
so imagine go ahead and make this crazy big
916
00:34:10,700 --> 00:34:11,766
it's doing this
917
00:34:11,766 --> 00:34:14,133
so it's moving the sample color here which is
918
00:34:14,300 --> 00:34:17,333
most likely the color that should be sampled
919
00:34:17,566 --> 00:34:18,900
and it moves it into
920
00:34:19,300 --> 00:34:20,866
the character's center
921
00:34:20,933 --> 00:34:24,600
and what we're basically doing is a process as if
922
00:34:24,966 --> 00:34:28,000
we got rid of her completely okay
923
00:34:28,466 --> 00:34:30,900
so I can keep doing this till the sun goes down here
924
00:34:30,900 --> 00:34:31,700
right
925
00:34:33,100 --> 00:34:35,000
so if you were to take a look the difference
926
00:34:35,333 --> 00:34:36,700
it was almost as if
927
00:34:37,133 --> 00:34:39,366
it's a fake back plate
928
00:34:39,766 --> 00:34:41,266
or it should say clean plate
929
00:34:41,533 --> 00:34:43,733
and clean plate usually if you have a shot
930
00:34:43,733 --> 00:34:45,133
if you're on the stage and you're
931
00:34:45,133 --> 00:34:47,700
VFX supervising and the shot is a lock off shot
932
00:34:47,700 --> 00:34:49,400
meaning it's a tripod shot lockdown
933
00:34:49,900 --> 00:34:50,933
tell your
934
00:34:51,266 --> 00:34:54,500
DP to shoot some footage with the actor out of the way
935
00:34:54,500 --> 00:34:57,266
and that footage can be used as a clean plate
936
00:34:58,066 --> 00:35:00,066
but this creates the artificial clean plate
937
00:35:00,066 --> 00:35:01,733
which is if we told the actress
938
00:35:01,733 --> 00:35:03,266
get the heck out of the way
939
00:35:03,400 --> 00:35:04,800
and we shot some footage
940
00:35:04,800 --> 00:35:07,133
so you can see it looks as if she disappeared
941
00:35:07,133 --> 00:35:09,066
I could keep doing this until she disappears
942
00:35:09,266 --> 00:35:11,066
as if she actually is
943
00:35:11,466 --> 00:35:14,166
out of the shot all it's doing is smearing in
944
00:35:14,533 --> 00:35:16,300
the pixel values around here
945
00:35:16,300 --> 00:35:17,600
and then it's using a difference
946
00:35:17,600 --> 00:35:18,900
key or the difference between
947
00:35:18,900 --> 00:35:19,866
the backplate
948
00:35:20,066 --> 00:35:22,866
and the original and taking the character out
949
00:35:22,866 --> 00:35:25,066
so what I like to call it a difference key
950
00:35:26,333 --> 00:35:28,900
okay so with that said let's go ahead and create that
951
00:35:28,900 --> 00:35:31,666
so we don't use obviously a
952
00:35:32,600 --> 00:35:34,366
smear brush we use the IBK
953
00:35:34,366 --> 00:35:36,566
color which we're going to plug into our d noise
954
00:35:37,700 --> 00:35:39,600
this thing by default is always set to blue
955
00:35:39,600 --> 00:35:41,533
I don't know why they just set it to green because
956
00:35:41,533 --> 00:35:43,933
most people use green and secondary blue
957
00:35:44,266 --> 00:35:45,866
but it's set to green
958
00:35:45,866 --> 00:35:47,366
and I think that's because the old software
959
00:35:47,366 --> 00:35:49,200
used to use blue screen more than
960
00:35:49,466 --> 00:35:50,800
used green screen
961
00:35:51,200 --> 00:35:53,266
switching over from film to digital or whatever
962
00:35:53,866 --> 00:35:54,666
so you can see
963
00:35:55,100 --> 00:35:58,333
the image you get is this very odd image here
964
00:35:58,766 --> 00:36:00,666
where she is
965
00:36:01,366 --> 00:36:02,333
basically
966
00:36:03,100 --> 00:36:03,800
has an outline
967
00:36:03,800 --> 00:36:06,166
if hit a for alpha it's actually choosing an alpha
968
00:36:06,166 --> 00:36:06,966
so this is
969
00:36:07,133 --> 00:36:09,333
the best that it can do it's basically keying out
970
00:36:09,366 --> 00:36:10,500
basic green here
971
00:36:10,766 --> 00:36:13,900
and what you have to decide here is the size
972
00:36:15,000 --> 00:36:17,600
you can see here by default 10 is usually fine
973
00:36:17,766 --> 00:36:19,600
and then you have darks and lights
974
00:36:19,600 --> 00:36:22,133
so this is basically in the same way we were doing
975
00:36:22,133 --> 00:36:23,266
keying with key light
976
00:36:24,300 --> 00:36:26,800
defining out the tolerance of
977
00:36:27,100 --> 00:36:28,566
brightness versus contrast
978
00:36:28,566 --> 00:36:30,366
I'm gonna put this to point zero one
979
00:36:31,000 --> 00:36:33,566
and I'm gonna start dialing up this one
980
00:36:34,466 --> 00:36:35,800
until it kind of
981
00:36:36,800 --> 00:36:38,333
choose up everything we want to get
982
00:36:38,333 --> 00:36:39,900
even those hair wisps
983
00:36:40,133 --> 00:36:41,700
if we can now if you do this
984
00:36:41,700 --> 00:36:42,333
it starts to
985
00:36:42,333 --> 00:36:44,333
explode off to the side of the screen here
986
00:36:44,333 --> 00:36:45,900
as you can see it's like oh crap
987
00:36:46,266 --> 00:36:46,933
that's not good
988
00:36:46,933 --> 00:36:50,100
so I want to kind of wait until it explodes and stop
989
00:36:50,500 --> 00:36:51,800
and now I'm going to go to the lights
990
00:36:51,800 --> 00:36:53,400
and put a value in there
991
00:36:53,400 --> 00:36:54,400
on the greens
992
00:36:54,766 --> 00:36:57,700
and I'm just going to start fiddling with this until
993
00:36:58,800 --> 00:36:59,800
I can get something
994
00:36:59,800 --> 00:37:02,266
there we go now the next step is in a row that just
995
00:37:02,266 --> 00:37:03,733
basically a row just
996
00:37:04,800 --> 00:37:08,733
erodes in or dilates out the actual alpha edge
997
00:37:08,733 --> 00:37:10,200
so now I'm trying to get
998
00:37:11,066 --> 00:37:14,133
all these hair details as best as I possibly can
999
00:37:14,300 --> 00:37:15,166
okay so
1000
00:37:15,866 --> 00:37:17,766
let's go ahead and fill it with this a little bit
1001
00:37:17,766 --> 00:37:20,533
you can see if I pull it I can overcrank it
1002
00:37:20,566 --> 00:37:23,533
678 scenes with heavy hair
1003
00:37:23,766 --> 00:37:27,266
lots of hair and not hard edges are a little bit tricky
1004
00:37:27,266 --> 00:37:28,700
you might have to introduce a mask
1005
00:37:28,700 --> 00:37:29,333
which I'll talk about
1006
00:37:29,333 --> 00:37:30,666
I'm going to demo later on
1007
00:37:30,700 --> 00:37:32,933
where you actually introduce more to the roto
1008
00:37:32,933 --> 00:37:34,333
by adding in more alpha
1009
00:37:35,200 --> 00:37:37,366
via Roto node but the hairs are tricky
1010
00:37:37,366 --> 00:37:38,600
I would actually come in here
1011
00:37:38,966 --> 00:37:43,266
and roto this area in and add it to the alpha mask
1012
00:37:44,266 --> 00:37:45,100
because it's no good
1013
00:37:45,100 --> 00:37:46,100
so you can see what it's going to do
1014
00:37:46,100 --> 00:37:47,800
it's going to take the pixels on this
1015
00:37:47,800 --> 00:37:49,100
where this line is at
1016
00:37:49,533 --> 00:37:50,466
smear them in
1017
00:37:50,900 --> 00:37:51,666
so
1018
00:37:51,666 --> 00:37:53,666
you can see the patch black is going to do that
1019
00:37:53,666 --> 00:37:55,333
so I'm going to go ahead and drag that in
1020
00:37:55,766 --> 00:37:57,700
and I can overcrank this to ridiculous
1021
00:37:57,700 --> 00:37:59,200
now I'm going to talk about the daisy chain
1022
00:37:59,300 --> 00:38:00,666
version of this later on
1023
00:38:01,166 --> 00:38:03,566
but I basically brought this to a patch 20
1024
00:38:03,566 --> 00:38:05,000
so let's take a look at the original image
1025
00:38:05,000 --> 00:38:06,200
let's take a look at the shot
1026
00:38:06,200 --> 00:38:08,066
it's almost like we told the actress
1027
00:38:08,300 --> 00:38:09,866
get your butt off the stage
1028
00:38:09,866 --> 00:38:10,500
and there we go
1029
00:38:10,500 --> 00:38:10,700
now
1030
00:38:10,700 --> 00:38:12,566
we're going to have problems over here with this hair
1031
00:38:13,133 --> 00:38:13,300
okay
1032
00:38:13,300 --> 00:38:15,300
because it's going to use the difference between this
1033
00:38:15,300 --> 00:38:17,900
and this and do the key
1034
00:38:18,100 --> 00:38:18,900
okay
1035
00:38:18,966 --> 00:38:20,500
so here's the IBK gizmo
1036
00:38:20,500 --> 00:38:22,733
I'm going to plug in my clean plate which is this
1037
00:38:22,733 --> 00:38:24,800
or if on set I told the cameraman
1038
00:38:24,800 --> 00:38:26,566
get the actors out of the way and film
1039
00:38:26,733 --> 00:38:28,966
and he gave me some B roll footage shot
1040
00:38:29,300 --> 00:38:30,766
temporarily at a different time
1041
00:38:31,000 --> 00:38:33,600
I plug this in here because it was a lock off shot
1042
00:38:34,266 --> 00:38:34,600
and now
1043
00:38:34,600 --> 00:38:37,066
I'm going to go ahead and put this in my foreground
1044
00:38:37,133 --> 00:38:38,133
and take a look
1045
00:38:38,200 --> 00:38:39,466
I hit a for alpha
1046
00:38:40,333 --> 00:38:40,933
now again
1047
00:38:40,933 --> 00:38:43,366
by default the IBK gizmo is set to blue screen
1048
00:38:43,366 --> 00:38:44,900
you have to set this to green screen
1049
00:38:44,900 --> 00:38:46,766
annoying but look at this
1050
00:38:47,166 --> 00:38:49,400
this is like everything we did here
1051
00:38:50,400 --> 00:38:51,333
but done
1052
00:38:51,333 --> 00:38:55,400
all at once with this node because instead of sampling
1053
00:38:55,533 --> 00:38:57,166
this area this area this area
1054
00:38:57,166 --> 00:38:58,700
this area this area this area
1055
00:38:59,066 --> 00:39:00,566
this is basically
1056
00:39:01,100 --> 00:39:04,266
using a difference mat to get all the details for us
1057
00:39:04,600 --> 00:39:05,300
all one so
1058
00:39:05,300 --> 00:39:07,400
let's take a look at the difference of what we created
1059
00:39:07,400 --> 00:39:08,266
here versus here
1060
00:39:08,266 --> 00:39:09,066
you can see
1061
00:39:10,066 --> 00:39:11,000
the difference
1062
00:39:11,133 --> 00:39:13,733
look at how much detail is in the IBK
1063
00:39:14,133 --> 00:39:15,600
I've talked to many of my
1064
00:39:15,866 --> 00:39:18,366
students that are big time VFX guys now
1065
00:39:18,700 --> 00:39:21,300
and you know they are
1066
00:39:22,066 --> 00:39:23,600
still this is the best key
1067
00:39:23,966 --> 00:39:26,666
so it saves time and why is this good well I did
1068
00:39:27,000 --> 00:39:29,100
a commercial with Sam Jackson
1069
00:39:29,900 --> 00:39:32,500
the Capital one commercials I used to do and
1070
00:39:32,600 --> 00:39:34,533
you guys can look them up if you want Chasm
1071
00:39:34,533 --> 00:39:37,300
Snow globe also tiles
1072
00:39:38,133 --> 00:39:39,900
they're all on YouTube and so forth but
1073
00:39:40,466 --> 00:39:44,066
Sam Jackson is moving through a scene and he is
1074
00:39:44,166 --> 00:39:47,000
basically he's moving through a green screen stage
1075
00:39:47,333 --> 00:39:51,266
and the luminance is changing behind the actor so this
1076
00:39:52,566 --> 00:39:54,166
moving shot is not good for key light
1077
00:39:54,166 --> 00:39:55,700
whereas a moving shot
1078
00:39:56,100 --> 00:39:58,900
is great for the ever changing
1079
00:39:59,600 --> 00:40:04,133
background of the character in say using the IBK gizmo
1080
00:40:05,066 --> 00:40:07,166
so with that said
1081
00:40:07,166 --> 00:40:09,333
you can see obviously we have some noise patterns here
1082
00:40:09,333 --> 00:40:12,400
if I sample it the values are at point zero zero four
1083
00:40:12,966 --> 00:40:15,133
right those are acceptable values
1084
00:40:15,133 --> 00:40:17,566
actually we are not even though we can see the noise
1085
00:40:18,333 --> 00:40:20,366
those are still acceptable values to be used
1086
00:40:20,366 --> 00:40:21,566
and overlaid even though
1087
00:40:21,733 --> 00:40:22,133
people
1088
00:40:22,133 --> 00:40:25,200
usually will come in here and they'll add a grade node
1089
00:40:25,600 --> 00:40:27,133
they'll set this to alpha
1090
00:40:28,100 --> 00:40:29,133
and then they'll start
1091
00:40:29,133 --> 00:40:31,700
coming in here and crushing the blacks until
1092
00:40:32,600 --> 00:40:33,933
you know lose all the detail
1093
00:40:33,933 --> 00:40:35,100
but look at all the hair detail
1094
00:40:35,100 --> 00:40:35,933
you're losing with that
1095
00:40:35,933 --> 00:40:39,300
see that we've won the battle but we've lost the war
1096
00:40:39,766 --> 00:40:40,200
so again
1097
00:40:40,200 --> 00:40:43,466
I'm going to maybe do just a little bit of clean up
1098
00:40:44,000 --> 00:40:46,300
and even bringing the y point not as far as
1099
00:40:46,566 --> 00:40:49,733
like 990 because we still have holes
1100
00:40:50,133 --> 00:40:51,100
in our character
1101
00:40:51,333 --> 00:40:52,200
as you can see
1102
00:40:52,200 --> 00:40:54,400
this doesn't fill in the holes in the character
1103
00:40:54,400 --> 00:40:57,900
too much in this case actually it does does pretty good
1104
00:40:58,466 --> 00:40:59,466
again I might bring this
1105
00:40:59,466 --> 00:41:01,266
I don't want to bring this too crazy
1106
00:41:01,266 --> 00:41:03,166
maybe.97 or something
1107
00:41:04,766 --> 00:41:07,466
did a pretty amazing job as you can see now
1108
00:41:07,666 --> 00:41:10,500
we would probably come in here and do another
1109
00:41:11,700 --> 00:41:13,333
let's create a merge node
1110
00:41:13,866 --> 00:41:16,600
and we're going to create a 0 feroto
1111
00:41:16,666 --> 00:41:19,366
and let's just make a quick garbage mask while we're
1112
00:41:19,966 --> 00:41:22,200
here so just go ahead throw it like that on
1113
00:41:22,766 --> 00:41:24,800
steal one of those blurs over here
1114
00:41:26,100 --> 00:41:27,566
paste that baby on
1115
00:41:28,533 --> 00:41:30,133
and set this to mask
1116
00:41:31,400 --> 00:41:34,533
there we go and again just blue this edge if I want
1117
00:41:35,766 --> 00:41:37,400
there we go so
1118
00:41:38,000 --> 00:41:41,600
pretty cool and again it gives it a beautiful
1119
00:41:41,700 --> 00:41:43,466
absolutely beautiful result
1120
00:41:43,766 --> 00:41:47,133
from which if we were to swap this out right
1121
00:41:47,900 --> 00:41:51,000
so go ahead and swap out the a here for this input
1122
00:41:52,333 --> 00:41:53,266
really quick
1123
00:41:54,100 --> 00:41:56,466
so basically doing all the work that key light did
1124
00:41:56,466 --> 00:41:58,333
except this time we're going to see the result
1125
00:41:58,766 --> 00:41:59,566
using
1126
00:42:00,566 --> 00:42:01,533
the actual
1127
00:42:02,300 --> 00:42:04,100
IBK color in gizmo
1128
00:42:04,466 --> 00:42:05,866
and look at that
1129
00:42:06,333 --> 00:42:08,366
all those here details
1130
00:42:08,900 --> 00:42:09,700
are there
1131
00:42:10,800 --> 00:42:11,800
now hair can be
1132
00:42:11,900 --> 00:42:14,366
a bit of a pain the rear end with the IBK gizmo
1133
00:42:14,766 --> 00:42:15,700
because
1134
00:42:16,800 --> 00:42:18,366
to collect the hair can be tricky
1135
00:42:18,366 --> 00:42:19,700
so I usually introduce
1136
00:42:19,700 --> 00:42:22,166
some manually animated rotos to cover up
1137
00:42:22,333 --> 00:42:25,300
all the hair when it comes to this area right here
1138
00:42:25,900 --> 00:42:26,933
so even though
1139
00:42:28,166 --> 00:42:29,700
this is the quick way of doing it
1140
00:42:29,700 --> 00:42:31,100
I'm going to show you the daisy chain version
1141
00:42:31,100 --> 00:42:32,966
which works even more effectively
1142
00:42:33,466 --> 00:42:36,166
in the whole process so that in a nutshell
1143
00:42:36,533 --> 00:42:37,566
is all the keys
1144
00:42:37,566 --> 00:42:38,700
again you want to denoise it
1145
00:42:38,700 --> 00:42:41,366
you can also use this screen clean tool
1146
00:42:41,700 --> 00:42:42,500
but again
1147
00:42:43,166 --> 00:42:43,966
you got to
1148
00:42:44,500 --> 00:42:46,533
don't get too crazy because you'll start to lose
1149
00:42:46,666 --> 00:42:48,566
details and the highlights
1150
00:42:48,866 --> 00:42:50,966
or as far as the motion blurs
1151
00:42:52,000 --> 00:42:53,700
and the actual wispy hairs
1152
00:42:53,800 --> 00:42:55,866
but you can see how just these tools alone
1153
00:42:55,866 --> 00:42:57,400
now this is still not gonna cut it
1154
00:42:57,400 --> 00:42:59,600
we're gonna get into crazier even more
1155
00:43:00,400 --> 00:43:04,466
powerful keyers and d spills to really make
1156
00:43:04,933 --> 00:43:06,266
everyone kind of blend in
1157
00:43:06,266 --> 00:43:09,100
we gotta talk about graining regraining image
1158
00:43:09,166 --> 00:43:10,900
I'm taking you guys all the way
1159
00:43:10,900 --> 00:43:11,966
to the professional end
1160
00:43:11,966 --> 00:43:14,266
so that if you were to show up at say
1161
00:43:15,066 --> 00:43:16,300
the mill or
1162
00:43:17,100 --> 00:43:19,800
any one of these studios you would be ready
1163
00:43:19,900 --> 00:43:21,733
to do keying at the very least
1164
00:43:21,733 --> 00:43:24,066
that's just one element of compositing obviously
85445
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