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These are the user uploaded subtitles that are being translated: 1 00:00:02,966 --> 00:00:05,266 all right so this is a class 3 nuke file 2 00:00:05,266 --> 00:00:07,766 and we're going to talk a little bit about keyers 3 00:00:07,766 --> 00:00:09,600 now this is an advanced tutorial 4 00:00:09,600 --> 00:00:12,333 but I want to make it available to even beginners 5 00:00:12,700 --> 00:00:13,700 in the sense that 6 00:00:13,700 --> 00:00:16,366 I want to introduce you to a little bit of the 7 00:00:16,366 --> 00:00:18,200 most famous keyers 8 00:00:19,133 --> 00:00:22,533 the big top 3 obviously are primat 9 00:00:23,500 --> 00:00:26,200 and of course there's the other one key light 10 00:00:28,300 --> 00:00:30,766 and finally there's the Dynamic Duo 11 00:00:31,500 --> 00:00:34,600 IBK Gizmo IBK Color 12 00:00:35,666 --> 00:00:38,333 so these are the biggies right here 13 00:00:38,733 --> 00:00:39,666 some people 14 00:00:40,533 --> 00:00:43,300 do prefer sometimes to use Ultimat 15 00:00:43,300 --> 00:00:45,766 which is another one which actually couldn't 16 00:00:46,466 --> 00:00:48,500 basically take out any webbing 17 00:00:48,533 --> 00:00:50,166 that would be involved in 18 00:00:50,333 --> 00:00:51,700 certain areas around a character 19 00:00:52,733 --> 00:00:55,400 if you're trying to create a Cormat and so forth 20 00:00:55,666 --> 00:00:58,200 so it does give you some really cool results 21 00:00:58,200 --> 00:00:59,300 a little bit more complicated 22 00:00:59,300 --> 00:01:00,900 but the big ones are primat 23 00:01:00,900 --> 00:01:01,866 key light and these two 24 00:01:01,866 --> 00:01:04,400 these two are usually good for fringe mats or 25 00:01:04,400 --> 00:01:06,200 commonly called edge mats as well 26 00:01:06,600 --> 00:01:09,366 and primats are usually good for core mats or 27 00:01:09,366 --> 00:01:10,166 kind of hard 28 00:01:10,933 --> 00:01:12,900 cores that we're going to create which is the 29 00:01:13,066 --> 00:01:14,466 center piece that fills in the 30 00:01:14,466 --> 00:01:16,733 Swiss cheese holes of your atypical key 31 00:01:17,100 --> 00:01:18,966 so let's go ahead and just kind of poke around 32 00:01:18,966 --> 00:01:20,200 with a couple of these here 33 00:01:20,400 --> 00:01:22,166 let's go ahead and start with key light 34 00:01:23,266 --> 00:01:23,566 alright 35 00:01:23,566 --> 00:01:26,000 so I'm going to go ahead and take this footage of 36 00:01:26,366 --> 00:01:29,166 Jessica and we're going to go ahead and plug it in 37 00:01:29,400 --> 00:01:30,666 as you can see you have a 38 00:01:30,666 --> 00:01:32,733 background outmat in mat source 39 00:01:32,733 --> 00:01:35,500 I am not going to get in heavy detail to any of these 40 00:01:36,133 --> 00:01:39,366 because I want you guys to go straight to production 41 00:01:39,366 --> 00:01:41,266 when I started in production and game design 42 00:01:42,000 --> 00:01:46,300 I didn't have like theory or ideas or 43 00:01:46,700 --> 00:01:48,266 maybe you could try this with this 44 00:01:48,900 --> 00:01:50,100 maybe this will work 45 00:01:50,666 --> 00:01:51,300 in production 46 00:01:51,300 --> 00:01:53,000 you literally are thrown into 47 00:01:53,000 --> 00:01:55,133 the lion's den and you got to fight off the lion 48 00:01:55,133 --> 00:01:57,533 and that's just basically the process of production 49 00:01:57,700 --> 00:02:00,666 and we were given templates and you know 50 00:02:00,666 --> 00:02:02,566 best course of actions that you could 51 00:02:02,566 --> 00:02:03,733 say are very linear with 52 00:02:03,733 --> 00:02:04,666 not many options 53 00:02:04,666 --> 00:02:06,800 but for the majority of the sake they work 54 00:02:06,800 --> 00:02:09,000 so I will be introducing you to the Uber key 55 00:02:09,400 --> 00:02:11,466 which will be a templated 56 00:02:12,266 --> 00:02:15,266 key which will have all of these pieces 57 00:02:15,266 --> 00:02:15,400 but 58 00:02:15,400 --> 00:02:17,900 just to be aware of how the mechanics of these work 59 00:02:18,200 --> 00:02:20,100 I'll just go ahead and put in source here 60 00:02:20,100 --> 00:02:20,933 to our footage 61 00:02:20,933 --> 00:02:21,666 and there's plenty of 62 00:02:21,666 --> 00:02:24,900 tutorials on YouTube in regards to 63 00:02:25,400 --> 00:02:26,133 learning about this 64 00:02:26,133 --> 00:02:27,666 I'll talk about them a little bit later 65 00:02:27,900 --> 00:02:28,800 but I'm just going to go ahead and 66 00:02:28,800 --> 00:02:30,166 put this into the viewer 67 00:02:30,466 --> 00:02:32,500 and here you can see we have our scene here 68 00:02:32,500 --> 00:02:34,666 and you can see if I go ahead and slam the gamma 69 00:02:35,100 --> 00:02:38,000 we have a variation of luminance in the green 70 00:02:38,000 --> 00:02:41,333 so you can see we have a variation in say 71 00:02:42,000 --> 00:02:43,166 the actual luminance 72 00:02:43,533 --> 00:02:44,600 it's brighter over here 73 00:02:44,600 --> 00:02:45,666 it's a different value 74 00:02:45,666 --> 00:02:46,266 so if I were to 75 00:02:46,266 --> 00:02:48,866 click Ctrl click you could see the values of red 76 00:02:48,866 --> 00:02:49,733 green and blue 77 00:02:50,066 --> 00:02:50,933 are different than here 78 00:02:50,933 --> 00:02:53,466 this is like point seven two in the green 79 00:02:53,466 --> 00:02:54,800 it's point five here 80 00:02:55,366 --> 00:02:55,866 it's 81 00:02:55,866 --> 00:02:59,066 04 in the red over here it's 02 in the red over here 82 00:02:59,533 --> 00:03:00,800 and over here it's like 83 00:03:01,500 --> 00:03:05,333 006 and over here is like 04 in the blue 84 00:03:05,500 --> 00:03:08,366 so there is a variance in color information 85 00:03:08,766 --> 00:03:10,333 between these two areas 86 00:03:10,566 --> 00:03:13,366 so key light is good for scenes where 87 00:03:13,800 --> 00:03:15,966 there's a locked down camera and 88 00:03:16,133 --> 00:03:17,900 you don't have the camera moving a lot 89 00:03:17,900 --> 00:03:20,100 where the background plate would actually change 90 00:03:20,166 --> 00:03:22,100 so if you have a locked down tripod shot 91 00:03:22,100 --> 00:03:23,700 where the person's just walking along 92 00:03:23,700 --> 00:03:26,300 and the camera doesn't pan or tilt or dolly 93 00:03:26,900 --> 00:03:28,566 this is probably the best tool to use 94 00:03:28,566 --> 00:03:30,000 sometimes for here detail 95 00:03:30,600 --> 00:03:32,766 but again you can get this done as well 96 00:03:32,800 --> 00:03:34,733 with certain situations with IBK 97 00:03:35,000 --> 00:03:36,466 coloring gizmo which is the 98 00:03:36,733 --> 00:03:38,300 most popular of all the keys 99 00:03:38,300 --> 00:03:38,800 so I'm going to take the 100 00:03:38,800 --> 00:03:40,166 key light and click the little 101 00:03:40,166 --> 00:03:41,266 screen color here 102 00:03:41,766 --> 00:03:44,100 and I'm going to go ahead and hold down shift and Ctrl 103 00:03:44,100 --> 00:03:45,133 and you can see 104 00:03:45,333 --> 00:03:47,700 how it starts to do the disco here where it goes back 105 00:03:47,700 --> 00:03:50,366 and forth and I want to hold down Ctrl alt 106 00:03:50,600 --> 00:03:51,900 and click if I hold down 107 00:03:51,900 --> 00:03:54,333 shift Ctrl and Alt this is on a PC 108 00:03:54,766 --> 00:03:56,533 I'm sampling the original image 109 00:03:56,533 --> 00:03:58,333 if I don't hold down that 110 00:03:58,533 --> 00:04:01,166 I'm going to get this and sampling the sample 111 00:04:01,166 --> 00:04:01,900 so I don't want to do that 112 00:04:01,900 --> 00:04:03,533 I want to make sure it's sampling the original footage 113 00:04:03,533 --> 00:04:05,666 and ignoring what has been changed 114 00:04:05,933 --> 00:04:07,500 so I went ahead and sampled this area 115 00:04:07,500 --> 00:04:08,200 and usually you want to 116 00:04:08,200 --> 00:04:10,100 sample area that's very close to the wispy 117 00:04:10,100 --> 00:04:10,900 here's 118 00:04:11,566 --> 00:04:12,733 now if I hit a for alpha 119 00:04:12,733 --> 00:04:15,100 you can see we have a pretty good reality here 120 00:04:15,300 --> 00:04:17,533 you can see the difference in luminance 121 00:04:17,533 --> 00:04:20,400 it's all based on the pixel value that we chose here 122 00:04:20,400 --> 00:04:22,133 so whatever the chrominance value 123 00:04:22,533 --> 00:04:25,666 RGB of what we chose here is what it's keying 124 00:04:25,666 --> 00:04:27,466 and you can see it just degrades over here 125 00:04:27,466 --> 00:04:29,966 now if we choose this area over here 126 00:04:30,733 --> 00:04:32,533 you can see it does a really good job 127 00:04:32,533 --> 00:04:34,500 but we might be losing some details 128 00:04:34,500 --> 00:04:36,600 remember you can win the battle but lose the war 129 00:04:36,600 --> 00:04:37,933 when it comes to king 130 00:04:38,566 --> 00:04:40,566 you want to have that yucky 131 00:04:40,966 --> 00:04:42,466 mucky motion blur 132 00:04:42,533 --> 00:04:45,166 and you want to have these fine wispy details 133 00:04:45,333 --> 00:04:47,200 so you can see just by poking around 134 00:04:47,400 --> 00:04:49,300 again I have hit a for Alpha to 135 00:04:49,766 --> 00:04:50,500 look at my alpha 136 00:04:50,500 --> 00:04:51,766 I can kind of choose something 137 00:04:51,766 --> 00:04:53,000 that's a good middle ground 138 00:04:53,466 --> 00:04:55,500 but one thing you notice if I go over here and go 139 00:04:55,500 --> 00:04:56,266 oh that looks good 140 00:04:56,266 --> 00:04:58,400 you'll notice I've lost detail in the hair over here 141 00:04:58,400 --> 00:04:59,666 so if I click over here 142 00:05:00,000 --> 00:05:02,666 you can see I've gained this extra strand of here 143 00:05:03,066 --> 00:05:04,566 so this is going to require 144 00:05:05,000 --> 00:05:06,666 a little bit of finessing 145 00:05:06,666 --> 00:05:08,133 so I'm going to get kind of close here 146 00:05:08,800 --> 00:05:11,333 and you can see I've got all these nice here details 147 00:05:12,266 --> 00:05:13,066 and at this point 148 00:05:13,066 --> 00:05:14,666 we can go ahead and just do a couple things 149 00:05:14,666 --> 00:05:15,866 such as screen gain 150 00:05:16,166 --> 00:05:16,866 which is going to 151 00:05:16,866 --> 00:05:18,266 kind of pump that up just a little bit 152 00:05:18,266 --> 00:05:19,866 you can see it's starting to eat away at the hair 153 00:05:19,866 --> 00:05:22,500 which we don't want to tamper a lot with keys 154 00:05:22,500 --> 00:05:23,466 I know it sounds kind of 155 00:05:23,966 --> 00:05:25,933 weird but we don't want to get too crazy 156 00:05:26,266 --> 00:05:27,466 and then the screen mat 157 00:05:27,466 --> 00:05:28,666 we're going to go ahead and click that open 158 00:05:28,666 --> 00:05:30,500 and we can click the black 159 00:05:30,800 --> 00:05:31,933 and we can clip the white 160 00:05:31,933 --> 00:05:34,400 and you can see it just becomes a crunchy nasty edge 161 00:05:34,766 --> 00:05:37,366 so as these two come closer to each other as 162 00:05:37,566 --> 00:05:40,466 black gets closer to why these two bars 163 00:05:40,700 --> 00:05:42,066 two little knobs get closer 164 00:05:42,300 --> 00:05:43,600 you're crushing the values 165 00:05:43,600 --> 00:05:44,866 you're basically saying anything 166 00:05:44,866 --> 00:05:48,766 of a value of 2.95 and the RGB or higher is being 167 00:05:48,933 --> 00:05:49,966 turned to pure black 168 00:05:49,966 --> 00:05:50,866 and with the white 169 00:05:50,866 --> 00:05:54,500 anything lower than 5.95 is going to be turned into 170 00:05:54,900 --> 00:05:56,666 white and it just crushes the value 171 00:05:56,666 --> 00:05:59,266 you lose you win the battle but you lose the war 172 00:05:59,600 --> 00:06:01,266 and you don't have all those fine details 173 00:06:01,266 --> 00:06:03,333 I'm going to be very careful with this and maybe 174 00:06:03,700 --> 00:06:05,666 take the clip black and just inch it up just 175 00:06:05,666 --> 00:06:06,900 ever so slightly 176 00:06:07,466 --> 00:06:09,900 now there are other tools in here which are used 177 00:06:09,900 --> 00:06:10,766 here and there 178 00:06:10,766 --> 00:06:12,300 like screen softness 179 00:06:12,500 --> 00:06:14,166 you can see it just softens the edge a little bit 180 00:06:14,166 --> 00:06:16,000 overboard and you can soften that up if you want 181 00:06:16,000 --> 00:06:18,133 if you're getting sort of stair stepped edges 182 00:06:18,900 --> 00:06:22,933 and there's d spot black which just kind of 183 00:06:23,500 --> 00:06:24,700 kind of does an erosion 184 00:06:24,700 --> 00:06:25,733 you can see you're getting these very 185 00:06:25,733 --> 00:06:27,066 strange shapes here 186 00:06:28,066 --> 00:06:29,666 again heavy tampering is 187 00:06:29,666 --> 00:06:31,466 something that you don't really want to do too much 188 00:06:31,466 --> 00:06:33,100 in this case we're just dealing with 189 00:06:33,766 --> 00:06:35,133 actually getting the cut out mat 190 00:06:35,133 --> 00:06:37,066 I'm not worried about destroying the image here 191 00:06:37,966 --> 00:06:39,933 so with that said we have this 192 00:06:39,933 --> 00:06:41,866 piece of key light that looks good 193 00:06:41,866 --> 00:06:44,933 this portion here actually looks very good 194 00:06:44,933 --> 00:06:47,700 now what you would usually do with this is do a region 195 00:06:47,700 --> 00:06:49,666 per region basis when you're doing with key light 196 00:06:49,866 --> 00:06:52,300 and again it's good because it's on a lockdown camera 197 00:06:52,300 --> 00:06:54,500 so I'm going to take this key light paste it 198 00:06:55,166 --> 00:06:56,500 put in my source 199 00:06:56,800 --> 00:06:58,733 and I'm going to go ahead and 200 00:06:59,166 --> 00:06:59,566 come in here 201 00:06:59,566 --> 00:07:02,966 hold down shift Ctrl and Alt resample my actual 202 00:07:03,733 --> 00:07:06,900 color and I'll go up here by the hair up here 203 00:07:07,266 --> 00:07:08,100 so this is 204 00:07:08,400 --> 00:07:11,866 I'll go ahead and label this call this top head 205 00:07:13,100 --> 00:07:15,966 I'll take this key light go into my node and label this 206 00:07:17,933 --> 00:07:18,766 right side 207 00:07:18,866 --> 00:07:20,933 which would be camera right where we're facing 208 00:07:20,933 --> 00:07:21,933 and I'm going to go ahead and 209 00:07:21,933 --> 00:07:23,600 paste another one of these babies 210 00:07:24,466 --> 00:07:27,066 come in here and again choose my color 211 00:07:27,500 --> 00:07:30,066 again I'm going to get close to the edge here 212 00:07:30,100 --> 00:07:32,600 and see if we choose 213 00:07:32,600 --> 00:07:33,400 see it's very 214 00:07:33,666 --> 00:07:35,133 going to be very careful here 215 00:07:37,733 --> 00:07:38,533 there we go 216 00:07:39,166 --> 00:07:42,533 so this would be more of the top left 217 00:07:43,466 --> 00:07:45,300 so go ahead and call that top left 218 00:07:46,600 --> 00:07:47,400 there we go 219 00:07:48,533 --> 00:07:49,733 and last but not least 220 00:07:49,733 --> 00:07:51,400 maybe we should hit up this corner at the bottom 221 00:07:51,400 --> 00:07:52,866 so I'm gonna go ahead and over here 222 00:07:54,266 --> 00:07:56,866 put the viewer in here again change the information 223 00:07:56,866 --> 00:07:58,000 I'm gonna choose 224 00:07:58,200 --> 00:07:59,266 and get this area here 225 00:07:59,266 --> 00:08:01,266 look at all the detail coming back and then I kind of 226 00:08:01,600 --> 00:08:03,533 punch around so this would be the 227 00:08:05,500 --> 00:08:06,466 bottom 228 00:08:08,700 --> 00:08:09,500 left 229 00:08:09,533 --> 00:08:10,333 okay 230 00:08:11,266 --> 00:08:15,200 so let's start to combo these with a key mix or 231 00:08:23,400 --> 00:08:24,600 so here is a key mix 232 00:08:24,600 --> 00:08:25,866 and what we're going to do 233 00:08:25,966 --> 00:08:28,366 with this is I'm going to go ahead and put this to B 234 00:08:28,366 --> 00:08:29,600 and a is what 235 00:08:29,800 --> 00:08:31,566 we're going to keep or 236 00:08:31,866 --> 00:08:32,600 in the mask 237 00:08:32,600 --> 00:08:34,866 so a is what's going to be revealed in the mask 238 00:08:34,866 --> 00:08:35,933 I'm going to go ahead and hit the letter 239 00:08:35,933 --> 00:08:37,300 O to make a roto node 240 00:08:37,600 --> 00:08:39,866 and this is the top of the head right 241 00:08:39,866 --> 00:08:42,533 so I'm going to go ahead and take this roto node 242 00:08:43,533 --> 00:08:44,800 and let's go ahead 243 00:08:44,800 --> 00:08:45,733 oh you know what 244 00:08:45,733 --> 00:08:48,133 I had the gamma on while I was doing all those chocks 245 00:08:48,133 --> 00:08:50,933 let me go ahead and double check my results here 246 00:08:51,333 --> 00:08:53,000 okay so that's the top head 247 00:08:53,800 --> 00:08:54,866 that's the right 248 00:08:55,533 --> 00:08:56,500 let's go ahead 249 00:08:57,200 --> 00:08:59,333 and maybe refine that a little bit 250 00:09:01,266 --> 00:09:03,133 another thing we haven't done is actually denoise 251 00:09:03,133 --> 00:09:05,266 our plate which probably be a good idea 252 00:09:05,266 --> 00:09:06,133 but I'm not going to do that 253 00:09:06,133 --> 00:09:07,733 just for the sake of this demonstration 254 00:09:08,366 --> 00:09:10,533 and so we have this right side 255 00:09:10,533 --> 00:09:12,266 and then we got this top of the head right 256 00:09:13,333 --> 00:09:15,900 so it looks like this area so I'm going to go ahead 257 00:09:16,600 --> 00:09:20,500 and do my best to grab this area here 258 00:09:21,133 --> 00:09:22,600 going to go ahead and hit the letter B 259 00:09:22,666 --> 00:09:25,100 and add a slight blur to this roto 260 00:09:27,200 --> 00:09:29,333 we should be a blur on all your rotos 261 00:09:29,366 --> 00:09:32,966 so a is basically being added to B 262 00:09:32,966 --> 00:09:37,066 so anywhere else is the B input anywhere in this roto 263 00:09:37,533 --> 00:09:39,000 will be whatever is an a 264 00:09:39,466 --> 00:09:40,866 so if we put those together 265 00:09:41,300 --> 00:09:43,066 you can kind of see the difference here 266 00:09:43,066 --> 00:09:45,300 in this case I can go ahead and come in here and 267 00:09:46,000 --> 00:09:48,366 maybe extend this out here 268 00:09:49,566 --> 00:09:51,600 right there so you can see the blur 269 00:09:52,000 --> 00:09:55,466 we don't have a blur there the transition can be harsh 270 00:09:55,966 --> 00:09:58,200 so if I go ahead and put this blur down and nothing 271 00:09:58,200 --> 00:09:59,766 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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