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okay in this lesson we're going to talk about the IBK
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gizmo color this is the most widely used
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key in the industry both in commercial as well as film
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so I want to talk about a couple of different
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methods that people use when approaching it
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now
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when you're using this key
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you have to choose between this or usually
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key light in regards to what will be the key
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for green screen type of work
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there's also of course
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the luminance key here and so forth
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which is basically a key
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so if I just type in you know key or whatever
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this key has you know
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green screen it has green key
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so there's a lot of
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key there you could use as well
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if you find that those are useful
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but the most common ones obviously are key light IBK
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color IBK gizmo
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so
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I just want to kind of go through
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what I've Learned about the IBK through
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a lot of industry folks
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I'm going to go ahead and type in IBK color here
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now it's common
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there's two different techniques when doing the IBK
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gizmo
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and you'll see this a lot within tutorials and that is
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there's what's called the daisy chain operation
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which involves a whole bunch of IBK colors
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that are sort of
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connected together
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like this you know and
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that sometimes work and sometimes it doesn't
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it's really
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I like to try both whenever I get into a key
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and this is a perfect example with Jack here
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because you're gonna find
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as I get to a certain
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situation like right here
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where we have this little hole here and this is real
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there's actually
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like he's wearing a weird sort of
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thing I put around his neck
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try to make the scene look futuristic
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in my own pathetic way
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but there is this hole here as you can see
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which is like green
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and it's hard for
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the keyer system
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to get a hold of these little areas
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so the sampled color
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of the
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you know of the difference of what's behind there
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you know it's 50
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50 and give you weird results
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when you're doing the stack method
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or the daisy chain method versus the regular method
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so let's try the first method
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and I'm going to compare the two
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so I'm going to first start with the IBK color
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obviously plug that in
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put my viewer to it and obviously once again
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we got to switch this over to green
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and here we have the default size 10
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which is always a good start
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and then we deal with the darks so I'm going
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to take the darks here
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and I'm going to go ahead and put a value of says
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001 is usually what I like to start out with
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and then I put my cursor on the one
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and use my middle mouse scroll wheel
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to sort of basically
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suck in the image until I start to collapse everything
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you can see what's going on here
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as we do this
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we are slowly moving in
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and then eventually we are going to have to erode
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so if I go ahead and take a look at this
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we are trying to encapsulate everything here
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so you can see the size here is sort of like a
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you know it's an extension of a blurred so to speak
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so you can see if we put this at 10
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kind of blurs the image a little bit
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so if we go all the way back down to 0 here
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right this is what we have
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so we're going to leave this at the default 10
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and we're going to do our best to deal with this
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now the common way you do with the
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green darks here is you'll keep moving until
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it starts to explode
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so it's the explosion you're looking for
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the explosion is when you
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start to pull this back in a negative value until the
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scene here starts to
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create this starry you know
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green little dots and so forth
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you see how it just explodes off the side
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and again it has
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to do with the luminance values from left to right
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so I'm going to go ahead and just kind of do this
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until it gets
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basically right there
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so again I'm trying to get all that data in there
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and again you can also bring this down if you want
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if
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you find that devalue of 5 actually works pretty good
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you can do that
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but you can see how
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the kind of artifacts we're getting here
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so this is sort of like pre blurring
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the scene to a certain
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extent
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so it's the color expansion
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so I'm gonna go ahead and put that to 10
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and now it comes to the fact that
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you know we can come in here and then start
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you know eroding this
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oh we can do the patch black
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if we start doing the patch black immediately
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you're gonna see that where
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we haven't engulfed or you know
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basically the parts of the image that we need to
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because it's taking this
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pixel value here which is black and
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smearing it this way
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I mean I talked about this before
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where it's just smearing it towards the normal center
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that's what's happening here
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and that's why the value is darker
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which you know
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if we were to tell Jack the gal the way this
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is not the color that would be back
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there would be this color right
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so I'm going to go ahead and just do
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I'm going to pull this back
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on the patch black again
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and I want to continue to encapsulate this by
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using an erode
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so you can see as the erode hits it
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and then we get some issues here right
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well
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some of the ways to kind of combat that is using the
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green light so I'm going to put a value of point
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one I put 1.1 in here
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there we go and you can see if I start
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cranking up the value in a positive
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number above 1
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we can start to back off that
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explosion that's happening there
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so I'm going to go ahead and kind of back it off
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like that and again
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I'm going to start to increase my row
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which I might overcrank past the value
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the highest value goes to 5 but you can keep
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cranking that
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until it just keeps going and going
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and going and going
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the problem with this
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is that if we take a look at the original
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what we want in an ideal world
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is to have whatever value this is
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actually be brought here
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but what we're doing
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as we continue to
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erode further and further and further out okay
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is we're going to be choosing this value of green
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and that value of
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green is what's going to get
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smeared in and used in the difference mat
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so again in an ideal world
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this is where the stacked version of the IBK
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color works in
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it's to get as close to
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the value just before the nostrils starts to
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fade into say
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the green screen here
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which gives us a different variation of green
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but we're basically trying to recreate the
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green that's behind him in real life
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okay on the set when he was on set
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what was the green that was right
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behind it well it's probably the same value as this
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right not this
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so that's what's important here so
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again as you can see we crank this down
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we've got
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you know brighter values darker values around the edge
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and so forth
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but let's go ahead and see what's going on over here
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right here it's going to take this value
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of green and it's going to smear it
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towards this area
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and it'll be whatever values here
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which is probably true
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the value that's here is
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probably the value that's over here
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but the further you get away from
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what you're going to smear over
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it's the more variations
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you're going to start to lose detail or
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things are not going to work out well
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but again I had found that
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there was a lot of people in the commercial industry
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that were like
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oh oh use the stacked stack method of IBK color
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which I'm going to show you in a minute
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and it works so much better than the
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just using one IBK color as
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opposed to a whole bunch of IBK colors
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and we found that it depended on the shot
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honestly dependent on the shot if it worked for
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the better for the worse
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so I recommend
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always kind of experimenting with both methods
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so here's IBK color
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and I've
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eroded it down so that there is no remnant of any
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you know
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blurry edge because this guy is really out of focus
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we shot this at like a 2.0
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f stop so it was pretty
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pretty blurry along the edge there
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and now I could start patching in
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so now that I patch black
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it's smearing in that color in
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and that's what's it eventually going to do here
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so I'm going to just
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grab this use my middle mouse screw wheel
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and just go ballistic on this
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I'm going to go
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keep going until it just sucks it all the way in
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and there we go
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now if we compare the original to this
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it's as if Jack got out of the way
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like we told him get out of the shot Jack
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so the value here though
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is most likely that value there
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I mean it's probably not too far off right
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again this is the same color
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all the way across the board here
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there is no gradient here
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which probably existed but because Jack is
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nowhere to be seen in this shot
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you know I mean
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occluding what would be the background
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this information isn't too worrisome
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that we have this sharp fall off here
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as opposed to a gradient
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but what's important is you can see if I just take this
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the value is the same between here and here
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see that I mean roughly I mean it's pretty
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pretty rough there is a variation of change here
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you can see as I scrub back and forth
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the values of red
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green blue are changing
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but in general it's holding up pretty good
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so you just
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keep it simple
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you just gotta
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go back and forth between your final IBK color
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and your read node and go
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does it look like I told Jack to get off the screen
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get out of the way
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and it's the background
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and don't worry about this weird sort of like you know
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area here that's you know that looks kind of
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you know it's kind of an abrupt
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you know contrast between two different edges here
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but you can see it does look good right
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okay so that's one way of doing it
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so let's go ahead
275
00:09:04,800 --> 00:09:06,500
and I'm going to show you another way
276
00:09:06,500 --> 00:09:08,300
so I'm going to go ahead and put IBK
277
00:09:09,000 --> 00:09:10,133
color in here again
278
00:09:11,066 --> 00:09:12,466
and I'm going to do the stack method
279
00:09:12,466 --> 00:09:14,300
so let's go ahead and put that in again
280
00:09:14,300 --> 00:09:16,400
we got to switch this over to green mode here
281
00:09:17,066 --> 00:09:18,800
and then again I do the same thing again
282
00:09:18,800 --> 00:09:20,866
I put like a point one value in here
283
00:09:21,400 --> 00:09:23,700
and I will start to crank that up
284
00:09:24,700 --> 00:09:26,966
get it as close as I can
285
00:09:26,966 --> 00:09:29,100
and here's where things can get messy
286
00:09:29,100 --> 00:09:30,533
and that's where you might want to
287
00:09:30,700 --> 00:09:32,333
maintain this area because
288
00:09:32,566 --> 00:09:34,366
the green that's behind him
289
00:09:34,666 --> 00:09:37,066
might actually be a darker green
290
00:09:37,066 --> 00:09:39,100
but in this case the hair
291
00:09:39,300 --> 00:09:41,133
from the size is actually causing an issue
292
00:09:41,133 --> 00:09:43,366
so I'm going to take the size down to 0
293
00:09:43,966 --> 00:09:47,000
right and you can see what it's trying to do
294
00:09:47,000 --> 00:09:49,066
I'll probably add let's add a value of 1 there
295
00:09:49,066 --> 00:09:50,900
so you can see it's a lot darker
296
00:09:51,133 --> 00:09:51,933
so
297
00:09:51,933 --> 00:09:55,066
keep that in mind as we go through this process right
298
00:09:55,200 --> 00:09:57,000
so I'm gonna go ahead and
299
00:09:57,500 --> 00:10:01,066
try to get as close as I can
300
00:10:01,300 --> 00:10:02,933
and again you can see we lose it right there
301
00:10:02,933 --> 00:10:03,800
so I'm going to go to my
302
00:10:03,800 --> 00:10:06,566
lights and put a value of 1.01
303
00:10:07,566 --> 00:10:08,566
and let's start to
304
00:10:08,566 --> 00:10:10,900
crank that up so we can clean up that area
305
00:10:10,900 --> 00:10:11,700
there we go
306
00:10:12,400 --> 00:10:14,733
you're gonna have the more of a badly
307
00:10:14,966 --> 00:10:17,133
lit green screen you have the more
308
00:10:17,133 --> 00:10:17,966
you're gonna have to start
309
00:10:17,966 --> 00:10:19,266
fiddling with these two values
310
00:10:19,266 --> 00:10:21,333
because there's such a contrast and luminance
311
00:10:22,300 --> 00:10:24,000
between the greens here
312
00:10:24,266 --> 00:10:26,733
and say if you had a little bit of a patch of red
313
00:10:26,733 --> 00:10:28,133
like dark red over here
314
00:10:28,133 --> 00:10:29,733
maybe a flare from that light
315
00:10:30,133 --> 00:10:31,900
you'd have to come over here to
316
00:10:32,166 --> 00:10:34,366
maybe the red lights
317
00:10:34,466 --> 00:10:36,266
whatever the color it is that you see is
318
00:10:36,266 --> 00:10:36,933
polluting your
319
00:10:36,933 --> 00:10:37,800
green screen
320
00:10:37,933 --> 00:10:39,900
that's the color that you want to actually
321
00:10:39,933 --> 00:10:40,566
dive into
322
00:10:40,566 --> 00:10:42,966
so in our case we have a very warm light over here
323
00:10:42,966 --> 00:10:44,066
and if we had a flare
324
00:10:44,333 --> 00:10:45,366
we can you know
325
00:10:45,866 --> 00:10:47,933
fill it with the lights in the darks of the red
326
00:10:48,000 --> 00:10:49,800
and that should start to cancel out
327
00:10:50,166 --> 00:10:52,266
those areas the same thing with blue
328
00:10:52,266 --> 00:10:54,166
obviously we don't have a blue
329
00:10:54,933 --> 00:10:56,700
green screen in this circumstance
330
00:10:56,766 --> 00:10:58,566
but you could also fit a little bit with this
331
00:10:58,566 --> 00:11:00,566
mostly you will usually leave
332
00:11:01,533 --> 00:11:02,133
these alone
333
00:11:02,133 --> 00:11:04,166
but mostly you're fiddling with these guys right here
334
00:11:04,666 --> 00:11:05,966
so now that we've done this
335
00:11:06,000 --> 00:11:08,066
you can see the reason why we do this
336
00:11:08,266 --> 00:11:09,566
is so that we can get
337
00:11:09,700 --> 00:11:12,333
a closer value as opposed to having a value over here
338
00:11:12,333 --> 00:11:14,366
smear it all the way in and sample as the
339
00:11:14,533 --> 00:11:16,766
actual back plate or clean plate
340
00:11:16,866 --> 00:11:19,333
we want to get a value that's right here a lot closer
341
00:11:19,333 --> 00:11:20,133
it's going to give us
342
00:11:20,300 --> 00:11:22,000
a way more accurate
343
00:11:22,166 --> 00:11:23,066
reality
344
00:11:23,500 --> 00:11:26,966
okay so with that said you can see that we have this
345
00:11:26,966 --> 00:11:28,800
and again I'm just going to go ahead and
346
00:11:29,333 --> 00:11:30,900
bring this in a little bit more
347
00:11:30,900 --> 00:11:32,533
you can see it keeps breaking
348
00:11:33,266 --> 00:11:35,066
again I'll bring this up again
349
00:11:35,066 --> 00:11:36,366
a lot of your work
350
00:11:36,366 --> 00:11:38,500
the quality of your work will depend on how well
351
00:11:38,500 --> 00:11:39,466
somebody lit the green screen
352
00:11:39,466 --> 00:11:41,366
I purposely lit this like crap
353
00:11:41,800 --> 00:11:43,100
and you can see we got a hole here
354
00:11:43,100 --> 00:11:45,466
so I'm going to go ahead and just erode a little bit
355
00:11:47,300 --> 00:11:48,700
try to erode that in a little bit
356
00:11:48,700 --> 00:11:51,666
and again I'll drag it in just a here
357
00:11:52,800 --> 00:11:55,666
and you can see we've already lost this area here
358
00:11:55,766 --> 00:11:57,366
you know which is not good
359
00:11:58,133 --> 00:11:59,266
okay so now that I've done that
360
00:11:59,266 --> 00:12:01,166
I'm going to take this IBK color
361
00:12:01,966 --> 00:12:03,600
copy it right
362
00:12:04,200 --> 00:12:05,066
and again
363
00:12:05,066 --> 00:12:07,566
you can see I didn't do any patch black on this one
364
00:12:07,600 --> 00:12:10,466
right I did everything here the size is very low
365
00:12:10,866 --> 00:12:12,300
now I'm going to take this guy
366
00:12:12,300 --> 00:12:15,066
and now we're going to patch black this at 1
367
00:12:15,866 --> 00:12:17,600
and you can see what happened
368
00:12:17,700 --> 00:12:20,866
it has taken the values here and trunk them in
369
00:12:20,866 --> 00:12:22,166
which is what we want right
370
00:12:22,500 --> 00:12:24,566
so here you can see the value here
371
00:12:24,566 --> 00:12:25,933
is going to be the value here
372
00:12:25,933 --> 00:12:28,466
it's not going to be the value way out here zoomed in
373
00:12:28,933 --> 00:12:29,733
so
374
00:12:29,733 --> 00:12:32,300
this is an incremental process
375
00:12:32,866 --> 00:12:33,866
with the patch black
376
00:12:33,866 --> 00:12:35,800
again I'm going to take the erode I take it down to 0
377
00:12:35,800 --> 00:12:36,966
so here's the first one
378
00:12:36,966 --> 00:12:38,000
here's the second one
379
00:12:38,166 --> 00:12:39,333
so you can see what has happened
380
00:12:39,333 --> 00:12:41,800
we are introducing a gradient here because we didn't
381
00:12:42,700 --> 00:12:43,366
get everything
382
00:12:43,366 --> 00:12:45,333
so if you see a gradient happening here
383
00:12:45,333 --> 00:12:47,166
which we can see here very subtly right
384
00:12:47,166 --> 00:12:48,133
if I bring down the
385
00:12:49,000 --> 00:12:50,966
slam the gamma here you can see the gradient
386
00:12:51,000 --> 00:12:52,933
so if I go back to my original IBK color
387
00:12:52,933 --> 00:12:55,300
I might need to erode this a little bit more
388
00:12:56,900 --> 00:12:58,566
you can start to see it go away
389
00:12:58,666 --> 00:12:59,466
see that
390
00:13:00,733 --> 00:13:02,366
so again we're getting a little too crazy
391
00:13:02,366 --> 00:13:03,700
but there now all of a sudden we don't
392
00:13:03,700 --> 00:13:05,166
we don't have that contrast right
393
00:13:05,166 --> 00:13:07,266
now we got to see if this screen explode
394
00:13:07,533 --> 00:13:08,566
no it didn't
395
00:13:08,566 --> 00:13:11,366
problem is this valley lid green screen is so bad
396
00:13:12,566 --> 00:13:13,733
that you know you could
397
00:13:13,733 --> 00:13:15,966
like I said you could come in here and fiddle with
398
00:13:15,966 --> 00:13:18,266
the blues so you can come in here and do like
399
00:13:19,200 --> 00:13:21,533
blue lights I'll do point zero one or something
400
00:13:21,666 --> 00:13:23,400
and you kind of fiddle with that
401
00:13:24,533 --> 00:13:25,400
and so forth
402
00:13:25,400 --> 00:13:27,066
so you feel but anyway
403
00:13:27,800 --> 00:13:29,800
with that said let's go ahead and take that
404
00:13:29,800 --> 00:13:30,800
and again
405
00:13:30,800 --> 00:13:33,766
we're going to copy and paste this this IBK color
406
00:13:34,933 --> 00:13:37,166
and basically going to be
407
00:13:39,100 --> 00:13:40,733
squaring the value here
408
00:13:40,733 --> 00:13:41,533
so
409
00:13:42,666 --> 00:13:44,666
let's go ahead and put this to 2
410
00:13:47,133 --> 00:13:49,533
okay so here's the let's look at the progression one
411
00:13:49,900 --> 00:13:51,400
2:03
412
00:13:52,066 --> 00:13:53,533
see it's slowly getting sucked in
413
00:13:53,533 --> 00:13:54,333
and those
414
00:13:55,100 --> 00:13:55,900
why is this important
415
00:13:55,900 --> 00:13:56,066
well
416
00:13:56,066 --> 00:13:58,933
if you did have little circles and holes in your scene
417
00:13:58,933 --> 00:13:59,800
small little patches
418
00:13:59,800 --> 00:14:01,666
it's going to localize to that area
419
00:14:02,066 --> 00:14:02,966
so that's why it's important
420
00:14:02,966 --> 00:14:04,133
not so important on this shot
421
00:14:04,133 --> 00:14:05,866
but if you had like that little hole there
422
00:14:05,866 --> 00:14:07,533
if we managed to maintain that hole
423
00:14:08,000 --> 00:14:08,866
so if I come back here
424
00:14:08,866 --> 00:14:10,600
you can see I haven't maintained the hole at all
425
00:14:10,600 --> 00:14:11,266
because we had to
426
00:14:11,266 --> 00:14:12,300
erode so much
427
00:14:12,400 --> 00:14:13,733
but it would actually shrink it in
428
00:14:13,733 --> 00:14:15,800
I'm going to show you this in future examples as well
429
00:14:15,800 --> 00:14:16,866
how it's beneficial
430
00:14:17,300 --> 00:14:20,366
so again to the next one we're going to go to four
431
00:14:21,900 --> 00:14:22,900
this is keeping everything
432
00:14:22,900 --> 00:14:25,600
localized in regards to the localized
433
00:14:25,600 --> 00:14:27,133
sample of the green screen
434
00:14:27,866 --> 00:14:29,566
and then I'll take this again
435
00:14:29,600 --> 00:14:34,300
copy and paste it come over here make it an 8
436
00:14:35,200 --> 00:14:37,533
and then we're just doubling it each time
437
00:14:37,533 --> 00:14:39,466
so again this one's going to be 16
438
00:14:43,533 --> 00:14:49,466
Creative Lions Tutorials is a great YouTube site
439
00:14:49,466 --> 00:14:51,766
I'll put a link in the YouTube for this
440
00:14:52,100 --> 00:14:55,466
check it out guys I'm telling you this guy is a genius
441
00:14:55,900 --> 00:14:58,300
he's worked at almost every studio
442
00:14:58,300 --> 00:14:59,700
I mean he's an absolute genius
443
00:14:59,700 --> 00:15:01,800
and he's been really kind to put
444
00:15:02,100 --> 00:15:03,266
training videos online
445
00:15:03,266 --> 00:15:04,266
and you could almost say that
446
00:15:04,266 --> 00:15:05,533
what I'm showing you here is a
447
00:15:05,533 --> 00:15:06,666
certain extension
448
00:15:06,900 --> 00:15:08,300
in the future episodes of this
449
00:15:08,566 --> 00:15:09,400
of what he did
450
00:15:09,400 --> 00:15:10,933
but I'm kind of showing you what
451
00:15:11,066 --> 00:15:12,466
I Learned in the industry
452
00:15:12,700 --> 00:15:13,500
which
453
00:15:13,966 --> 00:15:16,366
is a combination of that and what he has done
454
00:15:16,666 --> 00:15:18,900
so you can see this one is 816
455
00:15:18,900 --> 00:15:21,066
and now the final one we can go ballistic with
456
00:15:21,066 --> 00:15:23,366
we can take the final one and close close up shop
457
00:15:23,366 --> 00:15:24,766
so I'm going to take this and just keep
458
00:15:25,366 --> 00:15:27,300
pulling this until we get
459
00:15:29,066 --> 00:15:31,100
this thing squeezed in
460
00:15:31,566 --> 00:15:32,600
like that there
461
00:15:32,600 --> 00:15:35,333
so let's take a look at the different variation
462
00:15:35,766 --> 00:15:36,533
between the two
463
00:15:36,533 --> 00:15:37,800
so we have and again
464
00:15:37,800 --> 00:15:40,400
I'm going to try to organize this a little bit nicer
465
00:15:41,133 --> 00:15:43,366
for the sake of presentation
466
00:15:44,933 --> 00:15:45,733
there we go
467
00:15:48,100 --> 00:15:48,900
these up
468
00:15:49,533 --> 00:15:50,566
stack them nicely
469
00:15:50,566 --> 00:15:52,000
okay so here's the difference
470
00:15:52,500 --> 00:15:53,900
1 2 do
471
00:15:54,366 --> 00:15:55,700
you see a difference there
472
00:15:55,933 --> 00:15:57,700
there is a luminance difference here
473
00:15:58,366 --> 00:15:59,266
here and here
474
00:15:59,366 --> 00:16:01,066
and then over here you can see
475
00:16:01,466 --> 00:16:03,400
due to the fact that we probably didn't erode enough
476
00:16:03,400 --> 00:16:04,133
we're getting the
477
00:16:04,133 --> 00:16:06,700
artifacts so when you see this and this is hair
478
00:16:06,900 --> 00:16:08,533
and this is why I always say
479
00:16:08,533 --> 00:16:10,100
there's another method I'm going to show you
480
00:16:10,100 --> 00:16:11,100
when you're dealing with hair
481
00:16:11,100 --> 00:16:12,866
with lots of transparencies in the hair
482
00:16:12,866 --> 00:16:13,666
such
483
00:16:14,466 --> 00:16:15,866
as such as Jessica here
484
00:16:16,366 --> 00:16:17,600
Jessica has you know
485
00:16:17,600 --> 00:16:19,300
all these little details in the hair
486
00:16:19,300 --> 00:16:20,900
that's going to be very difficult to erode
487
00:16:20,900 --> 00:16:23,466
not get these weird smearing artifacts
488
00:16:23,466 --> 00:16:25,400
so you can see like what's this all about right
489
00:16:25,400 --> 00:16:26,566
well let's investigate
490
00:16:26,566 --> 00:16:27,466
let's go over here
491
00:16:27,733 --> 00:16:30,100
it's probably the fact this is a very blurry edge
492
00:16:30,100 --> 00:16:31,166
and we didn't erode enough
493
00:16:31,166 --> 00:16:32,600
so if we go back to our first color
494
00:16:33,100 --> 00:16:34,200
you can see we did get it
495
00:16:34,200 --> 00:16:35,766
but I don't think we got everything
496
00:16:35,866 --> 00:16:37,166
so you can compare the two
497
00:16:37,766 --> 00:16:39,666
you can see there's still some
498
00:16:40,333 --> 00:16:44,333
slight influence of this right here okay
499
00:16:44,333 --> 00:16:45,133
so
500
00:16:45,333 --> 00:16:47,466
again I can come back to my first IVK color
501
00:16:48,300 --> 00:16:49,300
put my viewer here
502
00:16:49,366 --> 00:16:51,166
and see if I can kind of get rid of that
503
00:16:51,166 --> 00:16:53,100
oops actually it's this area right here
504
00:16:53,100 --> 00:16:54,366
let's go ahead and take a look at it
505
00:16:54,766 --> 00:16:58,166
there we go so there's the issue right so the the the
506
00:16:58,400 --> 00:17:00,800
the problem child will always be your first IBK color
507
00:17:00,800 --> 00:17:01,900
so if we go ahead and take a look
508
00:17:02,400 --> 00:17:03,100
compare across
509
00:17:03,100 --> 00:17:05,300
compare this IBK color with this IBK color
510
00:17:05,300 --> 00:17:06,000
you could see we
511
00:17:06,000 --> 00:17:08,133
still have the influence of the gradient
512
00:17:08,533 --> 00:17:11,666
of the you know visor glasses coming out too far
513
00:17:11,666 --> 00:17:13,933
so I may have to come into this first IBK color
514
00:17:14,333 --> 00:17:15,466
take the erode and just
515
00:17:15,466 --> 00:17:16,966
crank it up just a little bit more
516
00:17:17,133 --> 00:17:18,933
and then you'll see this as I kind of
517
00:17:19,500 --> 00:17:22,533
look at my last IBK color it's going to propagate down
518
00:17:23,300 --> 00:17:25,000
and again I'll take my road and
519
00:17:25,000 --> 00:17:26,600
pull it back just so you can see
520
00:17:27,133 --> 00:17:27,933
see it
521
00:17:29,000 --> 00:17:31,100
go ahead and kind of add some contrast here
522
00:17:31,100 --> 00:17:31,900
so you guys can
523
00:17:32,800 --> 00:17:33,900
kind of see that
524
00:17:35,366 --> 00:17:36,366
so you can see it there
525
00:17:36,366 --> 00:17:38,066
and it's good to slam your gamma a little bit
526
00:17:38,066 --> 00:17:38,866
and you'll be able to see this
527
00:17:38,866 --> 00:17:41,800
so as I increase the erode on the first IBK color
528
00:17:42,600 --> 00:17:44,133
you can see what's happening here
529
00:17:44,700 --> 00:17:47,666
the key on all of this is to have your IBK color
530
00:17:48,000 --> 00:17:50,200
your first one as close to the edge as possible
531
00:17:50,200 --> 00:17:52,933
but still encapsulating all the goodies
532
00:17:54,133 --> 00:17:55,766
now as we increase this
533
00:17:56,000 --> 00:17:58,866
you can see that we're really starting to reach out to
534
00:17:59,166 --> 00:18:00,133
points that are further away
535
00:18:00,133 --> 00:18:01,733
and here's where problems occur
536
00:18:02,066 --> 00:18:03,300
along the edges here
537
00:18:03,466 --> 00:18:06,000
because now we're having an issue where
538
00:18:07,333 --> 00:18:10,100
you know we've encapsulated this area
539
00:18:10,100 --> 00:18:11,866
so this color is what's going to get
540
00:18:11,866 --> 00:18:13,166
finally brought way up here
541
00:18:13,166 --> 00:18:15,100
which we know the luminance difference between
542
00:18:15,133 --> 00:18:17,166
here and here is very very different
543
00:18:17,933 --> 00:18:19,500
so that's the only bad thing
544
00:18:19,500 --> 00:18:21,400
so let's go ahead and see what we get in the end
545
00:18:22,400 --> 00:18:24,000
put this back so here's the first
546
00:18:24,900 --> 00:18:25,800
here's the second
547
00:18:26,566 --> 00:18:27,766
let's take a look at the two
548
00:18:28,100 --> 00:18:30,000
they're not that far off actually
549
00:18:30,000 --> 00:18:30,666
they're not far off
550
00:18:30,666 --> 00:18:32,300
and again the benefit of using this
551
00:18:32,366 --> 00:18:33,500
technique is if you have a lot of
552
00:18:33,500 --> 00:18:35,700
Swiss cheese holes and whatever you're dealing with
553
00:18:35,966 --> 00:18:38,600
whether it's a set where there's a million
554
00:18:38,600 --> 00:18:39,933
pieces running around you know
555
00:18:40,200 --> 00:18:41,600
in your set and there's like little
556
00:18:41,600 --> 00:18:42,966
tiny holes in between
557
00:18:43,700 --> 00:18:45,933
the different things that are being green screen
558
00:18:46,200 --> 00:18:48,666
that's when you want to use this whereas this
559
00:18:49,000 --> 00:18:50,566
again works pretty good as well
560
00:18:50,966 --> 00:18:52,533
so let's look at the cross comparison
561
00:18:52,533 --> 00:18:53,933
between these two and again
562
00:18:53,933 --> 00:18:55,133
apples and oranges
563
00:18:55,300 --> 00:18:56,500
you're gonna find that
564
00:18:56,733 --> 00:18:57,900
it's gonna work or it's not
565
00:18:57,900 --> 00:18:59,133
gonna work so I'm gonna go ahead and
566
00:18:59,266 --> 00:19:00,900
create a switch node really quick
567
00:19:01,266 --> 00:19:02,866
and I'm gonna plug this one in here
568
00:19:02,866 --> 00:19:03,933
and this one in here
569
00:19:04,500 --> 00:19:07,000
and I'm going to use my foreground object
570
00:19:08,000 --> 00:19:11,566
as the original plate which we're going to go ahead and
571
00:19:12,133 --> 00:19:14,100
we should have done was we should have denoised this
572
00:19:14,100 --> 00:19:14,900
but that's okay
573
00:19:15,600 --> 00:19:17,466
let's go ahead and put that into the color
574
00:19:17,933 --> 00:19:18,400
and now
575
00:19:18,400 --> 00:19:20,166
let's go ahead and just take a look at the difference
576
00:19:20,166 --> 00:19:21,966
so this is our first one set up
577
00:19:22,600 --> 00:19:24,900
and again we need to set this to green
578
00:19:25,666 --> 00:19:27,700
so I'm going to hit a for alpha and just see
579
00:19:27,700 --> 00:19:29,566
it first what we have
580
00:19:29,900 --> 00:19:33,500
so this is actually a you know we want this mucky
581
00:19:33,800 --> 00:19:34,600
area here probably
582
00:19:34,600 --> 00:19:36,966
the degrain will take care of a lot of this noise
583
00:19:37,666 --> 00:19:40,066
but you can see if I kind of sample this all down
584
00:19:40,200 --> 00:19:41,466
Ctrl and shift
585
00:19:41,766 --> 00:19:44,333
and you can see the values here are point 00
586
00:19:44,566 --> 00:19:46,000
I'm sorry point 01
587
00:19:46,333 --> 00:19:49,800
this is actually acceptable to put on a back plate
588
00:19:50,000 --> 00:19:52,366
believe it or not despite the fact that it's
589
00:19:52,400 --> 00:19:53,533
very noisy here
590
00:19:54,266 --> 00:19:59,133
because the reality is is any value between 0 and 0
591
00:19:59,866 --> 00:20:02,100
basically point 05 or lower
592
00:20:02,266 --> 00:20:04,366
is acceptable and usually won't hold a
593
00:20:04,366 --> 00:20:06,000
trace in your final footage
594
00:20:06,933 --> 00:20:08,000
in the sense of
595
00:20:08,600 --> 00:20:10,266
what's commonly called your fringe mat
596
00:20:10,266 --> 00:20:11,733
which this would be your fringe mat
597
00:20:11,733 --> 00:20:13,200
a core would fill in all the holes
598
00:20:13,200 --> 00:20:14,000
you can see
599
00:20:14,166 --> 00:20:16,300
we're having issues with this highlight here
600
00:20:16,600 --> 00:20:20,300
on the nose we're having stuff here going on against
601
00:20:20,300 --> 00:20:20,766
it's really
602
00:20:20,766 --> 00:20:22,700
important for you to look at your footage and examine
603
00:20:22,700 --> 00:20:23,366
what is going on
604
00:20:23,366 --> 00:20:24,766
like why is that and play
605
00:20:25,266 --> 00:20:26,200
through the footage
606
00:20:26,700 --> 00:20:28,166
see where you're getting holes
607
00:20:28,166 --> 00:20:29,933
and you can start to see where your palms are
608
00:20:29,933 --> 00:20:31,733
now here you can see all the hair detail
609
00:20:32,200 --> 00:20:34,200
I'm going to go ahead and put my viewer
610
00:20:35,100 --> 00:20:36,866
to this and you can see
611
00:20:37,066 --> 00:20:38,300
we're getting all this here in detail
612
00:20:38,300 --> 00:20:41,700
and sometimes to check this I will add a shuffle node
613
00:20:41,700 --> 00:20:44,000
this is sort of like a quality assurance check
614
00:20:44,366 --> 00:20:45,166
and I will take the
615
00:20:45,166 --> 00:20:47,366
shuffle node and flood my alpha channel
616
00:20:47,533 --> 00:20:49,066
to my RGB
617
00:20:49,766 --> 00:20:51,866
so now as I'm looking through this shuffle node
618
00:20:51,866 --> 00:20:53,133
and I go to RGB
619
00:20:53,133 --> 00:20:53,966
I'm looking at
620
00:20:54,066 --> 00:20:57,000
the alpha and now I can go and look at the original
621
00:20:57,200 --> 00:20:59,166
so you can see how much detail I've lost
622
00:20:59,166 --> 00:21:01,200
how much it may be going a little bit overboard
623
00:21:01,933 --> 00:21:04,533
look at the matte line this is the gradient here
624
00:21:04,700 --> 00:21:05,666
that looks about right
625
00:21:05,666 --> 00:21:06,400
but it probably could be
626
00:21:06,400 --> 00:21:07,933
crushed a little bit because you can see the
627
00:21:08,133 --> 00:21:09,366
actual luminances
628
00:21:09,866 --> 00:21:11,266
a little bit further out here
629
00:21:11,466 --> 00:21:12,933
so if I go to my IBK color
630
00:21:12,933 --> 00:21:15,133
there's a couple options here you can play with
631
00:21:15,600 --> 00:21:18,766
one is the red weights and this is the red bias here
632
00:21:18,766 --> 00:21:20,800
you can see if I kind of go back and forth
633
00:21:21,333 --> 00:21:22,600
you're getting you know back
634
00:21:22,600 --> 00:21:24,700
it's usually you leave these by default
635
00:21:24,700 --> 00:21:26,933
most composer tell you to not really touch these
636
00:21:26,933 --> 00:21:28,900
if you do you maybe move them about this far
637
00:21:28,900 --> 00:21:30,333
you don't go any crazier than that
638
00:21:31,366 --> 00:21:33,133
so let's go ahead and play with the blue
639
00:21:34,000 --> 00:21:34,300
green
640
00:21:34,300 --> 00:21:36,333
which basically means that if you're doing with a
641
00:21:36,333 --> 00:21:37,166
green screen
642
00:21:37,333 --> 00:21:39,300
you're only usually adjusting the blue weight
643
00:21:39,300 --> 00:21:40,800
and if you're using a blue screen
644
00:21:40,800 --> 00:21:42,166
that means you're using the green weight
645
00:21:42,166 --> 00:21:43,600
so this is not blue and green
646
00:21:43,600 --> 00:21:45,866
this is actually just whatever the opposite of
647
00:21:46,066 --> 00:21:46,733
your screen is
648
00:21:46,733 --> 00:21:48,200
so in this case we have a green screen
649
00:21:48,200 --> 00:21:50,300
hence this is dealing with the blue weight
650
00:21:50,766 --> 00:21:52,700
so you can see as I kind of refine this
651
00:21:52,700 --> 00:21:53,866
it's looking good over here
652
00:21:53,866 --> 00:21:54,800
let's see how it looks over here
653
00:21:54,800 --> 00:21:56,500
as we're bringing back all of the
654
00:21:57,000 --> 00:21:57,800
reflections here
655
00:21:57,800 --> 00:22:00,300
so it is a double it can be a double edged sword
656
00:22:00,600 --> 00:22:02,900
we have a luminance match which we can click
657
00:22:02,900 --> 00:22:03,300
and that will
658
00:22:03,300 --> 00:22:04,466
start to restore areas
659
00:22:04,466 --> 00:22:06,400
such as where there is the highlights of the nose
660
00:22:06,400 --> 00:22:07,500
you can see right here
661
00:22:07,933 --> 00:22:10,300
so for instance if I go back to
662
00:22:10,533 --> 00:22:12,300
in here and I can play around with this
663
00:22:13,266 --> 00:22:16,133
you can actually take your luminance match
664
00:22:16,600 --> 00:22:19,133
and you can start to bring it up and down
665
00:22:19,133 --> 00:22:20,533
so you can see if I just
666
00:22:20,933 --> 00:22:22,000
kind of bring it back
667
00:22:23,766 --> 00:22:25,333
and luminance level
668
00:22:25,333 --> 00:22:27,533
usually don't want to fiddle too much with this
669
00:22:27,666 --> 00:22:28,700
you can see how it
670
00:22:29,300 --> 00:22:30,600
can be used to kind of
671
00:22:30,900 --> 00:22:32,566
somewhat bring back the detail there
672
00:22:32,566 --> 00:22:34,333
but it also introduces some stuff
673
00:22:34,700 --> 00:22:36,300
so I'm going to go ahead and leave that off
674
00:22:36,300 --> 00:22:39,133
and you can see luminance match can work
675
00:22:39,300 --> 00:22:41,666
in bringing back areas of bright highlights
676
00:22:42,066 --> 00:22:43,366
so let's go ahead and just see
677
00:22:43,566 --> 00:22:45,066
the influence of that off and on
678
00:22:45,066 --> 00:22:46,333
always look at the off and on
679
00:22:46,766 --> 00:22:49,200
see what you've gained see what you've lost
680
00:22:50,500 --> 00:22:51,766
so that's looking pretty good
681
00:22:52,400 --> 00:22:54,100
you also have auto levels on here
682
00:22:54,100 --> 00:22:57,100
this has to do if you have highly saturated colors
683
00:22:57,500 --> 00:23:01,066
such as highly saturated yellows cyans or magentas
684
00:23:01,100 --> 00:23:03,066
in our case in this specific case
685
00:23:03,066 --> 00:23:05,066
that actually might work to advantage
686
00:23:05,600 --> 00:23:06,800
again we can come in here
687
00:23:07,133 --> 00:23:08,500
and just play with these
688
00:23:08,566 --> 00:23:10,700
the more you fiddle with
689
00:23:11,200 --> 00:23:11,866
the more you
690
00:23:11,866 --> 00:23:14,566
again I use the word quoting tampering in God's domain
691
00:23:15,166 --> 00:23:17,333
the more you're going to have a lot of issues here
692
00:23:17,333 --> 00:23:19,966
so if I turn this to yellow right
693
00:23:20,566 --> 00:23:23,533
you can see that it's trying to do its best
694
00:23:23,533 --> 00:23:24,666
but you start to get a harder
695
00:23:24,666 --> 00:23:25,866
edge in the midst of that
696
00:23:26,400 --> 00:23:28,166
so again I could use magenta
697
00:23:29,266 --> 00:23:30,733
and you can kind of see
698
00:23:32,266 --> 00:23:33,066
if it's really
699
00:23:33,066 --> 00:23:33,366
kind of
700
00:23:33,366 --> 00:23:36,266
bringing back all those heavily saturated areas
701
00:23:37,500 --> 00:23:39,666
and again I would say we just leave it off
702
00:23:39,933 --> 00:23:41,733
again you could try yellow
703
00:23:44,500 --> 00:23:45,333
something a little bit
704
00:23:45,533 --> 00:23:46,300
but yeah
705
00:23:46,300 --> 00:23:48,500
you gotta fill it with it now screen subtraction
706
00:23:49,366 --> 00:23:52,133
use background luminance use background chroma
707
00:23:52,366 --> 00:23:53,466
I don't want to get into this
708
00:23:53,466 --> 00:23:55,366
there's other tutorials that go over this
709
00:23:55,366 --> 00:23:56,466
this is more longlines
710
00:23:56,466 --> 00:23:58,966
if you do all of your composing within this one
711
00:23:59,133 --> 00:24:00,066
composing node
712
00:24:00,066 --> 00:24:02,733
just go online and look up a tutorial on IBK Gizmo
713
00:24:02,733 --> 00:24:04,066
and you'll find out how to do this
714
00:24:04,166 --> 00:24:06,766
Steve Wright is a great reference for that
715
00:24:07,933 --> 00:24:08,733
but again
716
00:24:09,466 --> 00:24:11,000
we're creating the mat here
717
00:24:11,000 --> 00:24:12,133
we're not worried about
718
00:24:12,133 --> 00:24:12,733
anything else
719
00:24:12,733 --> 00:24:15,566
although these are very very useful tools on their own
720
00:24:15,900 --> 00:24:17,200
if you compose it straight in
721
00:24:17,200 --> 00:24:19,566
but we want to make a separate mat for
722
00:24:19,766 --> 00:24:20,666
the actual mat
723
00:24:20,666 --> 00:24:23,466
and we have a separate area for the d spill
724
00:24:23,466 --> 00:24:24,933
which is the RGB information
725
00:24:24,933 --> 00:24:26,100
and we usually combine the two
726
00:24:26,100 --> 00:24:27,333
so that'll be in the next video
727
00:24:27,333 --> 00:24:28,200
I'm going to talk about
728
00:24:28,700 --> 00:24:29,533
but anyway
729
00:24:30,466 --> 00:24:32,366
so with that said we can come in here now
730
00:24:32,366 --> 00:24:33,766
I'll go ahead and get rid of this shuffle note
731
00:24:33,766 --> 00:24:34,733
actually I'll leave it in
732
00:24:34,800 --> 00:24:35,933
all the way at the bottom as a
733
00:24:36,333 --> 00:24:37,866
quality assurance test
734
00:24:38,200 --> 00:24:39,733
and let's go ahead
735
00:24:39,733 --> 00:24:42,333
and again I'll switch back the Alpha here
736
00:24:42,700 --> 00:24:45,000
and now I can come in here and then go ahead and just
737
00:24:45,000 --> 00:24:46,200
do a simple
738
00:24:47,266 --> 00:24:48,100
grade node here
739
00:24:48,100 --> 00:24:51,100
so take a grade node I'll set this to alpha
740
00:24:51,966 --> 00:24:54,733
and we can go ahead and start to crush the blacks now
741
00:24:55,200 --> 00:24:57,766
there's a big debate on the alpha
742
00:24:58,166 --> 00:25:00,766
that precedes the IBK gizmo
743
00:25:00,766 --> 00:25:02,266
some people like using
744
00:25:02,266 --> 00:25:04,700
crushed black points to get rid of some of the noise
745
00:25:05,166 --> 00:25:05,966
right
746
00:25:06,200 --> 00:25:08,900
again you're winning the battle but losing the war
747
00:25:08,900 --> 00:25:10,100
as you can see as I crush this
748
00:25:10,100 --> 00:25:11,300
the hair is getting chopped
749
00:25:13,666 --> 00:25:15,400
there's also the option to
750
00:25:16,166 --> 00:25:18,133
click on such as white clamp here
751
00:25:18,133 --> 00:25:19,733
and kind of fiddle with
752
00:25:20,066 --> 00:25:21,333
the gamma a little bit
753
00:25:21,333 --> 00:25:23,200
that's another option right
754
00:25:23,933 --> 00:25:26,766
and also some people sometimes play with the multiply
755
00:25:26,766 --> 00:25:28,666
option bring back details
756
00:25:28,900 --> 00:25:30,066
so those are the
757
00:25:30,066 --> 00:25:32,266
three biggies that you'll commonly see
758
00:25:32,266 --> 00:25:33,200
within this gray node
759
00:25:33,200 --> 00:25:34,733
another option you can do
760
00:25:35,200 --> 00:25:37,066
I'll go ahead and just leave this on
761
00:25:37,066 --> 00:25:38,300
I'm going to offshoot this
762
00:25:38,566 --> 00:25:40,666
and I'm going to go ahead and choose what is
763
00:25:40,933 --> 00:25:42,200
the color lookup
764
00:25:43,733 --> 00:25:46,500
the color lookup will allow you to
765
00:25:46,500 --> 00:25:48,133
and there's a whole bunch of other tools you can use
766
00:25:48,133 --> 00:25:51,000
here is if I go to my alpha channel here
767
00:25:51,366 --> 00:25:53,533
in here and again I'm going to affect the alpha
768
00:25:54,166 --> 00:25:58,100
is I can take this here and hit H to make it horizontal
769
00:25:58,533 --> 00:26:01,500
and I'll put this and make this H make it horizontal
770
00:26:01,566 --> 00:26:01,900
okay
771
00:26:01,900 --> 00:26:05,366
so now what you can see is we are crushing the whites
772
00:26:05,700 --> 00:26:07,666
up to a point 9 value
773
00:26:07,800 --> 00:26:10,600
and crushing the blacks at a value of point one
774
00:26:10,666 --> 00:26:13,100
right you can kind of imagine this as being a zit
775
00:26:13,166 --> 00:26:15,066
zit zit like a Z shape
776
00:26:15,266 --> 00:26:18,300
but it's having a fall off of a gradient
777
00:26:18,466 --> 00:26:19,700
which gives you a nice
778
00:26:19,700 --> 00:26:21,166
more pristine look than
779
00:26:21,166 --> 00:26:23,066
say if I come in here and crush the blacks
780
00:26:23,066 --> 00:26:23,866
which is more
781
00:26:24,133 --> 00:26:26,133
linear in nature not logarithmic
782
00:26:26,133 --> 00:26:27,566
so you can see the difference
783
00:26:28,100 --> 00:26:28,766
between the two
784
00:26:28,766 --> 00:26:29,800
so let's go back to the
785
00:26:29,800 --> 00:26:31,733
color lookup and go back the alpha here
786
00:26:31,966 --> 00:26:33,200
and what you can do
787
00:26:33,200 --> 00:26:35,700
is you can slowly start to inch this by clicking
788
00:26:35,700 --> 00:26:37,600
grabbing it and right click
789
00:26:38,933 --> 00:26:40,533
left click and dragging it over
790
00:26:40,866 --> 00:26:42,866
you can see we're sort of dragging in and cleaning up
791
00:26:42,866 --> 00:26:44,666
we are cutting off his hair right
792
00:26:45,200 --> 00:26:47,366
so there's all types of things you can do in here
793
00:26:47,533 --> 00:26:49,466
you can actually come in here if you want
794
00:26:50,133 --> 00:26:52,000
and you can go ahead and
795
00:26:52,066 --> 00:26:54,266
click your left mouse button and drag this up
796
00:26:54,666 --> 00:26:56,000
and this is giving you
797
00:26:56,266 --> 00:27:00,100
a logarithmic fall off for the crush
798
00:27:01,533 --> 00:27:02,400
you can see it back and forth
799
00:27:02,400 --> 00:27:04,866
so that is an option that you can use
800
00:27:05,766 --> 00:27:06,666
let's talk about the
801
00:27:06,666 --> 00:27:08,333
switch in between the two different versions here
802
00:27:08,333 --> 00:27:10,666
I'm going to go back to my IBK gizmo here real quick
803
00:27:11,066 --> 00:27:12,933
and I just want to show you the difference between
804
00:27:13,366 --> 00:27:15,800
the old version new version right
805
00:27:15,800 --> 00:27:17,066
so let's go ahead and click it
806
00:27:18,533 --> 00:27:20,000
and give it a minute here
807
00:27:21,166 --> 00:27:22,533
you see a difference
808
00:27:23,266 --> 00:27:25,000
most people would tell you
809
00:27:25,666 --> 00:27:27,800
that this method is
810
00:27:28,000 --> 00:27:29,966
always use this method don't use this method
811
00:27:29,966 --> 00:27:31,966
oh no no no always use this method
812
00:27:32,500 --> 00:27:35,533
don't listen to anybody that says this always works
813
00:27:35,533 --> 00:27:36,966
it always works it always works
814
00:27:38,400 --> 00:27:40,600
not everything works in every situation compositing
815
00:27:40,600 --> 00:27:41,733
so just be aware of that
816
00:27:41,966 --> 00:27:45,133
do you notice that there is a loss of hair detail
817
00:27:45,133 --> 00:27:47,700
look at that dramatic loss of hair detail
818
00:27:47,966 --> 00:27:49,400
now why is that
819
00:27:49,533 --> 00:27:51,733
well let's take a look at the two different versions
820
00:27:51,733 --> 00:27:52,566
here is
821
00:27:53,900 --> 00:27:55,100
go ahead and go back to RGB
822
00:27:55,100 --> 00:27:57,066
there's this version and this version
823
00:27:57,866 --> 00:27:59,666
we have artifacts here
824
00:27:59,766 --> 00:28:00,066
you know
825
00:28:00,066 --> 00:28:02,866
in the process we didn't erode further enough out
826
00:28:04,133 --> 00:28:05,100
as you can see
827
00:28:06,933 --> 00:28:08,600
that is one possibility
828
00:28:08,600 --> 00:28:10,966
so if you see any weird artifacts here that are
829
00:28:10,966 --> 00:28:12,000
going to be an issue
830
00:28:12,100 --> 00:28:14,333
the other thing is there is definitely
831
00:28:14,400 --> 00:28:16,333
might be a little bit of illuminance change
832
00:28:16,333 --> 00:28:17,600
in between the two
833
00:28:18,500 --> 00:28:21,600
variations and that is because in this gizmo
834
00:28:21,600 --> 00:28:22,666
let's take a look at it
835
00:28:23,366 --> 00:28:25,200
we are sampling
836
00:28:26,100 --> 00:28:27,266
a value
837
00:28:28,366 --> 00:28:30,866
that come down here kind of move through this
838
00:28:31,600 --> 00:28:32,166
you're going to find that
839
00:28:32,166 --> 00:28:33,566
we're going to be sampling this value
840
00:28:33,566 --> 00:28:34,700
all the way up here
841
00:28:34,700 --> 00:28:35,666
so you know
842
00:28:35,733 --> 00:28:39,066
it's the distance of a different variation of color
843
00:28:39,600 --> 00:28:41,666
that gives us a little bit of a difference
844
00:28:41,666 --> 00:28:43,466
so again you can see the difference here right
845
00:28:43,466 --> 00:28:45,400
and then anytime you see this kind of stuff
846
00:28:45,600 --> 00:28:46,933
is a big warning sign
847
00:28:46,933 --> 00:28:49,166
okay that's what's going to probably cause issues
848
00:28:49,166 --> 00:28:51,566
and a lot of it has to do with your first IBK color
849
00:28:52,066 --> 00:28:52,800
we go back to it
850
00:28:52,800 --> 00:28:55,000
you can see it doesn't include this hair
851
00:28:55,333 --> 00:28:56,133
material here
852
00:28:56,766 --> 00:29:01,200
so one of the ways around that is by introducing
853
00:29:03,700 --> 00:29:05,100
inclusion of the mask
854
00:29:05,100 --> 00:29:05,966
all this is doing
855
00:29:05,966 --> 00:29:08,666
if I put my viewer to this color node and a for alpha
856
00:29:08,966 --> 00:29:12,200
is it's basically defining an alpha edge
857
00:29:12,500 --> 00:29:13,800
that's all that's going on here
858
00:29:13,800 --> 00:29:16,200
so you can see this area right here
859
00:29:16,500 --> 00:29:17,766
is black right
860
00:29:18,166 --> 00:29:21,600
so what I could do is I can create a
861
00:29:21,966 --> 00:29:25,000
I can come in here and artificially introduce more
862
00:29:25,333 --> 00:29:26,466
of a cut out mat
863
00:29:26,466 --> 00:29:28,766
so I can go ahead and add a merge node here
864
00:29:29,766 --> 00:29:30,600
and this is common
865
00:29:30,600 --> 00:29:31,866
when you're doing with people with heavy
866
00:29:31,866 --> 00:29:33,366
fluffy hair like Jessica
867
00:29:33,366 --> 00:29:34,700
you know with holes in it
868
00:29:34,866 --> 00:29:35,900
and the
869
00:29:35,966 --> 00:29:39,933
erosion process and the keying process because the key
870
00:29:39,933 --> 00:29:41,966
or the background color is so different
871
00:29:41,966 --> 00:29:42,800
in the variation
872
00:29:42,800 --> 00:29:43,800
again if you have
873
00:29:44,000 --> 00:29:45,400
you'll have to do this most likely
874
00:29:45,400 --> 00:29:47,066
if you have a poorly lit green screen
875
00:29:47,700 --> 00:29:49,800
is to come in here and manually cut that stuff out
876
00:29:49,800 --> 00:29:53,333
so I'm going to go ahead hit 0 for roto plug that in
877
00:29:55,266 --> 00:29:57,400
so let's go ahead and look at our viewer here
878
00:29:58,000 --> 00:30:00,466
and I'll go back to my RGB
879
00:30:00,866 --> 00:30:04,000
and I'm going to purposely cut out
880
00:30:05,166 --> 00:30:07,066
this area here whoops
881
00:30:07,266 --> 00:30:08,566
I want to use a Bezy a cusp
882
00:30:08,566 --> 00:30:09,966
let's go ahead and use a Bezy a
883
00:30:10,600 --> 00:30:13,066
and I'm gonna go ahead and get as much of this
884
00:30:13,066 --> 00:30:14,133
crud out of here
885
00:30:14,133 --> 00:30:15,866
without affecting the original
886
00:30:16,133 --> 00:30:16,933
piece
887
00:30:17,066 --> 00:30:18,133
so now you can see
888
00:30:18,133 --> 00:30:19,933
if I take a look at my alpha edge here
889
00:30:19,933 --> 00:30:22,000
I have to put my merge mode to
890
00:30:23,066 --> 00:30:23,866
stencil
891
00:30:23,866 --> 00:30:26,766
and now you can see I've cut out or added to this
892
00:30:27,133 --> 00:30:29,400
this is the defining line that's going to be used
893
00:30:29,400 --> 00:30:30,466
as the smear line
894
00:30:30,466 --> 00:30:32,066
so whatever pixel value
895
00:30:32,166 --> 00:30:34,566
that is here in the green is going to be smeared in
896
00:30:35,000 --> 00:30:36,600
so again I come into here now
897
00:30:36,600 --> 00:30:39,133
and you can see it's doing just that right
898
00:30:39,466 --> 00:30:40,666
and in this case
899
00:30:40,666 --> 00:30:42,366
obviously it's grabbing this value
900
00:30:42,366 --> 00:30:43,966
which is if we denoise this
901
00:30:43,966 --> 00:30:45,100
we probably have a better
902
00:30:45,800 --> 00:30:47,000
better deal here
903
00:30:48,166 --> 00:30:50,933
but again I might need to take my roto node
904
00:30:51,466 --> 00:30:52,766
push it out even further
905
00:30:53,933 --> 00:30:55,533
and it doesn't look like it's doing much
906
00:30:55,566 --> 00:30:58,400
so you can see in this case now we're getting this
907
00:30:58,766 --> 00:30:59,666
interesting artifact
908
00:30:59,666 --> 00:31:01,966
and the reason why this is happening
909
00:31:02,066 --> 00:31:03,900
is because this is not alias
910
00:31:03,900 --> 00:31:04,800
so you can see
911
00:31:06,133 --> 00:31:08,933
it's anti alias we have this kind of hard edge here
912
00:31:09,166 --> 00:31:11,000
so one of the ways you can do that
913
00:31:11,000 --> 00:31:13,066
is you can add a grade node in here
914
00:31:13,700 --> 00:31:16,200
and you can go to your alpha channel put it to alpha
915
00:31:16,200 --> 00:31:18,166
if I take my white point
916
00:31:18,400 --> 00:31:21,866
and I drag it to 0 I get absolute hard edges
917
00:31:21,866 --> 00:31:23,600
now let's take a look at what we get now
918
00:31:25,000 --> 00:31:27,200
kind of go down the pipe here to this color node
919
00:31:27,366 --> 00:31:29,666
there you can see that's gone so you can see without it
920
00:31:30,066 --> 00:31:33,000
we're getting an artifact because of the aliasing
921
00:31:33,766 --> 00:31:36,400
or anti aliasing but once it's a hard edge
922
00:31:37,166 --> 00:31:37,966
we're good to go
923
00:31:38,666 --> 00:31:40,200
so that is proper now
924
00:31:40,200 --> 00:31:43,466
so let's go ahead and look at the final result
925
00:31:46,866 --> 00:31:50,400
and again I'm gonna go back to my alpha
926
00:31:50,700 --> 00:31:51,966
and look at that
927
00:31:52,866 --> 00:31:53,533
now again
928
00:31:53,533 --> 00:31:56,066
we probably could denoise the plate but you can see
929
00:31:56,066 --> 00:31:57,266
an introduction that's different
930
00:31:57,266 --> 00:31:59,166
let's go ahead and turn this stencil on and off
931
00:31:59,600 --> 00:32:02,866
we'll see what has happened now we've retained
932
00:32:03,366 --> 00:32:05,400
these new hair follicles
933
00:32:05,466 --> 00:32:06,266
you see that
934
00:32:06,766 --> 00:32:07,966
and that's all because
935
00:32:07,966 --> 00:32:09,766
of the fact that again we can clean this up
936
00:32:09,766 --> 00:32:11,400
if we can't go down the chain here
937
00:32:11,966 --> 00:32:12,866
get to this stage
938
00:32:12,866 --> 00:32:15,400
and these values if we sample them are actually
939
00:32:15,400 --> 00:32:16,266
point 0s or two
940
00:32:16,266 --> 00:32:18,266
which are acceptable to be laid onto an
941
00:32:18,266 --> 00:32:19,866
actual backplate without being
942
00:32:19,866 --> 00:32:21,200
visible as noise
943
00:32:21,566 --> 00:32:24,900
so just keep that in awareness as you kind of do this
944
00:32:25,166 --> 00:32:28,566
so this is a great technique for
945
00:32:29,166 --> 00:32:31,466
taking out stuff and so forth
946
00:32:31,466 --> 00:32:32,000
so again
947
00:32:32,000 --> 00:32:34,766
this is the different methodologies that you can use
948
00:32:35,166 --> 00:32:36,500
they work really well
949
00:32:36,800 --> 00:32:39,466
obviously we need to create a fill mat for
950
00:32:39,466 --> 00:32:40,900
this area here or
951
00:32:40,966 --> 00:32:42,500
a core mat I should say
952
00:32:42,900 --> 00:32:45,366
that actually fills in these areas
953
00:32:45,366 --> 00:32:48,100
there will come a time though where we will
954
00:32:48,100 --> 00:32:49,133
probably have to come in
955
00:32:49,133 --> 00:32:50,800
and do a little bit of paint work
956
00:32:50,800 --> 00:32:52,400
or animated roto work
957
00:32:52,700 --> 00:32:55,066
specifically maybe around the edge of his head here
958
00:32:55,066 --> 00:32:56,600
so if we go to the original footage here
959
00:32:57,266 --> 00:32:59,600
you can see we have this green influence here
960
00:33:00,200 --> 00:33:01,000
on his
961
00:33:01,700 --> 00:33:03,266
you know it gets pretty close
962
00:33:03,400 --> 00:33:05,566
see if we can find a good good frame here
963
00:33:06,733 --> 00:33:09,700
okay so this stuff this stuff can be tricky obviously
964
00:33:10,100 --> 00:33:13,300
so you can see if I put my viewer to the gizmo here
965
00:33:14,666 --> 00:33:16,600
and go to a for alpha
966
00:33:18,466 --> 00:33:19,966
you can see this sort of work in here
967
00:33:19,966 --> 00:33:21,466
and that's where we do some roto paint work
968
00:33:21,466 --> 00:33:22,533
so we're going to get into that
969
00:33:22,533 --> 00:33:24,333
but again I just wanted to show you
970
00:33:24,933 --> 00:33:26,866
you know of all of these different realities
971
00:33:26,866 --> 00:33:27,900
what it best works
972
00:33:27,900 --> 00:33:28,900
and then you can decide
973
00:33:28,900 --> 00:33:30,900
maybe I gotta use the key light for just
974
00:33:30,966 --> 00:33:32,966
one little segment here one little segment here
975
00:33:33,166 --> 00:33:35,366
sometimes you will want to use the key light
976
00:33:35,933 --> 00:33:36,966
just to be aware
977
00:33:40,400 --> 00:33:42,900
so as I was talking about this stencil method
978
00:33:42,966 --> 00:33:47,866
if I was say doing an example here of Jessica
979
00:33:48,866 --> 00:33:51,133
so I'll jump back to RGB here
980
00:33:51,166 --> 00:33:53,933
and you know in Jessica's situation she has these
981
00:33:54,300 --> 00:33:56,400
you know hairs here that are all over the place
982
00:33:56,400 --> 00:33:57,933
you will never be able to
983
00:33:58,266 --> 00:33:59,933
get a hold of that information
984
00:33:59,933 --> 00:34:01,700
you can see there is a variation here right
985
00:34:01,700 --> 00:34:03,933
this screen is different than this screen here
986
00:34:04,200 --> 00:34:05,100
that's why it's so important
987
00:34:05,100 --> 00:34:06,200
to light your green screen really well
988
00:34:06,200 --> 00:34:08,333
and I purposely made this green screen lit badly
989
00:34:08,333 --> 00:34:09,800
so that we can do this example
990
00:34:10,466 --> 00:34:11,266
because
991
00:34:11,866 --> 00:34:12,700
even if you tried
992
00:34:12,700 --> 00:34:14,566
if you can get a little sample of color here
993
00:34:14,566 --> 00:34:16,166
there's going to be pollution by
994
00:34:16,166 --> 00:34:18,266
your hair in the shot due to the blur
995
00:34:18,700 --> 00:34:20,733
so you're going to have to sample
996
00:34:20,733 --> 00:34:22,266
way out here to bring it in
997
00:34:22,600 --> 00:34:24,500
for this and the best way to do that
998
00:34:24,866 --> 00:34:27,533
would be again use that stencil method
999
00:34:27,866 --> 00:34:30,733
and come in here and just maybe chop out this here
1000
00:34:30,733 --> 00:34:32,800
here and put a stencil in
1001
00:34:33,600 --> 00:34:35,166
you could even go as far as
1002
00:34:36,066 --> 00:34:36,866
out here
1003
00:34:37,533 --> 00:34:39,966
that way you maintain the erode
1004
00:34:39,966 --> 00:34:42,566
settings but you're extending it manually with this
1005
00:34:42,566 --> 00:34:42,966
and of course
1006
00:34:42,966 --> 00:34:44,500
you're going to have to animate this as well
1007
00:34:45,266 --> 00:34:46,166
so in the next tutorial
1008
00:34:46,166 --> 00:34:47,966
we're going to talk about d spell
1009
00:34:48,066 --> 00:34:49,700
before we get into our Uber key
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