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These are the user uploaded subtitles that are being translated: 1 00:00:03,266 --> 00:00:05,733 okay in this lesson we're going to talk about the IBK 2 00:00:05,966 --> 00:00:09,300 gizmo color this is the most widely used 3 00:00:09,400 --> 00:00:13,200 key in the industry both in commercial as well as film 4 00:00:13,500 --> 00:00:15,900 so I want to talk about a couple of different 5 00:00:15,900 --> 00:00:18,366 methods that people use when approaching it 6 00:00:18,366 --> 00:00:19,166 now 7 00:00:19,600 --> 00:00:20,933 when you're using this key 8 00:00:20,933 --> 00:00:23,600 you have to choose between this or usually 9 00:00:23,600 --> 00:00:26,333 key light in regards to what will be the key 10 00:00:26,966 --> 00:00:28,700 for green screen type of work 11 00:00:29,400 --> 00:00:30,200 there's also of course 12 00:00:30,200 --> 00:00:32,200 the luminance key here and so forth 13 00:00:32,300 --> 00:00:33,566 which is basically a key 14 00:00:33,566 --> 00:00:35,566 so if I just type in you know key or whatever 15 00:00:35,866 --> 00:00:37,533 this key has you know 16 00:00:38,333 --> 00:00:41,000 green screen it has green key 17 00:00:41,100 --> 00:00:41,766 so there's a lot of 18 00:00:41,766 --> 00:00:43,200 key there you could use as well 19 00:00:43,200 --> 00:00:44,866 if you find that those are useful 20 00:00:45,100 --> 00:00:48,200 but the most common ones obviously are key light IBK 21 00:00:48,400 --> 00:00:49,400 color IBK gizmo 22 00:00:49,400 --> 00:00:50,200 so 23 00:00:50,666 --> 00:00:52,333 I just want to kind of go through 24 00:00:53,066 --> 00:00:55,300 what I've Learned about the IBK through 25 00:00:55,466 --> 00:00:56,733 a lot of industry folks 26 00:00:56,733 --> 00:00:59,066 I'm going to go ahead and type in IBK color here 27 00:00:59,466 --> 00:01:00,566 now it's common 28 00:01:00,566 --> 00:01:03,400 there's two different techniques when doing the IBK 29 00:01:03,400 --> 00:01:04,200 gizmo 30 00:01:04,566 --> 00:01:07,900 and you'll see this a lot within tutorials and that is 31 00:01:08,166 --> 00:01:10,933 there's what's called the daisy chain operation 32 00:01:11,300 --> 00:01:15,800 which involves a whole bunch of IBK colors 33 00:01:15,900 --> 00:01:16,966 that are sort of 34 00:01:17,166 --> 00:01:18,466 connected together 35 00:01:19,266 --> 00:01:21,500 like this you know and 36 00:01:21,533 --> 00:01:23,766 that sometimes work and sometimes it doesn't 37 00:01:23,766 --> 00:01:24,466 it's really 38 00:01:24,466 --> 00:01:27,166 I like to try both whenever I get into a key 39 00:01:27,566 --> 00:01:29,700 and this is a perfect example with Jack here 40 00:01:29,700 --> 00:01:30,766 because you're gonna find 41 00:01:30,766 --> 00:01:32,133 as I get to a certain 42 00:01:32,166 --> 00:01:33,700 situation like right here 43 00:01:34,066 --> 00:01:36,200 where we have this little hole here and this is real 44 00:01:36,200 --> 00:01:37,000 there's actually 45 00:01:37,200 --> 00:01:39,466 like he's wearing a weird sort of 46 00:01:40,200 --> 00:01:41,533 thing I put around his neck 47 00:01:41,533 --> 00:01:43,300 try to make the scene look futuristic 48 00:01:43,300 --> 00:01:44,500 in my own pathetic way 49 00:01:45,100 --> 00:01:47,000 but there is this hole here as you can see 50 00:01:47,000 --> 00:01:48,200 which is like green 51 00:01:48,333 --> 00:01:50,100 and it's hard for 52 00:01:50,566 --> 00:01:51,966 the keyer system 53 00:01:52,733 --> 00:01:55,200 to get a hold of these little areas 54 00:01:55,300 --> 00:01:56,966 so the sampled color 55 00:01:57,366 --> 00:01:57,866 of the 56 00:01:57,866 --> 00:02:00,333 you know of the difference of what's behind there 57 00:02:00,900 --> 00:02:02,566 you know it's 50 58 00:02:02,566 --> 00:02:04,000 50 and give you weird results 59 00:02:04,000 --> 00:02:05,900 when you're doing the stack method 60 00:02:06,100 --> 00:02:08,266 or the daisy chain method versus the regular method 61 00:02:08,266 --> 00:02:09,466 so let's try the first method 62 00:02:09,466 --> 00:02:10,400 and I'm going to compare the two 63 00:02:10,400 --> 00:02:12,533 so I'm going to first start with the IBK color 64 00:02:12,533 --> 00:02:14,500 obviously plug that in 65 00:02:14,533 --> 00:02:16,666 put my viewer to it and obviously once again 66 00:02:16,666 --> 00:02:18,533 we got to switch this over to green 67 00:02:19,133 --> 00:02:21,733 and here we have the default size 10 68 00:02:21,733 --> 00:02:23,066 which is always a good start 69 00:02:23,466 --> 00:02:25,900 and then we deal with the darks so I'm going 70 00:02:26,000 --> 00:02:27,333 to take the darks here 71 00:02:27,700 --> 00:02:31,266 and I'm going to go ahead and put a value of says 72 00:02:31,366 --> 00:02:33,700 001 is usually what I like to start out with 73 00:02:33,866 --> 00:02:35,600 and then I put my cursor on the one 74 00:02:35,600 --> 00:02:37,400 and use my middle mouse scroll wheel 75 00:02:37,733 --> 00:02:40,166 to sort of basically 76 00:02:40,366 --> 00:02:42,800 suck in the image until I start to collapse everything 77 00:02:42,800 --> 00:02:44,600 you can see what's going on here 78 00:02:45,066 --> 00:02:46,200 as we do this 79 00:02:46,866 --> 00:02:48,333 we are slowly moving in 80 00:02:48,366 --> 00:02:50,566 and then eventually we are going to have to erode 81 00:02:50,566 --> 00:02:51,800 so if I go ahead and take a look at this 82 00:02:51,800 --> 00:02:54,300 we are trying to encapsulate everything here 83 00:02:54,800 --> 00:02:57,533 so you can see the size here is sort of like a 84 00:02:58,200 --> 00:03:01,566 you know it's an extension of a blurred so to speak 85 00:03:01,566 --> 00:03:03,500 so you can see if we put this at 10 86 00:03:04,066 --> 00:03:05,733 kind of blurs the image a little bit 87 00:03:05,733 --> 00:03:08,133 so if we go all the way back down to 0 here 88 00:03:08,266 --> 00:03:09,733 right this is what we have 89 00:03:09,900 --> 00:03:12,066 so we're going to leave this at the default 10 90 00:03:12,666 --> 00:03:15,066 and we're going to do our best to deal with this 91 00:03:15,066 --> 00:03:17,166 now the common way you do with the 92 00:03:17,166 --> 00:03:20,333 green darks here is you'll keep moving until 93 00:03:20,400 --> 00:03:21,600 it starts to explode 94 00:03:21,600 --> 00:03:23,466 so it's the explosion you're looking for 95 00:03:23,466 --> 00:03:24,700 the explosion is when you 96 00:03:25,133 --> 00:03:28,733 start to pull this back in a negative value until the 97 00:03:29,000 --> 00:03:30,333 scene here starts to 98 00:03:30,600 --> 00:03:32,366 create this starry you know 99 00:03:32,566 --> 00:03:34,066 green little dots and so forth 100 00:03:34,066 --> 00:03:35,766 you see how it just explodes off the side 101 00:03:35,766 --> 00:03:36,366 and again it has 102 00:03:36,366 --> 00:03:38,500 to do with the luminance values from left to right 103 00:03:38,933 --> 00:03:40,666 so I'm going to go ahead and just kind of do this 104 00:03:40,666 --> 00:03:41,766 until it gets 105 00:03:42,000 --> 00:03:42,700 basically right there 106 00:03:42,700 --> 00:03:45,333 so again I'm trying to get all that data in there 107 00:03:46,400 --> 00:03:48,800 and again you can also bring this down if you want 108 00:03:49,066 --> 00:03:49,566 if 109 00:03:49,566 --> 00:03:52,400 you find that devalue of 5 actually works pretty good 110 00:03:52,733 --> 00:03:53,533 you can do that 111 00:03:53,533 --> 00:03:54,100 but you can see how 112 00:03:54,100 --> 00:03:55,566 the kind of artifacts we're getting here 113 00:03:55,566 --> 00:03:57,333 so this is sort of like pre blurring 114 00:03:57,966 --> 00:03:59,133 the scene to a certain 115 00:03:59,200 --> 00:04:00,000 extent 116 00:04:00,466 --> 00:04:01,766 so it's the color expansion 117 00:04:01,766 --> 00:04:03,266 so I'm gonna go ahead and put that to 10 118 00:04:03,666 --> 00:04:05,733 and now it comes to the fact that 119 00:04:05,733 --> 00:04:07,800 you know we can come in here and then start 120 00:04:07,866 --> 00:04:08,866 you know eroding this 121 00:04:08,866 --> 00:04:09,933 oh we can do the patch black 122 00:04:09,933 --> 00:04:12,266 if we start doing the patch black immediately 123 00:04:12,266 --> 00:04:13,566 you're gonna see that where 124 00:04:13,766 --> 00:04:16,533 we haven't engulfed or you know 125 00:04:17,466 --> 00:04:19,500 basically the parts of the image that we need to 126 00:04:19,500 --> 00:04:21,266 because it's taking this 127 00:04:21,400 --> 00:04:23,600 pixel value here which is black and 128 00:04:23,966 --> 00:04:25,000 smearing it this way 129 00:04:25,000 --> 00:04:26,200 I mean I talked about this before 130 00:04:26,200 --> 00:04:29,100 where it's just smearing it towards the normal center 131 00:04:29,400 --> 00:04:30,400 that's what's happening here 132 00:04:30,400 --> 00:04:32,133 and that's why the value is darker 133 00:04:32,366 --> 00:04:33,066 which you know 134 00:04:33,066 --> 00:04:35,333 if we were to tell Jack the gal the way this 135 00:04:35,333 --> 00:04:36,733 is not the color that would be back 136 00:04:36,733 --> 00:04:38,266 there would be this color right 137 00:04:38,800 --> 00:04:40,733 so I'm going to go ahead and just do 138 00:04:40,733 --> 00:04:42,066 I'm going to pull this back 139 00:04:42,400 --> 00:04:43,566 on the patch black again 140 00:04:43,566 --> 00:04:45,900 and I want to continue to encapsulate this by 141 00:04:46,066 --> 00:04:47,000 using an erode 142 00:04:47,000 --> 00:04:48,300 so you can see as the erode hits it 143 00:04:48,300 --> 00:04:50,266 and then we get some issues here right 144 00:04:50,733 --> 00:04:51,266 well 145 00:04:51,266 --> 00:04:53,866 some of the ways to kind of combat that is using the 146 00:04:54,733 --> 00:04:57,266 green light so I'm going to put a value of point 147 00:04:57,800 --> 00:05:00,100 one I put 1.1 in here 148 00:05:00,100 --> 00:05:02,300 there we go and you can see if I start 149 00:05:02,300 --> 00:05:04,366 cranking up the value in a positive 150 00:05:04,600 --> 00:05:05,966 number above 1 151 00:05:06,866 --> 00:05:08,466 we can start to back off that 152 00:05:08,466 --> 00:05:10,000 explosion that's happening there 153 00:05:10,000 --> 00:05:11,766 so I'm going to go ahead and kind of back it off 154 00:05:12,333 --> 00:05:13,366 like that and again 155 00:05:13,366 --> 00:05:14,866 I'm going to start to increase my row 156 00:05:14,866 --> 00:05:16,533 which I might overcrank past the value 157 00:05:16,533 --> 00:05:18,900 the highest value goes to 5 but you can keep 158 00:05:19,300 --> 00:05:20,166 cranking that 159 00:05:20,266 --> 00:05:21,733 until it just keeps going and going 160 00:05:21,733 --> 00:05:22,700 and going and going 161 00:05:23,100 --> 00:05:24,566 the problem with this 162 00:05:25,133 --> 00:05:27,000 is that if we take a look at the original 163 00:05:27,300 --> 00:05:29,133 what we want in an ideal world 164 00:05:29,133 --> 00:05:31,566 is to have whatever value this is 165 00:05:32,266 --> 00:05:33,966 actually be brought here 166 00:05:33,966 --> 00:05:35,100 but what we're doing 167 00:05:35,266 --> 00:05:36,566 as we continue to 168 00:05:36,600 --> 00:05:39,300 erode further and further and further out okay 169 00:05:39,566 --> 00:05:43,200 is we're going to be choosing this value of green 170 00:05:43,366 --> 00:05:44,266 and that value of 171 00:05:44,266 --> 00:05:45,266 green is what's going to get 172 00:05:45,266 --> 00:05:47,933 smeared in and used in the difference mat 173 00:05:48,100 --> 00:05:49,933 so again in an ideal world 174 00:05:49,933 --> 00:05:52,133 this is where the stacked version of the IBK 175 00:05:52,366 --> 00:05:53,366 color works in 176 00:05:53,733 --> 00:05:55,933 it's to get as close to 177 00:05:55,966 --> 00:05:58,766 the value just before the nostrils starts to 178 00:05:58,933 --> 00:06:00,133 fade into say 179 00:06:00,466 --> 00:06:01,300 the green screen here 180 00:06:01,300 --> 00:06:02,933 which gives us a different variation of green 181 00:06:02,933 --> 00:06:05,266 but we're basically trying to recreate the 182 00:06:05,266 --> 00:06:06,866 green that's behind him in real life 183 00:06:06,866 --> 00:06:08,666 okay on the set when he was on set 184 00:06:08,666 --> 00:06:09,500 what was the green that was right 185 00:06:09,500 --> 00:06:11,666 behind it well it's probably the same value as this 186 00:06:11,666 --> 00:06:12,566 right not this 187 00:06:13,000 --> 00:06:14,900 so that's what's important here so 188 00:06:15,300 --> 00:06:17,600 again as you can see we crank this down 189 00:06:17,600 --> 00:06:18,333 we've got 190 00:06:18,333 --> 00:06:20,966 you know brighter values darker values around the edge 191 00:06:21,200 --> 00:06:22,066 and so forth 192 00:06:22,066 --> 00:06:24,566 but let's go ahead and see what's going on over here 193 00:06:26,666 --> 00:06:29,200 right here it's going to take this value 194 00:06:29,266 --> 00:06:31,533 of green and it's going to smear it 195 00:06:31,866 --> 00:06:33,200 towards this area 196 00:06:33,200 --> 00:06:35,166 and it'll be whatever values here 197 00:06:35,166 --> 00:06:36,266 which is probably true 198 00:06:36,266 --> 00:06:37,333 the value that's here is 199 00:06:37,333 --> 00:06:39,100 probably the value that's over here 200 00:06:39,900 --> 00:06:41,800 but the further you get away from 201 00:06:42,533 --> 00:06:44,333 what you're going to smear over 202 00:06:44,333 --> 00:06:45,766 it's the more variations 203 00:06:45,766 --> 00:06:47,400 you're going to start to lose detail or 204 00:06:47,400 --> 00:06:49,100 things are not going to work out well 205 00:06:49,533 --> 00:06:51,200 but again I had found that 206 00:06:51,200 --> 00:06:53,600 there was a lot of people in the commercial industry 207 00:06:53,733 --> 00:06:54,333 that were like 208 00:06:54,333 --> 00:06:57,200 oh oh use the stacked stack method of IBK color 209 00:06:57,200 --> 00:06:58,366 which I'm going to show you in a minute 210 00:06:58,366 --> 00:07:00,666 and it works so much better than the 211 00:07:00,666 --> 00:07:02,366 just using one IBK color as 212 00:07:02,366 --> 00:07:04,400 opposed to a whole bunch of IBK colors 213 00:07:04,700 --> 00:07:07,466 and we found that it depended on the shot 214 00:07:07,466 --> 00:07:09,933 honestly dependent on the shot if it worked for 215 00:07:09,966 --> 00:07:10,933 the better for the worse 216 00:07:10,933 --> 00:07:11,933 so I recommend 217 00:07:12,133 --> 00:07:14,800 always kind of experimenting with both methods 218 00:07:14,933 --> 00:07:16,266 so here's IBK color 219 00:07:16,266 --> 00:07:16,666 and I've 220 00:07:16,666 --> 00:07:19,100 eroded it down so that there is no remnant of any 221 00:07:19,100 --> 00:07:19,700 you know 222 00:07:19,700 --> 00:07:22,300 blurry edge because this guy is really out of focus 223 00:07:22,300 --> 00:07:24,100 we shot this at like a 2.0 224 00:07:25,333 --> 00:07:26,933 f stop so it was pretty 225 00:07:27,666 --> 00:07:29,300 pretty blurry along the edge there 226 00:07:29,533 --> 00:07:31,333 and now I could start patching in 227 00:07:31,333 --> 00:07:32,400 so now that I patch black 228 00:07:32,400 --> 00:07:34,400 it's smearing in that color in 229 00:07:34,866 --> 00:07:36,900 and that's what's it eventually going to do here 230 00:07:36,900 --> 00:07:37,966 so I'm going to just 231 00:07:38,166 --> 00:07:40,333 grab this use my middle mouse screw wheel 232 00:07:40,500 --> 00:07:41,933 and just go ballistic on this 233 00:07:41,933 --> 00:07:42,733 I'm going to go 234 00:07:42,966 --> 00:07:45,166 keep going until it just sucks it all the way in 235 00:07:45,733 --> 00:07:46,933 and there we go 236 00:07:47,266 --> 00:07:49,533 now if we compare the original to this 237 00:07:49,533 --> 00:07:51,700 it's as if Jack got out of the way 238 00:07:51,700 --> 00:07:53,533 like we told him get out of the shot Jack 239 00:07:53,900 --> 00:07:55,700 so the value here though 240 00:07:56,166 --> 00:07:58,133 is most likely that value there 241 00:07:58,133 --> 00:08:00,333 I mean it's probably not too far off right 242 00:08:00,933 --> 00:08:02,566 again this is the same color 243 00:08:02,566 --> 00:08:03,866 all the way across the board here 244 00:08:03,866 --> 00:08:05,600 there is no gradient here 245 00:08:05,766 --> 00:08:08,800 which probably existed but because Jack is 246 00:08:09,700 --> 00:08:12,200 nowhere to be seen in this shot 247 00:08:12,533 --> 00:08:13,466 you know I mean 248 00:08:13,900 --> 00:08:15,600 occluding what would be the background 249 00:08:15,966 --> 00:08:18,000 this information isn't too worrisome 250 00:08:18,000 --> 00:08:20,066 that we have this sharp fall off here 251 00:08:20,200 --> 00:08:21,600 as opposed to a gradient 252 00:08:21,966 --> 00:08:24,566 but what's important is you can see if I just take this 253 00:08:24,566 --> 00:08:27,166 the value is the same between here and here 254 00:08:27,766 --> 00:08:30,400 see that I mean roughly I mean it's pretty 255 00:08:30,733 --> 00:08:32,533 pretty rough there is a variation of change here 256 00:08:32,533 --> 00:08:33,700 you can see as I scrub back and forth 257 00:08:33,700 --> 00:08:34,333 the values of red 258 00:08:34,333 --> 00:08:35,666 green blue are changing 259 00:08:36,133 --> 00:08:38,500 but in general it's holding up pretty good 260 00:08:38,500 --> 00:08:39,300 so you just 261 00:08:39,966 --> 00:08:40,900 keep it simple 262 00:08:40,900 --> 00:08:41,666 you just gotta 263 00:08:41,666 --> 00:08:44,100 go back and forth between your final IBK color 264 00:08:44,100 --> 00:08:45,400 and your read node and go 265 00:08:45,600 --> 00:08:48,533 does it look like I told Jack to get off the screen 266 00:08:48,533 --> 00:08:49,333 get out of the way 267 00:08:49,666 --> 00:08:50,733 and it's the background 268 00:08:50,733 --> 00:08:53,166 and don't worry about this weird sort of like you know 269 00:08:53,166 --> 00:08:55,266 area here that's you know that looks kind of 270 00:08:55,333 --> 00:08:56,900 you know it's kind of an abrupt 271 00:08:56,900 --> 00:08:59,100 you know contrast between two different edges here 272 00:08:59,333 --> 00:09:01,100 but you can see it does look good right 273 00:09:02,000 --> 00:09:03,566 okay so that's one way of doing it 274 00:09:03,566 --> 00:09:04,533 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 72878

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