All language subtitles for 06 - Wrinkle, Blemish, and Imperfections Removal - Cleaning up the Grain and Imperfections

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These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:02,000 in this clip 2 00:00:02,000 --> 00:00:04,000 we gonna continue cleaning up 3 00:00:04,000 --> 00:00:06,366 the problem areas in our grain 4 00:00:06,800 --> 00:00:08,200 so let's just 5 00:00:08,200 --> 00:00:11,633 do the same treatment to our other one here 6 00:00:13,333 --> 00:00:16,166 let's do the forehead 7 00:00:18,533 --> 00:00:21,066 copy or transform 8 00:00:22,100 --> 00:00:23,766 actually we don't need to copy it 9 00:00:23,766 --> 00:00:25,599 we're gonna have other values here 10 00:00:26,700 --> 00:00:28,866 but we apply that here 11 00:00:29,300 --> 00:00:33,200 and we copy the tracking and the blur put it there 12 00:00:33,866 --> 00:00:35,433 and if we take a look here 13 00:00:36,400 --> 00:00:40,400 can actually preview this area while we transform it 14 00:00:40,400 --> 00:00:42,700 and I think in this area it's better to 15 00:00:42,900 --> 00:00:46,666 to shuffle everything above down 16 00:00:46,733 --> 00:00:49,299 so if you start here 17 00:00:49,300 --> 00:00:52,900 you can see how that is working out 18 00:00:57,800 --> 00:00:59,200 and just to double check 19 00:00:59,200 --> 00:01:02,966 we're gonna preview the plate without grain and yeah 20 00:01:03,100 --> 00:01:04,900 there's still problem areas here 21 00:01:04,900 --> 00:01:06,600 that you're gonna have to address 22 00:01:06,733 --> 00:01:08,966 on this side of the operation 23 00:01:10,000 --> 00:01:11,966 but on the green side 24 00:01:12,733 --> 00:01:14,499 it's looking pretty clean 25 00:01:14,733 --> 00:01:17,166 this I'm actually gonna blur a bit more 26 00:01:17,166 --> 00:01:18,399 just to make sure 27 00:01:23,066 --> 00:01:29,466 so now clearly we made much improvement up here already 28 00:01:29,566 --> 00:01:32,999 and let's just apply our last operation here 29 00:01:34,900 --> 00:01:37,300 gonna do another transform masked 30 00:01:39,300 --> 00:01:44,466 hook that up here and copy operations from the top 31 00:01:45,266 --> 00:01:49,199 I'm gonna keep this blur on 10 for this one 32 00:01:51,333 --> 00:01:54,299 I think here we gonna shuffle it down as well 33 00:01:58,100 --> 00:02:01,433 already cleaned the substantial part of that 34 00:02:04,066 --> 00:02:06,433 next we gonna just preview this 35 00:02:07,333 --> 00:02:10,199 each of these roller shapes over time 36 00:02:11,266 --> 00:02:13,499 to make sure that they stick 37 00:02:14,066 --> 00:02:17,599 and one easy way just to do that quickly is we gonna 38 00:02:19,933 --> 00:02:21,599 hook the hook it up like this 39 00:02:21,600 --> 00:02:23,566 over the plate with an over 40 00:02:27,166 --> 00:02:30,266 and then we have a key at 97 41 00:02:30,266 --> 00:02:33,899 so we gonna look at the actually let 42 00:02:33,900 --> 00:02:35,366 let me disable this 43 00:02:36,900 --> 00:02:38,900 gonna look at the last frame 44 00:02:39,733 --> 00:02:45,799 we gonna make sure it actually follows the same patches 45 00:02:45,800 --> 00:02:47,300 we wanna clean here and here 46 00:02:47,300 --> 00:02:49,166 it seems to be slipping up a bit 47 00:02:49,400 --> 00:02:52,100 so I'm gonna move it and add a key here 48 00:02:52,600 --> 00:02:54,100 drop it now 49 00:02:54,100 --> 00:02:55,366 it's adds a key 50 00:02:55,366 --> 00:02:57,599 even though we have the tracking operation 51 00:02:57,600 --> 00:03:00,366 so this is just gonna add 52 00:03:00,533 --> 00:03:03,166 on to the movement we already have 53 00:03:03,900 --> 00:03:07,633 so it by laying down these 2D tracks 54 00:03:08,600 --> 00:03:10,333 and stabilizing the plate 55 00:03:10,333 --> 00:03:12,833 and creating our rodos on top of that 56 00:03:13,366 --> 00:03:15,866 we actually save a lot of time 57 00:03:16,066 --> 00:03:19,066 and only need to apply a very few key frames 58 00:03:19,066 --> 00:03:20,166 at this stage 59 00:03:21,466 --> 00:03:26,766 so I'm pretty happy with this side 60 00:03:26,900 --> 00:03:29,100 I'm gonna take a look over here 61 00:03:29,100 --> 00:03:30,800 and as you can see even the 62 00:03:31,100 --> 00:03:33,566 the patch moves out of image 63 00:03:34,066 --> 00:03:38,633 so we just need to make sure it sticks for a bit here 64 00:03:38,766 --> 00:03:39,899 and then it's 65 00:03:39,900 --> 00:03:41,066 it's out of the 66 00:03:41,566 --> 00:03:42,799 out of the picture here 67 00:03:44,800 --> 00:03:48,666 and that's pretty pretty much okay for that one 68 00:03:50,166 --> 00:03:54,366 we gonna do the same for the next one 69 00:03:56,200 --> 00:03:59,066 and I go to our reference frame here 70 00:04:00,166 --> 00:04:04,899 and then we start looking here how it sticks 71 00:04:07,266 --> 00:04:08,899 seem to be sticking pretty well 72 00:04:08,900 --> 00:04:13,666 but if you compare this one with that one 73 00:04:14,200 --> 00:04:16,466 this is actually overlapping here now 74 00:04:16,466 --> 00:04:18,366 so you can just 75 00:04:19,166 --> 00:04:20,666 transform these and 76 00:04:20,666 --> 00:04:24,033 and even change the individual points of it 77 00:04:24,566 --> 00:04:28,999 just to make sure that it fits within the area that we 78 00:04:29,266 --> 00:04:31,666 designated for from the beginning 79 00:04:32,266 --> 00:04:34,933 this is how we will be doing most of the operations 80 00:04:34,933 --> 00:04:36,433 on her skin by the way 81 00:04:36,800 --> 00:04:40,133 we will just lay out rotor shapes like this 82 00:04:40,133 --> 00:04:44,499 and make sure they stick over time 83 00:04:47,466 --> 00:04:50,466 and here as you can see it slipped way down 84 00:04:50,733 --> 00:04:53,633 so I think if you look here 85 00:04:56,666 --> 00:04:58,866 go down here actually 86 00:05:00,400 --> 00:05:01,233 and then 87 00:05:03,000 --> 00:05:05,066 seem to be sticking pretty well here 88 00:05:05,566 --> 00:05:07,666 and then here it's slipping 89 00:05:08,200 --> 00:05:12,100 so we add a frame here and as you can see now 90 00:05:12,966 --> 00:05:14,233 sticking there 91 00:05:15,766 --> 00:05:17,666 tweak this a bit more 92 00:05:19,900 --> 00:05:21,200 tweak it here 93 00:05:22,066 --> 00:05:23,899 seems to be sliding pretty 94 00:05:25,300 --> 00:05:27,666 pretty much here towards the end 95 00:05:29,966 --> 00:05:31,299 the worst thing that happens 96 00:05:31,300 --> 00:05:34,566 is that you just have to add more keys to your Roros 97 00:05:34,566 --> 00:05:35,966 at this stage so 98 00:05:37,800 --> 00:05:40,500 usually just getting like 99 00:05:40,666 --> 00:05:42,566 somewhat even 100 00:05:42,733 --> 00:05:46,433 stabilize on the picture is enough to work on 101 00:05:46,533 --> 00:05:48,699 the rest you can do at this stage here 102 00:05:51,500 --> 00:05:55,800 I think this is pretty much good for now 103 00:05:56,733 --> 00:05:59,033 and let's look at the last one 104 00:06:02,800 --> 00:06:05,466 okay so we got a bit rotation going on here 105 00:06:05,466 --> 00:06:07,999 it's actually revealing another one down here 106 00:06:08,733 --> 00:06:10,799 and just to treat that 107 00:06:10,800 --> 00:06:15,766 we can just extend the area for patch here 108 00:06:20,366 --> 00:06:23,999 and then we just make sure it sticks to the 109 00:06:24,533 --> 00:06:26,499 to the edge of her shin here 110 00:06:30,266 --> 00:06:33,266 got a few frames to tweak here as well 111 00:06:35,500 --> 00:06:38,666 now it seems pretty good 112 00:06:40,500 --> 00:06:41,500 on this side 113 00:06:42,200 --> 00:06:44,700 and then when she turns her head 114 00:06:44,700 --> 00:06:46,400 like this option 115 00:06:46,400 --> 00:06:50,633 also gonna have to change the shape of this one 116 00:06:51,366 --> 00:06:52,266 and remember as 117 00:06:52,266 --> 00:06:53,966 as long as you don't have 118 00:06:54,466 --> 00:06:56,799 key frames very close to each other 119 00:06:57,466 --> 00:07:03,033 these transforms or distortions of the rotor shape 120 00:07:03,600 --> 00:07:05,700 are gonna pass by unnoticed 121 00:07:05,700 --> 00:07:08,833 you know they're gonna blend over time 122 00:07:09,066 --> 00:07:10,466 and you won't really 123 00:07:11,066 --> 00:07:13,499 won't really notice the change 124 00:07:14,666 --> 00:07:16,266 so we just wanna get it 125 00:07:16,533 --> 00:07:21,966 somewhat in the ballpark of isolating this problem area 126 00:07:27,700 --> 00:07:30,166 maybe you noticed that I always work 127 00:07:30,500 --> 00:07:32,166 when I lay down my rotors 128 00:07:32,166 --> 00:07:35,233 I always do a key from in the middle 129 00:07:35,266 --> 00:07:36,933 one in the very end 130 00:07:36,933 --> 00:07:38,399 one in the very start 131 00:07:38,533 --> 00:07:42,799 and then I start working in between each one 132 00:07:43,133 --> 00:07:46,066 and splitting them down further and further 133 00:07:46,766 --> 00:07:48,466 this is the easiest way 134 00:07:48,466 --> 00:07:51,766 to make sure your Roros doesn't slide or or slip 135 00:07:51,766 --> 00:07:55,366 and you use the minimum amount of keyframes for that 136 00:07:56,466 --> 00:07:57,566 so I think this is 137 00:07:57,566 --> 00:07:59,966 is pretty looking pretty good 138 00:08:01,366 --> 00:08:03,633 and now I just wanna preview this 139 00:08:05,100 --> 00:08:08,700 so I'm gonna select all of these transforms 140 00:08:09,366 --> 00:08:12,466 and I'm gonna buffer this footage 141 00:08:12,766 --> 00:08:14,566 and we just gonna play it 142 00:08:14,566 --> 00:08:16,799 and we can disable and enable this 143 00:08:16,800 --> 00:08:18,766 doing play and take a look 144 00:08:21,966 --> 00:08:24,399 okay so I'm buffered the shot here 145 00:08:25,066 --> 00:08:26,599 and we playing it back 146 00:08:27,500 --> 00:08:31,366 and if I switch these transforms on and off 147 00:08:31,366 --> 00:08:35,466 and you keep looking at the areas retreating here 148 00:08:35,933 --> 00:08:39,033 you can see that they actually 149 00:08:40,000 --> 00:08:42,133 doing a quite nice effect on 150 00:08:42,133 --> 00:08:44,433 evening these areas out a bit 151 00:08:47,133 --> 00:08:49,366 and if we look closely 152 00:08:50,766 --> 00:08:53,599 we we can actually gamma down this image a bit 153 00:08:53,600 --> 00:08:56,800 and gain it up to see a bit further 154 00:08:56,966 --> 00:08:57,766 you can see that 155 00:08:57,766 --> 00:09:01,599 even though we removing some of that blemish detail 156 00:09:02,266 --> 00:09:06,066 we still keeping quality of the noise 157 00:09:06,566 --> 00:09:10,499 actually this upper park we need to address here 158 00:09:10,500 --> 00:09:13,433 because the image is 159 00:09:14,200 --> 00:09:15,600 is actually 160 00:09:16,133 --> 00:09:19,266 the amount of area we have to take from up here 161 00:09:19,733 --> 00:09:22,766 is getting less towards the beginning of the clip here 162 00:09:22,933 --> 00:09:24,466 so if you look closely 163 00:09:24,466 --> 00:09:27,266 you have the edge of the image here 164 00:09:30,266 --> 00:09:35,766 so for this role to appear we can probably not 165 00:09:37,333 --> 00:09:39,533 as you can see now here is the grain 166 00:09:39,533 --> 00:09:42,499 so can probably not pull it down as much 167 00:09:44,000 --> 00:09:46,633 probably only pull it down about 30 168 00:09:47,466 --> 00:09:52,299 and a better way might be just to shuffle this 169 00:09:52,933 --> 00:09:55,166 from the right to the left instead 170 00:09:55,800 --> 00:09:59,000 because here we seem to have more information 171 00:09:59,666 --> 00:10:01,166 so if we just 172 00:10:02,533 --> 00:10:05,833 shuffle that this looks pretty good to me this frame 173 00:10:07,766 --> 00:10:10,033 and now we have the grain here as well 174 00:10:12,066 --> 00:10:14,599 but all in all as you can see 175 00:10:16,266 --> 00:10:18,366 this is a pretty effective way 176 00:10:19,000 --> 00:10:22,100 of removing some of the blemishes 177 00:10:22,100 --> 00:10:25,066 and evening out the skin that's in the grain 178 00:10:25,266 --> 00:10:27,299 so I'm gonna go ahead and treat 179 00:10:27,300 --> 00:10:29,666 some of these other areas 180 00:10:29,666 --> 00:10:31,566 I can see in the image here 181 00:10:31,966 --> 00:10:34,899 that I'm probably gonna need to rotate 182 00:10:34,900 --> 00:10:39,100 and apply this type of operation on top of as well 183 00:10:39,366 --> 00:10:40,866 and I'm gonna do some tweaks 184 00:10:40,866 --> 00:10:45,233 and make sure all of these mats are aligning correctly 185 00:10:45,666 --> 00:10:48,699 and we're gonna resume in the next clip 186 00:10:48,966 --> 00:10:52,766 where we gonna be looking at treating the other 187 00:10:53,600 --> 00:10:56,700 side of the plate that does not have the grain applied 188 00:10:56,700 --> 00:11:01,166 and how we can make these problem areas better 189 00:11:01,700 --> 00:11:03,633 so I'll see you in the next clip 13707

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