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In this clip we are going to take a look at the IBK keying fundamentals.
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So let's take a look at the initial setup.
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Down here you will notice that we have two different tools.
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We have the IBKColour and the IBKGizmo.
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The two of them work together to pull a final alpha.
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The IBKColour is hooked up to our original source plate with the one input.
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The IBKGizmo is attached to the IBKColour through the C input.
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The IBKGizmo is also hooked up to the original
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image through the foreground input.
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Together, the final output is a premultiplied image and a final alpha.
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The IBKColour creates a clean plate so it removes that
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foreground image from our original source plate.
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It then takes that clean plate and compares it against the source plate
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and the result is a premultiplied image with an alpha.
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Now that we know the basic setup of the IBK keyer,
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let's go down to the little details so that we can modify it.
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Again,
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here is our setup and you will notice one extra thing and that is the BG input.
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Now we won't look at the BG input for this particular clip but the BG
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input is usually used to refine our edges so just to integrate those
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edges better into the background image in post.
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Before we start to modify all of the sliders we're going to set the screen type.
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In the IBK Keyer the screen type is green because of
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course we are using a green screen.
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If it was blue, we would use blue and so the IBKGizmo is a little bit different.
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The input screen type coming from the IBKColour node is green.
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So, C-green because the input is C.
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C-blue, again, if it's a bluescreen and then we have the pick.
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Now we already know that we have slight variation in our greenscreen here.
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Down here it's around.
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6 and up here it's around.
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47 so just over a 10% difference between the greenscreen backing colors.
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If it was completely even then we can use the picker and
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pick the color overall but since it isn't,
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we're going to stick with the C-green.
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Let's move on to our next step and that is the size slider.
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Double clicking on the IBKColour, we're going to change the size.
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Now the size type generally defaults to a value of 10
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and I like to keep it in around 10.
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Well, let's take a look at why.
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Let's take a look at our output of our IBKGizmo and
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take a look at our edge work.
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So if we decrease this value you can see that it started to erode away
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at our alpha edges and it produces a hard matte.
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If we increase it it continues to grow the edges of our image.
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If we keep it in around 10, which is a really good value,
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let's keep it around 10, give or take.
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We're going to take a look at our RGB image.
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Here's our RGB image and let's take a look at it against our original.
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We can see here it's keeping our edge detail really nicely.
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Let's decrease the value so it's eroding and it's adding that hard edge an
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increasing will give us more detail but it's pretty subtle.
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We're going to leave it at 10.
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We can see here it also starts to eat away at our core so
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we're starting to lose our alpha in the core.
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We can see the endless color changing so we're going to leave
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it around 10 and not increase it anymore.
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The next step is the darks and the lights.
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This allows us to continue to refine our details in our alpha.
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Let's take a look.
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So back to the IBKColour and we want to,
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also in this step, look at the IBKGizmo.
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Now you're going to notice that there is a black color in here.
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That's okay, it will be filled in in a few steps.
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So the IBKGizmo, again,
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is our final alpha and already this alpha is pretty contrasty
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so if we stop down we can see there's not a lot of
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information in the backing area at all,
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a little bit here but again it is pretty small.
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Again, some minor holes in our core,
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a little bit of information in the backing region but for the most part
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it's working pretty good for the initial settings.
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Now,
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this is usually set to zero and we're going to take a look
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why changing that value is going to help.
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Right now the backing region is okay.
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If we decrease this value, I usually start with a very small value of negative.
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001 which starts to fill in my core in this particular case.
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Notice it will start to clean this backing area.
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I'm going to increase it, one five, and it fills it in more.
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Start at one and that's looking pretty good there.
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So around negative.
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1, negative.
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15 for this example should do a good job.
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So again, only modify it if need be.
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Don't modify if it isn't needed.
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These numbers will have to be played around with eventually we
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can tweak them overall to get the best results.
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On to the next value.
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Again, we start with that negative.
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15 and now we're going to take a look at our RGB in the IBKColour.
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By default this value is at one and if we change the LUT it's going to be very
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hard to see but you can see it around here that there is some gradient in our
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greenscreen so it starts by the black portion,
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again,
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we're going to fill this in with green after but we can see that the
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values are changing and then it sticks to about.
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46,. 48 and again, changes.
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So we want to even out this color here.
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We're going to do this by dropping the light values so.
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99.
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It's not doing a whole lot so let's drastically change it and see what it does
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and we can notice how that color pops so here is at one and.
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9 and it's starting to fill in that color.
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Now we can fix that even further in our next step,
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and that is with the erode,
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but so far this is looking good so we're going to leave that at.
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9 and modify it later if need be.
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So we're going to change the LUT back to the normal and go on to the erode.
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Again, we're going to double click on that IBKColour.
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It is exactly where we had it before except for we've
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already started to erode away at our image,
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so default value of zero.
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Let's change our LUT again so that we can see those details that we had here.
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We're going to slowly erode away and see that it start to disappear around.
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2, two five, three.
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So if we push this too far it might erode away too much.
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Again, we only want to change it as much as need be.
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The values are good around, I'd say, 2.
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5 to 3.
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5 so we'll leave this at about 3.
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5, there,
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and it is nice and even now in this particular region that surrounds
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our character and then we're going to patch in the black areas here
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so we can complete our clean plate.
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On to our next example.
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Again, our values are the same with the exception of the patch black.
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So we want to patch the surrounding colors of green inwards into our character,
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so patch black and you're going to notice that it slowly patches in the
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black region and so that should take us in around... Oh,
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it looks like we changed the wrong settings let's go back there for a moment.
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So patch black,
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I patched the green into the black region so in around five
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for the patch black is a good setting.
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Again, no need to change that drastically further.
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It's not going to change, it's not going to help us any.
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So we're going to leave it at around five.
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Now, we have our clean plate.
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We can notice that there's not a lot changing between the two which is great.
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Now if I change this LUT again, the A B,
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we are losing a little bit of detail over here but it's
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producing a really good alpha so far and the reason why this
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is being blurred is up to our size.
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If we bring our size down you can see it's not changing a whole lot
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but if we increase it too much it blurs our image.
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So again, down to what it was, up to 10, not changing it drastically.
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It does blur it a little bit but increasing it too much
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completely blurs our greenscreen and evens it out which is not
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going to help our difference keyers.
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So change it to 10 which give us a really good alpha again,
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evens it out a little bit.
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Again,
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that's the benefit of the IBK keyer or keying setup is that it
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works very well with uneven greenscreens.
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So we have our final output and let's compare A versus B,
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so before versus after and we are retaining that
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detail very nicely in our edges.
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If we need to modify those settings we can always tweak these values in here.
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Sometimes if the greenscreen isn't entirely green or
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blue modifying these values will help.
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In this case it doesn't do much, in fact, it almost makes it worse.
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So here, if we change this to negative.
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1 it's not really doing anything so we're going to leave that at zero.
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It's not really helping us and again, negative.
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1 not really doing anything so best just to leave with those values
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at zero and only modify in the green channel.
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The other thing to keep in mind is if your greenscreen or bluescreen is
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slightly darker than usual sometimes increasing these values,
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rather than decreasing them, will yield good or better results.
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So our final alpha of course,
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there is some holes in it so it's not quite 100% black or white however we
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have a really nice RGB premultiplied image with nice,
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soft edges.
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So to fix the core or the hard matte inside of our final alpha we will
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revise that inside of the IBKGizmo in our next clip.
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A quick recap of what we learned here today in this particular clip.
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We reviewed the basic setup of the IBKColour and IBKGizmo.
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We reviewed the basic settings for the IBKColour tool
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here and we outputted the basic alpha.
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So now that we have a very good starting point we will look at
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finalizing this using the IBK keying setup in our next clip.
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