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In this clip,
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we're going to take a look at the last step in the preprocessing workflow,
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and that his evening out of the green screen.
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Now you're going to recognize a few of the different
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items from the other clips and modules,
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and those are things such as denoising the plate,
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doing some color corrections to the plate,
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potentially some different keyers and so forth.
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So if you need a refresher,
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please be sure to go back to those previous clips and modules.
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So let's get started.
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So here we have a character on a green screen in the green screen room,
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but also on a green screen blanket.
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Now unfortunately,
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the two of them don't combine very well and we are
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going to have to treat them separately.
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So let's take a look at the luminance, the y for luminance,
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and we're going to color slab them down so we can see the details.
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So again, some evenness in the backing region here,
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but definitely some issues with the wrinkles in the
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fabric that we will have to address.
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Go back to full color, A, A, and let's get started.
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So the first thing that we want to do is denoise the plate.
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So if you haven't done so already,
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please be sure to denoise the plate just to get the
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best details with our edge work.
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Next, we're going to pull a really quick key.
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So I pulled a keylight here first for reference,
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and we'll take a look at the alpha.
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Now you will notice that as suspected, we have some issues in the backing region.
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So if we mouse over top of those numbers,
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it is around seven to 10 percent, so close,
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but not quite the rage that we're looking for.
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Where we really have issues is of course is where the green blanket is,
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and that's between 45 percent and 50 percent opacity.
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So we will look at that and refine it so we can get a really nice key.
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Okay, next step.
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We're going to create a clean plate.
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So back to full color.
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So one,
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and we're looking at the full clean plate before we revise the backing region.
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And what we want to do is remove just the character.
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So we don't want to change any of the backing region.
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We are going to remove the character and the blanket.
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So sometimes you will only remove the character,
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but in this case, character and the blanket through the IBK color node.
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So we've revised those.
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We have one here for reference.
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And if we look at the two of them,
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again it hasn't changed a whole lot since before.
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This is after,
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and hopefully we're going to get a really nice
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difference keyer out of those two tools.
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So that is our next step.
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On to the IBKGizmo.
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So we take the IBK color and we're going to hook up an IBKGizmo nodek.
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Here is a default one set to green,
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and we're going to look at a more refined one that's
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set up a little bit better for us.
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So here is C, and we're going to hook up the input and look at the results.
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So here's a much refined one.
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We have a nice alpha to start with.
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Not 100 percent black and white, but it should do for this particular workflow.
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So again, revise the tools to optimize them.
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Here I have taken the IBKGizmo, I have worked with the red weight,
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with the blue/green weight and with the luminance match.
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And again, with the IBK color,
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just modifying some of the darks and the lights and eroding
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away at the appropriate number of pixels.
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So now that we have our clean plate and our solid alpha,
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or somewhat of a solid alpha,
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we're going to look at sampling the overall green screen color.
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So why would we do this?
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Well,
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in order to get the green screen or the backing region to have
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a solid uniform color for keying purpose,
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we're going to take an average of all those colors so hopefully
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we get a good color somewhere in between.
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So we're using a constant, and with the constant,
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we're going to go back and view our original image.
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Select our constants and go into the picker portion of
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the constant in the properties bin.
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And zoom in and take an overall sampling.
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Now I'm not going to sample the shadows.
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We're going to avoid that area because it's pretty dark,
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but sample the rest of the area.
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So Control + Shift and drag,
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and it gives us a nice overall sampling of the green.
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So this is the color green that we're going to be aiming
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towards changing our backing region to.
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So Control + Shift + click to get rid of that red box.
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Moving on.
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So now what we want to do is we want to figure out what the difference
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is between our clean plate and that sampled green.
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So to do so, we use what is called the minus operator.
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So we are going to add a merge tool with a default of over to
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the IBK color and attach that to the B input,
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B subtracts from A, and attach A to our constant.
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We're going to change this to minus,
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so let's just find the minus and take a look at the outcome.
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So there we go.
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So we can see that is determine the difference between the original clean
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plate and what we have up here as our overall sample.
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we're going to use this to re-introduce information
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and even out the green screen, which we will take a look at in a few minutes.
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The next step is that we want to invert the matte.
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So let's take a look at that matte one more time.
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So here's our matte.
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And we don't want to change the color of our character,
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but rather just even out the green screen.
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So in order to do that, we need to invert the matte,
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invert all, in order for this to work correctly.
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So invert all.
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There is some issues within the sword, we can address that after.
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I'm not too worried about it.
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But we're going to have to treat again this blanket separately in another step,
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and that's fine as well.
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We can get that evened out very, very nicely for us.
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So we've inverted all, and that's after the matte.
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And after that, we are going to add a shuffle.
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So we are going to shuffle the alpha.
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So let's take a look, this is our alpha,
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and we're going to shuffle it to the red,
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blue or RGB, so red, green, blue and the alpha.
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So let's just cycle through there quickly.
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So here is RGBA, and they're all the same.
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So we'll shuffle it, because we are going to be using the multiplier right away.
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So on to the next one.
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So this one's a little bit more complicated,
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but we will go through how it works.
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So we have our clean plate.
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We have our alpha matte, which we have since inverted.
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And we have moved that alpha to all four channels.
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We also have our reference image or our overall sampling of the green screen.
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So let's take a look at how the multiplier works,
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which is how we're going to add together our alpha or
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our matte with the solid green color.
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So when we go back to the minus,
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you're going to notice a couple of different things.
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And you're going to notice that the values are kind of funny.
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So these are all positive.
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There's some negative in there,
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but they're going to change when we change this to the multiply operator.
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So let's change this to multiply, multiply, and take a look at these values.
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So here we can see already that it has subtracted the center of our character,
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our character from this previous step,
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which was the difference between our clean plate and our overall green color.
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So we don't want to color correct or change the color of our character.
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Remember, multiply multiplies the alpha against the RGB.
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So there is nothing in our alpha.
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So therefore, it's going to not reveal the RGB in that area.
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So it's exactly what we want.
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So what will this do?
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It will take the negative values that we have over here that
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were created from the multiply operator,
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and they're going to use them to darken the lighter backing region.
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So right now it's too bright relative to our sample colors.
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So we want to darken it.
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We have the opposite over here.
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So we're going to sample these colors over here.
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We can see that they're all positive.
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So the positive values are used to lighten the dark backing
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region relative to the green screen samples.
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So let's take a look at that.
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So here is our clean plates,. 41.
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And here it is.
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44.
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So we can tell that it's a little bit darker than our overall green sample.
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So we want to lighten it so that it matches the same color range.
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And doing so, in darkening and lightning these various regions,
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it's going to allow us to have the overall solid
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even lighting in the background.
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So let's see how that is applied.
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So we have the multiply, we have the plus,
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minus values in our image, and we've cut out our character.
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A plus adds values together.
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So we're going to change this new tool.
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So we've hooked up a new tool, new merge to the multiply.
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So that is the A input to the multiply,
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and the B input is going to our original plate.
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So that's the one with all of the information that was uneven.
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we're going to change that to plus because plus is
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going to even out the green screen.
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Look at that, look how even it is now.
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So remember,
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it is lightning the darker regions and it is darkening the ones that were too
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bright before to give us a nice even background color here.
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So let's take a look at what it's doing to our edges and make sure that we
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keep those edges because that's what's most important.
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So here's our original image, and here's the corrected one.
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So very, very subtle.
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But we're keeping those edges.
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So we can pull a key from this after and still have great edges and get rid
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of all that extra artifacting that we had in our alpha.
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So let's take a look at one last step.
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We'll skip the edge blur for now and take a look at that in a few minutes,
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but let's compare our original against our new ones.
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So that's our original,
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and this is what it looks like now that we've revised that even green screen.
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So much better than it was before.
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Again, this is before, this is after.
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Still retaining those edges.
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Before and after.
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And so already, it's getting so much better than it was before.
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Now unfortunately,
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we're still having issues with this blanket down here at the
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bottom so we're going to jump into that right now.
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So let's take a look at the example that we have down here.
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So this is almost identical to what we had before,
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only we're adding to it to fix the blanket.
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So let's take a look.
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So this region in here is what we just completed.
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It's nicely labeled so that you can see what's going on.
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So this is part one.
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And down here is going to be part two.
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So this is incorrectly labeled, let's just fix that really, really quick.
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That should be part one, and I'll explain that in a minute.
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So this is the same step that we just took with the
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exception of one modification, the modification being the IBK color step.
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So the original IBK color that we did, let's just toggle over here for a second,
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is that we removed the entire image.
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So the blanket and the character.
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This time, we're going to remove just the character.
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And the reason for that is our target is this silly blanket
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that doesn't seem to want to go away.
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Now we do have part of the sword up here that's still remaining.
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I'm going to leave it because we're just going to isolate
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the bottom portion of the plate down here.
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So all the same steps, let's just see what this looks like down here.
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So part two complete, and wow.
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What a difference this has made.
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So we'll step through a couple of the steps really quickly.
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So again we have our clean plate, we've retained the blanket down here.
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We pulled a key, we've isolated our character, no green blanket so far.
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Inverted it, so there is just isolating our blankets.
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We've removed our character.
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And of course, plussed it over top so that we've evened out the green screen.
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Now unfortunately,
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it's done something funny with our sword up here and we kind of
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knew that was going to happen because we saw it in the alpha
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and the various different images.
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So we can fix that.
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We're going to fix that by combining the best parts of each one of these images.
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So we have part, where we focused on the bottom part of the blanket,
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and part one where we focused on the top portion of our character.
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We're going to combine them using what's called a keymix.
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Now the keymix will be reviewed in more detail in future modules and clips,
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but we will look at it very, very quickly.
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So here we have placed into the A input,
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that is our bottom portion down here that we have looked at.
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So that's for the blanket.
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And the B input is going to be for the top portion of our character.
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It is isolated with a roto shape.
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So just a garbage matte, and the garbage matte will isolate that A input.
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So only reveal the A input.
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So let's take a look.
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And it's refined the top part of our swords.
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So let's take a look at A versus B.
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So this is before when the sword was not working so well,
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and B, when it has been revised.
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So let's take a look at where we started from And where we got to.
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So if we look at the very, very top, this is where we started.
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Very uneven.
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We got that silly blanket again at the bottom.
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And our revised image.
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So it's not perfectly gone,
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but the great news is we've retained the details in our character's legs.
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Now one thing to revise it of course is going to be the blur.
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So we did blur our character, and sometimes that will really help.
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So if I go down to here,
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and we will notice that there is artifacting that can occur in our legs,
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so if we add a little bit of an edge blur,
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it can soften that artifacting.
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So where is that happening?
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So where we inverted our matte, remember that?
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So here's our inverted matte.
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We've shuffle it to all the channels.
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It's occurring over here when we pulled that keyer.
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And so blurring the edge will just soften that transition between the two.
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So it's not always needed, but it is a great option.
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So before we wrap, let's take a look at the different steps that we've done.
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So here is the original image when we pulled the original keylight
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that wasn't working so well and that uneven lighting and of course
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the green blanket down at the bottom.
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Next one is the evened out green screen image where we focused
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primarily on the background and not the blanket.
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The next one is where we focused on just a blanket
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and not so much on the background.
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And of course, revise where we've combined the two of them together.
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Now you'll notice that some of these values are quite high.
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We can refine them, so we went into the keylight,
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modified some of those sliders.
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So we played around with things such as the clip white and the clip black,
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and that really helped to even out this keyer,
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so much better than it was before.
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And so let's go to full color.
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There we go, so we got a really good key compared to where we started with,
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and we're well on our way to completing a fantastic composite.
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So as a brief recap of this particular clip,
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we reviewed how to even out the green screen in order to refine our key.
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