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These are the user uploaded subtitles that are being translated: 1 00:00:01,931 --> 00:00:02,392 In this clip, 2 00:00:02,392 --> 00:00:05,264 we're going to take a look at the last step in the preprocessing workflow, 3 00:00:05,264 --> 00:00:08,931 and that his evening out of the green screen. 4 00:00:08,931 --> 00:00:11,658 Now you're going to recognize a few of the different 5 00:00:11,658 --> 00:00:14,931 items from the other clips and modules, 6 00:00:14,931 --> 00:00:17,930 and those are things such as denoising the plate, 7 00:00:17,931 --> 00:00:19,930 doing some color corrections to the plate, 8 00:00:19,931 --> 00:00:22,930 potentially some different keyers and so forth. 9 00:00:22,931 --> 00:00:24,264 So if you need a refresher, 10 00:00:24,264 --> 00:00:26,930 please be sure to go back to those previous clips and modules. 11 00:00:26,931 --> 00:00:28,931 So let's get started. 12 00:00:28,931 --> 00:00:34,181 So here we have a character on a green screen in the green screen room, 13 00:00:34,181 --> 00:00:36,931 but also on a green screen blanket. 14 00:00:36,931 --> 00:00:37,530 Now unfortunately, 15 00:00:37,530 --> 00:00:40,830 the two of them don't combine very well and we are 16 00:00:40,830 --> 00:00:42,930 going to have to treat them separately. 17 00:00:42,931 --> 00:00:45,931 So let's take a look at the luminance, the y for luminance, 18 00:00:45,931 --> 00:00:49,931 and we're going to color slab them down so we can see the details. 19 00:00:49,931 --> 00:00:53,930 So again, some evenness in the backing region here, 20 00:00:53,931 --> 00:00:57,819 but definitely some issues with the wrinkles in the 21 00:00:57,819 --> 00:01:00,930 fabric that we will have to address. 22 00:01:00,931 --> 00:01:05,931 Go back to full color, A, A, and let's get started. 23 00:01:05,931 --> 00:01:08,930 So the first thing that we want to do is denoise the plate. 24 00:01:08,931 --> 00:01:10,931 So if you haven't done so already, 25 00:01:10,931 --> 00:01:14,531 please be sure to denoise the plate just to get the 26 00:01:14,531 --> 00:01:16,931 best details with our edge work. 27 00:01:16,931 --> 00:01:19,930 Next, we're going to pull a really quick key. 28 00:01:19,931 --> 00:01:22,930 So I pulled a keylight here first for reference, 29 00:01:22,931 --> 00:01:24,931 and we'll take a look at the alpha. 30 00:01:24,931 --> 00:01:28,931 Now you will notice that as suspected, we have some issues in the backing region. 31 00:01:28,931 --> 00:01:30,931 So if we mouse over top of those numbers, 32 00:01:30,931 --> 00:01:33,930 it is around seven to 10 percent, so close, 33 00:01:33,931 --> 00:01:36,930 but not quite the rage that we're looking for. 34 00:01:36,931 --> 00:01:40,930 Where we really have issues is of course is where the green blanket is, 35 00:01:40,931 --> 00:01:43,930 and that's between 45 percent and 50 percent opacity. 36 00:01:43,931 --> 00:01:49,931 So we will look at that and refine it so we can get a really nice key. 37 00:01:49,931 --> 00:01:50,930 Okay, next step. 38 00:01:50,931 --> 00:01:52,931 We're going to create a clean plate. 39 00:01:52,931 --> 00:01:53,931 So back to full color. 40 00:01:53,931 --> 00:01:54,931 So one, 41 00:01:54,931 --> 00:02:01,931 and we're looking at the full clean plate before we revise the backing region. 42 00:02:01,931 --> 00:02:05,930 And what we want to do is remove just the character. 43 00:02:05,931 --> 00:02:09,931 So we don't want to change any of the backing region. 44 00:02:09,931 --> 00:02:12,931 We are going to remove the character and the blanket. 45 00:02:12,931 --> 00:02:14,931 So sometimes you will only remove the character, 46 00:02:14,931 --> 00:02:20,930 but in this case, character and the blanket through the IBK color node. 47 00:02:20,931 --> 00:02:21,931 So we've revised those. 48 00:02:21,931 --> 00:02:23,931 We have one here for reference. 49 00:02:23,931 --> 00:02:25,931 And if we look at the two of them, 50 00:02:25,931 --> 00:02:28,931 again it hasn't changed a whole lot since before. 51 00:02:28,931 --> 00:02:29,597 This is after, 52 00:02:29,597 --> 00:02:32,431 and hopefully we're going to get a really nice 53 00:02:32,431 --> 00:02:35,931 difference keyer out of those two tools. 54 00:02:35,931 --> 00:02:36,930 So that is our next step. 55 00:02:36,931 --> 00:02:38,931 On to the IBKGizmo. 56 00:02:38,931 --> 00:02:43,930 So we take the IBK color and we're going to hook up an IBKGizmo nodek. 57 00:02:43,931 --> 00:02:47,931 Here is a default one set to green, 58 00:02:47,931 --> 00:02:51,153 and we're going to look at a more refined one that's 59 00:02:51,153 --> 00:02:52,931 set up a little bit better for us. 60 00:02:52,931 --> 00:02:57,930 So here is C, and we're going to hook up the input and look at the results. 61 00:02:57,931 --> 00:02:59,931 So here's a much refined one. 62 00:02:59,931 --> 00:03:02,931 We have a nice alpha to start with. 63 00:03:02,931 --> 00:03:06,931 Not 100 percent black and white, but it should do for this particular workflow. 64 00:03:06,931 --> 00:03:10,931 So again, revise the tools to optimize them. 65 00:03:10,931 --> 00:03:15,930 Here I have taken the IBKGizmo, I have worked with the red weight, 66 00:03:15,931 --> 00:03:19,931 with the blue/green weight and with the luminance match. 67 00:03:19,931 --> 00:03:22,931 And again, with the IBK color, 68 00:03:22,931 --> 00:03:25,730 just modifying some of the darks and the lights and eroding 69 00:03:25,730 --> 00:03:29,930 away at the appropriate number of pixels. 70 00:03:29,931 --> 00:03:32,931 So now that we have our clean plate and our solid alpha, 71 00:03:32,931 --> 00:03:35,112 or somewhat of a solid alpha, 72 00:03:35,112 --> 00:03:39,931 we're going to look at sampling the overall green screen color. 73 00:03:39,931 --> 00:03:41,931 So why would we do this? 74 00:03:41,931 --> 00:03:42,306 Well, 75 00:03:42,306 --> 00:03:47,931 in order to get the green screen or the backing region to have 76 00:03:47,931 --> 00:03:50,931 a solid uniform color for keying purpose, 77 00:03:50,931 --> 00:03:55,531 we're going to take an average of all those colors so hopefully 78 00:03:55,531 --> 00:03:57,931 we get a good color somewhere in between. 79 00:03:57,931 --> 00:03:59,931 So we're using a constant, and with the constant, 80 00:03:59,931 --> 00:04:03,931 we're going to go back and view our original image. 81 00:04:03,931 --> 00:04:08,359 Select our constants and go into the picker portion of 82 00:04:08,359 --> 00:04:10,930 the constant in the properties bin. 83 00:04:10,931 --> 00:04:13,931 And zoom in and take an overall sampling. 84 00:04:13,931 --> 00:04:16,930 Now I'm not going to sample the shadows. 85 00:04:16,930 --> 00:04:18,930 We're going to avoid that area because it's pretty dark, 86 00:04:18,930 --> 00:04:20,930 but sample the rest of the area. 87 00:04:20,930 --> 00:04:23,931 So Control + Shift and drag, 88 00:04:23,931 --> 00:04:26,930 and it gives us a nice overall sampling of the green. 89 00:04:26,931 --> 00:04:30,645 So this is the color green that we're going to be aiming 90 00:04:30,645 --> 00:04:34,931 towards changing our backing region to. 91 00:04:34,931 --> 00:04:40,930 So Control + Shift + click to get rid of that red box. 92 00:04:40,931 --> 00:04:41,931 Moving on. 93 00:04:41,931 --> 00:04:46,431 So now what we want to do is we want to figure out what the difference 94 00:04:46,431 --> 00:04:50,931 is between our clean plate and that sampled green. 95 00:04:50,931 --> 00:04:54,930 So to do so, we use what is called the minus operator. 96 00:04:54,931 --> 00:05:01,203 So we are going to add a merge tool with a default of over to 97 00:05:01,203 --> 00:05:03,930 the IBK color and attach that to the B input, 98 00:05:03,931 --> 00:05:08,931 B subtracts from A, and attach A to our constant. 99 00:05:08,931 --> 00:05:12,930 We're going to change this to minus, 100 00:05:12,931 --> 00:05:17,930 so let's just find the minus and take a look at the outcome. 101 00:05:17,931 --> 00:05:18,931 So there we go. 102 00:05:18,931 --> 00:05:24,431 So we can see that is determine the difference between the original clean 103 00:05:24,431 --> 00:05:29,931 plate and what we have up here as our overall sample. 104 00:05:29,931 --> 00:05:33,931 we're going to use this to re-introduce information 105 00:05:33,931 --> 00:05:40,931 and even out the green screen, which we will take a look at in a few minutes. 106 00:05:40,931 --> 00:05:42,931 The next step is that we want to invert the matte. 107 00:05:42,931 --> 00:05:44,931 So let's take a look at that matte one more time. 108 00:05:44,931 --> 00:05:46,931 So here's our matte. 109 00:05:46,931 --> 00:05:49,930 And we don't want to change the color of our character, 110 00:05:49,931 --> 00:05:51,931 but rather just even out the green screen. 111 00:05:51,931 --> 00:05:53,931 So in order to do that, we need to invert the matte, 112 00:05:53,931 --> 00:05:56,930 invert all, in order for this to work correctly. 113 00:05:56,931 --> 00:05:57,930 So invert all. 114 00:05:57,931 --> 00:06:01,930 There is some issues within the sword, we can address that after. 115 00:06:01,931 --> 00:06:03,930 I'm not too worried about it. 116 00:06:03,931 --> 00:06:08,931 But we're going to have to treat again this blanket separately in another step, 117 00:06:08,931 --> 00:06:10,930 and that's fine as well. 118 00:06:10,931 --> 00:06:13,930 We can get that evened out very, very nicely for us. 119 00:06:13,931 --> 00:06:17,931 So we've inverted all, and that's after the matte. 120 00:06:17,931 --> 00:06:19,930 And after that, we are going to add a shuffle. 121 00:06:19,931 --> 00:06:23,931 So we are going to shuffle the alpha. 122 00:06:23,931 --> 00:06:25,931 So let's take a look, this is our alpha, 123 00:06:25,931 --> 00:06:31,331 and we're going to shuffle it to the red, 124 00:06:31,331 --> 00:06:34,930 blue or RGB, so red, green, blue and the alpha. 125 00:06:34,931 --> 00:06:36,930 So let's just cycle through there quickly. 126 00:06:36,931 --> 00:06:40,931 So here is RGBA, and they're all the same. 127 00:06:40,931 --> 00:06:46,931 So we'll shuffle it, because we are going to be using the multiplier right away. 128 00:06:46,931 --> 00:06:48,930 So on to the next one. 129 00:06:48,931 --> 00:06:49,931 So this one's a little bit more complicated, 130 00:06:49,931 --> 00:06:51,931 but we will go through how it works. 131 00:06:51,931 --> 00:06:55,931 So we have our clean plate. 132 00:06:55,931 --> 00:07:00,931 We have our alpha matte, which we have since inverted. 133 00:07:00,931 --> 00:07:03,931 And we have moved that alpha to all four channels. 134 00:07:03,931 --> 00:07:11,931 We also have our reference image or our overall sampling of the green screen. 135 00:07:11,931 --> 00:07:14,931 So let's take a look at how the multiplier works, 136 00:07:14,931 --> 00:07:19,556 which is how we're going to add together our alpha or 137 00:07:19,556 --> 00:07:23,931 our matte with the solid green color. 138 00:07:23,931 --> 00:07:26,931 So when we go back to the minus, 139 00:07:26,931 --> 00:07:30,931 you're going to notice a couple of different things. 140 00:07:30,931 --> 00:07:33,931 And you're going to notice that the values are kind of funny. 141 00:07:33,931 --> 00:07:34,930 So these are all positive. 142 00:07:34,931 --> 00:07:36,431 There's some negative in there, 143 00:07:36,431 --> 00:07:39,931 but they're going to change when we change this to the multiply operator. 144 00:07:39,931 --> 00:07:45,931 So let's change this to multiply, multiply, and take a look at these values. 145 00:07:45,931 --> 00:07:52,931 So here we can see already that it has subtracted the center of our character, 146 00:07:52,931 --> 00:07:57,788 our character from this previous step, 147 00:07:57,788 --> 00:08:03,930 which was the difference between our clean plate and our overall green color. 148 00:08:03,931 --> 00:08:08,931 So we don't want to color correct or change the color of our character. 149 00:08:08,931 --> 00:08:12,931 Remember, multiply multiplies the alpha against the RGB. 150 00:08:12,931 --> 00:08:15,931 So there is nothing in our alpha. 151 00:08:15,931 --> 00:08:19,930 So therefore, it's going to not reveal the RGB in that area. 152 00:08:19,931 --> 00:08:21,930 So it's exactly what we want. 153 00:08:21,931 --> 00:08:24,931 So what will this do? 154 00:08:24,931 --> 00:08:29,216 It will take the negative values that we have over here that 155 00:08:29,216 --> 00:08:30,930 were created from the multiply operator, 156 00:08:30,931 --> 00:08:36,931 and they're going to use them to darken the lighter backing region. 157 00:08:36,931 --> 00:08:40,931 So right now it's too bright relative to our sample colors. 158 00:08:40,931 --> 00:08:42,931 So we want to darken it. 159 00:08:42,931 --> 00:08:43,930 We have the opposite over here. 160 00:08:43,931 --> 00:08:45,930 So we're going to sample these colors over here. 161 00:08:45,931 --> 00:08:48,931 We can see that they're all positive. 162 00:08:48,931 --> 00:08:53,931 So the positive values are used to lighten the dark backing 163 00:08:53,931 --> 00:08:56,931 region relative to the green screen samples. 164 00:08:56,931 --> 00:08:57,930 So let's take a look at that. 165 00:08:57,931 --> 00:09:01,930 So here is our clean plates,. 41. 166 00:09:01,931 --> 00:09:03,531 And here it is. 167 00:09:03,531 --> 00:09:03,930 44. 168 00:09:03,931 --> 00:09:09,930 So we can tell that it's a little bit darker than our overall green sample. 169 00:09:09,931 --> 00:09:14,931 So we want to lighten it so that it matches the same color range. 170 00:09:14,931 --> 00:09:19,131 And doing so, in darkening and lightning these various regions, 171 00:09:19,131 --> 00:09:23,056 it's going to allow us to have the overall solid 172 00:09:23,056 --> 00:09:24,931 even lighting in the background. 173 00:09:24,931 --> 00:09:26,931 So let's see how that is applied. 174 00:09:26,931 --> 00:09:31,021 So we have the multiply, we have the plus, 175 00:09:31,021 --> 00:09:33,930 minus values in our image, and we've cut out our character. 176 00:09:33,931 --> 00:09:36,931 A plus adds values together. 177 00:09:36,931 --> 00:09:39,931 So we're going to change this new tool. 178 00:09:39,931 --> 00:09:44,930 So we've hooked up a new tool, new merge to the multiply. 179 00:09:44,931 --> 00:09:46,930 So that is the A input to the multiply, 180 00:09:46,931 --> 00:09:51,931 and the B input is going to our original plate. 181 00:09:51,931 --> 00:09:56,930 So that's the one with all of the information that was uneven. 182 00:09:56,931 --> 00:10:02,131 we're going to change that to plus because plus is 183 00:10:02,131 --> 00:10:04,930 going to even out the green screen. 184 00:10:04,931 --> 00:10:06,930 Look at that, look how even it is now. 185 00:10:06,931 --> 00:10:07,681 So remember, 186 00:10:07,681 --> 00:10:13,203 it is lightning the darker regions and it is darkening the ones that were too 187 00:10:13,203 --> 00:10:17,931 bright before to give us a nice even background color here. 188 00:10:17,931 --> 00:10:21,181 So let's take a look at what it's doing to our edges and make sure that we 189 00:10:21,181 --> 00:10:23,930 keep those edges because that's what's most important. 190 00:10:23,931 --> 00:10:27,930 So here's our original image, and here's the corrected one. 191 00:10:27,931 --> 00:10:30,931 So very, very subtle. 192 00:10:30,931 --> 00:10:32,930 But we're keeping those edges. 193 00:10:32,931 --> 00:10:40,021 So we can pull a key from this after and still have great edges and get rid 194 00:10:40,021 --> 00:10:45,931 of all that extra artifacting that we had in our alpha. 195 00:10:45,931 --> 00:10:49,931 So let's take a look at one last step. 196 00:10:49,931 --> 00:10:53,708 We'll skip the edge blur for now and take a look at that in a few minutes, 197 00:10:53,708 --> 00:10:56,931 but let's compare our original against our new ones. 198 00:10:56,931 --> 00:10:58,021 So that's our original, 199 00:10:58,021 --> 00:11:02,931 and this is what it looks like now that we've revised that even green screen. 200 00:11:02,931 --> 00:11:04,931 So much better than it was before. 201 00:11:04,931 --> 00:11:07,931 Again, this is before, this is after. 202 00:11:07,931 --> 00:11:09,931 Still retaining those edges. 203 00:11:09,931 --> 00:11:12,931 Before and after. 204 00:11:12,931 --> 00:11:16,931 And so already, it's getting so much better than it was before. 205 00:11:16,931 --> 00:11:17,931 Now unfortunately, 206 00:11:17,931 --> 00:11:21,681 we're still having issues with this blanket down here at the 207 00:11:21,681 --> 00:11:26,930 bottom so we're going to jump into that right now. 208 00:11:26,931 --> 00:11:31,931 So let's take a look at the example that we have down here. 209 00:11:31,931 --> 00:11:34,930 So this is almost identical to what we had before, 210 00:11:34,931 --> 00:11:37,931 only we're adding to it to fix the blanket. 211 00:11:37,931 --> 00:11:38,931 So let's take a look. 212 00:11:38,931 --> 00:11:40,931 So this region in here is what we just completed. 213 00:11:40,931 --> 00:11:44,931 It's nicely labeled so that you can see what's going on. 214 00:11:44,931 --> 00:11:46,930 So this is part one. 215 00:11:46,931 --> 00:11:50,931 And down here is going to be part two. 216 00:11:50,931 --> 00:11:54,931 So this is incorrectly labeled, let's just fix that really, really quick. 217 00:11:54,931 --> 00:12:00,931 That should be part one, and I'll explain that in a minute. 218 00:12:00,931 --> 00:12:04,931 So this is the same step that we just took with the 219 00:12:04,931 --> 00:12:11,930 exception of one modification, the modification being the IBK color step. 220 00:12:11,931 --> 00:12:17,931 So the original IBK color that we did, let's just toggle over here for a second, 221 00:12:17,931 --> 00:12:20,931 is that we removed the entire image. 222 00:12:20,931 --> 00:12:23,931 So the blanket and the character. 223 00:12:23,931 --> 00:12:27,931 This time, we're going to remove just the character. 224 00:12:27,931 --> 00:12:31,931 And the reason for that is our target is this silly blanket 225 00:12:31,931 --> 00:12:33,931 that doesn't seem to want to go away. 226 00:12:33,931 --> 00:12:37,931 Now we do have part of the sword up here that's still remaining. 227 00:12:37,931 --> 00:12:40,930 I'm going to leave it because we're just going to isolate 228 00:12:40,931 --> 00:12:43,931 the bottom portion of the plate down here. 229 00:12:43,931 --> 00:12:47,931 So all the same steps, let's just see what this looks like down here. 230 00:12:47,931 --> 00:12:50,931 So part two complete, and wow. 231 00:12:50,931 --> 00:12:53,931 What a difference this has made. 232 00:12:53,931 --> 00:12:56,930 So we'll step through a couple of the steps really quickly. 233 00:12:56,931 --> 00:13:01,931 So again we have our clean plate, we've retained the blanket down here. 234 00:13:01,931 --> 00:13:06,931 We pulled a key, we've isolated our character, no green blanket so far. 235 00:13:06,931 --> 00:13:13,931 Inverted it, so there is just isolating our blankets. 236 00:13:13,931 --> 00:13:15,931 We've removed our character. 237 00:13:15,931 --> 00:13:20,931 And of course, plussed it over top so that we've evened out the green screen. 238 00:13:20,931 --> 00:13:21,931 Now unfortunately, 239 00:13:21,931 --> 00:13:25,731 it's done something funny with our sword up here and we kind of 240 00:13:25,731 --> 00:13:28,931 knew that was going to happen because we saw it in the alpha 241 00:13:28,931 --> 00:13:30,930 and the various different images. 242 00:13:30,931 --> 00:13:32,930 So we can fix that. 243 00:13:32,931 --> 00:13:39,931 We're going to fix that by combining the best parts of each one of these images. 244 00:13:39,931 --> 00:13:44,830 So we have part, where we focused on the bottom part of the blanket, 245 00:13:44,830 --> 00:13:49,931 and part one where we focused on the top portion of our character. 246 00:13:49,931 --> 00:13:53,930 We're going to combine them using what's called a keymix. 247 00:13:53,931 --> 00:13:58,930 Now the keymix will be reviewed in more detail in future modules and clips, 248 00:13:58,931 --> 00:14:01,931 but we will look at it very, very quickly. 249 00:14:01,931 --> 00:14:05,931 So here we have placed into the A input, 250 00:14:05,931 --> 00:14:09,931 that is our bottom portion down here that we have looked at. 251 00:14:09,931 --> 00:14:10,931 So that's for the blanket. 252 00:14:10,931 --> 00:14:16,930 And the B input is going to be for the top portion of our character. 253 00:14:16,931 --> 00:14:18,931 It is isolated with a roto shape. 254 00:14:18,931 --> 00:14:23,931 So just a garbage matte, and the garbage matte will isolate that A input. 255 00:14:23,931 --> 00:14:25,931 So only reveal the A input. 256 00:14:25,931 --> 00:14:27,930 So let's take a look. 257 00:14:27,931 --> 00:14:29,930 And it's refined the top part of our swords. 258 00:14:29,931 --> 00:14:32,931 So let's take a look at A versus B. 259 00:14:32,931 --> 00:14:36,931 So this is before when the sword was not working so well, 260 00:14:36,931 --> 00:14:39,931 and B, when it has been revised. 261 00:14:39,931 --> 00:14:45,930 So let's take a look at where we started from And where we got to. 262 00:14:45,931 --> 00:14:48,930 So if we look at the very, very top, this is where we started. 263 00:14:48,931 --> 00:14:50,931 Very uneven. 264 00:14:50,931 --> 00:14:52,930 We got that silly blanket again at the bottom. 265 00:14:52,931 --> 00:14:55,931 And our revised image. 266 00:14:55,931 --> 00:14:57,930 So it's not perfectly gone, 267 00:14:57,931 --> 00:15:03,931 but the great news is we've retained the details in our character's legs. 268 00:15:03,931 --> 00:15:09,931 Now one thing to revise it of course is going to be the blur. 269 00:15:09,931 --> 00:15:13,931 So we did blur our character, and sometimes that will really help. 270 00:15:13,931 --> 00:15:16,931 So if I go down to here, 271 00:15:16,931 --> 00:15:23,431 and we will notice that there is artifacting that can occur in our legs, 272 00:15:23,431 --> 00:15:28,931 so if we add a little bit of an edge blur, 273 00:15:28,931 --> 00:15:30,930 it can soften that artifacting. 274 00:15:30,931 --> 00:15:32,930 So where is that happening? 275 00:15:32,931 --> 00:15:35,931 So where we inverted our matte, remember that? 276 00:15:35,931 --> 00:15:37,930 So here's our inverted matte. 277 00:15:37,931 --> 00:15:39,931 We've shuffle it to all the channels. 278 00:15:39,931 --> 00:15:41,930 It's occurring over here when we pulled that keyer. 279 00:15:41,931 --> 00:15:48,930 And so blurring the edge will just soften that transition between the two. 280 00:15:48,931 --> 00:15:51,930 So it's not always needed, but it is a great option. 281 00:15:51,931 --> 00:15:56,931 So before we wrap, let's take a look at the different steps that we've done. 282 00:15:56,931 --> 00:16:01,931 So here is the original image when we pulled the original keylight 283 00:16:01,931 --> 00:16:04,930 that wasn't working so well and that uneven lighting and of course 284 00:16:04,931 --> 00:16:07,931 the green blanket down at the bottom. 285 00:16:07,931 --> 00:16:11,788 Next one is the evened out green screen image where we focused 286 00:16:11,788 --> 00:16:15,931 primarily on the background and not the blanket. 287 00:16:15,931 --> 00:16:17,930 The next one is where we focused on just a blanket 288 00:16:17,931 --> 00:16:21,930 and not so much on the background. 289 00:16:21,931 --> 00:16:25,930 And of course, revise where we've combined the two of them together. 290 00:16:25,931 --> 00:16:29,931 Now you'll notice that some of these values are quite high. 291 00:16:29,931 --> 00:16:32,930 We can refine them, so we went into the keylight, 292 00:16:32,931 --> 00:16:34,930 modified some of those sliders. 293 00:16:34,931 --> 00:16:39,021 So we played around with things such as the clip white and the clip black, 294 00:16:39,021 --> 00:16:41,597 and that really helped to even out this keyer, 295 00:16:41,597 --> 00:16:43,931 so much better than it was before. 296 00:16:43,931 --> 00:16:46,931 And so let's go to full color. 297 00:16:46,931 --> 00:16:51,931 There we go, so we got a really good key compared to where we started with, 298 00:16:51,931 --> 00:16:57,931 and we're well on our way to completing a fantastic composite. 299 00:16:57,931 --> 00:17:01,931 So as a brief recap of this particular clip, 300 00:17:01,931 --> 00:17:10,931 we reviewed how to even out the green screen in order to refine our key. 26054

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