Afrikaans
Akan
Albanian
Amharic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
In this clip we will review the IBKColour and IBKGizmo.
Before we begin with that refinement let's go
through a couple of different terms.
You may have hear me talk about LUT.
So what exactly is LUT?
LUT stands for Lookup Table.
It means that we are applying a temporary curve or color correction to
our image and that can be our RGB image or our alpha.
Now that temporary color correction is not applied to our
final output so it isn't baked into our image and it's only
there for viewing purposes.
So why would we need it?
Well if we want to take a look at the details in our alpha,
for example,
if we want to see all the details in our white values we
can bring that LUT down and all the details in our
shadows we can bring that LUT up.
Now there's another term for that and the term is color slamming.
Color slamming really means pushing the extremes of our LUT.
So again, we color slam down,
see the details in our whites and color slam up to
see the details in our blacks.
Let's take a look at the IBKGizmo.
So by default we have it set to C-green and we can leave the color because
we don't have the pick selected so C-green overrides the color settings
here so don't worry about it being set to blue.
Next, we will take a look at the weights.
By default the weights are set to.
5.
The red weight really affects how the red channel is used to
calculate the opacity or hardness of our final alpha.
So let's take a look at what that looks like.
Here's our IBKGizmo and we are going to color slam down to see those
details and we are going to increase the red weight.
Increasing it will help our alpha and decreasing it will
almost erode away at it so let's increase it.
And it's helping, definitely helping.
Our values here are still quite low.
We do have an extreme LUT right now so that's partially why it looks
so extreme but its definitely made a difference in our alpha so
we're going to leave it up here at one.
Now let's take a look at our blue/green weight.
This can be somewhat confusing so when we have our C-green or
greenscreen we are adjusting our blue weight.
When we have a bluescreen we are adjusting the green weight.
So we can increase or decrease those values so we're going to increase
them because that really helped with our red weight.
It's helping a lot more, again, not 100% in our alpha and our core, it's around.
96 so a lot better than it was before so we're going to leave it.
Take a look at what's happening in our RGB.
And it looks like we've reintroduced that green spill or the
reflection from the greenscreen which isn't what we were looking
for so let's do the opposite extreme.
Let's go and change this value down and similar to what we've
mentioned in previous clips and that is blonde hair and light
colored items such as white hair,
white clothing or cloth tend to turn red when extremely
despilled so here we've pushed these values,
the weights too far and we have changed the white hair and the white
tablecloth to be too red so we're going to refine those further,
we've pushed them too far.
Let's modify them so that it's a happy medium of the both.
Here I've modified the red weight to approximately.
7 and this lighter here to approximately.
575 and is a lot better.
So we've rid of most of the green but we've retained the skin tone so
let's look at before with our original plate and after,
and our skin tones are staying the same,
maybe a sight one or 2% change but mostly we have rid of the
green so exactly what we're looking for.
However,
remember how we had to go to the extreme values of
the red weight and the blue weight?
Well,
it has changed our alpha back so we're a lot further
than we were when we first started.
Let's take a look at where we started.
This is where we started.
This is our modification.
It's a lot better but we still have holes in our alpha.
This is not uncommon.
If you are using the IBK setup to rid of the green spill and to also
create a matte you have to work with one or the other so we've rid
of the spill but we don't have the perfect alpha which means that we
have to introduce a core matte from another keyer or just a core
matte in general.
So we will have to combine multiple mattes to get the final alpha
plus premultiplied RGB image and that setup will be reviewed in
the more advanced clips and modules.
It's not unusual so don't worry about it if you don't get
that perfect alpha through the IBK setup.
It's totally fine.
Let's take a look at how to refine those details just a little bit further.
Our example here is a motion-blurred frame so let's go back to our
regular LUT and take a look at the newspaper over here.
We do have what's called the luminance match.
By default it is turned off so we're going to look at the alpha and
the luminance match will help add some information back to these
region so it's really good for a motion blur.
It's really good for hair detail and for things such as transparency in glass.
So if we increase this or turn it on it will add those
details back to the motion blur.
Let's sample those values.
Looks like it adds approximately six or 7% more to the alpha and
let's take a look at what that looks like in the RGB.
So back to the RGB and let's take a look.
So there's our RGB and turn on and off that luminance so, on?
Off?
It's very subtle.
We can barely see the difference but this is the type of modification
that we really want to do when we're finessing our keys.
So,
2% to 5% difference when we add a bunch of those up makes a big
difference so this is a great option to have.
So luminance match again, is for fine details,
particularly in transparent areas.
Back to our regular image and we are going to take a look at a couple
of last values and that is the screen subtraction,
background luminance and background chroma.
The screen subtraction, we do want to leave that on.
If we turn that off you're going to notice that it reintroduces the
green so leave that on by default but let's take a look at what the use
bkg luminance and the use bkg chroma does.
Here we have some nice edges.
We're trying to just massage them into the background here so we're using
a checkerboard for that and we are going to use the BG luminance so use
the BG luminance and you can see that it's actually making it worse rather
than better so it's not helping us.
Let's see if that helps if we attach it straight to the BG.
So on and off.
So it's still pruning those edges whether or not we hook it up to the BG or
not so I'm going to leave it as this as the default and so,
again, it's not really helping us.
The use background chroma is also not helping us
but what exactly are those doing?
So the use BG luminance and the use BG chroma or bkg as it's written is
affecting how the brightness of the edges is being affected.
So the use bkg luminance is affecting how the luminance of our
background image is affecting our edges and the use bkg chroma
is affecting how the color from our background is affecting the
brightness of those edges.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.