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In this clip we will review the IBKColour and IBKGizmo.
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Before we begin with that refinement let's go
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through a couple of different terms.
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You may have hear me talk about LUT.
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So what exactly is LUT?
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LUT stands for Lookup Table.
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It means that we are applying a temporary curve or color correction to
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our image and that can be our RGB image or our alpha.
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Now that temporary color correction is not applied to our
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final output so it isn't baked into our image and it's only
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there for viewing purposes.
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So why would we need it?
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Well if we want to take a look at the details in our alpha,
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for example,
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if we want to see all the details in our white values we
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can bring that LUT down and all the details in our
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shadows we can bring that LUT up.
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Now there's another term for that and the term is color slamming.
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Color slamming really means pushing the extremes of our LUT.
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So again, we color slam down,
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see the details in our whites and color slam up to
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see the details in our blacks.
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Let's take a look at the IBKGizmo.
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So by default we have it set to C-green and we can leave the color because
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we don't have the pick selected so C-green overrides the color settings
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here so don't worry about it being set to blue.
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Next, we will take a look at the weights.
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By default the weights are set to.
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5.
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The red weight really affects how the red channel is used to
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calculate the opacity or hardness of our final alpha.
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So let's take a look at what that looks like.
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Here's our IBKGizmo and we are going to color slam down to see those
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details and we are going to increase the red weight.
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Increasing it will help our alpha and decreasing it will
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almost erode away at it so let's increase it.
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And it's helping, definitely helping.
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Our values here are still quite low.
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We do have an extreme LUT right now so that's partially why it looks
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so extreme but its definitely made a difference in our alpha so
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we're going to leave it up here at one.
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Now let's take a look at our blue/green weight.
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This can be somewhat confusing so when we have our C-green or
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greenscreen we are adjusting our blue weight.
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When we have a bluescreen we are adjusting the green weight.
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So we can increase or decrease those values so we're going to increase
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them because that really helped with our red weight.
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It's helping a lot more, again, not 100% in our alpha and our core, it's around.
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96 so a lot better than it was before so we're going to leave it.
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Take a look at what's happening in our RGB.
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And it looks like we've reintroduced that green spill or the
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reflection from the greenscreen which isn't what we were looking
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for so let's do the opposite extreme.
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Let's go and change this value down and similar to what we've
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mentioned in previous clips and that is blonde hair and light
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colored items such as white hair,
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white clothing or cloth tend to turn red when extremely
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despilled so here we've pushed these values,
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the weights too far and we have changed the white hair and the white
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tablecloth to be too red so we're going to refine those further,
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we've pushed them too far.
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Let's modify them so that it's a happy medium of the both.
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Here I've modified the red weight to approximately.
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7 and this lighter here to approximately.
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575 and is a lot better.
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So we've rid of most of the green but we've retained the skin tone so
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let's look at before with our original plate and after,
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and our skin tones are staying the same,
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maybe a sight one or 2% change but mostly we have rid of the
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green so exactly what we're looking for.
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However,
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remember how we had to go to the extreme values of
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the red weight and the blue weight?
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Well,
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it has changed our alpha back so we're a lot further
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than we were when we first started.
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Let's take a look at where we started.
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This is where we started.
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This is our modification.
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It's a lot better but we still have holes in our alpha.
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This is not uncommon.
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If you are using the IBK setup to rid of the green spill and to also
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create a matte you have to work with one or the other so we've rid
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of the spill but we don't have the perfect alpha which means that we
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have to introduce a core matte from another keyer or just a core
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matte in general.
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So we will have to combine multiple mattes to get the final alpha
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plus premultiplied RGB image and that setup will be reviewed in
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the more advanced clips and modules.
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It's not unusual so don't worry about it if you don't get
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that perfect alpha through the IBK setup.
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It's totally fine.
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Let's take a look at how to refine those details just a little bit further.
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Our example here is a motion-blurred frame so let's go back to our
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regular LUT and take a look at the newspaper over here.
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We do have what's called the luminance match.
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By default it is turned off so we're going to look at the alpha and
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the luminance match will help add some information back to these
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region so it's really good for a motion blur.
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It's really good for hair detail and for things such as transparency in glass.
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So if we increase this or turn it on it will add those
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details back to the motion blur.
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Let's sample those values.
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Looks like it adds approximately six or 7% more to the alpha and
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let's take a look at what that looks like in the RGB.
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So back to the RGB and let's take a look.
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So there's our RGB and turn on and off that luminance so, on?
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Off?
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It's very subtle.
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We can barely see the difference but this is the type of modification
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that we really want to do when we're finessing our keys.
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So,
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2% to 5% difference when we add a bunch of those up makes a big
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difference so this is a great option to have.
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So luminance match again, is for fine details,
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particularly in transparent areas.
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Back to our regular image and we are going to take a look at a couple
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of last values and that is the screen subtraction,
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background luminance and background chroma.
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The screen subtraction, we do want to leave that on.
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If we turn that off you're going to notice that it reintroduces the
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green so leave that on by default but let's take a look at what the use
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bkg luminance and the use bkg chroma does.
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Here we have some nice edges.
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We're trying to just massage them into the background here so we're using
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a checkerboard for that and we are going to use the BG luminance so use
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the BG luminance and you can see that it's actually making it worse rather
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than better so it's not helping us.
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Let's see if that helps if we attach it straight to the BG.
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So on and off.
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So it's still pruning those edges whether or not we hook it up to the BG or
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not so I'm going to leave it as this as the default and so,
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again, it's not really helping us.
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The use background chroma is also not helping us
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but what exactly are those doing?
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So the use BG luminance and the use BG chroma or bkg as it's written is
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affecting how the brightness of the edges is being affected.
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So the use bkg luminance is affecting how the luminance of our
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background image is affecting our edges and the use bkg chroma
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is affecting how the color from our background is affecting the
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brightness of those edges.
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