All language subtitles for 7. Keylight Fundamentals

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These are the user uploaded subtitles that are being translated: 1 00:00:01,385 --> 00:00:04,051 In this clip we are going to be taking a look at Keylight 2 00:00:04,051 --> 00:00:08,385 keying fundamentals so let's get started. 3 00:00:08,385 --> 00:00:14,385 Before we begin our keying let's take a look at the Keylight in detail. 4 00:00:14,385 --> 00:00:17,384 Now we have several different inputs for our keylights. 5 00:00:17,385 --> 00:00:23,384 We have BG, OutM, InM and the Source. 6 00:00:23,385 --> 00:00:28,385 Now in this particular clip we will be focusing on the source input. 7 00:00:28,385 --> 00:00:32,885 The other inputs are primarily used for more advanced keys so 8 00:00:32,885 --> 00:00:35,385 that includes combining different alphas, 9 00:00:35,385 --> 00:00:42,385 color correcting the edges and just refining them in detail and doing despill. 10 00:00:42,385 --> 00:00:46,385 Let's take a look at how to setup this particular tool. 11 00:00:46,385 --> 00:00:46,956 By default, 12 00:00:46,956 --> 00:00:50,385 Keylight generally likes to have an alpha channel that 13 00:00:50,385 --> 00:00:55,385 is either 100% black or 100% white. 14 00:00:55,385 --> 00:01:00,885 If we have a 100% black alpha the Keylight will add a 100% 15 00:01:00,885 --> 00:01:03,384 white alpha before we pull the matte. 16 00:01:03,385 --> 00:01:09,385 Now what of we have a preexisting premultiplied image before pulling our key? 17 00:01:09,385 --> 00:01:09,785 Well, 18 00:01:09,785 --> 00:01:15,051 Keylight gets very confused by this area being 100% black and when we pull 19 00:01:15,051 --> 00:01:18,384 a key it thinks that it should be part of the alpha. 20 00:01:18,385 --> 00:01:20,385 Now there are two ways to resolve this. 21 00:01:20,385 --> 00:01:26,385 We can either pull the existing key like we just did here and use a mask 22 00:01:26,385 --> 00:01:33,718 to cut out that backing area that it was very confused by or we can use 23 00:01:33,718 --> 00:01:36,384 the crops method inside of the Keylight tool. 24 00:01:36,385 --> 00:01:42,385 So let's go back to the initial premultiplied image and see how to set that up. 25 00:01:42,385 --> 00:01:46,385 So inside the Keylight, if you go inside of the properties bin here to the right, 26 00:01:46,385 --> 00:01:49,385 scroll to the bottom. 27 00:01:49,385 --> 00:01:56,385 You will find a toggle that we can open and close and it's called Crops. 28 00:01:56,385 --> 00:01:59,384 Under Crops there are several different X and Y methods, 29 00:01:59,385 --> 00:02:02,385 let's stick to the color to begin with. 30 00:02:02,385 --> 00:02:06,385 Under edge color we are going to sample the greenscreen. 31 00:02:06,385 --> 00:02:12,385 Ctrl+shift+left mouse button and drag and it samples the green. 32 00:02:12,385 --> 00:02:14,385 To deselect, 33 00:02:14,385 --> 00:02:19,135 Ctrl+shift+click and we will turn off that picker so it doesn't get 34 00:02:19,135 --> 00:02:22,385 confused and we don't accidentally sample again. 35 00:02:22,385 --> 00:02:29,385 Now that we have sampled this color we can fill in our black backing area. 36 00:02:29,385 --> 00:02:33,885 So I'm just going to take the left hand side and pull this 37 00:02:33,885 --> 00:02:38,384 in just a little bit and we're going to pull that back 38 00:02:38,385 --> 00:02:40,384 because I think we went too far. 39 00:02:40,385 --> 00:02:46,385 There we go. 40 00:02:46,385 --> 00:02:51,885 And now we're going to take the other three sides and fill those as well, 41 00:02:51,885 --> 00:02:55,385 which we have already done in this particular tool. 42 00:02:55,385 --> 00:02:59,813 So now that our backing region, or our fake backing region, 43 00:02:59,813 --> 00:03:05,385 I guess, is all green, we can pull a key. 44 00:03:05,385 --> 00:03:08,384 Here we go and our alpha looks a lot better. 45 00:03:08,385 --> 00:03:11,385 So those are the two different options that we have. 46 00:03:11,385 --> 00:03:16,384 We can also go back to the color that we had here before. 47 00:03:16,385 --> 00:03:20,385 Instead of color we have a couple of different options. 48 00:03:20,385 --> 00:03:23,384 You can repeat the edges, 49 00:03:23,385 --> 00:03:27,384 you can reflect the edges and you can also wrap the edges. 50 00:03:27,385 --> 00:03:32,670 Now because our character here reaches the edges of frame that won't work 51 00:03:32,670 --> 00:03:37,829 for this particular example but it may work for your individual shot so 52 00:03:37,829 --> 00:03:41,385 those are the different options to play with. 53 00:03:41,385 --> 00:03:48,385 Now that we've fixed this particular area let's go back to a full greenscreen. 54 00:03:48,385 --> 00:03:54,385 So here's our full greenscreen and we are going to begin by pulling a key. 55 00:03:54,385 --> 00:03:55,099 Again, 56 00:03:55,099 --> 00:04:01,718 let's zoom in to this area particularly where the hair is because 57 00:04:01,718 --> 00:04:05,785 that will be fine detail and we are going to select, 58 00:04:05,785 --> 00:04:09,385 under the screen color, the greenscreen, 59 00:04:09,385 --> 00:04:16,051 so Ctrl+shift+click and that draws a box and what this box 60 00:04:16,051 --> 00:04:20,384 does is it will take the average of all the colors selected 61 00:04:20,385 --> 00:04:23,385 and make that the sample color. 62 00:04:23,385 --> 00:04:26,385 Now as previously noted, 63 00:04:26,385 --> 00:04:30,051 wherever we sample and the pixel match it will turn the alpha 64 00:04:30,051 --> 00:04:32,384 black and wherever they don't match at all, 65 00:04:32,385 --> 00:04:36,607 it will turn the alpha white and where they somewhat match it 66 00:04:36,607 --> 00:04:38,385 will be somewhere in between the two so, 67 00:04:38,385 --> 00:04:40,385 a gray value. 68 00:04:40,385 --> 00:04:44,385 This initial key is looking pretty good for the most part. 69 00:04:44,385 --> 00:04:48,385 We have some information in the backing region. 70 00:04:48,385 --> 00:04:50,670 Those values are below. 71 00:04:50,670 --> 00:04:57,385 05 or 5% so it should be okay but let's see if we can't get a better key. 72 00:04:57,385 --> 00:05:01,584 We can go back to the picker and we can continue to try to sample 73 00:05:01,584 --> 00:05:05,585 different areas so we can sample down here at the bottom and we get a 74 00:05:05,585 --> 00:05:09,384 better alpha here on the edge however it actually destroys this top 75 00:05:09,384 --> 00:05:13,385 part up here so I think our first key was working a little bit better 76 00:05:13,385 --> 00:05:19,784 so lets go back to this region and back to what we had previously which 77 00:05:19,784 --> 00:05:21,384 looks a lot better. 78 00:05:21,385 --> 00:05:27,385 So as always, we do want to take that LUT and look at our details, 79 00:05:27,385 --> 00:05:33,021 refine it if need be because we know that these areas are already below. 80 00:05:33,021 --> 00:05:38,385 05 we're going to leave them for now and really 81 00:05:38,385 --> 00:05:41,385 continue to refine our alpha channel. 82 00:05:41,385 --> 00:05:45,384 Next, let's take a look at how to do that. 83 00:05:45,385 --> 00:05:49,813 We are going to look at the Screen Gain and we have a preexisting 84 00:05:49,813 --> 00:05:54,496 alpha channel that I've pulled previously and we're going to look 85 00:05:54,496 --> 00:05:58,385 at this value here so the Screen Gain, 86 00:05:58,385 --> 00:06:04,385 what it does is it will increase or decrease the contrast of the alpha. 87 00:06:04,385 --> 00:06:05,051 Now unfortunately, 88 00:06:05,051 --> 00:06:09,384 this has some drawbacks so let's take a look at that default value 89 00:06:09,385 --> 00:06:14,385 which is one and go in nice and tight here to our edge. 90 00:06:14,385 --> 00:06:19,527 We can see here that dropping the value adds more information to our 91 00:06:19,527 --> 00:06:25,956 backing region which we don't want and increasing the value will 92 00:06:25,956 --> 00:06:29,885 resolve the information that we have in the backing region here that we 93 00:06:29,885 --> 00:06:35,385 don't want however if we push too far, look what happens to our edges. 94 00:06:35,385 --> 00:06:40,135 So there is better ways to resolve this so we're going to leave the Screen 95 00:06:40,135 --> 00:06:44,384 Gain at one for now so that we can take a look at them. 96 00:06:44,385 --> 00:06:46,385 Next we're going to take a look at the Screen Balance. 97 00:06:46,385 --> 00:06:47,273 So again, 98 00:06:47,273 --> 00:06:52,099 a preexisting key that we had before and the Screen 99 00:06:52,099 --> 00:06:57,385 Balance will balance between the red and the blue channels 100 00:06:57,385 --> 00:06:59,384 and the red and blue colors here. 101 00:06:59,385 --> 00:07:05,051 That is because we initially had a greenscreen so this can help 102 00:07:05,051 --> 00:07:08,294 with the filling in the alpha channel over here, 103 00:07:08,294 --> 00:07:12,385 so in our core, so let's take a look at an example. 104 00:07:12,385 --> 00:07:17,956 Here we have partially our RGB image and partially our alpha so we're 105 00:07:17,956 --> 00:07:23,760 going to zoom in to the skin tones and the core matte over here and 106 00:07:23,760 --> 00:07:26,385 dial back and forth the Screen Balance. 107 00:07:26,385 --> 00:07:29,760 If we drop the Screen Balance you're going to notice that it 108 00:07:29,760 --> 00:07:34,135 starts to fill in my core matte so over here on the left hand 109 00:07:34,135 --> 00:07:36,384 side it's filling in my core matte. 110 00:07:36,385 --> 00:07:41,385 Now unfortunately, look what it's doing to my RGB image. 111 00:07:41,385 --> 00:07:47,384 As I drop the Screen Balance it is starting to change my skin tones to red 112 00:07:47,385 --> 00:07:52,099 so we've removed too much of that green reflection and while it's helping 113 00:07:52,099 --> 00:07:56,475 the alpha channel it's actually destroying my image so bringing down the 114 00:07:56,475 --> 00:07:58,384 Screen Balance a little bit is good, 115 00:07:58,385 --> 00:08:03,112 it moves some of the extra reflection in our character but bringing 116 00:08:03,112 --> 00:08:09,510 it down too far to really help our core is not the best method so we 117 00:08:09,510 --> 00:08:10,385 can find other ways to resolve that. 118 00:08:10,385 --> 00:08:19,385 I'm going to change the Screen Balance to three and move on to our next example. 119 00:08:19,385 --> 00:08:23,385 So again, another preexisting alpha. 120 00:08:23,385 --> 00:08:27,308 We'll go into our alpha channel and we're going to take 121 00:08:27,308 --> 00:08:30,384 a look at the Clip Black and White. 122 00:08:30,385 --> 00:08:30,566 So, 123 00:08:30,566 --> 00:08:34,527 similar to what we had up here at the top with the Screen Gain where 124 00:08:34,527 --> 00:08:38,385 it will make our alpha channel more contrasty, 125 00:08:38,385 --> 00:08:44,385 anything under the Screen Matte will actually only affect the alpha so it 126 00:08:44,385 --> 00:08:48,385 doesn't affect the RGB until the image has been premultiplied. 127 00:08:48,385 --> 00:08:55,385 So the Clip Black will allow us to really dial back on the, 128 00:08:55,385 --> 00:09:00,384 so Clip Black, let's go down here, 129 00:09:00,385 --> 00:09:04,385 and it dials back again on all the artifacting from the background. 130 00:09:04,385 --> 00:09:07,940 Don't push it too far because eat starts to eat away at 131 00:09:07,940 --> 00:09:09,385 those edges so just a little bit. 132 00:09:09,385 --> 00:09:15,385 I'm going to stick to around. 133 00:09:15,635 --> 00:09:16,635 1, give or take. 134 00:09:16,385 --> 00:09:22,385 That might be a bit too far but we can resolve that in a minute and the 135 00:09:22,385 --> 00:09:29,051 Clip White allows us to really get those details in the core so dial 136 00:09:29,051 --> 00:09:34,384 down the Clip White and fill in our core. 137 00:09:34,385 --> 00:09:39,784 Now that has issues as well so if we bring down that Clip White 138 00:09:39,784 --> 00:09:42,718 too far look what it's doing to those nice, 139 00:09:42,718 --> 00:09:47,718 fine edges so we are filling in the core matte so that's the hard 140 00:09:47,718 --> 00:09:52,885 matte inside of our key however we are losing that nice edge 141 00:09:52,885 --> 00:09:55,385 detail so there is a way to resolve that. 142 00:09:55,385 --> 00:10:01,385 Let's take a look again at a preexisting alpha that I have pulled. 143 00:10:01,385 --> 00:10:05,385 We've already adjusted our Clip White and Black values. 144 00:10:05,385 --> 00:10:10,385 Let's just dial down those Clip White just a little further to fix that alpha 145 00:10:10,385 --> 00:10:16,051 and we're going to bring back some details in our edge work so with the Clip 146 00:10:16,051 --> 00:10:23,218 Rollback we can reintroduce the eroding that we had in the Clip Black and the 147 00:10:23,218 --> 00:10:27,384 hard matte that we started to add to our core. 148 00:10:27,385 --> 00:10:33,203 So here we go with the Clip Rollback and the more that we push it we can see 149 00:10:33,203 --> 00:10:38,385 that it's really starting to add back to our edge work. 150 00:10:38,385 --> 00:10:40,384 So this was the default. 151 00:10:40,385 --> 00:10:43,385 Here we start to have more soft edges which is really nice. 152 00:10:43,385 --> 00:10:47,385 We're pulling back on that core, reintroducing some edges. 153 00:10:47,385 --> 00:10:53,385 This is fine because again, it's low values so it's actually working very nicely. 154 00:10:53,385 --> 00:10:57,385 So Clip Black to get rid of a lot of the artifact in the background. 155 00:10:57,385 --> 00:11:03,385 Clip White to fill in our core and then Clip Rollback, 156 00:11:03,385 --> 00:11:06,385 just to add back some of those details. 157 00:11:06,385 --> 00:11:09,718 Now you will notice that we have some hard edges that have 158 00:11:09,718 --> 00:11:13,385 been introduced by that Clip Rollback, we'll exaggerate that here, 159 00:11:13,385 --> 00:11:17,384 and we can fix that by adjusting the Screen Softness. 160 00:11:17,385 --> 00:11:17,984 So again, 161 00:11:17,984 --> 00:11:23,385 here is a preexisting key that we have and lets dial in the Screen Softness. 162 00:11:23,385 --> 00:11:28,385 The Screen Softness will allow us to blur that alpha ever so slightly. 163 00:11:28,385 --> 00:11:30,385 We don't want to push it too far. 164 00:11:30,385 --> 00:11:34,585 If we push it too far we start to lose those edges so just 165 00:11:34,585 --> 00:11:40,748 enough to soften the edges of our matte and let's take a look 166 00:11:40,748 --> 00:11:42,384 at what that looks like premultiplied. 167 00:11:42,385 --> 00:11:52,385 So here is our nice edges, before and after. 168 00:11:52,385 --> 00:11:56,384 The good news is that it's doing a little bit of a despill. 169 00:11:56,385 --> 00:11:59,385 We're not losing that edge information. 170 00:11:59,385 --> 00:12:02,956 We're retaining, for the most part, a lot of our edge work so overall, 171 00:12:02,956 --> 00:12:07,385 for a very quick key, this is working very well. 172 00:12:07,385 --> 00:12:11,885 Now there are extra elements that we can use to refine this key even 173 00:12:11,885 --> 00:12:15,385 further but this is the basics of the Keylight. 174 00:12:15,385 --> 00:12:20,385 A quick overview of what we learned in this particular clip. 175 00:12:20,385 --> 00:12:24,051 We reviewed the different inputs of the Keylight and we 176 00:12:24,051 --> 00:12:26,385 primarily just worked with the Source inputs. 177 00:12:26,385 --> 00:12:32,099 We worked with how to pull a key and that of course is by 178 00:12:32,099 --> 00:12:35,385 sampling this value up here in the picker. 179 00:12:35,385 --> 00:12:38,385 We looked at refining that alpha. 180 00:12:38,385 --> 00:12:42,885 So we stayed away from the Screen Gain and the Screen 181 00:12:42,885 --> 00:12:46,384 Balance we only just changed a little bit. 182 00:12:46,385 --> 00:12:49,135 For the most part we worked with the Clip Black and 183 00:12:49,135 --> 00:12:52,385 White to add more contrast to our alpha, 184 00:12:52,385 --> 00:12:56,670 refined that clipping with the Clip Rollback to make softer edges 185 00:12:56,670 --> 00:13:00,385 and Screen Softness so that we can soften our edges of our matte 186 00:13:00,385 --> 00:13:04,385 before premultiplying the image. 17194

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