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In this clip we are going to be taking a look at Keylight
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keying fundamentals so let's get started.
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Before we begin our keying let's take a look at the Keylight in detail.
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Now we have several different inputs for our keylights.
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We have BG, OutM, InM and the Source.
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Now in this particular clip we will be focusing on the source input.
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The other inputs are primarily used for more advanced keys so
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that includes combining different alphas,
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color correcting the edges and just refining them in detail and doing despill.
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Let's take a look at how to setup this particular tool.
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By default,
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Keylight generally likes to have an alpha channel that
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is either 100% black or 100% white.
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If we have a 100% black alpha the Keylight will add a 100%
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white alpha before we pull the matte.
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Now what of we have a preexisting premultiplied image before pulling our key?
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Well,
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Keylight gets very confused by this area being 100% black and when we pull
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a key it thinks that it should be part of the alpha.
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Now there are two ways to resolve this.
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We can either pull the existing key like we just did here and use a mask
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to cut out that backing area that it was very confused by or we can use
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the crops method inside of the Keylight tool.
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So let's go back to the initial premultiplied image and see how to set that up.
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So inside the Keylight, if you go inside of the properties bin here to the right,
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scroll to the bottom.
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You will find a toggle that we can open and close and it's called Crops.
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Under Crops there are several different X and Y methods,
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let's stick to the color to begin with.
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Under edge color we are going to sample the greenscreen.
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Ctrl+shift+left mouse button and drag and it samples the green.
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To deselect,
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Ctrl+shift+click and we will turn off that picker so it doesn't get
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confused and we don't accidentally sample again.
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Now that we have sampled this color we can fill in our black backing area.
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So I'm just going to take the left hand side and pull this
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in just a little bit and we're going to pull that back
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because I think we went too far.
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There we go.
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And now we're going to take the other three sides and fill those as well,
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which we have already done in this particular tool.
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So now that our backing region, or our fake backing region,
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I guess, is all green, we can pull a key.
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Here we go and our alpha looks a lot better.
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So those are the two different options that we have.
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We can also go back to the color that we had here before.
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Instead of color we have a couple of different options.
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You can repeat the edges,
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you can reflect the edges and you can also wrap the edges.
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Now because our character here reaches the edges of frame that won't work
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for this particular example but it may work for your individual shot so
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those are the different options to play with.
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Now that we've fixed this particular area let's go back to a full greenscreen.
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So here's our full greenscreen and we are going to begin by pulling a key.
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Again,
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let's zoom in to this area particularly where the hair is because
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that will be fine detail and we are going to select,
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under the screen color, the greenscreen,
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so Ctrl+shift+click and that draws a box and what this box
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does is it will take the average of all the colors selected
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and make that the sample color.
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Now as previously noted,
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wherever we sample and the pixel match it will turn the alpha
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black and wherever they don't match at all,
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it will turn the alpha white and where they somewhat match it
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will be somewhere in between the two so,
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a gray value.
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This initial key is looking pretty good for the most part.
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We have some information in the backing region.
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Those values are below.
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05 or 5% so it should be okay but let's see if we can't get a better key.
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We can go back to the picker and we can continue to try to sample
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different areas so we can sample down here at the bottom and we get a
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better alpha here on the edge however it actually destroys this top
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part up here so I think our first key was working a little bit better
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so lets go back to this region and back to what we had previously which
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looks a lot better.
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So as always, we do want to take that LUT and look at our details,
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refine it if need be because we know that these areas are already below.
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05 we're going to leave them for now and really
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continue to refine our alpha channel.
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Next, let's take a look at how to do that.
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We are going to look at the Screen Gain and we have a preexisting
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alpha channel that I've pulled previously and we're going to look
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at this value here so the Screen Gain,
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what it does is it will increase or decrease the contrast of the alpha.
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Now unfortunately,
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this has some drawbacks so let's take a look at that default value
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which is one and go in nice and tight here to our edge.
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We can see here that dropping the value adds more information to our
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backing region which we don't want and increasing the value will
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resolve the information that we have in the backing region here that we
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don't want however if we push too far, look what happens to our edges.
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So there is better ways to resolve this so we're going to leave the Screen
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Gain at one for now so that we can take a look at them.
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Next we're going to take a look at the Screen Balance.
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So again,
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a preexisting key that we had before and the Screen
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Balance will balance between the red and the blue channels
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and the red and blue colors here.
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That is because we initially had a greenscreen so this can help
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with the filling in the alpha channel over here,
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so in our core, so let's take a look at an example.
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Here we have partially our RGB image and partially our alpha so we're
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going to zoom in to the skin tones and the core matte over here and
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dial back and forth the Screen Balance.
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If we drop the Screen Balance you're going to notice that it
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starts to fill in my core matte so over here on the left hand
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side it's filling in my core matte.
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Now unfortunately, look what it's doing to my RGB image.
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As I drop the Screen Balance it is starting to change my skin tones to red
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so we've removed too much of that green reflection and while it's helping
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the alpha channel it's actually destroying my image so bringing down the
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Screen Balance a little bit is good,
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it moves some of the extra reflection in our character but bringing
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it down too far to really help our core is not the best method so we
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can find other ways to resolve that.
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I'm going to change the Screen Balance to three and move on to our next example.
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So again, another preexisting alpha.
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We'll go into our alpha channel and we're going to take
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a look at the Clip Black and White.
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So,
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similar to what we had up here at the top with the Screen Gain where
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it will make our alpha channel more contrasty,
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anything under the Screen Matte will actually only affect the alpha so it
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doesn't affect the RGB until the image has been premultiplied.
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So the Clip Black will allow us to really dial back on the,
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so Clip Black, let's go down here,
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and it dials back again on all the artifacting from the background.
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Don't push it too far because eat starts to eat away at
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those edges so just a little bit.
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I'm going to stick to around.
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1, give or take.
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That might be a bit too far but we can resolve that in a minute and the
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Clip White allows us to really get those details in the core so dial
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down the Clip White and fill in our core.
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Now that has issues as well so if we bring down that Clip White
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too far look what it's doing to those nice,
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fine edges so we are filling in the core matte so that's the hard
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matte inside of our key however we are losing that nice edge
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detail so there is a way to resolve that.
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Let's take a look again at a preexisting alpha that I have pulled.
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We've already adjusted our Clip White and Black values.
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Let's just dial down those Clip White just a little further to fix that alpha
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and we're going to bring back some details in our edge work so with the Clip
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Rollback we can reintroduce the eroding that we had in the Clip Black and the
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hard matte that we started to add to our core.
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So here we go with the Clip Rollback and the more that we push it we can see
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that it's really starting to add back to our edge work.
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So this was the default.
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Here we start to have more soft edges which is really nice.
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We're pulling back on that core, reintroducing some edges.
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This is fine because again, it's low values so it's actually working very nicely.
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So Clip Black to get rid of a lot of the artifact in the background.
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Clip White to fill in our core and then Clip Rollback,
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just to add back some of those details.
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Now you will notice that we have some hard edges that have
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been introduced by that Clip Rollback, we'll exaggerate that here,
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and we can fix that by adjusting the Screen Softness.
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So again,
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here is a preexisting key that we have and lets dial in the Screen Softness.
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The Screen Softness will allow us to blur that alpha ever so slightly.
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We don't want to push it too far.
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If we push it too far we start to lose those edges so just
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enough to soften the edges of our matte and let's take a look
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at what that looks like premultiplied.
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So here is our nice edges, before and after.
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The good news is that it's doing a little bit of a despill.
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We're not losing that edge information.
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We're retaining, for the most part, a lot of our edge work so overall,
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for a very quick key, this is working very well.
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Now there are extra elements that we can use to refine this key even
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further but this is the basics of the Keylight.
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A quick overview of what we learned in this particular clip.
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We reviewed the different inputs of the Keylight and we
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primarily just worked with the Source inputs.
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We worked with how to pull a key and that of course is by
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sampling this value up here in the picker.
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We looked at refining that alpha.
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So we stayed away from the Screen Gain and the Screen
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Balance we only just changed a little bit.
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For the most part we worked with the Clip Black and
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White to add more contrast to our alpha,
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refined that clipping with the Clip Rollback to make softer edges
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and Screen Softness so that we can soften our edges of our matte
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before premultiplying the image.
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