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In this clip we're going to take a look at keeping
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the alpha values between a 0 and 1.
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So let's take a look at our script.
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So the first example that I'm going to take a look at is I really
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like to keep the images alpha to 1 at all times.
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Now it's not always mandatory,
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but we'll take a look at why that could be important.
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So here I have the read node and if I scroll down to the properties bin,
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you can see the option for auto alpha.
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So let's take a look at the alpha.
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By default it is black and I can turn auto alpha to 100% white.
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The second option is if I turn that off, I can add a shuffle node.
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So the shuffle node by default will be the default alpha
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value so let's take a look at the shuffle.
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It will retain the black, but I can force white into the alpha as well.
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So again 100% white alpha in this image.
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So let's go back to full color, a,
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and take a look at why we might want to want to
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retain some alpha values in our image.
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So the first example is this here so here is a premultiplied image,
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no alpha, and a constant background that also has no alpha.
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So when I merge the two of them together you can see we
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don't get what we were expecting.
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That is a bright green circle on top of the blue background.
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Now the blue is retained just because there's no other information on top of it,
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but the center circle portion here has changed because it doesn't know
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what to do with the green circle because it has no alpha.
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So into the alpha and there's no alpha overall so this won't work for us.
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The second example is a green constant, again no alpha,
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but an alpha in our blue background.
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Again when we put a over b, because our circle has no alpha,
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it doesn't know what to do,
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but it carries through this old alpha from the blue background.
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Next we have a green premultiplied image with an alpha over
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top of a blue constant with no alpha.
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Now it carries through the circle's alpha,
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but because again there's no circle or any other image
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over top of the blue background,
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it's not changing it and we are retaining the green circle over top.
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So this is a great alternative.
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The last alternative will allow us to retain the best alpha overall.
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So again a premultiplied green circle so just take a look at that with an
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alpha and a constant background also with an alpha,
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a over b, and it retains that circle still,
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retains the blue background, and carries through a solid alpha.
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So now that we know why we might want to keep an alpha for
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images that are placed over top of each other,
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let's take a look at a couple of other examples where
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the alpha may not be either 0 or 1.
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So let's take a look at that.
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So the first example is two circles.
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So here's one circle, solid alpha 1 and a second circle, solid alpha 1.
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If I place one over top of each other,
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the alpha across the board is 100% white so this is
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exactly what we are looking for.
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Now in our next example, certain operators will change our alpha.
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So here we have the same thing, a circle,
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solid alpha, second circle, solid alpha,
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but we use a plus operator.
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Now not only does it change the rgb, but it also changes the alpha.
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So it changes the alpha to 2 and it's artificially inflating
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the alpha to a value that we don't need.
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So let's take a look at what that looks like over top of our background.
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So here is a background over top of it and now our alpha
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is solid everywhere else at 1 with the exception to where
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those two circles overlap.
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Now we can force the values in the alpha between 0 and 1 so
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there aren't these extra code values and one of the ways to
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do that is with a clamp tool.
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So I've taken those two circles with the value of 2 in the alpha and clamped it.
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So let's take a look at the clamp tool.
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By default it clamps the alpha channel only and it
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will keep the values between 0 and 1.
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So let's take a look.
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So here it changes the alpha to 1.
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Notice how it doesn't change the rgb.
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So on and off, only changing the alpha.
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So now if I take a look at the two,
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so here's the one with the alpha of 2 versus the alpha of 1
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and do a qc check with a different operator,
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it is the same.
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So there are no huge differences with this particular example,
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but it is introducing those extra code values.
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So let's look at the other extreme where we are
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looking at negative alpha values.
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So here I've artificially pushed the alpha to a negative value
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and I have merged over top of that same checkerboard
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background so because there is no alpha,
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it doesn't know what to do with the image on top of it and it looks transparent.
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So it's not giving us that proper math.
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If I go into the clamp tool, again clamp those values at 0 and 1.
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So here is the negative value here.
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In the alpha, clamp that value at 0 so rgb isn't changing, just the alpha.
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Take a look at it.
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Again it looks like it's transparent so if we compare the two images,
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qc difference, with the difference operator,
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they are the same.
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So again,
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generally speaking if you have alpha values that are below 0 and above 1,
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for the most part you are just carrying around extra code values.
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There is nothing more black than 100% black so 0 and there's
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nothing more opaque than 100% opaque which is 1.
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So alpha values should be between 0 and 1 and you're just
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carrying around extra information for processing,
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which is not needed in the alpha if they are not between those two values.
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So now let's take a look at what happens if we have values above 1 in our rgb.
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So here we have two images,
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one of them is a jpeg and that is an 8-bit image and
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the second one is a 16-bit exr.
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Now you'll notice right there that took a little bit longer to load
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the exr and that is because it is a larger image.
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So the 8-bit image contains 256 levels of information.
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The values represented are between 0 and 1 in NUKE.
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So it will clip or clamp values that are over 1 and that includes rgb and a.
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So I'll use the word clipping and clamping the same as
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basically ridding of certain code values.
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Now in the 16-bit image over here, 16-bit images contain 65,
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536 levels of information so far more information.
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They are represented in NUKE between the values of 0.
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0 and 1.
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0+.
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Now I say 1+ just because a 16-bit image doesn't
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necessarily contain those extra values, but it can contain values over 1.
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Now values over 1 are called Super Whites and these are
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RGB code values that are above 1.
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They are typically found in 16-bit images or higher and
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they are also found in linear images.
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So we'll go more into linear versus log images in our next module
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so be sure to watch that for more information.
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So back to our images here.
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When I compare the 8-bit versus the 16-bit,
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generally speaking over here it's looking the same.
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We can tell that this is indeed an 8-bit image because we can
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scroll and take a look at the metadata,
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so we scroll here in the property bin and it is 8-bit fixed
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versus the 16-bit image which is 16-bit half flow.
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So now let's do a very aggressive color correction.
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So here I have a gray tool and I have brought down the game very, very far.
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So here it is and we're going to focus again up here on the
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sky where our Super Whites whites may be and the same color
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correction for the 16-bit image.
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We can see that there's more information that has popped up in the clouds.
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So the reason that we want to retain these Super White or code
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values above 1 if there are any in an RGB image is because we can
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push the color correction further and we can really retain all that
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information that is in the image.
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If we clip or clamp them, then we lose that important information.
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So for the most part,
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it's a really good rule of thumb to never clip or clamp values over 1 in
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the RGB channels but rather only keep that to the alpha.
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So let's take a look at a couple of ways to do that with our tools.
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So here is a green constant and the green constant has
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artificially been inflated to an alpha value of 2.
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The clamp will take care of that so it will clamp it to 1,
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but the gray tool can also do the same.
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Now keep in mind the gray tool is generally reserved
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for color correction purposes.
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It has other options inside of it so when you see a gray tool,
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it will generally be recognized for color correction versus a clamp that's very
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specific to just keeping code values within a certain range.
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So this is the preferred tool to use when clipping or clamping your values.
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Inside of the gray tool if I scroll to the bottom of the
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property bin you'll see that there is a black clamp and this is
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by default so we'll make sure that there is no negative black
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values and also white clamp.
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So you can clamp that white value and by default it's turned
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off because you don't generally want it.
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The channels for a gray tool generally come in RGB so you do have to
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force it to alpha so that you are not color correcting your RGB and
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restraining or keeping the values between 0 and 1.
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So only keep those values between 0 and 1 in your alpha.
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So as a quick recap of this particular clip,
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we took a look at the importance of keeping our alpha values
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between 0 and 1 and why we want to make sure that we don't clip
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or clamp those values in our RGB.
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We also looked at the clamp tool versus clamping or
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clipping those values in the gray tool.
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