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In this clip we're going to take a look at matching noise.
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So now that all of our elements are in place,
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we need to reintroduce the noise where it's missing.
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This would be primarily in the background and in the edges that we have blurred.
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There are two main tools inside of NUKE that can add green and noise.
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So let's take a look at our script.
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So in our script we're going to primarily focus on the teal backdrop.
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So these are from the previous clips in modules and
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so we're going to focus over here.
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So here's the background that we've used in our previous clip with the
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background color correction and here is the noise section.
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Now I will note that I use the words noise and grain
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interchangeably throughout this clip.
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If you need a really quick refresher on noise versus grain,
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be sure to refer back to Pluralsight's NUKE Green
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Screen Keying Fundamentals Course.
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There you'll find a clip labeled De-noise versus De-graining footage.
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So in that clip we recognize that noise is more than visible in
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our shadows than it is in our highlights.
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So keep that in mind when we take a look at our grain tool.
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So here is our grain tool and let's take a look at it over top of our
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background image and we're going to focus on the white car.
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So here the noise is quite visible, which just doesn't quite look right.
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So let's take a look at those parameters inside of the tool.
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So in the grain tool it is quite limited.
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You can change the size, the irregularity,
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and then intensity; however,
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changing where it is visible and the highlights versus
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the shadows is somewhat limited.
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We have some settings on here that we can play with,
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but it's definitely not the easiest tool to use.
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Now it's bonus that it has is that you can apply this noise or grain through
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the alpha only so this comes really in handy and you're going to see that
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doesn't quite work inside of the F regrain tool.
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So let's take a look at that F regrain tool.
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So the F regrain tool, here we go.
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So this has been sampled already and we can see that it's very,
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very subtle, so let's just take a look at those shadows.
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Let's take a look at that blue channel and it'll be easier to see.
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Disable, there it is.
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So it is there, but much more subtle than what we had in the last tool.
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So the last tool could be revised a little bit further,
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but it won't give us the control that we have over top of the white car.
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So at the top of this tool, grain type should be from grain clip,
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not preset stock.
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So preset stock is going to be all of these pieces of grain
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and noise that are already predetermined.
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Let's make sure it is from grain clip and we can
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sample that from our original image.
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So here we go.
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So source input to our background,
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grain input to our original source plate that contains
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that noise and for the most part,
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the default settings will do a really great job,
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but there are some parameters that we can change.
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So inside of this tool, very similar to that denoise,
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we want to sample the image.
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So let's just take a look.
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So here is our original image and I've sampled in an area
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where there is just consistent color,
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no real pattern in here or anything like that.
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So I've sampled it over here and then hooked it up and that's
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what's added all of the noise to our play.
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Now there are some things that we can change.
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So we can change how intense the red channel is and so forth; however,
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again for the most part we can leave it as is.
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Green amount, green size overall.
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So that's looking really great.
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I will note that there is another really great tool
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on the nukepedia website so www.
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nukepedia.
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com and it's called the AdvancedGrain tool and the benefit to
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that tool is that it has a curves feature,
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which allows you to really just manipulate where that noise is appearing.
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Now that is a gizmo so it may not be available to
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install at your studio; however, if you install it at home,
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then make sure that you look into gizmos.
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We're not going to cover in this course,
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but that can be installed through that process.
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So now let's take a look at where else we have to add that noise.
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So down to the bottom of our script at the very end here is the edge
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blending that we were talking about with the blurred edge.
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So remember,
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we took that blurred edge and it was up here at the top of the frame.
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So up in here we are blending the edge.
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Now as previously mentioned,
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the regular grain tool is really great at only
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applying it through the alpha; however, not so much for the F regrain tool.
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So let's take a look at this here.
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So we're going to take a look at the F regrain over top of
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everything and it's applying it to everything,
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even though we've copied this alpha over.
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So we've taken the alpha from the edge blending and we've applied
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it to the tree so here it is through the tree.
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It's in here; however, the F regrain tool is not picking it up.
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So we have to have a bit of a work-around unfortunately.
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So grain the entire image, premultiply it,
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and now merge it back over top of your plate.
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Now be mindful if you do this workflow,
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it could add extra edges that you don't want so extra information that you
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don't want in here and a different workflow would be needed,
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but it's working quite great for this one.
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So let's just take a look at the two examples.
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So this was before.
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So we're just going to zoom into the hair,
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that's where we can see it really well.
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So here it is.
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So right up in here.
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So this is before, this is after.
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Look at the difference between it.
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So again, that just very, very subtle detail that's adding.
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This is with the noise, this is without, and it's looking much better.
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It's looking like it's more so from the original plate so that it makes it
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appear like the two images are from the same plate and they're not indeed
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from a green screen or blue screen piece of footage.
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So we've done some overall color correction.
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Just take a look at this here.
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So back here it had been pushing some of the blue a little bit on here
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so we have isolated that blue color and just brought it down just a
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little bit and overall to add some contrast,
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crop it, so that we don't have all the extra information outside.
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So we want to get rid of this because it will make our
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script in our render quite heavy and larger than needed and
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that wraps up this particular shot.
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So in the next module we're going to take a look at just the
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templates and a QC checklist to make sure that we have gotten
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all the little revisions done, but that wraps up this particular shot.
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