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In this clip,
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we're going to take a look at detailed edge despill with color correction.
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So typically, when we were pulling a green screen key,
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we pulled the alpha separately from the despill.
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This will often leave us with gray edges wherever there is transparency.
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Now in previous clips,
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what we took a look at was actually color correcting this backing region
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to help with this edge detail where it's transparent.
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Now unfortunately,
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that backing region color correction often would put this
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color correction into the core of our image.
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Also, if we try to despill the image too far,
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then the core of our image might change where we don't want it to.
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For example, if we push it too far,
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the color of this little girl's face might turn too red,
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but it might help our edge details.
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So we're going to take a look at a way to pull two separate despills,
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the ability to have an overall despill, say,
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for the core of our image,
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and then add to it just for the transparent edges here at the side.
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So let's take a look at our script.
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So here's our script, and we have a temp key.
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By no means is this final, but it will work for this particular example.
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Now the first thing that we're going to look at is pull
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a core matte from this final key.
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So we're going to add a color lookup tool,
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and we're going to try to rid of any gray values.
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So in the color lookup tool, under channels,
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select alpha, and select the alpha channel over here on the left hand side.
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So we're going to take a look at this little girl's alpha.
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We're going to try to rid of any of these gray values.
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Now before we do that, we're going to set up this curve.
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So select this bottom left hand point, hold down shift,
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and select this one up at the top as well and hit H.
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Now this is going to give us a nice full off curve.
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It's not going to actually change our black point or our white point,
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but it will just make it more gradual and not such a harsh color correction.
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So we can see here already that it has rid of a lot of the gray
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values that were in the backing region to begin with.
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So we're going to take the left hand side point and we're going to
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pull it in until basically we have a really nice,
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hard matte.
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So there we go, that's a really great, hard matte to start with.
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We have a little bit of gray values over here so we can
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probably push it just a little bit further.
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There we go.
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And we're going to go onto the next step.
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So next step over here is going to be to invert.
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Now the reason that we want to invert here is because we want to
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keep the color correction of our backing region and our
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semitransparent pixels from here outwards.
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We do not want it to affect our core image.
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Now in some cases, this matte doesn't go in far enough,
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so we need to do a test to see what it does.
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So here's our character, and we're going to look at it on a temporary background,
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and we have taken the gray tool with the gain and
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we have really cranked it down.
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So this is representing where our matte currently is,
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anywhere that's black outside of here,
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it's showing us where all the transparent or semitransparent
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pixels are along the edges of our character.
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Now we might need to pull it in a little bit further because we aren't
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necessarily catching all the semitransparent pixels,
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so let's take a look at how we can do that.
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So here we go.
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We take a look at our key.
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We have crunched our core.
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We've inverted our alpha.
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And now we're going to push it just a little bit further.
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So with a blur tool, we can add a small blur.
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So there we go, blur it,
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and you can see here that it's creating gray pixels again.
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So another way that we can isolate those and make a hard matte,
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we can use a color lookup again, or you can use a grade tool.
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So here, we've gone into it.
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Remember, this is now inversed from where it was before.
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It's going to push these values in, so that more that we push this up,
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the more that it's going to make our matte bigger,
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bigger meaning that more of this will be color corrected.
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And the closer we bring it to one, then the smaller it's going to be,
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and of course we can invert it,
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or at least make it smaller than it was to begin with.
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So we're going to pull it up here.
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Let's do another QC test.
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So here we go, here is the character on our temp background.
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So this was it before, and this is it now.
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So you can see that we're definitely pulling in more to our character with a
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little bit of a soft fall off which is also really nice to help blend between
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this color correction that we're about to add,
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and the core of our image.
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So let's take a look at our last step.
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So we're going to take this final alpha that we have here and use
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it to color correct after the initial despill.
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So here is our initial despill,
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and we're going to use it to color correct some of this over here.
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So you can see there's a bit of a white halo around her arm,
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and we're going to correct that.
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We'll take a merge tool, we're going to add it right in here,
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so that's right after our matte, we're going to draw a garbage matte,
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here's our garbage matte,
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and I'm just going to draw just a quick one around her arm.
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We can revise it later.
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So there is our matte.
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And we're going to take that and mask it out, so here's our alpha.
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And it's only going to color correct here outwards,
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and nothing else, 'cause we really don't need anything else either.
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So now let's take a look at our despilled image,
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into our grade node, and we are going to basically color correct our image.
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So let's take a look, so go into your gain,
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I'm going to go into this color wheel, so that is control,
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click on the little wheel, and I'm going to add some magenta.
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If I push it too far, obviously too far,
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just a little bit, so let's turn that on and off.
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So that's off, and that's on,
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and now let's take a look what it looks like when it is pre-multiplied,
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so that is with our new correction, that is with it off,
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so you can see that it was dark, we still had that halo there,
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and there it's looking a lot better.
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So dare I say, just a little bit too far,
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somewhere around there is a nice finishing touch.
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So again, we don't want to push it too far,
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just enough to help this edge and make it a little bit cleaner.
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So we can extend this up, it's looking pretty good,
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and it can be completed with just a garbage matte.
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This isn't mandatory for all shots.
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Again, it just depends on what your backing region is looking like,
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or rather, not your backing region,
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but the new background behind your composition.
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So we want to make sure that this is a seamless blend
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between foreground and background.
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Now we will look at a couple different ways,
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just to integrate this edge even further in the following module,
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but for now we're just going to look at making this
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color so it's a little bit more even.
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So here is another version that we have done in advanced,
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and you can see that we have done it with both arms here,
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so it's looking much better than it was before.
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So let's just see what that looks like.
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So that was before, and this is after,
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so we've actually made it a little bit brighter.
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Doesn't necessarily need to be that bright, so we can dial this back.
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But already, it's looking a lot better on her edges from what it was before.
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Before and after.
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So let's take a look at what that does for our blue screen.
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So here is our blue screen image.
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And of course we were having problems with her hair up here at the top,
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so there is our pre-malt, and this is our huecorrect.
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Let's just turn off that correction for one moment and
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take a look at our final output.
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So again, we have some blue at the top of her hair still,
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but with our correction,
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we can bring in some nice color into the top of her hair,
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it's working quite well for this contrasty background,
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but does not affect the rest of our image,
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so that really is the key point,
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is that it is not affecting the rest of our image.
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There's some garbage mattes.
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So again, just isolating where the hair is with a soft matte,
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and we are good to go.
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So there is some color correction for our fringe of our elements.
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That is in addition to our despill,
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and it really helped just take it through to final for
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final integration into our plate.
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