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okay in this lesson
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we're gonna talk about the IBK gizmo slash color
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this is the most widely used Kia in the industry
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both in commercial as well as film
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so I wanna talk about a
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couple of different methods that people
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use when approaching it now
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um when you're using this key or you have to choose
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uh between this or usually key light
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in regards to what'll be the key
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uh for green screen type of work um
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there's also of course
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the luminance key or
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and so forth uh
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which is basically a key or so
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I just type in
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you know key or whatever
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this key has
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you know uh
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you know green screen
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it has a green key or so
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there's a lot of keys there you could use as well
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if you find that those are useful
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but the most common ones obviously are key light
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IBK color IBK gizmo so
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um I just wanna kind of go through
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um what I've Learned about the IBK through
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a lot of industry folks
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I'm gonna go ahead and type in IBK color here
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now it's common
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there's two different techniques when doing the IBK
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gizmo and you'll see this a lot within tutorials
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and that is
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there's what's called the daisy chain operation
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which involves a whole bunch of IBK colors
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that are sort of
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connected together
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like this you know
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and that sometimes work and sometimes it doesn't
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it's really
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I like to try both
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whenever I get into a Kia
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and this is a perfect example with Jack here
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because you're gonna find
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as I get to a certain situation
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like right here
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where we have this little hole here
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and this is real
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there's actually like
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he's wearing a weird sort of a
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thing I put around his neck to try to make
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the scene look futuristic in my own pathetic way
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but there is this hole here
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as you can see
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which is like green
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and it's hard for
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the Kia system
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to get a hold of these little areas
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so the sampled color
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of the you know
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of the difference of what's behind there
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you know it's 50
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50 can give you weird results when you're doing
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the stack method
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or the daisy chain method versus the regular method
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so let's just try the first method
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and we're gonna compare the two
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so I'm gonna first start with the IBK color
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obviously plug that in
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put my viewer to it
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and obviously once again
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we gotta switch this over to green
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and then here we have the default size 10
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which is always a good start
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and then we deal with the darks
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so I'm gonna dictate
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the darks here
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and I'm gonna go ahead and
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put a value of says point zero
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one is usually what I like to start out with
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and then I put my cursor on the one
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and use my middle mouse
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scroll wheel
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to sort of uh
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basically suck in the image until I start to
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collapse everything
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you can see what's going on here
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as we do this
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we're slowly moving in
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and then eventually we're gonna have to a road
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so if I go ahead and take a look at this
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we're trying to encapsulate everything here
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so you can see the size here is sort of like a
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you know it's an extension of a
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of a blurred
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so to speak
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so you can see if we put this at 10
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kind of blurs the image a little bit
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so we go all the way back down to zero here right
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this is what we have
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so we're gonna leave this at the default ten
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and we're gonna do our best to deal with this
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now like the common way
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you do with the
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Green Dark series
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you'll you'll keep moving until
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it starts to explode
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so it's the explosion you're looking for
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the explosion is when you
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start to pull this back in a negative value until the
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the scene here starts to
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create this starry
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you know green little dots and so forth
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you see how it just explodes off the side and again
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has to do with the luminance values from left to right
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so I'm gonna go ahead
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and just kind of do this until it gets
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basically right there so again
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I'm trying to get all that data in there
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and again you can also bring this down
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if you want
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you know if you want to
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if you find that
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the value of 5 actually works pretty good
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you know you can do that
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but you can see how
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the kind of artifacts were getting here
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so this is sort of like pre blurring
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uh the scene to a certain extent
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so it's the color expansion
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so I'm gonna go
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and put that to 10
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and now it's comes to
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the fact that you know
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we can come in here
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and then start
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you know eroding this
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or we could do the patch black
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we start doing the patch black
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immediately
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you're gonna see that where
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we haven't engulfed
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or you know
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basically the parts of the image that we need to
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because it's
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taking this
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pixel value here
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which is black
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and smearing it this way
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I'm gonna talk about this before
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where it's just smearing it towards the normal center
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that's what's happening here
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and that's why the value is darker
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which you know
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if we were to tell Jack to get out of the way
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this is not the color
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that would be back
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there would be this color right
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so I'm gonna go ahead
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and just do
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I'm gonna pull this back
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on the patch black again
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and I wanna continue to
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encapsulate this by
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using an erode
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so you can see as the
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erode hits it
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then we get some issues here
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right well it's
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one of the ways to
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kind of combat that is using the
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green light
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so I'm gonna
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put a value of point one
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I put 1.1 in here
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there we go
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and you can see
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if I start cranking up
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the value on a positive
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number above 1 instead
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we can start to back off that
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explosion that's happening there
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so I'm gonna go ahead
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and kind of back it off
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like that and again
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I'm gonna start to increase my road
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which I might over crank past the value
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the highest
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value goes to 5
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but you can keep
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cranking that
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until just keeps going and going
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and going and going
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the problem with this
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um is that if we take a look at
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the original
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what we want in an
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ideal world is to have whatever value this is
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um actually be
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brought here
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but what we're doing
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as we continue to
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erode further
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and further
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and further out okay
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is we're using
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we're gonna be
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choosing this
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value of green
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and that value
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green is what's gonna
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get smeared in
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and used in
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the difference mat
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so again in an
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ideal world
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this is where
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the stacked
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version of the IBK
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color works in
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it's to get as close
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to the value
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just before
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the nostrils starts to
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you know fade into say
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the green screen here
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which gives us a different variation of green
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but we're basically
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trying to recreate
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the green that's behind
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him in real life
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okay on the set
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when he was on set
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what was the green that
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was right behind it
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well it's probably
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the same value as this
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right not this
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so that's what's
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important here
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so again as
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you can see
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we crank this down
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we've got you know
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brighter values
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darker values
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around the edge
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and so forth
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but let's go ahead
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and see what's going on over here
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so right here
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it's gonna take this value
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of green and it's going to smear it
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towards this area
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and it'll be
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whatever values here
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which is probably true
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the value that's here is probably
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the value that's over here
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and but the further you
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get away from
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uh what you're going to
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smear over it's
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the more variations
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you're gonna start to lose detail
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or things are
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not gonna work
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out too well
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but again I
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I had found that there
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was a lot of
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people in the
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commercial industry
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that were like
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oh oh use the stack
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stack method of IBK color
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which I'm gonna show
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you in a minute
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and it works so much better than the
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the just using
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one IBK color
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as opposed to a whole bunch of IBK colors
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and we found that it depended on
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the shot honestly
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depended on the shot
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if it worked
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for the better or
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for the worse
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so I recommend
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always kind of
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experimenting with both methods
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00:07:14,900 --> 00:07:15,900
so here's IBK
293
00:07:15,900 --> 00:07:16,766
color and I've
294
00:07:16,766 --> 00:07:17,333
eroded it down
295
00:07:17,333 --> 00:07:18,666
so that there is no remnant
296
00:07:18,666 --> 00:07:19,766
of any you know
297
00:07:19,766 --> 00:07:20,900
blurry edge
298
00:07:20,900 --> 00:07:21,200
because this
299
00:07:21,200 --> 00:07:21,766
guy is really
300
00:07:21,766 --> 00:07:22,266
out of focus
301
00:07:22,266 --> 00:07:22,800
we shot this
302
00:07:22,800 --> 00:07:24,266
at like a 2.0
303
00:07:25,333 --> 00:07:26,466
f stop so it was
304
00:07:26,466 --> 00:07:28,066
pretty pretty
305
00:07:28,066 --> 00:07:28,666
blurry along
306
00:07:28,666 --> 00:07:29,466
the edge there
307
00:07:29,566 --> 00:07:30,666
and now I could start
308
00:07:30,666 --> 00:07:31,333
patching in
309
00:07:31,333 --> 00:07:32,400
so now that I patch black
310
00:07:32,400 --> 00:07:33,466
it's smearing in
311
00:07:33,466 --> 00:07:34,500
that color in
312
00:07:35,000 --> 00:07:35,666
and that's what's it
313
00:07:35,666 --> 00:07:36,900
eventually gonna do here
314
00:07:36,900 --> 00:07:37,466
so I'm gonna
315
00:07:37,466 --> 00:07:38,866
just grab this
316
00:07:38,866 --> 00:07:39,333
use my middle
317
00:07:39,333 --> 00:07:40,400
mouse girl wheel
318
00:07:40,533 --> 00:07:41,933
and just go ballistic on this
319
00:07:41,933 --> 00:07:42,533
I'm gonna go do do
320
00:07:42,533 --> 00:07:43,466
do keep going
321
00:07:43,466 --> 00:07:44,300
till it just sucks it
322
00:07:44,300 --> 00:07:45,366
all the way in
323
00:07:45,866 --> 00:07:47,033
and there we go
324
00:07:47,333 --> 00:07:48,333
now if we compare
325
00:07:48,333 --> 00:07:49,533
the original to this
326
00:07:49,533 --> 00:07:51,100
it's as if Jack got
327
00:07:51,100 --> 00:07:51,700
out of the way
328
00:07:51,700 --> 00:07:52,266
like we told
329
00:07:52,266 --> 00:07:52,666
him get out of
330
00:07:52,666 --> 00:07:53,566
the shot Jack
331
00:07:53,800 --> 00:07:55,833
so the value here though
332
00:07:56,166 --> 00:07:57,266
is most likely
333
00:07:57,266 --> 00:07:58,166
that value there
334
00:07:58,166 --> 00:07:58,900
I mean it's probably
335
00:07:58,900 --> 00:07:59,800
not too far off
336
00:07:59,800 --> 00:08:01,266
right again
337
00:08:01,266 --> 00:08:02,666
this is the same color
338
00:08:02,666 --> 00:08:03,400
all the way across
339
00:08:03,400 --> 00:08:03,900
the board here
340
00:08:03,900 --> 00:08:05,733
there is no gradient here
341
00:08:05,733 --> 00:08:07,133
which probably existed
342
00:08:07,133 --> 00:08:08,900
but because Jack is
343
00:08:09,133 --> 00:08:10,066
uh you know
344
00:08:10,066 --> 00:08:11,266
nowhere to be seen
345
00:08:11,266 --> 00:08:12,233
in this shot
346
00:08:12,600 --> 00:08:13,366
you know I mean
347
00:08:13,366 --> 00:08:14,333
he's including
348
00:08:14,333 --> 00:08:14,800
what would be
349
00:08:14,800 --> 00:08:15,666
the background
350
00:08:15,666 --> 00:08:17,133
um this this information
351
00:08:17,133 --> 00:08:18,066
isn't too worrisome
352
00:08:18,066 --> 00:08:20,200
that we have this sharp fall off here
353
00:08:20,200 --> 00:08:21,700
as opposed to a gradient
354
00:08:22,066 --> 00:08:23,100
but what's important is
355
00:08:23,100 --> 00:08:23,666
you can see
356
00:08:23,666 --> 00:08:24,666
if I just take this
357
00:08:24,666 --> 00:08:25,600
the value is
358
00:08:25,600 --> 00:08:26,400
the same between
359
00:08:26,400 --> 00:08:27,366
here and here
360
00:08:27,800 --> 00:08:28,933
see that I mean
361
00:08:28,933 --> 00:08:29,800
roughly I mean
362
00:08:29,800 --> 00:08:30,600
it's pretty
363
00:08:30,700 --> 00:08:31,100
pretty rough
364
00:08:31,100 --> 00:08:32,500
there is a variation of change
365
00:08:32,500 --> 00:08:32,800
here you can see
366
00:08:32,800 --> 00:08:33,700
as I scrub back and forth
367
00:08:33,700 --> 00:08:34,200
the values of
368
00:08:34,200 --> 00:08:34,866
red green blue
369
00:08:34,866 --> 00:08:35,766
are changing
370
00:08:36,066 --> 00:08:37,100
but in general
371
00:08:37,100 --> 00:08:37,933
it's holding up
372
00:08:37,933 --> 00:08:38,466
pretty good
373
00:08:38,466 --> 00:08:39,400
so you just
374
00:08:39,766 --> 00:08:41,000
you know keep it simple
375
00:08:41,000 --> 00:08:41,666
you just gotta
376
00:08:41,666 --> 00:08:42,200
go back and
377
00:08:42,200 --> 00:08:42,800
forth between
378
00:08:42,800 --> 00:08:44,200
your final IBK color
379
00:08:44,200 --> 00:08:44,766
and your read
380
00:08:44,766 --> 00:08:45,566
note and go
381
00:08:45,766 --> 00:08:46,600
does it look like
382
00:08:46,600 --> 00:08:47,600
I told Jack to
383
00:08:47,600 --> 00:08:48,566
get off the screen
384
00:08:48,566 --> 00:08:48,966
get out of the
385
00:08:48,966 --> 00:08:50,266
way and it's
386
00:08:50,266 --> 00:08:50,800
the background
387
00:08:50,800 --> 00:08:52,166
and don't worry about this weird
388
00:08:52,166 --> 00:08:52,933
sort of like
389
00:08:52,933 --> 00:08:53,766
you know area here
390
00:08:53,766 --> 00:08:54,333
that's you know
391
00:08:54,333 --> 00:08:55,400
that looks kind of
392
00:08:55,400 --> 00:08:55,900
you know it's a
393
00:08:55,900 --> 00:08:56,866
kind of an abrupt
394
00:08:56,966 --> 00:08:58,100
you know contrast between
395
00:08:58,100 --> 00:08:58,533
two different
396
00:08:58,533 --> 00:08:59,566
edges here but
397
00:08:59,566 --> 00:08:59,933
you can see
398
00:08:59,933 --> 00:09:01,066
it does look good right
399
00:09:01,966 --> 00:09:02,733
okay so that's
400
00:09:02,733 --> 00:09:03,566
one way of doing it
401
00:09:03,566 --> 00:09:04,600
so let's go ahead
402
00:09:04,900 --> 00:09:05,700
and I'm gonna show
403
00:09:05,700 --> 00:09:06,466
you another way
404
00:09:06,466 --> 00:09:07,166
so I'm gonna go ahead
405
00:09:07,166 --> 00:09:08,400
and put IBK
406
00:09:08,966 --> 00:09:10,300
color in here again
407
00:09:10,933 --> 00:09:11,733
and I'm gonna do
408
00:09:11,733 --> 00:09:12,400
the stack method
409
00:09:12,400 --> 00:09:13,166
so let's go ahead and
410
00:09:13,166 --> 00:09:14,000
put that in
411
00:09:14,000 --> 00:09:14,700
again we gotta
412
00:09:14,700 --> 00:09:15,466
switch this over to
413
00:09:15,466 --> 00:09:16,566
green mode here
414
00:09:17,166 --> 00:09:17,866
and then again
415
00:09:17,866 --> 00:09:18,566
I do the same thing
416
00:09:18,566 --> 00:09:19,100
again I put
417
00:09:19,100 --> 00:09:19,666
like a point
418
00:09:19,666 --> 00:09:21,000
one value in here
419
00:09:21,366 --> 00:09:22,600
and I will start to
420
00:09:22,600 --> 00:09:23,766
crank that up
421
00:09:24,766 --> 00:09:27,066
get it as close as I can
422
00:09:27,066 --> 00:09:28,333
and here's where things
423
00:09:28,333 --> 00:09:29,166
can get messy
424
00:09:29,166 --> 00:09:29,666
and that's where
425
00:09:29,666 --> 00:09:30,700
you might wanna
426
00:09:30,700 --> 00:09:31,700
maintain this area
427
00:09:31,700 --> 00:09:33,166
because the green
428
00:09:33,166 --> 00:09:34,500
that's behind him
429
00:09:34,600 --> 00:09:36,100
might actually be
430
00:09:36,100 --> 00:09:37,100
a darker green
431
00:09:37,100 --> 00:09:38,266
but in this case
432
00:09:38,300 --> 00:09:39,566
the hair from
433
00:09:39,566 --> 00:09:40,566
the size is actually
434
00:09:40,566 --> 00:09:41,133
causing issues
435
00:09:41,133 --> 00:09:41,566
so I'm gonna take
436
00:09:41,566 --> 00:09:42,300
the size down
437
00:09:42,300 --> 00:09:44,333
to zero right
438
00:09:44,333 --> 00:09:44,933
and you can
439
00:09:44,933 --> 00:09:46,200
see what it's
440
00:09:46,200 --> 00:09:46,900
trying to do
441
00:09:46,900 --> 00:09:47,666
I'll probably add
442
00:09:47,666 --> 00:09:48,466
let's add a value
443
00:09:48,466 --> 00:09:49,400
one there so
444
00:09:49,400 --> 00:09:49,800
you can see
445
00:09:49,800 --> 00:09:51,000
it's a lot darker
446
00:09:51,133 --> 00:09:52,933
so keep that in mind
447
00:09:52,933 --> 00:09:54,066
as we go through this
448
00:09:54,066 --> 00:09:55,166
process right
449
00:09:55,166 --> 00:09:56,400
so I'm gonna go ahead
450
00:09:56,400 --> 00:09:59,800
and try to get
451
00:09:59,800 --> 00:10:00,533
as close as I
452
00:10:00,533 --> 00:10:01,766
can and again
453
00:10:01,766 --> 00:10:02,100
you can see
454
00:10:02,100 --> 00:10:02,933
we lose it right there
455
00:10:02,933 --> 00:10:03,266
so I'm gonna
456
00:10:03,266 --> 00:10:04,266
go to my lights
457
00:10:04,266 --> 00:10:06,766
and put a value of 1.01
458
00:10:07,733 --> 00:10:08,533
and let's start to
459
00:10:08,533 --> 00:10:09,400
crank that up
460
00:10:09,400 --> 00:10:10,100
so we can clean
461
00:10:10,100 --> 00:10:10,866
up that area
462
00:10:10,866 --> 00:10:11,666
there we go
463
00:10:12,466 --> 00:10:12,900
you're gonna
464
00:10:12,900 --> 00:10:14,000
the more of a
465
00:10:14,000 --> 00:10:15,566
badly lit green
466
00:10:15,566 --> 00:10:16,566
screen you have
467
00:10:16,566 --> 00:10:17,400
the more you're gonna
468
00:10:17,400 --> 00:10:17,966
have to start
469
00:10:17,966 --> 00:10:18,500
fiddling with
470
00:10:18,500 --> 00:10:19,200
these two values
471
00:10:19,200 --> 00:10:19,666
because there's
472
00:10:19,666 --> 00:10:20,466
such a contrast
473
00:10:20,466 --> 00:10:21,433
in luminance
474
00:10:21,700 --> 00:10:23,100
um between uh
475
00:10:23,100 --> 00:10:24,200
the greens here
476
00:10:24,333 --> 00:10:25,066
and say if you
477
00:10:25,066 --> 00:10:25,600
had a little
478
00:10:25,600 --> 00:10:26,500
bit of a patch of
479
00:10:26,500 --> 00:10:27,366
red like dark
480
00:10:27,366 --> 00:10:28,133
red over here
481
00:10:28,133 --> 00:10:28,900
maybe a flare
482
00:10:28,900 --> 00:10:29,900
from that light
483
00:10:30,133 --> 00:10:30,500
you have to
484
00:10:30,500 --> 00:10:31,866
come over here to
485
00:10:31,866 --> 00:10:32,966
um maybe the
486
00:10:32,966 --> 00:10:34,433
the red lights
487
00:10:34,466 --> 00:10:34,866
whatever the
488
00:10:34,866 --> 00:10:35,533
color it is
489
00:10:35,533 --> 00:10:36,100
that you see
490
00:10:36,100 --> 00:10:36,733
is polluting
491
00:10:36,733 --> 00:10:37,866
your green screen
492
00:10:38,100 --> 00:10:38,800
that's the color that
493
00:10:38,800 --> 00:10:39,900
you wanna actually
494
00:10:39,900 --> 00:10:40,966
dive into so
495
00:10:40,966 --> 00:10:41,466
in our case
496
00:10:41,466 --> 00:10:42,266
we have very warm
497
00:10:42,266 --> 00:10:43,066
light over here
498
00:10:43,066 --> 00:10:44,166
and if we had a flare
499
00:10:44,333 --> 00:10:45,266
we can you know
500
00:10:45,266 --> 00:10:46,366
um fill with
501
00:10:46,366 --> 00:10:46,866
the lights in
502
00:10:46,866 --> 00:10:47,400
the darks of the
503
00:10:47,400 --> 00:10:48,466
red and that
504
00:10:48,466 --> 00:10:49,000
should start to
505
00:10:49,000 --> 00:10:50,166
cancel out um
506
00:10:50,166 --> 00:10:51,233
those areas
507
00:10:51,300 --> 00:10:52,200
the same thing with blue
508
00:10:52,200 --> 00:10:52,766
obviously we
509
00:10:52,766 --> 00:10:54,100
don't have a blue
510
00:10:54,933 --> 00:10:55,533
green screen
511
00:10:55,533 --> 00:10:56,800
in this circumstance
512
00:10:56,866 --> 00:10:57,366
but you could
513
00:10:57,366 --> 00:10:58,133
also fit a little
514
00:10:58,133 --> 00:10:58,566
bit with this
515
00:10:58,566 --> 00:10:59,600
mostly you will
516
00:10:59,600 --> 00:11:00,900
usually leave
517
00:11:01,500 --> 00:11:02,166
these alone
518
00:11:02,166 --> 00:11:02,700
but mostly you're
519
00:11:02,700 --> 00:11:03,366
fiddling with these
520
00:11:03,366 --> 00:11:04,300
guys right here
521
00:11:04,533 --> 00:11:05,300
so now that we've
522
00:11:05,300 --> 00:11:06,100
done this uh
523
00:11:06,100 --> 00:11:06,566
you can see
524
00:11:06,566 --> 00:11:08,200
the reason why we do this
525
00:11:08,300 --> 00:11:09,700
is so that we can get
526
00:11:09,733 --> 00:11:10,866
a closer value
527
00:11:10,866 --> 00:11:11,366
as opposed to
528
00:11:11,366 --> 00:11:11,900
having a value
529
00:11:11,900 --> 00:11:12,733
over here smeared
530
00:11:12,733 --> 00:11:13,333
all the way in
531
00:11:13,333 --> 00:11:13,933
and sampled
532
00:11:13,933 --> 00:11:14,566
as the as the
533
00:11:14,566 --> 00:11:15,800
actual back plate
534
00:11:15,800 --> 00:11:16,800
or clean plate
535
00:11:16,800 --> 00:11:17,733
we wanna get a value
536
00:11:17,733 --> 00:11:18,600
that's right here
537
00:11:18,600 --> 00:11:19,300
a lot closer
538
00:11:19,300 --> 00:11:20,233
it's gonna give us
539
00:11:20,300 --> 00:11:22,166
a way more accurate uh
540
00:11:22,166 --> 00:11:23,866
reality okay
541
00:11:23,866 --> 00:11:25,066
so with that said
542
00:11:25,066 --> 00:11:26,066
um you can see
543
00:11:26,066 --> 00:11:26,600
that we have
544
00:11:26,600 --> 00:11:27,500
this and again
545
00:11:27,500 --> 00:11:27,966
I'm just gonna
546
00:11:27,966 --> 00:11:28,966
go ahead and
547
00:11:29,333 --> 00:11:30,133
bring this in
548
00:11:30,133 --> 00:11:30,966
a little bit more
549
00:11:30,966 --> 00:11:31,266
you can see
550
00:11:31,266 --> 00:11:32,666
it keeps breaking
551
00:11:33,166 --> 00:11:33,866
again I'll bring
552
00:11:33,866 --> 00:11:34,966
this up again
553
00:11:34,966 --> 00:11:36,466
a lot of your work
554
00:11:36,466 --> 00:11:36,966
the quality
555
00:11:36,966 --> 00:11:37,466
of work will
556
00:11:37,466 --> 00:11:38,500
depend on how well
557
00:11:38,500 --> 00:11:38,966
somebody lit
558
00:11:38,966 --> 00:11:39,466
the green screen
559
00:11:39,466 --> 00:11:40,100
I purposely
560
00:11:40,100 --> 00:11:41,433
lit this like crap
561
00:11:41,866 --> 00:11:42,266
and you can
562
00:11:42,266 --> 00:11:43,100
see we got a hole here
563
00:11:43,100 --> 00:11:43,500
so I'm gonna
564
00:11:43,500 --> 00:11:44,600
go ahead and just
565
00:11:44,600 --> 00:11:45,566
erode a little bit
566
00:11:47,366 --> 00:11:49,900
try to roll that in a little bit and again
567
00:11:50,000 --> 00:11:51,833
I'll drag it in just a hair
568
00:11:52,900 --> 00:11:55,800
and you can see we've already lost this area here
569
00:11:55,800 --> 00:11:58,400
you know which is not good okay
570
00:11:58,400 --> 00:11:59,300
so now that I've done that
571
00:11:59,300 --> 00:12:01,400
I'm gonna take this IBK color
572
00:12:01,966 --> 00:12:05,066
copy it right and again
573
00:12:05,066 --> 00:12:07,600
I could see I didn't do any patch black on this one
574
00:12:07,600 --> 00:12:09,333
right I I did everything here
575
00:12:09,333 --> 00:12:10,500
the size is very low
576
00:12:10,933 --> 00:12:12,366
now I'm gonna take this guy
577
00:12:12,400 --> 00:12:15,233
and now we're gonna patch black this at one
578
00:12:15,933 --> 00:12:17,666
and you can see what happened
579
00:12:17,666 --> 00:12:20,800
it has taken the values here and trunk them in
580
00:12:20,800 --> 00:12:22,300
which is what we want right
581
00:12:22,366 --> 00:12:23,733
so here you can see
582
00:12:23,733 --> 00:12:25,933
the value here is gonna be the value here
583
00:12:25,933 --> 00:12:28,600
it's not gonna be the value way out here zoomed in
584
00:12:28,900 --> 00:12:32,266
so this is an incremental process
585
00:12:32,900 --> 00:12:34,766
with the patch black and get them take the erode
586
00:12:34,766 --> 00:12:35,800
I take it down to zero
587
00:12:35,800 --> 00:12:37,000
so here's the first one
588
00:12:37,000 --> 00:12:38,133
here's the second one
589
00:12:38,133 --> 00:12:39,366
so you can see what has happened
590
00:12:39,366 --> 00:12:41,900
we are introducing a gradient here because we didn't
591
00:12:42,733 --> 00:12:43,366
get everything
592
00:12:43,366 --> 00:12:45,333
so if you see a gradient happening here
593
00:12:45,333 --> 00:12:47,166
which we can see here very subtly right
594
00:12:47,166 --> 00:12:48,200
if I bring down the
595
00:12:49,000 --> 00:12:49,800
slam the gamma here
596
00:12:49,800 --> 00:12:50,933
you can see the gradient
597
00:12:50,933 --> 00:12:52,966
so if I go back to my original IBK color
598
00:12:52,966 --> 00:12:55,433
I might need to erode this a little bit more
599
00:12:56,966 --> 00:12:59,433
you can start to see it go away see that
600
00:13:00,700 --> 00:13:02,466
so again we're getting a little too crazy
601
00:13:02,466 --> 00:13:03,733
but there now all of a sudden we don't
602
00:13:03,733 --> 00:13:05,266
we don't have that contrast right
603
00:13:05,266 --> 00:13:07,300
now we got to see if the screen explode
604
00:13:07,533 --> 00:13:08,366
no it didn't
605
00:13:08,566 --> 00:13:11,433
problem is this badly lit green screen is so bad
606
00:13:11,900 --> 00:13:13,400
um that you know
607
00:13:13,400 --> 00:13:14,166
you could like I said
608
00:13:14,166 --> 00:13:16,700
you could come in here and fiddle with the blue
609
00:13:16,700 --> 00:13:18,433
so you can come in here and do like
610
00:13:18,966 --> 00:13:19,800
a blue lights
611
00:13:19,800 --> 00:13:21,733
I'll do point zero one or something
612
00:13:21,733 --> 00:13:23,600
and you kind of fiddle with that
613
00:13:24,666 --> 00:13:25,366
and so forth
614
00:13:25,366 --> 00:13:27,166
so you feel but anyway
615
00:13:27,500 --> 00:13:28,466
uh with that said
616
00:13:28,466 --> 00:13:30,800
let's go ahead and take that and again
617
00:13:30,800 --> 00:13:32,500
we're gonna copy and paste this
618
00:13:32,500 --> 00:13:34,000
this IBK color
619
00:13:35,066 --> 00:13:37,300
and we're basically going to be
620
00:13:38,100 --> 00:13:41,666
uh squaring the value here so
621
00:13:42,700 --> 00:13:44,866
let's go ahead and put this to two
622
00:13:47,066 --> 00:13:51,566
okay so here's the let's look at the progression 1 2 3
623
00:13:52,133 --> 00:13:55,100
see how it's slowly getting sucked in and those the
624
00:13:55,100 --> 00:13:56,066
why is this important well
625
00:13:56,066 --> 00:13:58,666
if you did have little circles and holes in your scene
626
00:13:58,900 --> 00:13:59,800
small little patches
627
00:13:59,800 --> 00:14:01,666
it's gonna localize to that area
628
00:14:01,966 --> 00:14:03,066
so that's why it's important
629
00:14:03,066 --> 00:14:04,166
not so important on this shot
630
00:14:04,166 --> 00:14:05,900
but if you had like like that little hole there
631
00:14:05,900 --> 00:14:07,600
we managed to maintain that hole
632
00:14:08,066 --> 00:14:08,900
so if I come back here
633
00:14:08,900 --> 00:14:10,600
you can see I haven't maintained the hole at all
634
00:14:10,600 --> 00:14:12,400
because we had to erode so much
635
00:14:12,500 --> 00:14:13,733
but it would actually shrink it in
636
00:14:13,733 --> 00:14:15,866
I'm gonna show you this in future examples as well
637
00:14:15,866 --> 00:14:16,966
how it's beneficial
638
00:14:17,200 --> 00:14:19,266
so again to the next one
639
00:14:19,266 --> 00:14:20,633
we're gonna go to four
640
00:14:21,933 --> 00:14:24,866
this is keeping everything localized in regards to
641
00:14:24,866 --> 00:14:27,966
the localized sample of the green screen right
642
00:14:27,966 --> 00:14:29,600
and then I'll take this again
643
00:14:29,600 --> 00:14:31,133
copy and paste it
644
00:14:31,133 --> 00:14:32,200
come over here
645
00:14:32,200 --> 00:14:34,466
make it an 8 right
646
00:14:35,333 --> 00:14:37,566
and then we're just doubling it each time
647
00:14:37,566 --> 00:14:40,000
so again this one's gonna be sixteen
648
00:14:43,533 --> 00:14:45,166
Creative Lions Tutorials
649
00:14:45,166 --> 00:14:47,600
is a great YouTube site
650
00:14:48,566 --> 00:14:51,833
if you I'll put a link in the YouTube for this
651
00:14:52,066 --> 00:14:53,166
check it out guys
652
00:14:53,166 --> 00:14:53,766
I'm telling you
653
00:14:53,766 --> 00:14:55,900
this guy is a genius um
654
00:14:55,900 --> 00:14:58,266
he's a he's worked at almost every studio
655
00:14:58,266 --> 00:14:59,733
I mean he's an absolute genius
656
00:14:59,733 --> 00:15:03,333
and he's been really kind to put training videos online
657
00:15:03,333 --> 00:15:04,933
and you could almost say that what I'm showing
658
00:15:04,933 --> 00:15:06,766
you here is a certain extension
659
00:15:06,933 --> 00:15:08,433
in the future episodes of this
660
00:15:08,600 --> 00:15:09,500
of what he did
661
00:15:09,500 --> 00:15:11,066
but I'm kind of showing you what
662
00:15:11,133 --> 00:15:12,500
I Learned in the industry
663
00:15:12,566 --> 00:15:16,500
which is a combination of that and what he has done
664
00:15:16,566 --> 00:15:19,000
so you can see this one is 8:16
665
00:15:19,000 --> 00:15:21,100
and now the final one we can go ballistic with
666
00:15:21,100 --> 00:15:22,600
we can take the final one and close
667
00:15:22,600 --> 00:15:23,366
close up shop
668
00:15:23,366 --> 00:15:24,966
so I'm gonna take this and just keep
669
00:15:25,366 --> 00:15:27,566
pulling this until we get
670
00:15:27,900 --> 00:15:29,100
uh you know
671
00:15:29,100 --> 00:15:30,166
this thing you know
672
00:15:30,166 --> 00:15:31,200
squeezed in
673
00:15:31,533 --> 00:15:32,600
like that there
674
00:15:32,600 --> 00:15:35,433
so let's take a look at the different variation
675
00:15:35,666 --> 00:15:36,533
between the two
676
00:15:36,533 --> 00:15:37,866
so we have and again
677
00:15:37,866 --> 00:15:40,566
I'm gonna try to organize this a little bit nicer
678
00:15:41,200 --> 00:15:43,033
for the sake of presentation
679
00:15:44,866 --> 00:15:45,700
there we go
680
00:15:47,400 --> 00:15:48,833
just kind of move these up
681
00:15:49,500 --> 00:15:50,933
stack them nicely okay
682
00:15:50,933 --> 00:15:53,233
so here's the difference 1
683
00:15:53,366 --> 00:15:55,866
2 do you see a difference there
684
00:15:55,900 --> 00:15:57,900
there is a luminance difference here
685
00:15:58,300 --> 00:15:59,400
here and here
686
00:15:59,400 --> 00:16:01,200
and then over here you can see
687
00:16:01,466 --> 00:16:03,466
due to the fact that we probably didn't rode enough
688
00:16:03,466 --> 00:16:04,800
we're getting the arts artifacts
689
00:16:04,800 --> 00:16:06,800
and when you see this and this is hair
690
00:16:07,000 --> 00:16:09,300
and this is why I always say there's another method
691
00:16:09,300 --> 00:16:10,100
I'm gonna show you
692
00:16:10,100 --> 00:16:11,100
when you're dealing with hair
693
00:16:11,100 --> 00:16:12,866
with lots of transparency in the hair
694
00:16:12,866 --> 00:16:14,400
such as somebody
695
00:16:14,600 --> 00:16:16,066
such as Jessica here
696
00:16:16,366 --> 00:16:17,366
Jessica has
697
00:16:17,366 --> 00:16:19,333
you know all these little details in the hair
698
00:16:19,333 --> 00:16:20,933
that's gonna be very difficult to erode
699
00:16:20,933 --> 00:16:23,466
not get these weird smearing artifacts
700
00:16:23,466 --> 00:16:24,266
so you can see like
701
00:16:24,266 --> 00:16:25,400
what's this all about right
702
00:16:25,400 --> 00:16:26,600
well we let's investigate
703
00:16:26,600 --> 00:16:27,600
let's go over here
704
00:16:27,766 --> 00:16:30,166
it's probably the fact this is a very blurry edge
705
00:16:30,166 --> 00:16:31,166
and we didn't erode enough
706
00:16:31,166 --> 00:16:32,800
so if we go back to our first color
707
00:16:33,166 --> 00:16:34,266
you can see we did get it
708
00:16:34,266 --> 00:16:35,800
but I don't think we got everything
709
00:16:35,800 --> 00:16:37,366
so you can compare the two
710
00:16:38,000 --> 00:16:39,800
see there's still some
711
00:16:40,166 --> 00:16:43,966
slight influence of this right here
712
00:16:43,966 --> 00:16:45,566
okay so again
713
00:16:45,566 --> 00:16:47,633
I can come back to my first IDK color
714
00:16:48,333 --> 00:16:49,400
put my viewer here
715
00:16:49,500 --> 00:16:51,166
and see if I can kind of get rid of that
716
00:16:51,166 --> 00:16:51,900
oops actually
717
00:16:51,900 --> 00:16:53,100
it's this area right here
718
00:16:53,100 --> 00:16:54,466
let's go and take a look at it
719
00:16:54,700 --> 00:16:55,333
there we go
720
00:16:55,333 --> 00:16:56,700
so there's the issue right
721
00:16:56,700 --> 00:16:58,366
so the the the
722
00:16:58,500 --> 00:17:00,800
the problem child always be your first IBK color
723
00:17:00,800 --> 00:17:02,100
so if we go and take a look
724
00:17:02,366 --> 00:17:03,733
compare cross compare this
725
00:17:03,733 --> 00:17:05,400
IBK color with this IB color color
726
00:17:05,400 --> 00:17:06,533
you could see we still have
727
00:17:06,533 --> 00:17:08,233
the influence of the gradient
728
00:17:08,566 --> 00:17:09,900
of the you know
729
00:17:09,900 --> 00:17:11,666
visor glasses coming out too far
730
00:17:11,666 --> 00:17:14,100
so I may have to come into this first IBK color
731
00:17:14,300 --> 00:17:15,400
take the erode and just
732
00:17:15,400 --> 00:17:17,166
crank it up just a little bit more
733
00:17:17,200 --> 00:17:18,266
and then you'll see this
734
00:17:18,266 --> 00:17:19,100
as I kind of
735
00:17:19,466 --> 00:17:21,133
look at my last IBK color
736
00:17:21,133 --> 00:17:22,700
it's gonna propagate down
737
00:17:23,366 --> 00:17:25,000
and again I'll take my road and
738
00:17:25,000 --> 00:17:27,866
pull it back just so you can see see it
739
00:17:28,866 --> 00:17:31,066
go ahead and kind of act some contrast here
740
00:17:31,066 --> 00:17:32,000
so you guys can
741
00:17:32,800 --> 00:17:34,066
kind of see that
742
00:17:35,366 --> 00:17:36,400
so you can see it there
743
00:17:36,400 --> 00:17:38,133
and it's good to slam your gamma a little bit
744
00:17:38,133 --> 00:17:38,866
you'll be able to see this
745
00:17:38,866 --> 00:17:42,033
so as I increase the erode on the first IBK color
746
00:17:42,733 --> 00:17:44,233
you can see what's happening here
747
00:17:44,700 --> 00:17:47,866
the key and all of this is to have your IBK color
748
00:17:48,066 --> 00:17:50,300
your first one as close to the edge as possible
749
00:17:50,300 --> 00:17:52,966
but still encapsulating all the goodies
750
00:17:54,266 --> 00:17:55,900
now as we increase this
751
00:17:56,100 --> 00:17:58,733
you can see that we're really starting to reach out to
752
00:17:58,733 --> 00:18:00,200
uh points that are further away
753
00:18:00,200 --> 00:18:01,866
and here's where problems occur
754
00:18:02,066 --> 00:18:03,366
along the edges here
755
00:18:03,366 --> 00:18:06,200
because now we're having an issue where
756
00:18:06,700 --> 00:18:07,733
um you know
757
00:18:07,733 --> 00:18:10,066
we've encapsulated this area
758
00:18:10,066 --> 00:18:12,566
so this color is what's gonna get finally brought
759
00:18:12,566 --> 00:18:13,200
way up here
760
00:18:13,200 --> 00:18:15,100
which we know the luminance difference between
761
00:18:15,100 --> 00:18:16,366
here and here is very
762
00:18:16,366 --> 00:18:17,366
very different
763
00:18:17,600 --> 00:18:19,500
uh so that's the only bad thing
764
00:18:19,500 --> 00:18:21,500
so let's go ahead and see what we get in the end
765
00:18:21,500 --> 00:18:23,100
go ahead put this back
766
00:18:23,100 --> 00:18:24,166
so here's the first
767
00:18:24,933 --> 00:18:26,000
here's the second
768
00:18:26,566 --> 00:18:27,900
let's take a look at the two
769
00:18:28,100 --> 00:18:30,000
they're not that far off actually
770
00:18:30,000 --> 00:18:31,066
they're not far off and again
771
00:18:31,066 --> 00:18:32,366
the benefit of using this
772
00:18:32,366 --> 00:18:34,366
technique is if you have a lot of Swiss cheese holes
773
00:18:34,366 --> 00:18:35,833
and whatever you're dealing with
774
00:18:36,000 --> 00:18:37,300
whether it's a it's
775
00:18:37,466 --> 00:18:39,533
a set where there's a million pieces running around
776
00:18:39,533 --> 00:18:40,900
you know in your set
777
00:18:40,900 --> 00:18:43,233
and there's like little tiny holes in between
778
00:18:43,400 --> 00:18:46,033
uh the different things that are being green screened
779
00:18:46,166 --> 00:18:47,800
that's when you wanna use this
780
00:18:47,800 --> 00:18:48,966
whereas this uh
781
00:18:48,966 --> 00:18:50,700
again works pretty good as well
782
00:18:50,800 --> 00:18:53,333
so let's look at the cross comparison between these two
783
00:18:53,333 --> 00:18:55,166
and again it's apples and oranges
784
00:18:55,333 --> 00:18:56,766
you're gonna find that um
785
00:18:56,766 --> 00:18:58,166
it's gonna work or it's not gonna work
786
00:18:58,166 --> 00:18:59,200
so I'm gonna go ahead and
787
00:18:59,200 --> 00:19:01,000
create a switchnote really quick
788
00:19:01,333 --> 00:19:02,933
and I'm gonna plug this one in here
789
00:19:02,933 --> 00:19:04,100
and this one in here
790
00:19:04,600 --> 00:19:07,966
and I'm gonna use my foreground object um
791
00:19:08,133 --> 00:19:09,933
as the original plate
792
00:19:09,933 --> 00:19:11,700
which we're gonna go ahead and
793
00:19:11,900 --> 00:19:13,100
uh we we should have done was
794
00:19:13,100 --> 00:19:14,133
we should have denied this
795
00:19:14,133 --> 00:19:15,066
but that's okay
796
00:19:15,666 --> 00:19:17,633
let's go ahead and put that into the color
797
00:19:18,066 --> 00:19:19,066
and now let's go ahead
798
00:19:19,066 --> 00:19:20,166
and just take a look at the difference
799
00:19:20,166 --> 00:19:22,066
so this is our first one set up
800
00:19:22,733 --> 00:19:24,900
and again we need to set this to green
801
00:19:25,600 --> 00:19:28,400
so I'm gonna hit a for alpha and just see it first
802
00:19:28,400 --> 00:19:29,766
what we have
803
00:19:29,900 --> 00:19:31,600
so this is actually a
804
00:19:31,600 --> 00:19:33,433
you know we want this mucky
805
00:19:33,900 --> 00:19:34,700
Erie here probably
806
00:19:34,700 --> 00:19:37,033
the degrain will take care of a lot of this noise
807
00:19:37,300 --> 00:19:39,933
um but you can see if I kind of sample this all down
808
00:19:39,933 --> 00:19:41,433
uh control and shift
809
00:19:41,966 --> 00:19:44,000
you can see the values here are point zero
810
00:19:44,000 --> 00:19:44,900
zero I'm sorry
811
00:19:44,900 --> 00:19:46,200
point zero one
812
00:19:46,300 --> 00:19:49,900
this is actually acceptable to put on a backplate
813
00:19:49,933 --> 00:19:50,933
believe it or not
814
00:19:50,933 --> 00:19:52,433
despite the fact that it's
815
00:19:52,466 --> 00:19:54,200
very noisy here um
816
00:19:54,200 --> 00:19:56,200
because the reality is
817
00:19:56,200 --> 00:19:58,600
any value of between 0
818
00:19:58,600 --> 00:19:59,900
and 0 point
819
00:19:59,900 --> 00:20:00,966
basically point zero
820
00:20:00,966 --> 00:20:02,200
five or lower
821
00:20:02,266 --> 00:20:03,266
is acceptable
822
00:20:03,266 --> 00:20:06,100
and usually won't hold a trace in your final footage
823
00:20:06,466 --> 00:20:08,000
um in the sense of
824
00:20:08,000 --> 00:20:08,566
you know your
825
00:20:08,566 --> 00:20:10,266
what's kindly called your fringe mat
826
00:20:10,266 --> 00:20:11,766
which this would be your fringe mat
827
00:20:11,766 --> 00:20:13,266
a core would fill in all the holes
828
00:20:13,266 --> 00:20:14,066
you can see
829
00:20:14,200 --> 00:20:16,433
we're having issues with this highlight here
830
00:20:16,600 --> 00:20:18,066
on the nose uh
831
00:20:18,066 --> 00:20:19,100
we're having stuff here
832
00:20:19,100 --> 00:20:20,300
here going on against
833
00:20:20,300 --> 00:20:22,100
it's really important for you to look at your footage
834
00:20:22,100 --> 00:20:23,366
and examine what is going on
835
00:20:23,366 --> 00:20:24,966
like why is that and play
836
00:20:25,000 --> 00:20:26,266
play through the footage
837
00:20:26,800 --> 00:20:28,266
see where you're getting holes
838
00:20:28,266 --> 00:20:29,933
and you can start to see where your problems are
839
00:20:29,933 --> 00:20:31,833
and I hear you can see all the hair detail
840
00:20:32,200 --> 00:20:34,233
I'm gonna go ahead and put my viewer
841
00:20:34,933 --> 00:20:37,033
to this and you can see
842
00:20:37,100 --> 00:20:38,333
we're getting all this hair detail
843
00:20:38,333 --> 00:20:39,733
and sometimes to check this
844
00:20:39,733 --> 00:20:41,433
I will add a shuffle node
845
00:20:41,600 --> 00:20:44,166
just like sort of like a quality assurance check
846
00:20:44,400 --> 00:20:45,766
and I will take the shuffle node
847
00:20:45,766 --> 00:20:49,166
and flood my alpha channel to my RGB
848
00:20:49,600 --> 00:20:51,933
so now as I'm looking through this shuffle node
849
00:20:51,933 --> 00:20:53,133
and I go to RGB
850
00:20:53,133 --> 00:20:54,966
I'm looking at the alpha
851
00:20:54,966 --> 00:20:55,800
and now I can go
852
00:20:55,800 --> 00:20:57,066
and look at the original
853
00:20:57,133 --> 00:20:59,166
so you can see how much detail I've lost
854
00:20:59,166 --> 00:21:01,266
how much it may be going a little bit overboard
855
00:21:01,933 --> 00:21:03,000
look at the matte line
856
00:21:03,000 --> 00:21:04,666
you know this is the gradient here
857
00:21:04,700 --> 00:21:05,733
that looks about right
858
00:21:05,733 --> 00:21:06,933
but it probably could be crest a little bit
859
00:21:06,933 --> 00:21:08,100
because you can see the
860
00:21:08,133 --> 00:21:09,366
actual luminances
861
00:21:09,866 --> 00:21:11,366
a little bit further out here
862
00:21:11,366 --> 00:21:13,000
so if I go to my IBK color
863
00:21:13,000 --> 00:21:14,166
there's a couple options here
864
00:21:14,166 --> 00:21:15,266
you can play with
865
00:21:15,700 --> 00:21:17,000
one is the red weights
866
00:21:17,000 --> 00:21:17,666
and this is
867
00:21:17,666 --> 00:21:18,800
the red bias here
868
00:21:18,800 --> 00:21:19,133
you can see
869
00:21:19,133 --> 00:21:20,866
if I kind of go back and forth
870
00:21:21,400 --> 00:21:22,066
you're getting
871
00:21:22,066 --> 00:21:22,733
you know back up
872
00:21:22,733 --> 00:21:23,600
it's usually
873
00:21:23,600 --> 00:21:24,700
you leave these by default
874
00:21:24,700 --> 00:21:26,933
most composure tell you to not really touch these
875
00:21:26,933 --> 00:21:28,966
if you do you maybe move them about this far
876
00:21:28,966 --> 00:21:30,500
you don't go any crazier than that
877
00:21:30,966 --> 00:21:33,200
um so let's go ahead and play with the blue
878
00:21:33,200 --> 00:21:34,300
uh blue green
879
00:21:34,300 --> 00:21:35,666
which basically means that if
880
00:21:35,666 --> 00:21:37,233
you're dealing with a green screen
881
00:21:37,466 --> 00:21:39,366
you're only usually adjusting the blue weight
882
00:21:39,366 --> 00:21:40,866
and if you're using a blue screen
883
00:21:40,866 --> 00:21:42,166
that means you're using the green weight
884
00:21:42,166 --> 00:21:43,600
so this is not blue and green
885
00:21:43,600 --> 00:21:44,800
this is actually just whatever
886
00:21:44,800 --> 00:21:46,000
the opposite of
887
00:21:46,100 --> 00:21:46,733
your screen is
888
00:21:46,733 --> 00:21:47,333
so in this case
889
00:21:47,333 --> 00:21:48,166
we have a green screen
890
00:21:48,166 --> 00:21:49,100
hence this is
891
00:21:49,100 --> 00:21:50,433
dealing with the blue weight
892
00:21:50,666 --> 00:21:51,400
so you can see
893
00:21:51,400 --> 00:21:52,700
as I kind of refine this
894
00:21:52,700 --> 00:21:53,866
it's looking good over here
895
00:21:53,866 --> 00:21:54,533
let's see how it looks
896
00:21:54,533 --> 00:21:54,933
over here is
897
00:21:54,933 --> 00:21:56,633
we're bringing back all of the
898
00:21:57,066 --> 00:21:57,766
reflections here
899
00:21:57,766 --> 00:21:59,100
so it is a double
900
00:21:59,100 --> 00:21:59,600
can be a double
901
00:21:59,600 --> 00:22:00,400
edged sword
902
00:22:00,600 --> 00:22:02,100
we have a luminance match which
903
00:22:02,100 --> 00:22:02,966
which we can click
904
00:22:02,966 --> 00:22:04,400
and that'll start to restore areas
905
00:22:04,400 --> 00:22:05,366
such as where there is
906
00:22:05,366 --> 00:22:06,466
the highlights of the nose
907
00:22:06,466 --> 00:22:07,633
you can see right here
908
00:22:07,933 --> 00:22:08,733
so for instance
909
00:22:08,733 --> 00:22:10,400
if I go back to
910
00:22:10,533 --> 00:22:11,200
in here and I
911
00:22:11,200 --> 00:22:12,433
can play around with this
912
00:22:12,766 --> 00:22:14,733
um you can actually take your
913
00:22:14,733 --> 00:22:16,166
luminance match
914
00:22:16,733 --> 00:22:18,166
and you can start to
915
00:22:18,266 --> 00:22:19,166
bring it up and down
916
00:22:19,166 --> 00:22:19,766
so you can see
917
00:22:19,766 --> 00:22:20,933
if I just you know
918
00:22:20,933 --> 00:22:22,200
kind of bring it back
919
00:22:23,966 --> 00:22:25,366
and luminous level
920
00:22:25,366 --> 00:22:27,666
usually don't wanna fiddle too much with this
921
00:22:27,733 --> 00:22:28,800
you can see how it
922
00:22:29,366 --> 00:22:30,766
can be used to kind of
923
00:22:30,900 --> 00:22:32,600
somewhat bring back the detail there
924
00:22:32,600 --> 00:22:34,500
but it also introduces some stuff
925
00:22:34,566 --> 00:22:36,333
so I'm gonna go ahead and leave that off
926
00:22:36,333 --> 00:22:37,866
and you can see luminance match
927
00:22:37,966 --> 00:22:41,700
can work in bringing back areas of bright highlights
928
00:22:42,000 --> 00:22:43,500
so let's go ahead and just see
929
00:22:43,600 --> 00:22:45,066
the influence of that off and on
930
00:22:45,066 --> 00:22:46,466
always look at the off and on
931
00:22:46,866 --> 00:22:47,900
see what you've gained
932
00:22:47,900 --> 00:22:49,966
see what you lost right
933
00:22:50,366 --> 00:22:51,900
so it's looking pretty good
934
00:22:52,100 --> 00:22:54,000
um you also have auto levels on here
935
00:22:54,000 --> 00:22:57,100
this has to do if you have a highly saturated colors
936
00:22:57,500 --> 00:22:59,566
such as highly saturated yellow
937
00:22:59,566 --> 00:23:01,000
cyans or magentas
938
00:23:01,100 --> 00:23:01,900
in our case
939
00:23:01,900 --> 00:23:03,000
in this specific case
940
00:23:03,000 --> 00:23:04,900
that actually might work to advantage
941
00:23:04,900 --> 00:23:07,000
um again we can come in here
942
00:23:07,266 --> 00:23:08,633
and just play with these
943
00:23:08,700 --> 00:23:10,900
the more you fiddle with
944
00:23:11,300 --> 00:23:12,966
the more you again I use the word quoting
945
00:23:12,966 --> 00:23:14,666
tampering in God's domain
946
00:23:15,266 --> 00:23:17,333
the more you're going to have a lot of issues here
947
00:23:17,333 --> 00:23:20,100
so if I turn this to yellow right
948
00:23:20,100 --> 00:23:23,566
um you can see that it's trying to do its best
949
00:23:23,566 --> 00:23:26,000
but you start to get a harder edge in the midst of that
950
00:23:26,366 --> 00:23:28,366
so again I could use magenta
951
00:23:29,400 --> 00:23:30,866
and you can kind of see
952
00:23:32,266 --> 00:23:33,066
if it's really
953
00:23:33,066 --> 00:23:36,166
kind of bringing back all those heavily saturated areas
954
00:23:37,600 --> 00:23:40,200
and again I would say we just leave it off again
955
00:23:40,200 --> 00:23:41,800
you could try try yellow
956
00:23:44,466 --> 00:23:46,400
something a little bit but yeah
957
00:23:46,400 --> 00:23:47,133
you gotta fill it with it
958
00:23:47,133 --> 00:23:49,400
now screen subtraction uh
959
00:23:49,400 --> 00:23:50,400
use background luminance
960
00:23:50,400 --> 00:23:52,266
use uh background chroma
961
00:23:52,333 --> 00:23:53,466
I don't wanna get into this
962
00:23:53,466 --> 00:23:55,333
there's other tutorials that go over this
963
00:23:55,333 --> 00:23:56,466
this is more long lines
964
00:23:56,466 --> 00:23:59,133
if you do all of your composing within this one
965
00:23:59,133 --> 00:24:00,000
composing node
966
00:24:00,000 --> 00:24:02,766
just go online and look up a tutorial on IBK Gizmo
967
00:24:02,766 --> 00:24:04,166
and you'll find out how to do this
968
00:24:04,166 --> 00:24:07,966
Steve Wright is a great reference for that um
969
00:24:07,966 --> 00:24:08,900
but again you
970
00:24:08,933 --> 00:24:11,000
I I we're creating the mat here
971
00:24:11,000 --> 00:24:12,733
we're not worried about anything else
972
00:24:12,733 --> 00:24:13,933
although these are you very
973
00:24:13,933 --> 00:24:15,933
very useful tools on their own um
974
00:24:15,933 --> 00:24:17,300
if you composite straight in
975
00:24:17,300 --> 00:24:20,733
but we wanna make a separate mat for the actual mat
976
00:24:20,733 --> 00:24:23,466
and we have a separate area for the d spill
977
00:24:23,466 --> 00:24:24,966
which is the RGB information
978
00:24:24,966 --> 00:24:26,100
and we usually combine the two
979
00:24:26,100 --> 00:24:28,400
so that'll be in the next video I'm gonna talk about
980
00:24:28,733 --> 00:24:31,266
but anyway so with that said
981
00:24:31,266 --> 00:24:32,366
we can come in here now
982
00:24:32,366 --> 00:24:33,733
I'll go ahead and get rid of this shuffle note
983
00:24:33,733 --> 00:24:34,766
actually I'll leave it in
984
00:24:34,766 --> 00:24:37,866
I'll wait the bottom is a cute quality assurance test
985
00:24:38,300 --> 00:24:40,300
and let's go ahead and again
986
00:24:40,300 --> 00:24:41,100
I'll switch
987
00:24:41,100 --> 00:24:42,500
switch back the alpha here
988
00:24:42,800 --> 00:24:43,933
and now I can come in here
989
00:24:43,933 --> 00:24:46,266
and then go ahead and just do a simple
990
00:24:47,266 --> 00:24:48,100
grade node here
991
00:24:48,100 --> 00:24:49,300
so take a grade node
992
00:24:49,300 --> 00:24:51,166
I'll set this to alpha
993
00:24:52,100 --> 00:24:54,266
and we can go ahead and start to crush the blacks
994
00:24:54,266 --> 00:24:57,866
now there's a big debate on the alpha
995
00:24:58,166 --> 00:25:00,733
that precedes the IBK gizmo
996
00:25:00,733 --> 00:25:02,600
some people like using crushed
997
00:25:02,600 --> 00:25:04,766
and black points to get rid of some of the noise
998
00:25:05,300 --> 00:25:06,666
right again
999
00:25:06,666 --> 00:25:07,933
you you're winning the battle
1000
00:25:07,933 --> 00:25:08,900
but losing the war
1001
00:25:08,900 --> 00:25:09,400
as you can see
1002
00:25:09,400 --> 00:25:10,100
as I crush this
1003
00:25:10,100 --> 00:25:12,466
the hair is getting chopped right
1004
00:25:12,700 --> 00:25:16,166
um there's also the option to uh
1005
00:25:16,166 --> 00:25:18,200
click on such as white clamp here
1006
00:25:18,200 --> 00:25:19,866
and kind of fiddle with
1007
00:25:20,133 --> 00:25:21,366
the gamma a little bit
1008
00:25:21,366 --> 00:25:22,700
that's another option
1009
00:25:22,700 --> 00:25:24,766
right and also
1010
00:25:24,766 --> 00:25:27,300
some people sometimes play with the multiply option
1011
00:25:27,300 --> 00:25:28,700
bring back details
1012
00:25:28,800 --> 00:25:31,300
so those are the three biggies that you'll
1013
00:25:31,300 --> 00:25:33,166
commonly see within this great note
1014
00:25:33,166 --> 00:25:34,866
another option you can do
1015
00:25:35,200 --> 00:25:36,966
and I'll go ahead and just leave this on
1016
00:25:36,966 --> 00:25:38,433
I'm gonna offshoot this
1017
00:25:38,666 --> 00:25:41,000
and I'm gonna go ahead and choose what is uh
1018
00:25:41,000 --> 00:25:42,266
the color lookup
1019
00:25:43,500 --> 00:25:46,566
so the color lookup will allow you to
1020
00:25:46,566 --> 00:25:48,133
and there's a whole bunch of other tools you can use
1021
00:25:48,133 --> 00:25:51,800
here is if I go to my alpha channel here in here
1022
00:25:51,800 --> 00:25:53,633
and again I'm going to affect the alpha
1023
00:25:54,066 --> 00:25:58,200
is I can take this here and hit H to make it horizontal
1024
00:25:58,666 --> 00:26:00,366
and I'll put this and make this H
1025
00:26:00,366 --> 00:26:01,933
make it horizontal okay
1026
00:26:01,933 --> 00:26:05,400
so now what you can see is we are crushing the whites
1027
00:26:05,700 --> 00:26:07,700
up to a point nine value
1028
00:26:07,900 --> 00:26:11,000
and crushing the blacks at a value of point one right
1029
00:26:11,000 --> 00:26:13,166
you can kind of imagine this is being a zit
1030
00:26:13,166 --> 00:26:15,033
zit zit like a Z shape
1031
00:26:15,333 --> 00:26:18,366
but it's having a fall off of a gradient
1032
00:26:18,466 --> 00:26:21,500
which gives you a nice more pristine look than say
1033
00:26:21,500 --> 00:26:22,966
if I come in here and crush the blacks
1034
00:26:22,966 --> 00:26:25,300
which is more linear in nature
1035
00:26:25,300 --> 00:26:26,100
not long rhythmic
1036
00:26:26,100 --> 00:26:28,800
so you can see the difference between the two
1037
00:26:28,800 --> 00:26:30,533
so let's go back to the color look up
1038
00:26:30,533 --> 00:26:31,833
go to back the old finger
1039
00:26:32,133 --> 00:26:33,500
and what you can do is
1040
00:26:33,500 --> 00:26:35,700
you can slowly start to inch this by clicking
1041
00:26:35,700 --> 00:26:37,600
grabbing it and right click
1042
00:26:38,900 --> 00:26:40,766
left click and dragging it over
1043
00:26:40,933 --> 00:26:42,866
you can see we're sort of dragging in cleaning up
1044
00:26:42,866 --> 00:26:44,866
but we are cutting off his hair right
1045
00:26:45,166 --> 00:26:47,500
so there's all types of things you can do in here
1046
00:26:47,600 --> 00:26:49,633
you can actually come in here if you want
1047
00:26:50,266 --> 00:26:51,400
and you can go ahead
1048
00:26:51,400 --> 00:26:54,366
and click your left mouse button and drag this up
1049
00:26:54,733 --> 00:26:58,900
and this is giving you a log rhythmic fall off for
1050
00:26:58,966 --> 00:27:00,166
you know for the crush
1051
00:27:01,300 --> 00:27:02,400
so you can see it back and forth
1052
00:27:02,400 --> 00:27:05,766
so that is an option that you can use um
1053
00:27:05,766 --> 00:27:07,466
let's talk about the switch in between
1054
00:27:07,466 --> 00:27:08,400
the two different versions here
1055
00:27:08,400 --> 00:27:10,700
I'm gonna go back to my IBK gizmo here really quick
1056
00:27:11,100 --> 00:27:13,200
and I just wanna show you the difference between
1057
00:27:13,500 --> 00:27:14,966
the old version
1058
00:27:14,966 --> 00:27:15,866
the new version right
1059
00:27:15,866 --> 00:27:17,200
so let's go ahead and click it
1060
00:27:18,666 --> 00:27:20,100
and give it a minute here
1061
00:27:21,300 --> 00:27:22,566
you see a difference
1062
00:27:23,266 --> 00:27:25,166
most people would tell you
1063
00:27:25,566 --> 00:27:29,100
that this method is always use this method
1064
00:27:29,100 --> 00:27:30,166
don't use this method oh
1065
00:27:30,166 --> 00:27:30,800
no no no no
1066
00:27:30,800 --> 00:27:32,533
always use this method uh
1067
00:27:32,533 --> 00:27:34,266
don't listen anybody that has you
1068
00:27:34,266 --> 00:27:35,533
you know it says this always works
1069
00:27:35,533 --> 00:27:36,200
it always works
1070
00:27:36,200 --> 00:27:36,866
it always works
1071
00:27:36,866 --> 00:27:38,000
you know um
1072
00:27:38,500 --> 00:27:40,600
not everything works in every situation compositing
1073
00:27:40,600 --> 00:27:41,866
so just be aware of that
1074
00:27:41,966 --> 00:27:45,100
do you notice that there is a loss of hair detail
1075
00:27:45,100 --> 00:27:47,800
look at that dramatic loss of hair detail
1076
00:27:48,100 --> 00:27:49,533
now why is that
1077
00:27:49,533 --> 00:27:51,733
well let's take a look at the two different versions
1078
00:27:51,733 --> 00:27:55,066
here is um go ahead and go back to RGB
1079
00:27:55,066 --> 00:27:57,166
there's this version and this version
1080
00:27:57,866 --> 00:27:59,800
we have artifacts here
1081
00:27:59,800 --> 00:28:00,333
you know in the
1082
00:28:00,333 --> 00:28:03,000
in the process we didn't erode further enough out
1083
00:28:04,133 --> 00:28:05,200
as you can see
1084
00:28:06,966 --> 00:28:08,566
that is one possibility
1085
00:28:08,566 --> 00:28:10,300
so if you see any weird artifacts here
1086
00:28:10,300 --> 00:28:12,033
that are gonna be an issue
1087
00:28:12,166 --> 00:28:14,400
the other thing is there is definitely
1088
00:28:14,400 --> 00:28:15,366
might be a little bit of a
1089
00:28:15,366 --> 00:28:17,766
luminance change in between the two
1090
00:28:18,500 --> 00:28:21,733
variations and that is because in this gizmo
1091
00:28:21,733 --> 00:28:22,766
take a look at it
1092
00:28:23,366 --> 00:28:27,300
we are sampling a value
1093
00:28:28,366 --> 00:28:29,566
that come down here
1094
00:28:29,566 --> 00:28:31,000
kind of move through this
1095
00:28:31,366 --> 00:28:32,200
um you're gonna find that
1096
00:28:32,200 --> 00:28:34,666
we're gonna be sampling this value all the way up here
1097
00:28:34,666 --> 00:28:35,733
so you know
1098
00:28:35,733 --> 00:28:37,366
it's it's the distance
1099
00:28:37,400 --> 00:28:39,233
of a different variation of color
1100
00:28:39,533 --> 00:28:42,200
that gives us a little bit of a difference so again
1101
00:28:42,200 --> 00:28:43,500
you can see the difference here right
1102
00:28:43,500 --> 00:28:45,600
and then anytime you see this kind of stuff
1103
00:28:45,600 --> 00:28:47,166
is a big warning sign okay
1104
00:28:47,166 --> 00:28:49,200
that's what's gonna probably cause issues
1105
00:28:49,200 --> 00:28:51,800
and a lot of has to do with your first IBK color
1106
00:28:52,000 --> 00:28:52,900
we go back to it
1107
00:28:52,900 --> 00:28:56,266
you can see it doesn't include this hair material here
1108
00:28:56,766 --> 00:29:01,300
so one of the ways around that is by introducing
1109
00:29:01,400 --> 00:29:05,166
um a sort of inclusion of the mask
1110
00:29:05,166 --> 00:29:05,966
all this is doing
1111
00:29:05,966 --> 00:29:07,566
if I put my viewer to this color node
1112
00:29:07,566 --> 00:29:08,700
and hit a for alpha
1113
00:29:08,966 --> 00:29:12,233
is it's basically defining an alpha edge
1114
00:29:12,500 --> 00:29:13,800
that's all that's going on here
1115
00:29:13,800 --> 00:29:16,366
so you can see this area right here
1116
00:29:16,500 --> 00:29:17,900
is black right
1117
00:29:18,133 --> 00:29:21,833
so what I could do is I can create a
1118
00:29:21,900 --> 00:29:25,200
I can come in here and artificially introduce more
1119
00:29:25,333 --> 00:29:26,466
of a cut out mat
1120
00:29:26,466 --> 00:29:28,900
so I can go ahead and add a merge note here
1121
00:29:29,900 --> 00:29:31,200
and this is common when you're dealing with
1122
00:29:31,200 --> 00:29:31,900
people with heavy
1123
00:29:31,900 --> 00:29:33,766
fluffy hair like Jessica you know
1124
00:29:33,766 --> 00:29:34,766
with holes in it
1125
00:29:34,966 --> 00:29:37,933
and the erosion process and the keying process
1126
00:29:37,933 --> 00:29:38,566
because they
1127
00:29:38,566 --> 00:29:42,133
the Kia or the background color is so different in
1128
00:29:42,133 --> 00:29:43,133
the variation again
1129
00:29:43,133 --> 00:29:43,966
if you have
1130
00:29:44,133 --> 00:29:44,933
you'll have to do this
1131
00:29:44,933 --> 00:29:47,100
most likely if you have a poorly lit green screen
1132
00:29:47,333 --> 00:29:49,866
um is to come in here and manually cut that stuff out
1133
00:29:49,866 --> 00:29:51,966
so I'm gonna go ahead and hit 0 for roto
1134
00:29:52,466 --> 00:29:55,000
plug that in right
1135
00:29:55,100 --> 00:29:57,600
so let's go ahead and look at our viewer here
1136
00:29:58,166 --> 00:30:00,566
and I'll go back to my RGB
1137
00:30:00,966 --> 00:30:02,166
and I'm going to
1138
00:30:02,300 --> 00:30:04,200
purposely cut out
1139
00:30:05,133 --> 00:30:07,000
this area here oops
1140
00:30:07,200 --> 00:30:08,566
no one use a bezier cost
1141
00:30:08,566 --> 00:30:09,833
but it's going to use a bezier
1142
00:30:10,766 --> 00:30:13,666
and I'm gonna go ahead and get as much of this crud
1143
00:30:13,666 --> 00:30:16,866
out of here without affecting the original piece
1144
00:30:16,933 --> 00:30:18,133
so now you can see
1145
00:30:18,133 --> 00:30:19,900
if I take a look at my Alpha edge here
1146
00:30:19,900 --> 00:30:23,833
I have to put my merged mode to um stencil
1147
00:30:23,933 --> 00:30:26,900
and now you can see I've cut out or added to this
1148
00:30:27,066 --> 00:30:29,700
this is the defining line that's going to be used as
1149
00:30:29,700 --> 00:30:30,466
the smear line
1150
00:30:30,466 --> 00:30:32,166
so whatever pixel value
1151
00:30:32,166 --> 00:30:34,666
that is here in the green is gonna be smeared in
1152
00:30:34,933 --> 00:30:36,666
so again I come into here now
1153
00:30:36,666 --> 00:30:39,300
and you can see it's doing just that right
1154
00:30:39,533 --> 00:30:40,666
and in this case
1155
00:30:40,666 --> 00:30:42,333
obviously it's grabbing this value
1156
00:30:42,333 --> 00:30:43,766
which is if we Denise
1157
00:30:43,766 --> 00:30:45,366
this would probably have a better
1158
00:30:45,800 --> 00:30:46,966
better deal here
1159
00:30:46,966 --> 00:30:49,066
um but again
1160
00:30:49,066 --> 00:30:50,900
I might need to take my Roto node
1161
00:30:51,400 --> 00:30:52,966
push it out even further
1162
00:30:54,066 --> 00:30:55,566
and doesn't look as doing much
1163
00:30:55,566 --> 00:30:56,500
so you can see
1164
00:30:56,500 --> 00:30:57,500
in this case
1165
00:30:57,500 --> 00:30:58,566
now we're getting this
1166
00:30:58,766 --> 00:30:59,733
interesting artifact
1167
00:30:59,733 --> 00:31:02,100
and the reason why this is happening
1168
00:31:02,100 --> 00:31:03,933
is because this is not alias
1169
00:31:03,933 --> 00:31:05,900
so you can see um
1170
00:31:06,100 --> 00:31:07,266
it's anti alias
1171
00:31:07,266 --> 00:31:09,066
we have this kind of hard edge here
1172
00:31:09,133 --> 00:31:11,366
so one of the ways you can do that is
1173
00:31:11,366 --> 00:31:13,166
you can add a grade note in here
1174
00:31:13,800 --> 00:31:15,466
and you can go to your alpha channel
1175
00:31:15,466 --> 00:31:16,366
put it to alpha
1176
00:31:16,466 --> 00:31:18,366
if I put take my white point
1177
00:31:18,500 --> 00:31:20,000
and I drag it to zero
1178
00:31:20,000 --> 00:31:21,900
I get absolute hard edges
1179
00:31:21,900 --> 00:31:23,800
now let's take a look at what we get now
1180
00:31:24,966 --> 00:31:27,700
gonna go down the pipe here to this color node there
1181
00:31:27,700 --> 00:31:28,533
you can see that's gone
1182
00:31:28,533 --> 00:31:29,800
so you see without it
1183
00:31:30,066 --> 00:31:33,100
we're getting an artifact because of the alias aliasing
1184
00:31:33,766 --> 00:31:34,766
or antiliasing
1185
00:31:34,766 --> 00:31:36,466
but once it's a hard edge
1186
00:31:37,166 --> 00:31:38,100
we're good to go
1187
00:31:38,566 --> 00:31:40,266
so that is proper now
1188
00:31:40,266 --> 00:31:43,600
so let's go ahead and look at the final results
1189
00:31:47,000 --> 00:31:50,433
and again I'm gonna go back to my alpha
1190
00:31:50,866 --> 00:31:52,100
and look at that
1191
00:31:52,866 --> 00:31:55,066
now again we probably could denoise the plate
1192
00:31:55,066 --> 00:31:56,800
but you can see an introduction
1193
00:31:56,800 --> 00:31:57,300
it's different
1194
00:31:57,300 --> 00:31:59,266
let's go ahead and turn this stencil on and off
1195
00:31:59,666 --> 00:32:01,166
we'll see what what has happened
1196
00:32:01,166 --> 00:32:02,900
now we've retained
1197
00:32:03,300 --> 00:32:06,366
these new hair follicles see that
1198
00:32:06,866 --> 00:32:08,933
and that's all because of the fact that again
1199
00:32:08,933 --> 00:32:11,600
we can clean this up if we can't go down the chain here
1200
00:32:12,000 --> 00:32:12,900
get to this stage
1201
00:32:12,900 --> 00:32:13,700
and these values
1202
00:32:13,700 --> 00:32:16,266
if we sample them are actually point zeros or two
1203
00:32:16,266 --> 00:32:18,300
which are acceptable to be laid onto an
1204
00:32:18,300 --> 00:32:21,266
actual backplate without being visible as noise
1205
00:32:21,400 --> 00:32:25,000
so just keep that in awareness as you kind of do this
1206
00:32:25,100 --> 00:32:29,300
so this is a great technique um for um
1207
00:32:29,300 --> 00:32:30,100
taking into
1208
00:32:30,100 --> 00:32:32,000
taking out stuff and so forth so again
1209
00:32:32,000 --> 00:32:35,200
this is the different methodologies that you can use um
1210
00:32:35,200 --> 00:32:36,666
they work really well
1211
00:32:36,800 --> 00:32:38,900
obviously we need to create a film at
1212
00:32:38,900 --> 00:32:40,400
for this area here
1213
00:32:40,400 --> 00:32:41,800
or a format
1214
00:32:41,800 --> 00:32:42,633
I should say
1215
00:32:42,800 --> 00:32:43,900
that actually
1216
00:32:44,000 --> 00:32:45,333
fills in these areas
1217
00:32:45,333 --> 00:32:47,400
there will come a time though where
1218
00:32:47,566 --> 00:32:50,066
we will probably have to come in and do a little
1219
00:32:50,066 --> 00:32:52,600
bit of paint work or animated rotor work
1220
00:32:52,700 --> 00:32:55,066
specifically maybe around the edge of his head here
1221
00:32:55,066 --> 00:32:56,700
so if we go to the original footage here
1222
00:32:57,333 --> 00:32:59,800
you can see we have this green influence here
1223
00:33:00,200 --> 00:33:01,966
on his you know
1224
00:33:01,966 --> 00:33:03,433
it gets pretty close
1225
00:33:03,500 --> 00:33:04,533
see if we can find a good
1226
00:33:04,533 --> 00:33:06,866
good frame here yeah
1227
00:33:06,866 --> 00:33:07,400
so this stuff
1228
00:33:07,400 --> 00:33:09,833
this stuff can be tricky obviously
1229
00:33:09,966 --> 00:33:13,433
so you can see if I put my viewer to the gizmo here
1230
00:33:14,800 --> 00:33:16,600
and go to a for Alpha
1231
00:33:18,533 --> 00:33:20,066
you can see this sort of work in here
1232
00:33:20,066 --> 00:33:21,466
and that's where we do some riddle paint work
1233
00:33:21,466 --> 00:33:22,933
so we're gonna get into that but again
1234
00:33:22,933 --> 00:33:25,000
I just wanted to show you the
1235
00:33:25,000 --> 00:33:26,800
you know of all of these different realities
1236
00:33:26,800 --> 00:33:28,900
what it best works and then you can decide
1237
00:33:28,900 --> 00:33:31,000
maybe I gotta use the key light for just
1238
00:33:31,000 --> 00:33:32,000
one little segment here
1239
00:33:32,000 --> 00:33:33,066
one little segment here
1240
00:33:33,066 --> 00:33:35,933
sometimes you will wanna use the key light um
1241
00:33:35,933 --> 00:33:37,066
just to be aware
1242
00:33:40,366 --> 00:33:42,966
so as I was talking about this stencil method
1243
00:33:42,966 --> 00:33:47,900
if I was say doing an example here of uh Jessica
1244
00:33:48,866 --> 00:33:51,266
so I'll jump back to RGB here
1245
00:33:51,266 --> 00:33:51,933
and you know
1246
00:33:51,933 --> 00:33:53,133
in Jessica's situation
1247
00:33:53,133 --> 00:33:54,066
she has these
1248
00:33:54,366 --> 00:33:55,133
you know hairs
1249
00:33:55,133 --> 00:33:56,500
hair that are all over the place
1250
00:33:56,500 --> 00:33:58,066
you will never be able to
1251
00:33:58,300 --> 00:34:00,000
get a hold of that information
1252
00:34:00,000 --> 00:34:01,700
you can see there is a variation here right
1253
00:34:01,700 --> 00:34:04,066
there's this green is different than this green here
1254
00:34:04,366 --> 00:34:05,866
that's why it's so important to light your green screen
1255
00:34:05,866 --> 00:34:06,300
really well
1256
00:34:06,300 --> 00:34:07,866
and I purposely made this green screen lit
1257
00:34:07,866 --> 00:34:09,900
badly so that we can do this example
1258
00:34:10,100 --> 00:34:11,900
um because if
1259
00:34:11,900 --> 00:34:12,700
even if you tried
1260
00:34:12,700 --> 00:34:14,600
if you get a little sample of color here
1261
00:34:14,600 --> 00:34:17,333
there's gonna be pollution by your hair in the shot
1262
00:34:17,333 --> 00:34:19,800
due to the blur so it
1263
00:34:19,800 --> 00:34:22,400
you're gonna have to sample way out here to bring it in
1264
00:34:22,666 --> 00:34:24,666
for this and the best way to do that
1265
00:34:24,800 --> 00:34:26,100
would be again
1266
00:34:26,100 --> 00:34:27,633
use that stencil method
1267
00:34:27,933 --> 00:34:31,566
and come in here and just maybe chop out this hair here
1268
00:34:31,566 --> 00:34:32,866
and put a stencil in
1269
00:34:33,166 --> 00:34:35,200
um you could even go as far as
1270
00:34:36,166 --> 00:34:37,533
out here um
1271
00:34:37,533 --> 00:34:39,066
that way you maintain the
1272
00:34:39,366 --> 00:34:40,866
erodes slash settings
1273
00:34:40,866 --> 00:34:42,666
but you're extending it manually with this
1274
00:34:42,666 --> 00:34:43,000
and of course
1275
00:34:43,000 --> 00:34:44,633
you're gonna have to animate this as well
1276
00:34:45,133 --> 00:34:46,200
so in the next tutorial
1277
00:34:46,200 --> 00:34:47,866
we're gonna talk about d spell
1278
00:34:47,866 --> 00:34:49,700
and before we get into our Uber key
84135
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