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These are the user uploaded subtitles that are being translated: 1 00:00:03,200 --> 00:00:04,200 okay in this lesson 2 00:00:04,200 --> 00:00:07,200 we're gonna talk about the IBK gizmo slash color 3 00:00:07,200 --> 00:00:10,666 this is the most widely used Kia in the industry 4 00:00:10,666 --> 00:00:13,233 both in commercial as well as film 5 00:00:13,466 --> 00:00:14,766 so I wanna talk about a 6 00:00:14,766 --> 00:00:17,133 couple of different methods that people 7 00:00:17,133 --> 00:00:19,033 use when approaching it now 8 00:00:19,133 --> 00:00:21,966 um when you're using this key or you have to choose 9 00:00:21,966 --> 00:00:24,100 uh between this or usually key light 10 00:00:24,100 --> 00:00:26,266 in regards to what'll be the key 11 00:00:26,666 --> 00:00:29,400 uh for green screen type of work um 12 00:00:29,400 --> 00:00:30,266 there's also of course 13 00:00:30,266 --> 00:00:31,133 the luminance key or 14 00:00:31,133 --> 00:00:32,300 and so forth uh 15 00:00:32,300 --> 00:00:33,666 which is basically a key or so 16 00:00:33,666 --> 00:00:34,366 I just type in 17 00:00:34,366 --> 00:00:35,700 you know key or whatever 18 00:00:35,800 --> 00:00:37,066 this key has 19 00:00:37,066 --> 00:00:38,100 you know uh 20 00:00:38,100 --> 00:00:39,133 you know green screen 21 00:00:39,133 --> 00:00:41,266 it has a green key or so 22 00:00:41,266 --> 00:00:43,166 there's a lot of keys there you could use as well 23 00:00:43,166 --> 00:00:45,000 if you find that those are useful 24 00:00:45,266 --> 00:00:47,400 but the most common ones obviously are key light 25 00:00:47,400 --> 00:00:50,066 IBK color IBK gizmo so 26 00:00:50,200 --> 00:00:52,500 um I just wanna kind of go through 27 00:00:52,500 --> 00:00:55,466 um what I've Learned about the IBK through 28 00:00:55,466 --> 00:00:56,733 a lot of industry folks 29 00:00:56,733 --> 00:00:59,166 I'm gonna go ahead and type in IBK color here 30 00:00:59,533 --> 00:01:00,500 now it's common 31 00:01:00,500 --> 00:01:03,533 there's two different techniques when doing the IBK 32 00:01:03,533 --> 00:01:07,300 gizmo and you'll see this a lot within tutorials 33 00:01:07,300 --> 00:01:08,100 and that is 34 00:01:08,133 --> 00:01:11,066 there's what's called the daisy chain operation 35 00:01:11,200 --> 00:01:15,833 which involves a whole bunch of IBK colors 36 00:01:15,866 --> 00:01:17,066 that are sort of 37 00:01:17,166 --> 00:01:18,666 connected together 38 00:01:19,200 --> 00:01:20,966 like this you know 39 00:01:20,966 --> 00:01:23,766 and that sometimes work and sometimes it doesn't 40 00:01:23,766 --> 00:01:24,500 it's really 41 00:01:24,500 --> 00:01:25,733 I like to try both 42 00:01:25,733 --> 00:01:27,166 whenever I get into a Kia 43 00:01:27,700 --> 00:01:29,666 and this is a perfect example with Jack here 44 00:01:29,666 --> 00:01:30,766 because you're gonna find 45 00:01:30,766 --> 00:01:32,800 as I get to a certain situation 46 00:01:32,800 --> 00:01:33,833 like right here 47 00:01:34,066 --> 00:01:35,666 where we have this little hole here 48 00:01:35,666 --> 00:01:36,266 and this is real 49 00:01:36,266 --> 00:01:37,700 there's actually like 50 00:01:37,700 --> 00:01:39,566 he's wearing a weird sort of a 51 00:01:40,200 --> 00:01:42,266 thing I put around his neck to try to make 52 00:01:42,266 --> 00:01:44,633 the scene look futuristic in my own pathetic way 53 00:01:45,200 --> 00:01:46,366 but there is this hole here 54 00:01:46,366 --> 00:01:47,000 as you can see 55 00:01:47,000 --> 00:01:48,233 which is like green 56 00:01:48,466 --> 00:01:50,266 and it's hard for 57 00:01:50,666 --> 00:01:52,233 the Kia system 58 00:01:52,733 --> 00:01:55,200 to get a hold of these little areas 59 00:01:55,200 --> 00:01:57,200 so the sampled color 60 00:01:57,466 --> 00:01:58,300 of the you know 61 00:01:58,300 --> 00:02:00,566 of the difference of what's behind there 62 00:02:00,933 --> 00:02:02,566 you know it's 50 63 00:02:02,566 --> 00:02:04,733 50 can give you weird results when you're doing 64 00:02:04,733 --> 00:02:05,966 the stack method 65 00:02:06,100 --> 00:02:08,266 or the daisy chain method versus the regular method 66 00:02:08,266 --> 00:02:09,466 so let's just try the first method 67 00:02:09,466 --> 00:02:10,400 and we're gonna compare the two 68 00:02:10,400 --> 00:02:12,533 so I'm gonna first start with the IBK color 69 00:02:12,533 --> 00:02:14,600 obviously plug that in 70 00:02:14,600 --> 00:02:15,533 put my viewer to it 71 00:02:15,533 --> 00:02:16,700 and obviously once again 72 00:02:16,700 --> 00:02:18,633 we gotta switch this over to green 73 00:02:19,266 --> 00:02:21,700 and then here we have the default size 10 74 00:02:21,700 --> 00:02:23,266 which is always a good start 75 00:02:23,533 --> 00:02:25,266 and then we deal with the darks 76 00:02:25,266 --> 00:02:26,533 so I'm gonna dictate 77 00:02:26,533 --> 00:02:27,500 the darks here 78 00:02:27,766 --> 00:02:29,700 and I'm gonna go ahead and 79 00:02:29,700 --> 00:02:31,733 put a value of says point zero 80 00:02:31,733 --> 00:02:33,833 one is usually what I like to start out with 81 00:02:33,933 --> 00:02:35,666 and then I put my cursor on the one 82 00:02:35,666 --> 00:02:36,533 and use my middle mouse 83 00:02:36,533 --> 00:02:37,466 scroll wheel 84 00:02:37,733 --> 00:02:39,400 to sort of uh 85 00:02:39,400 --> 00:02:42,066 basically suck in the image until I start to 86 00:02:42,066 --> 00:02:42,900 collapse everything 87 00:02:42,900 --> 00:02:44,766 you can see what's going on here 88 00:02:45,066 --> 00:02:46,300 as we do this 89 00:02:46,866 --> 00:02:48,433 we're slowly moving in 90 00:02:48,500 --> 00:02:50,533 and then eventually we're gonna have to a road 91 00:02:50,533 --> 00:02:51,800 so if I go ahead and take a look at this 92 00:02:51,800 --> 00:02:54,466 we're trying to encapsulate everything here 93 00:02:54,766 --> 00:02:57,666 so you can see the size here is sort of like a 94 00:02:58,300 --> 00:02:59,466 you know it's an extension of a 95 00:02:59,466 --> 00:03:00,666 of a blurred 96 00:03:00,700 --> 00:03:01,533 so to speak 97 00:03:01,533 --> 00:03:03,766 so you can see if we put this at 10 98 00:03:04,066 --> 00:03:05,733 kind of blurs the image a little bit 99 00:03:05,733 --> 00:03:08,600 so we go all the way back down to zero here right 100 00:03:08,600 --> 00:03:09,800 this is what we have 101 00:03:09,800 --> 00:03:12,166 so we're gonna leave this at the default ten 102 00:03:12,666 --> 00:03:15,133 and we're gonna do our best to deal with this 103 00:03:15,133 --> 00:03:16,266 now like the common way 104 00:03:16,266 --> 00:03:17,166 you do with the 105 00:03:17,166 --> 00:03:18,333 Green Dark series 106 00:03:18,333 --> 00:03:20,400 you'll you'll keep moving until 107 00:03:20,400 --> 00:03:21,600 it starts to explode 108 00:03:21,600 --> 00:03:23,533 so it's the explosion you're looking for 109 00:03:23,533 --> 00:03:24,833 the explosion is when you 110 00:03:25,100 --> 00:03:28,900 start to pull this back in a negative value until the 111 00:03:28,933 --> 00:03:30,400 the scene here starts to 112 00:03:30,566 --> 00:03:31,800 create this starry 113 00:03:31,800 --> 00:03:34,100 you know green little dots and so forth 114 00:03:34,100 --> 00:03:36,166 you see how it just explodes off the side and again 115 00:03:36,166 --> 00:03:38,666 has to do with the luminance values from left to right 116 00:03:38,866 --> 00:03:39,700 so I'm gonna go ahead 117 00:03:39,700 --> 00:03:41,766 and just kind of do this until it gets 118 00:03:42,100 --> 00:03:43,066 basically right there so again 119 00:03:43,066 --> 00:03:45,500 I'm trying to get all that data in there 120 00:03:46,466 --> 00:03:48,100 and again you can also bring this down 121 00:03:48,100 --> 00:03:48,966 if you want 122 00:03:48,966 --> 00:03:49,566 you know if you want to 123 00:03:49,566 --> 00:03:50,200 if you find that 124 00:03:50,200 --> 00:03:52,566 the value of 5 actually works pretty good 125 00:03:52,800 --> 00:03:53,566 you know you can do that 126 00:03:53,566 --> 00:03:54,133 but you can see how 127 00:03:54,133 --> 00:03:55,566 the kind of artifacts were getting here 128 00:03:55,566 --> 00:03:57,400 so this is sort of like pre blurring 129 00:03:57,800 --> 00:04:00,033 uh the scene to a certain extent 130 00:04:00,400 --> 00:04:01,800 so it's the color expansion 131 00:04:01,800 --> 00:04:02,166 so I'm gonna go 132 00:04:02,166 --> 00:04:03,366 and put that to 10 133 00:04:03,700 --> 00:04:04,933 and now it's comes to 134 00:04:04,933 --> 00:04:06,066 the fact that you know 135 00:04:06,066 --> 00:04:06,933 we can come in here 136 00:04:06,933 --> 00:04:07,900 and then start 137 00:04:07,900 --> 00:04:08,866 you know eroding this 138 00:04:08,866 --> 00:04:09,966 or we could do the patch black 139 00:04:09,966 --> 00:04:11,700 we start doing the patch black 140 00:04:11,700 --> 00:04:12,300 immediately 141 00:04:12,300 --> 00:04:13,766 you're gonna see that where 142 00:04:13,766 --> 00:04:15,500 we haven't engulfed 143 00:04:15,500 --> 00:04:16,700 or you know 144 00:04:17,466 --> 00:04:19,466 basically the parts of the image that we need to 145 00:04:19,466 --> 00:04:20,400 because it's 146 00:04:20,400 --> 00:04:21,400 taking this 147 00:04:21,400 --> 00:04:22,600 pixel value here 148 00:04:22,600 --> 00:04:23,300 which is black 149 00:04:23,300 --> 00:04:25,100 and smearing it this way 150 00:04:25,100 --> 00:04:26,300 I'm gonna talk about this before 151 00:04:26,300 --> 00:04:29,166 where it's just smearing it towards the normal center 152 00:04:29,533 --> 00:04:30,466 that's what's happening here 153 00:04:30,466 --> 00:04:32,233 and that's why the value is darker 154 00:04:32,333 --> 00:04:33,066 which you know 155 00:04:33,066 --> 00:04:34,900 if we were to tell Jack to get out of the way 156 00:04:34,900 --> 00:04:36,133 this is not the color 157 00:04:36,133 --> 00:04:36,733 that would be back 158 00:04:36,733 --> 00:04:38,400 there would be this color right 159 00:04:38,866 --> 00:04:39,900 so I'm gonna go ahead 160 00:04:39,900 --> 00:04:40,733 and just do 161 00:04:40,733 --> 00:04:42,300 I'm gonna pull this back 162 00:04:42,533 --> 00:04:43,700 on the patch black again 163 00:04:43,700 --> 00:04:44,700 and I wanna continue to 164 00:04:44,700 --> 00:04:46,033 encapsulate this by 165 00:04:46,066 --> 00:04:46,966 using an erode 166 00:04:46,966 --> 00:04:47,866 so you can see as the 167 00:04:47,866 --> 00:04:48,466 erode hits it 168 00:04:48,466 --> 00:04:49,766 then we get some issues here 169 00:04:49,766 --> 00:04:51,400 right well it's 170 00:04:51,400 --> 00:04:51,900 one of the ways to 171 00:04:51,900 --> 00:04:54,033 kind of combat that is using the 172 00:04:54,733 --> 00:04:55,566 green light 173 00:04:55,566 --> 00:04:56,000 so I'm gonna 174 00:04:56,000 --> 00:04:58,266 put a value of point one 175 00:04:58,266 --> 00:05:00,100 I put 1.1 in here 176 00:05:00,100 --> 00:05:00,900 there we go 177 00:05:01,066 --> 00:05:01,800 and you can see 178 00:05:01,800 --> 00:05:02,900 if I start cranking up 179 00:05:02,900 --> 00:05:04,466 the value on a positive 180 00:05:04,666 --> 00:05:06,600 number above 1 instead 181 00:05:06,600 --> 00:05:08,500 we can start to back off that 182 00:05:08,500 --> 00:05:09,966 explosion that's happening there 183 00:05:09,966 --> 00:05:10,566 so I'm gonna go ahead 184 00:05:10,566 --> 00:05:11,866 and kind of back it off 185 00:05:12,333 --> 00:05:13,400 like that and again 186 00:05:13,400 --> 00:05:14,800 I'm gonna start to increase my road 187 00:05:14,800 --> 00:05:16,600 which I might over crank past the value 188 00:05:16,600 --> 00:05:17,066 the highest 189 00:05:17,066 --> 00:05:18,133 value goes to 5 190 00:05:18,133 --> 00:05:19,066 but you can keep 191 00:05:19,200 --> 00:05:20,100 cranking that 192 00:05:20,100 --> 00:05:21,800 until just keeps going and going 193 00:05:21,800 --> 00:05:22,833 and going and going 194 00:05:23,166 --> 00:05:24,700 the problem with this 195 00:05:24,866 --> 00:05:26,333 um is that if we take a look at 196 00:05:26,333 --> 00:05:27,133 the original 197 00:05:27,266 --> 00:05:28,400 what we want in an 198 00:05:28,400 --> 00:05:31,633 ideal world is to have whatever value this is 199 00:05:31,800 --> 00:05:33,300 um actually be 200 00:05:33,400 --> 00:05:34,066 brought here 201 00:05:34,066 --> 00:05:35,233 but what we're doing 202 00:05:35,266 --> 00:05:36,700 as we continue to 203 00:05:36,700 --> 00:05:37,400 erode further 204 00:05:37,400 --> 00:05:37,800 and further 205 00:05:37,800 --> 00:05:39,466 and further out okay 206 00:05:39,600 --> 00:05:40,466 is we're using 207 00:05:40,466 --> 00:05:40,933 we're gonna be 208 00:05:40,933 --> 00:05:41,933 choosing this 209 00:05:41,933 --> 00:05:43,233 value of green 210 00:05:43,466 --> 00:05:44,266 and that value 211 00:05:44,266 --> 00:05:45,100 green is what's gonna 212 00:05:45,100 --> 00:05:46,333 get smeared in 213 00:05:46,333 --> 00:05:46,933 and used in 214 00:05:46,933 --> 00:05:48,066 the difference mat 215 00:05:48,066 --> 00:05:49,300 so again in an 216 00:05:49,300 --> 00:05:49,966 ideal world 217 00:05:49,966 --> 00:05:50,400 this is where 218 00:05:50,400 --> 00:05:50,966 the stacked 219 00:05:50,966 --> 00:05:52,266 version of the IBK 220 00:05:52,366 --> 00:05:53,433 color works in 221 00:05:53,766 --> 00:05:55,333 it's to get as close 222 00:05:55,333 --> 00:05:56,700 to the value 223 00:05:56,700 --> 00:05:57,466 just before 224 00:05:57,466 --> 00:05:58,766 the nostrils starts to 225 00:05:58,766 --> 00:06:00,300 you know fade into say 226 00:06:00,500 --> 00:06:01,300 the green screen here 227 00:06:01,300 --> 00:06:02,966 which gives us a different variation of green 228 00:06:02,966 --> 00:06:04,400 but we're basically 229 00:06:04,400 --> 00:06:05,200 trying to recreate 230 00:06:05,200 --> 00:06:05,966 the green that's behind 231 00:06:05,966 --> 00:06:06,800 him in real life 232 00:06:06,800 --> 00:06:07,900 okay on the set 233 00:06:07,900 --> 00:06:08,666 when he was on set 234 00:06:08,666 --> 00:06:09,333 what was the green that 235 00:06:09,333 --> 00:06:09,866 was right behind it 236 00:06:09,866 --> 00:06:10,400 well it's probably 237 00:06:10,400 --> 00:06:11,666 the same value as this 238 00:06:11,666 --> 00:06:12,700 right not this 239 00:06:13,066 --> 00:06:13,766 so that's what's 240 00:06:13,766 --> 00:06:14,366 important here 241 00:06:14,366 --> 00:06:16,300 so again as 242 00:06:16,300 --> 00:06:16,600 you can see 243 00:06:16,600 --> 00:06:17,600 we crank this down 244 00:06:17,600 --> 00:06:18,533 we've got you know 245 00:06:18,533 --> 00:06:19,266 brighter values 246 00:06:19,266 --> 00:06:19,966 darker values 247 00:06:19,966 --> 00:06:21,033 around the edge 248 00:06:21,266 --> 00:06:22,133 and so forth 249 00:06:22,133 --> 00:06:22,800 but let's go ahead 250 00:06:22,800 --> 00:06:24,700 and see what's going on over here 251 00:06:24,800 --> 00:06:27,533 so right here 252 00:06:27,533 --> 00:06:29,200 it's gonna take this value 253 00:06:29,266 --> 00:06:31,600 of green and it's going to smear it 254 00:06:31,866 --> 00:06:33,300 towards this area 255 00:06:33,300 --> 00:06:34,333 and it'll be 256 00:06:34,333 --> 00:06:35,200 whatever values here 257 00:06:35,200 --> 00:06:36,333 which is probably true 258 00:06:36,333 --> 00:06:37,900 the value that's here is probably 259 00:06:37,900 --> 00:06:39,233 the value that's over here 260 00:06:39,300 --> 00:06:40,733 and but the further you 261 00:06:40,733 --> 00:06:41,966 get away from 262 00:06:42,266 --> 00:06:43,533 uh what you're going to 263 00:06:43,533 --> 00:06:44,733 smear over it's 264 00:06:44,733 --> 00:06:45,800 the more variations 265 00:06:45,800 --> 00:06:47,200 you're gonna start to lose detail 266 00:06:47,200 --> 00:06:47,766 or things are 267 00:06:47,766 --> 00:06:48,166 not gonna work 268 00:06:48,166 --> 00:06:49,233 out too well 269 00:06:49,600 --> 00:06:50,266 but again I 270 00:06:50,266 --> 00:06:51,366 I had found that there 271 00:06:51,366 --> 00:06:52,066 was a lot of 272 00:06:52,066 --> 00:06:52,500 people in the 273 00:06:52,500 --> 00:06:53,633 commercial industry 274 00:06:53,733 --> 00:06:54,366 that were like 275 00:06:54,366 --> 00:06:55,700 oh oh use the stack 276 00:06:55,700 --> 00:06:57,200 stack method of IBK color 277 00:06:57,200 --> 00:06:57,866 which I'm gonna show 278 00:06:57,866 --> 00:06:58,466 you in a minute 279 00:06:58,466 --> 00:07:00,500 and it works so much better than the 280 00:07:00,500 --> 00:07:01,266 the just using 281 00:07:01,266 --> 00:07:02,200 one IBK color 282 00:07:02,200 --> 00:07:04,466 as opposed to a whole bunch of IBK colors 283 00:07:04,733 --> 00:07:07,066 and we found that it depended on 284 00:07:07,066 --> 00:07:07,933 the shot honestly 285 00:07:07,933 --> 00:07:08,866 depended on the shot 286 00:07:08,866 --> 00:07:09,833 if it worked 287 00:07:09,933 --> 00:07:10,466 for the better or 288 00:07:10,466 --> 00:07:10,900 for the worse 289 00:07:10,900 --> 00:07:11,900 so I recommend 290 00:07:12,133 --> 00:07:12,933 always kind of 291 00:07:12,933 --> 00:07:14,866 experimenting with both methods 292 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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