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These are the user uploaded subtitles that are being translated: 1 00:00:03,266 --> 00:00:06,033 so this is what I called Mover Kia 2 00:00:07,000 --> 00:00:07,900 my name is Matt 3 00:00:07,900 --> 00:00:09,800 so I decided to put Uber with Matt 4 00:00:09,800 --> 00:00:11,400 and this is a combination 5 00:00:11,400 --> 00:00:14,800 of Kias that I picked up in the industry 6 00:00:15,400 --> 00:00:18,933 combine with my own little tweaks added to this 7 00:00:18,933 --> 00:00:23,233 now I wanna preface all this by saying one thing 8 00:00:23,533 --> 00:00:28,200 some compositors are not fans of this type of network 9 00:00:28,200 --> 00:00:30,100 when it comes to setting up their keys 10 00:00:30,100 --> 00:00:34,100 one reason being is there's a lot of pipeline here 11 00:00:34,100 --> 00:00:34,700 as you can see 12 00:00:34,700 --> 00:00:35,833 we go down the pipe 13 00:00:36,100 --> 00:00:37,400 and as we do that 14 00:00:37,400 --> 00:00:40,300 it can start to bog down the final result 15 00:00:40,300 --> 00:00:41,400 which could take forever 16 00:00:41,400 --> 00:00:42,866 now if you have a fast computer 17 00:00:43,166 --> 00:00:44,166 then you're fine 18 00:00:44,166 --> 00:00:45,600 but it is a heavy 19 00:00:45,600 --> 00:00:48,633 heavy network to go all the way through 20 00:00:48,733 --> 00:00:50,400 um which eventually occurs 21 00:00:50,400 --> 00:00:53,166 regardless when you start to add in CG and so forth 22 00:00:53,166 --> 00:00:54,566 but during the process 23 00:00:54,566 --> 00:00:56,000 you would obviously 24 00:00:56,366 --> 00:00:59,200 pre render out at a certain juncture 25 00:00:59,466 --> 00:01:01,366 and move down to avoid the 26 00:01:01,366 --> 00:01:04,366 waiting forever for the scene to refresh 27 00:01:04,500 --> 00:01:07,400 um again the techniques I showed you earlier 28 00:01:07,400 --> 00:01:10,600 are usually the preferred kind of basic techniques 29 00:01:10,900 --> 00:01:12,533 the difference with this keyer 30 00:01:12,533 --> 00:01:13,700 compared to the other keyers 31 00:01:13,700 --> 00:01:14,500 as you can see here 32 00:01:14,500 --> 00:01:16,266 we have our core Despill 33 00:01:16,266 --> 00:01:17,000 Edge Despill 34 00:01:17,000 --> 00:01:18,266 Core Mat Edge Mat 35 00:01:18,266 --> 00:01:19,800 or called Fringe Mat 36 00:01:20,100 --> 00:01:21,200 we have our denoys 37 00:01:21,200 --> 00:01:23,066 I have this really cool thing here that we're 38 00:01:23,066 --> 00:01:25,700 not gonna have in this example of the Uber gear 39 00:01:25,766 --> 00:01:27,500 is the foot shadows 40 00:01:27,766 --> 00:01:28,533 um which I'm gonna 41 00:01:28,533 --> 00:01:29,333 talk about later 42 00:01:29,333 --> 00:01:32,166 when you use the red channel to any any 43 00:01:32,533 --> 00:01:33,500 any scene that you have 44 00:01:33,500 --> 00:01:35,766 a scene where somebody's feeder actually contacting 45 00:01:35,766 --> 00:01:37,000 the green screen floor 46 00:01:37,133 --> 00:01:39,666 you can actually key out their actual shadows 47 00:01:39,733 --> 00:01:41,966 um here's the backdrop coming in 48 00:01:41,966 --> 00:01:43,433 here's some regrain 49 00:01:44,500 --> 00:01:45,466 the process here 50 00:01:45,466 --> 00:01:47,300 you can see I've added this alpha 51 00:01:47,766 --> 00:01:49,800 clean up pre copy 52 00:01:50,100 --> 00:01:51,866 and then paint clean up 53 00:01:52,533 --> 00:01:53,766 post copy here 54 00:01:53,766 --> 00:01:55,166 and the color correction work 55 00:01:55,166 --> 00:01:56,700 here's where we have a high post 56 00:01:57,166 --> 00:02:00,166 um which is a certain operation 57 00:02:00,166 --> 00:02:02,266 to blend the background with the foreground 58 00:02:02,266 --> 00:02:04,066 and then we have our color grading 59 00:02:04,166 --> 00:02:07,366 any transforms we do to our actual object 60 00:02:07,700 --> 00:02:10,633 and then we have our edge extending if needed 61 00:02:10,933 --> 00:02:12,133 then we have this 62 00:02:12,133 --> 00:02:15,400 which is the big enchilada of this whole thing 63 00:02:15,533 --> 00:02:18,500 we have been fighting back and forth obviously 64 00:02:18,500 --> 00:02:20,533 with trying to deal with 65 00:02:20,533 --> 00:02:23,100 the edges of our character to match with the backdrop 66 00:02:23,366 --> 00:02:25,700 while this little network here 67 00:02:25,700 --> 00:02:28,100 actually does a great job of 68 00:02:28,166 --> 00:02:31,600 using the d spill information 69 00:02:31,933 --> 00:02:33,766 as a sort of mask 70 00:02:33,766 --> 00:02:36,866 to bring in both positive and negative darkening 71 00:02:36,866 --> 00:02:40,400 and lightening values based off your background image 72 00:02:40,500 --> 00:02:41,700 and basically 73 00:02:41,966 --> 00:02:45,266 color corrects the edge of your actual character 74 00:02:45,500 --> 00:02:48,100 this is really an incredible piece of work 75 00:02:48,200 --> 00:02:51,066 um it's been a technique used a lot 76 00:02:51,066 --> 00:02:52,500 Tony Lyons uses it 77 00:02:52,500 --> 00:02:53,666 um you can check out again 78 00:02:53,666 --> 00:02:56,466 I'll link you up to his uh uh 79 00:02:56,866 --> 00:02:58,066 his YouTube channel 80 00:02:58,066 --> 00:02:59,566 I would highly recommend going through 81 00:02:59,566 --> 00:03:00,366 all of his training 82 00:03:00,366 --> 00:03:02,300 he is the Uber king 83 00:03:02,300 --> 00:03:03,000 I should say 84 00:03:03,000 --> 00:03:05,066 of of keying 85 00:03:05,333 --> 00:03:06,666 definitely training worth 86 00:03:06,666 --> 00:03:07,466 and it's free 87 00:03:07,466 --> 00:03:09,700 and he's been really cool to kind of put this 88 00:03:09,766 --> 00:03:12,900 um this again is a little bit more of an extension of 89 00:03:12,900 --> 00:03:14,266 a lot of different techniques 90 00:03:14,266 --> 00:03:15,866 and then there's the sharpening 91 00:03:15,933 --> 00:03:17,700 which has a specific workflow 92 00:03:17,700 --> 00:03:19,700 and this is optional right here 93 00:03:20,000 --> 00:03:22,366 um there's the G wrap and the light wrap 94 00:03:22,366 --> 00:03:23,900 talk about that again 95 00:03:23,900 --> 00:03:25,300 this is like a gizmo 96 00:03:25,700 --> 00:03:26,966 and then we have uh 97 00:03:26,966 --> 00:03:28,366 this work for in this 98 00:03:28,366 --> 00:03:29,666 this is this is uh 99 00:03:29,666 --> 00:03:31,000 particular to this scene 100 00:03:31,000 --> 00:03:33,800 uh because this scene is actually Jack um 101 00:03:33,800 --> 00:03:36,233 if I go ahead and take a look at the final image here 102 00:03:36,700 --> 00:03:37,900 this is actually Jack 103 00:03:37,900 --> 00:03:40,133 looking in front of a sunset here in the backdrop 104 00:03:40,133 --> 00:03:42,300 so this is where an example 105 00:03:42,300 --> 00:03:43,300 I wanted to show you this 106 00:03:43,300 --> 00:03:44,900 where we can actually go in 107 00:03:45,266 --> 00:03:47,033 isolate out that sun 108 00:03:47,600 --> 00:03:49,066 you know where the most intense 109 00:03:49,166 --> 00:03:50,166 places in that 110 00:03:50,166 --> 00:03:52,500 and create a extra 111 00:03:53,400 --> 00:03:54,533 extra flare 112 00:03:54,533 --> 00:03:57,000 so to speak kind of 113 00:03:57,000 --> 00:03:58,966 kind of blending in as his face is in front of this 114 00:03:58,966 --> 00:04:00,166 because it's a very bright scene 115 00:04:00,166 --> 00:04:01,966 is going to do a lot of light wrapping 116 00:04:01,966 --> 00:04:03,833 more intensely than any other area 117 00:04:04,366 --> 00:04:05,066 and then of course 118 00:04:05,066 --> 00:04:05,733 here is this 119 00:04:05,733 --> 00:04:07,733 something that you commonly deal with 120 00:04:07,733 --> 00:04:10,600 which is Glinson sparkles 121 00:04:10,600 --> 00:04:14,033 which can be used to simulate sun flares 122 00:04:14,100 --> 00:04:16,500 from which you can go ahead and blur and grade 123 00:04:16,500 --> 00:04:17,200 and so forth 124 00:04:17,200 --> 00:04:18,366 and add into 125 00:04:18,800 --> 00:04:20,066 um the image 126 00:04:20,266 --> 00:04:20,700 again I don't 127 00:04:20,700 --> 00:04:21,600 I don't have that enable 128 00:04:21,600 --> 00:04:22,966 but I want you guys to just 129 00:04:22,966 --> 00:04:25,300 absorb this stuff and jump into it 130 00:04:25,300 --> 00:04:25,866 and then I also 131 00:04:25,866 --> 00:04:27,433 added a context sheet here 132 00:04:27,933 --> 00:04:28,500 so if you see 133 00:04:28,500 --> 00:04:30,300 if I pull this contact sheet up 134 00:04:30,600 --> 00:04:32,966 you can see this is just a left and right view 135 00:04:32,966 --> 00:04:34,533 so I can kind of 136 00:04:34,533 --> 00:04:35,800 hit H to full frame this 137 00:04:35,800 --> 00:04:37,866 and I could look at any detail that's been lost 138 00:04:37,866 --> 00:04:40,200 or maybe there's still some green in his hair 139 00:04:40,200 --> 00:04:41,300 hair that I need to kind of 140 00:04:41,300 --> 00:04:42,800 isolate and take out 141 00:04:42,933 --> 00:04:44,266 um did I lose 142 00:04:44,266 --> 00:04:44,700 for instance 143 00:04:44,700 --> 00:04:47,366 these whiskers on the side where Jack is 144 00:04:47,600 --> 00:04:48,466 you can see they're kind of 145 00:04:48,466 --> 00:04:49,700 carved off here a little bit 146 00:04:49,700 --> 00:04:51,866 so do I have to go back and get that 147 00:04:52,100 --> 00:04:53,266 um and again 148 00:04:53,266 --> 00:04:54,933 how is how's this area working 149 00:04:54,933 --> 00:04:55,566 and so forth 150 00:04:55,566 --> 00:04:56,466 and all the little holes 151 00:04:56,466 --> 00:04:57,266 and all the little hairs 152 00:04:57,266 --> 00:04:57,666 and so forth 153 00:04:57,666 --> 00:05:00,200 what am I losing from the original versus the 154 00:05:00,366 --> 00:05:01,500 final output 155 00:05:01,500 --> 00:05:04,233 and then I also have a couple things I've added in here 156 00:05:04,466 --> 00:05:05,333 along the lines 157 00:05:05,333 --> 00:05:06,933 is this core versus edge now 158 00:05:06,933 --> 00:05:08,966 so sometimes it's good to see 159 00:05:09,100 --> 00:05:11,333 the overlap of the core versus the edge 160 00:05:11,333 --> 00:05:13,900 and here you can see in this example um 161 00:05:13,900 --> 00:05:16,533 I basically shuffled out the core in the red 162 00:05:16,533 --> 00:05:18,766 as a red channel in red 163 00:05:19,066 --> 00:05:19,666 and here you 164 00:05:19,666 --> 00:05:20,466 can see the 165 00:05:20,466 --> 00:05:21,366 actual fringe 166 00:05:21,366 --> 00:05:22,433 matte in blue 167 00:05:22,533 --> 00:05:22,966 and then they 168 00:05:22,966 --> 00:05:24,066 get merged together 169 00:05:24,066 --> 00:05:25,500 and I add an expression 170 00:05:25,733 --> 00:05:26,733 to cancel out 171 00:05:26,733 --> 00:05:27,966 any areas that are 172 00:05:27,966 --> 00:05:28,566 basically it 173 00:05:28,566 --> 00:05:29,200 so obviously 174 00:05:29,200 --> 00:05:30,133 when you you know 175 00:05:30,133 --> 00:05:31,300 take blue and red 176 00:05:31,300 --> 00:05:32,300 you make purple 177 00:05:32,300 --> 00:05:33,100 so that's what 178 00:05:33,100 --> 00:05:33,800 the overlap is 179 00:05:33,800 --> 00:05:35,600 so if for example 180 00:05:35,600 --> 00:05:37,433 the core was actually going 181 00:05:37,666 --> 00:05:39,666 outside of its area 182 00:05:39,800 --> 00:05:40,500 you would see 183 00:05:40,500 --> 00:05:42,000 red out here 184 00:05:42,166 --> 00:05:43,200 and red would mean 185 00:05:43,200 --> 00:05:43,600 that's a no 186 00:05:43,600 --> 00:05:44,900 no because the core 187 00:05:44,900 --> 00:05:45,900 shouldn't be touching that 188 00:05:45,900 --> 00:05:46,466 and then you gotta 189 00:05:46,466 --> 00:05:47,500 ask yourself 190 00:05:47,866 --> 00:05:48,766 how far can 191 00:05:48,766 --> 00:05:50,500 you allow the core to 192 00:05:50,500 --> 00:05:51,533 kind of move in on 193 00:05:51,533 --> 00:05:52,166 the fringe mat 194 00:05:52,166 --> 00:05:53,100 which can adjust 195 00:05:53,100 --> 00:05:54,300 your road settings 196 00:05:54,300 --> 00:05:56,800 so it's good to have a visual representation of that 197 00:05:56,800 --> 00:05:58,300 as opposed to guessing and going 198 00:05:58,300 --> 00:05:59,766 why is this issue here 199 00:05:59,766 --> 00:06:01,800 do I have too much blur on my core 200 00:06:01,966 --> 00:06:04,066 is it over extending itself on top of 201 00:06:04,066 --> 00:06:05,066 the fringe mat 202 00:06:06,266 --> 00:06:06,733 again these 203 00:06:06,733 --> 00:06:07,266 are things that 204 00:06:07,266 --> 00:06:08,666 you definitely wanna keep in mind 205 00:06:08,666 --> 00:06:09,966 as we kind of go through this 206 00:06:10,000 --> 00:06:11,900 so uh partly this is 207 00:06:12,266 --> 00:06:13,166 somewhat set up 208 00:06:13,166 --> 00:06:14,933 I don't wanna spend 20 years on this 209 00:06:14,933 --> 00:06:15,933 cause I'm telling 210 00:06:15,933 --> 00:06:16,466 you right now 211 00:06:16,466 --> 00:06:17,600 keying and one of 212 00:06:17,600 --> 00:06:17,933 the reasons 213 00:06:17,933 --> 00:06:18,266 why you don't 214 00:06:18,266 --> 00:06:19,700 see too many tutorials online of 215 00:06:19,700 --> 00:06:21,466 people actually doing keys 216 00:06:21,666 --> 00:06:23,100 is specifically for 217 00:06:23,100 --> 00:06:24,366 the reason that 218 00:06:24,733 --> 00:06:26,400 it just takes a long time to do 219 00:06:26,400 --> 00:06:27,066 and they just 220 00:06:27,066 --> 00:06:28,866 don't wanna sit here with 20 hours and doing 221 00:06:28,866 --> 00:06:29,366 especially when 222 00:06:29,366 --> 00:06:30,566 the shots moving 223 00:06:30,766 --> 00:06:31,700 so let's go ahead 224 00:06:31,700 --> 00:06:33,000 and just go through this 225 00:06:33,266 --> 00:06:34,366 basically one step 226 00:06:34,366 --> 00:06:35,466 at a time so again 227 00:06:35,466 --> 00:06:36,500 we're gonna start at the top 228 00:06:36,500 --> 00:06:37,633 and move to the bottom 229 00:06:37,933 --> 00:06:38,500 and go through 230 00:06:38,500 --> 00:06:39,100 the whole process 231 00:06:39,100 --> 00:06:39,733 so obviously 232 00:06:39,733 --> 00:06:40,300 we start with 233 00:06:40,300 --> 00:06:41,666 the actual green screen footage 234 00:06:41,666 --> 00:06:42,100 so let's go ahead 235 00:06:42,100 --> 00:06:42,866 and take a look at that 236 00:06:42,866 --> 00:06:44,400 you guys have seen this before 237 00:06:44,533 --> 00:06:45,400 I'm gonna go ahead and 238 00:06:45,400 --> 00:06:47,266 choose a frame that is 239 00:06:47,266 --> 00:06:49,000 particular interesting to the shot 240 00:06:49,000 --> 00:06:49,366 so I'm gonna 241 00:06:49,366 --> 00:06:51,033 choose frame 26 242 00:06:51,266 --> 00:06:52,566 and I'm gonna strip this down 243 00:06:52,566 --> 00:06:53,166 and you know 244 00:06:53,166 --> 00:06:54,133 go back through it 245 00:06:54,133 --> 00:06:55,966 so let's go down the pipe 246 00:06:56,333 --> 00:06:57,166 um this way 247 00:06:57,166 --> 00:06:57,866 obviously this 248 00:06:57,866 --> 00:06:59,133 this moves over to 249 00:06:59,133 --> 00:06:59,766 if there is 250 00:06:59,766 --> 00:07:00,700 any ground shadows 251 00:07:00,700 --> 00:07:01,133 when you know 252 00:07:01,133 --> 00:07:02,200 we'll get into that in a minute 253 00:07:02,333 --> 00:07:03,666 but here we have Jack 254 00:07:03,666 --> 00:07:04,866 and we're gonna come over here 255 00:07:04,866 --> 00:07:05,500 we're gonna create a 256 00:07:05,500 --> 00:07:06,766 couple channels here 257 00:07:06,933 --> 00:07:07,700 so the first 258 00:07:07,700 --> 00:07:08,333 one is we're 259 00:07:08,333 --> 00:07:11,233 adding a channel that is um 260 00:07:11,666 --> 00:07:12,066 you can see 261 00:07:12,066 --> 00:07:13,000 just go ahead 262 00:07:13,000 --> 00:07:13,933 and throw it in here 263 00:07:13,933 --> 00:07:14,900 adding a channel 264 00:07:15,266 --> 00:07:16,833 this here is a copy 265 00:07:17,166 --> 00:07:19,200 so what we're doing is we're 266 00:07:19,200 --> 00:07:20,500 copying the 267 00:07:21,866 --> 00:07:24,200 RGBA red information right 268 00:07:24,200 --> 00:07:28,800 we're looking at here into something called GS Red 269 00:07:28,900 --> 00:07:31,100 GS Green GS Blue 270 00:07:31,366 --> 00:07:33,366 so you can kind of look at this as your original 271 00:07:33,366 --> 00:07:35,966 so if I put my viewer to the copynote here 272 00:07:36,200 --> 00:07:37,766 you can see we have this GS 273 00:07:37,766 --> 00:07:38,800 which is just the original 274 00:07:38,800 --> 00:07:39,966 cause later down the pipe 275 00:07:39,966 --> 00:07:41,066 you might just wanna 276 00:07:41,200 --> 00:07:43,166 instead of putting your viewer back and forth 277 00:07:43,166 --> 00:07:45,966 you can switch between this and your RGB 278 00:07:46,166 --> 00:07:48,466 and see the difference of progression 279 00:07:48,466 --> 00:07:50,766 as opposed to putting your viewer into two inputs 280 00:07:50,766 --> 00:07:52,266 like the original one back 281 00:07:52,333 --> 00:07:55,133 so it's just basically copying an extra copy 282 00:07:55,133 --> 00:07:57,033 of this off to the side for you 283 00:07:57,400 --> 00:07:58,866 next we have this here 284 00:07:58,866 --> 00:08:00,100 which copies the red green 285 00:08:00,100 --> 00:08:04,666 blue information into a new channel called GS Reduce 286 00:08:04,666 --> 00:08:08,400 okay so that's another channel that's been sort of 287 00:08:08,400 --> 00:08:10,066 and the information has been copied into that 288 00:08:10,066 --> 00:08:12,233 so again if we put our viewer here 289 00:08:12,500 --> 00:08:14,400 you can see we have GS right 290 00:08:14,400 --> 00:08:15,500 which is the same plate 291 00:08:15,500 --> 00:08:16,666 and we have GS reduce 292 00:08:16,666 --> 00:08:18,866 which is the same exact thing okay 293 00:08:19,366 --> 00:08:23,600 so newly created channels in this whole process 294 00:08:23,766 --> 00:08:25,566 so moving down here uh 295 00:08:25,566 --> 00:08:27,166 we're gonna talk about the edge de spill 296 00:08:27,166 --> 00:08:28,566 and the core de spill here in a minute 297 00:08:28,566 --> 00:08:30,100 but let's talk about the denois 298 00:08:30,533 --> 00:08:31,666 as I talked about before 299 00:08:31,666 --> 00:08:34,333 professionals will have use neat video 300 00:08:34,333 --> 00:08:36,433 so instead of this d noise here 301 00:08:36,666 --> 00:08:38,333 you'll actually have neat video 302 00:08:38,333 --> 00:08:39,566 and neat video 303 00:08:40,066 --> 00:08:41,500 will be in a switcher node 304 00:08:41,500 --> 00:08:42,066 you'll actually 305 00:08:42,066 --> 00:08:45,000 the first thing you do as you start to do your keys 306 00:08:45,133 --> 00:08:48,266 is you'll basically pre render your footage 307 00:08:48,366 --> 00:08:50,966 in the form of EXR or DPX 308 00:08:51,466 --> 00:08:54,100 out into using the 309 00:08:54,133 --> 00:08:57,300 very computationally expensive neat video plug in 310 00:08:57,500 --> 00:09:00,066 which will do a nice job of 311 00:09:00,100 --> 00:09:03,000 kind of taking out the grain and noise 312 00:09:03,166 --> 00:09:05,000 but in the process keep it sharp 313 00:09:05,000 --> 00:09:05,900 and in our case 314 00:09:05,900 --> 00:09:07,366 we don't have that plug in 315 00:09:07,566 --> 00:09:09,100 it's 300 bucks go spend 316 00:09:09,100 --> 00:09:10,300 it's best money ever 317 00:09:10,300 --> 00:09:13,066 yeah I did I'm planning on investing in it very soon 318 00:09:13,533 --> 00:09:15,966 usually I just let the studio pay for it obviously 319 00:09:16,133 --> 00:09:16,900 but you can see if 320 00:09:16,900 --> 00:09:19,033 I just kind of look through the d noise here 321 00:09:19,166 --> 00:09:20,366 just double click it 322 00:09:20,533 --> 00:09:21,866 I'm sampling this area 323 00:09:21,866 --> 00:09:23,500 I could sample another area 324 00:09:23,500 --> 00:09:24,700 let's just see the difference here 325 00:09:24,700 --> 00:09:25,566 you can see 326 00:09:25,733 --> 00:09:27,600 the granularity clean up there 327 00:09:27,700 --> 00:09:30,100 okay so this gets written now 328 00:09:30,100 --> 00:09:31,600 and you can read right out this as well 329 00:09:31,600 --> 00:09:32,166 if you want 330 00:09:32,166 --> 00:09:33,800 and then you just take the right node 331 00:09:33,800 --> 00:09:36,100 and turn it into a read node by clicking here 332 00:09:36,466 --> 00:09:37,900 and it'll feed in whatever 333 00:09:37,900 --> 00:09:39,900 wherever you saved off your file at 334 00:09:39,900 --> 00:09:42,000 so then you just hit this switcher node 335 00:09:42,200 --> 00:09:43,766 switching from 0 to 1 336 00:09:43,766 --> 00:09:46,300 right so now you're not waiting for 337 00:09:46,300 --> 00:09:48,366 the neat video to calculate every frame 338 00:09:48,533 --> 00:09:50,133 you have it pre rendered off 339 00:09:50,133 --> 00:09:51,000 which is very 340 00:09:51,000 --> 00:09:51,700 very important 341 00:09:51,700 --> 00:09:53,366 so usually you always pre 342 00:09:53,600 --> 00:09:56,200 you always render off a version with 343 00:09:56,266 --> 00:09:58,966 you know just the degrain version for the sake of 344 00:09:59,300 --> 00:10:00,666 speeding up things 345 00:10:01,966 --> 00:10:04,400 okay so let's talk about 346 00:10:04,400 --> 00:10:05,733 kind of moving down the pipe here 347 00:10:05,733 --> 00:10:07,166 let's talk about say 348 00:10:07,166 --> 00:10:09,166 what we can jump into the format shall we 349 00:10:09,466 --> 00:10:10,933 now you can come in here 350 00:10:10,933 --> 00:10:14,166 especially in the format and get away with using the 351 00:10:15,133 --> 00:10:15,700 screen clean 352 00:10:15,700 --> 00:10:16,733 I talked about that before 353 00:10:16,733 --> 00:10:18,633 so go ahead and click on the screen clean 354 00:10:19,400 --> 00:10:20,766 and I'll go ahead and you know 355 00:10:20,766 --> 00:10:21,966 turn it off and on 356 00:10:22,266 --> 00:10:23,600 and honestly 357 00:10:23,933 --> 00:10:26,766 I mean it's affecting these areas up here 358 00:10:26,766 --> 00:10:27,366 brighten these up 359 00:10:27,366 --> 00:10:28,800 cause this is a tricky area up here 360 00:10:28,800 --> 00:10:30,166 cause this area is very 361 00:10:30,666 --> 00:10:33,000 very very very dark up here 362 00:10:33,000 --> 00:10:35,900 especially with the fact that there's a silhouette 363 00:10:35,900 --> 00:10:37,100 naturally occurring 364 00:10:37,100 --> 00:10:39,300 so I can come over here and click this color 365 00:10:39,300 --> 00:10:41,066 and sample this area here 366 00:10:41,333 --> 00:10:43,866 and you can see it's brightening up this area screens 367 00:10:43,866 --> 00:10:44,900 trying to it's trying to 368 00:10:45,200 --> 00:10:46,833 universally blend or 369 00:10:47,100 --> 00:10:49,466 some diffuse out the actual green screen 370 00:10:49,500 --> 00:10:51,100 it is a synthetic process 371 00:10:51,100 --> 00:10:53,433 which is affecting the edges by the way 372 00:10:53,533 --> 00:10:54,966 in a negative way 373 00:10:55,100 --> 00:10:58,233 so you can see it's adding a little bit of a 374 00:10:58,300 --> 00:11:00,900 a line there see that line wasn't there before 375 00:11:00,900 --> 00:11:03,166 now it is and we're losing this nice juicy 376 00:11:03,400 --> 00:11:06,000 motion blur this is when like I talked about before 377 00:11:06,000 --> 00:11:07,333 tampering in God's domain 378 00:11:07,333 --> 00:11:08,466 you're fiddling around 379 00:11:08,700 --> 00:11:10,633 now this is actually a hole here 380 00:11:10,700 --> 00:11:11,866 seeing through and here 381 00:11:11,866 --> 00:11:12,600 these are gonna be 382 00:11:12,600 --> 00:11:14,400 the problem areas that we have to deal with 383 00:11:14,400 --> 00:11:16,966 but we have to respect that they have to be keyed out 384 00:11:17,000 --> 00:11:19,200 so you can't just blow these things off and say 385 00:11:19,200 --> 00:11:21,466 whatever and I'm not gonna key that 386 00:11:21,466 --> 00:11:23,200 I'll just let it blend into the background 387 00:11:23,200 --> 00:11:24,466 and color it black or something 388 00:11:24,466 --> 00:11:27,400 you can't can't do that kind of stuff um 389 00:11:27,400 --> 00:11:29,566 our biggest challenge is just looking uh 390 00:11:29,566 --> 00:11:30,100 off the bat 391 00:11:30,100 --> 00:11:31,466 of course it will be these highlights 392 00:11:31,466 --> 00:11:33,766 these are gonna be a big issue um 393 00:11:33,766 --> 00:11:36,733 Jack's reflection on these specific goggles that 394 00:11:36,733 --> 00:11:39,233 the actual reflection of the goggles will be an issue 395 00:11:39,600 --> 00:11:42,033 the more reflective anything is on a character 396 00:11:42,166 --> 00:11:43,133 the worse off you are 397 00:11:43,133 --> 00:11:44,866 the darker the stuff is the better 398 00:11:45,000 --> 00:11:46,666 the brighter or whiter this stuff is 399 00:11:46,666 --> 00:11:47,466 the more reflective 400 00:11:47,466 --> 00:11:48,866 the more chance you're gonna get spilled 401 00:11:48,866 --> 00:11:50,866 the more you're gonna have to deal with those areas 402 00:11:52,466 --> 00:11:53,900 so I went ahead 403 00:11:53,900 --> 00:11:55,566 and use a screen clean in this circumstance 404 00:11:55,566 --> 00:11:57,800 because I'm not worried about having a perfect 405 00:11:57,800 --> 00:11:58,933 edge on my character 406 00:11:58,933 --> 00:12:01,766 by the way this is gonna be the very nasty format 407 00:12:01,766 --> 00:12:03,100 which is very crunchy 408 00:12:03,266 --> 00:12:04,333 and very sharp 409 00:12:04,333 --> 00:12:05,666 it doesn't have a fall off we 410 00:12:05,666 --> 00:12:08,066 don't even have to worry about respecting motion blur 411 00:12:08,300 --> 00:12:09,166 when it comes to this 412 00:12:09,166 --> 00:12:11,600 so I'm gonna go over here and jump to my prime at 413 00:12:12,166 --> 00:12:14,133 and I'll go ahead and put my viewer to the prime 414 00:12:14,133 --> 00:12:14,866 at node here 415 00:12:14,866 --> 00:12:15,333 and you know what 416 00:12:15,333 --> 00:12:16,933 let's just throw these nodes out 417 00:12:16,933 --> 00:12:18,266 and just make them fresh 418 00:12:18,733 --> 00:12:23,033 now if you are using the education version of this 419 00:12:23,200 --> 00:12:24,666 you don't want to use prime at 420 00:12:24,666 --> 00:12:25,933 I would definitely use key light 421 00:12:25,933 --> 00:12:28,000 so if I was doing a key light version of this 422 00:12:28,000 --> 00:12:28,766 and I'll show it to you 423 00:12:28,766 --> 00:12:30,300 because some of you guys are using the 424 00:12:30,500 --> 00:12:31,700 non commercial version of nuke 425 00:12:31,700 --> 00:12:33,433 which does not include prime at 426 00:12:33,700 --> 00:12:35,600 so um the key light 427 00:12:35,600 --> 00:12:38,566 I can come over here and just click my screen color 428 00:12:38,700 --> 00:12:40,400 right click here 429 00:12:40,700 --> 00:12:42,000 hit a for alpha 430 00:12:43,133 --> 00:12:44,166 ramp up screen game 431 00:12:44,166 --> 00:12:45,333 just as the hair 432 00:12:45,333 --> 00:12:46,900 go to my screen Matt 433 00:12:47,800 --> 00:12:49,066 clip the whites 434 00:12:49,066 --> 00:12:50,300 or clip the blacks 435 00:12:50,300 --> 00:12:52,200 clip the whites back 436 00:12:52,200 --> 00:12:53,266 really strong 437 00:12:53,933 --> 00:12:55,200 really really close 438 00:12:55,666 --> 00:12:57,000 and then if I need to 439 00:12:57,000 --> 00:12:58,800 um don't do much dilation 440 00:12:58,800 --> 00:12:59,333 dilation is 441 00:12:59,333 --> 00:13:00,633 is dangerous 442 00:13:00,866 --> 00:13:03,266 you also do a screen softening if you want 443 00:13:03,266 --> 00:13:05,466 just to give it a little bit of a soft edge 444 00:13:05,800 --> 00:13:06,666 slam your gamma 445 00:13:06,666 --> 00:13:08,366 make sure there is no Swiss cheese holes 446 00:13:08,366 --> 00:13:08,933 as you can see 447 00:13:08,933 --> 00:13:11,066 there is Swiss cheese holes in this case 448 00:13:11,400 --> 00:13:13,000 can you fix that by you know 449 00:13:13,000 --> 00:13:14,366 bringing back the weight 450 00:13:14,366 --> 00:13:16,866 even bringing it so closest to hair is 451 00:13:16,866 --> 00:13:18,833 still not solving the issue right 452 00:13:19,300 --> 00:13:21,533 so you can see if I just take my screen white 453 00:13:21,533 --> 00:13:23,966 I can drag this back until 454 00:13:23,966 --> 00:13:24,933 the holes are filled 455 00:13:24,933 --> 00:13:26,066 but then there comes a point where I 456 00:13:26,066 --> 00:13:28,200 can't deal with these reflections right 457 00:13:28,500 --> 00:13:29,666 the clip black 458 00:13:30,000 --> 00:13:31,366 you know cleared itself up pretty 459 00:13:31,366 --> 00:13:32,500 pretty well right 460 00:13:32,900 --> 00:13:34,500 so here is the difference 461 00:13:34,500 --> 00:13:35,800 as you can see 462 00:13:36,200 --> 00:13:37,800 and you can go with that 463 00:13:37,800 --> 00:13:40,500 now to fill in these Swiss cheese holes 464 00:13:40,500 --> 00:13:41,400 if I go and take a look 465 00:13:41,400 --> 00:13:44,566 and just go ahead and sample these areas oops 466 00:13:44,566 --> 00:13:46,266 let me go ahead and jump over here 467 00:13:46,333 --> 00:13:47,666 and close this 468 00:13:47,666 --> 00:13:49,266 and just sample these areas here 469 00:13:49,266 --> 00:13:51,700 you can see the value is point nine five 470 00:13:51,700 --> 00:13:53,266 so it's still 471 00:13:53,400 --> 00:13:54,533 it's not a you know 472 00:13:54,533 --> 00:13:56,900 it's it's still something you got to take care of 473 00:13:56,900 --> 00:13:57,766 right so again 474 00:13:57,766 --> 00:13:58,900 you can do paint 475 00:13:58,900 --> 00:14:00,366 brush work or 476 00:14:00,733 --> 00:14:01,666 in this case 477 00:14:01,666 --> 00:14:02,966 we can do a grade 478 00:14:03,933 --> 00:14:05,966 and we can set this grade to alpha 479 00:14:07,333 --> 00:14:09,466 and I can go ahead here 480 00:14:11,566 --> 00:14:13,200 and let's take a look here 481 00:14:14,700 --> 00:14:16,066 so put this back here 482 00:14:16,066 --> 00:14:19,566 so we still have these transparent issues here 483 00:14:20,166 --> 00:14:21,866 and actually let's not use a grade 484 00:14:21,866 --> 00:14:24,500 let's use any road or road filter 485 00:14:25,500 --> 00:14:29,466 and again I'm just going to allow this to dilate by 486 00:14:29,466 --> 00:14:31,833 I go I could just use a dilate but I'm gonna use 487 00:14:31,933 --> 00:14:36,166 a real fast cause the opposite direction is a dilate 488 00:14:36,966 --> 00:14:38,866 so if I take a look now 489 00:14:40,266 --> 00:14:42,100 you can see it's dilating it in 490 00:14:43,866 --> 00:14:45,166 alright so here's the original 491 00:14:45,166 --> 00:14:45,866 here's a new one 492 00:14:45,866 --> 00:14:47,800 if I go ahead and play around a little bit 493 00:14:49,000 --> 00:14:53,100 you can see that I can dilate this end very easily now 494 00:14:53,800 --> 00:14:54,966 as you dilate 495 00:14:54,966 --> 00:14:56,166 this is danger zone 496 00:14:56,166 --> 00:14:58,200 cause you can create webbing in doing this 497 00:14:58,200 --> 00:15:00,433 and what I mean by that is it's gonna start 498 00:15:00,700 --> 00:15:02,066 merging these edges together 499 00:15:02,066 --> 00:15:03,333 take a look um 500 00:15:03,333 --> 00:15:04,766 you can see this certain emerge 501 00:15:04,766 --> 00:15:05,900 this to this 502 00:15:06,266 --> 00:15:10,366 and this if you apply or uh put your edge mat on this 503 00:15:10,366 --> 00:15:12,500 you can create webbing or areas here that 504 00:15:12,500 --> 00:15:14,033 are being used out so 505 00:15:14,866 --> 00:15:16,933 roads are tricky and you got to be very 506 00:15:16,933 --> 00:15:18,466 very careful with these guys 507 00:15:18,466 --> 00:15:20,000 I would actually 508 00:15:20,366 --> 00:15:23,766 maybe do a animated road over there on those highlights 509 00:15:24,266 --> 00:15:24,933 negative tens 510 00:15:24,933 --> 00:15:26,300 pretty intense like I said 511 00:15:26,300 --> 00:15:27,900 so if I come over here 512 00:15:28,566 --> 00:15:29,800 I'll just put it in negative 10 513 00:15:29,800 --> 00:15:30,700 just so you can get an idea 514 00:15:30,700 --> 00:15:33,833 and then from there I would do another e road 515 00:15:34,266 --> 00:15:36,066 and this time pull it back 516 00:15:36,300 --> 00:15:37,833 so again I'll put this 517 00:15:37,933 --> 00:15:39,400 so if this is negative 10 518 00:15:39,400 --> 00:15:41,566 5 I'll put this into value 519 00:15:41,733 --> 00:15:42,966 um you know 520 00:15:42,966 --> 00:15:43,733 let's go to 10 521 00:15:43,733 --> 00:15:44,700 5 or something 522 00:15:44,700 --> 00:15:45,666 let's go to like 523 00:15:45,966 --> 00:15:50,000 yeah let's go to 10.5 in the opposite direction right 524 00:15:50,200 --> 00:15:50,966 so here's this 525 00:15:50,966 --> 00:15:51,800 the push out 526 00:15:51,800 --> 00:15:52,766 here's the string back 527 00:15:52,766 --> 00:15:54,066 let's see the difference 528 00:15:54,466 --> 00:15:56,700 between the two right 529 00:15:57,133 --> 00:15:59,500 see how there's a little bit of a change in that 530 00:15:59,500 --> 00:16:00,800 this is coming 531 00:16:00,866 --> 00:16:01,766 uh you know 532 00:16:01,766 --> 00:16:04,266 there's a little bit of a difference on the edge here 533 00:16:04,266 --> 00:16:04,966 not too bad 534 00:16:04,966 --> 00:16:06,633 so I'm gonna go ahead and take this and 535 00:16:06,933 --> 00:16:08,400 pull it in even more 536 00:16:08,866 --> 00:16:11,133 and then I can also come in here and just add this 537 00:16:11,133 --> 00:16:12,100 feather or something 538 00:16:12,100 --> 00:16:13,000 so you can have a feather 539 00:16:13,000 --> 00:16:13,733 or if you wish 540 00:16:13,733 --> 00:16:14,866 you can use the blur 541 00:16:14,900 --> 00:16:15,966 this is the 542 00:16:16,066 --> 00:16:17,666 feather that again 543 00:16:17,666 --> 00:16:20,366 I'll put this to zero here 544 00:16:22,066 --> 00:16:24,900 and try to play with and pull this back out 545 00:16:24,900 --> 00:16:25,700 there we go 546 00:16:26,200 --> 00:16:27,900 so I can this can 547 00:16:27,900 --> 00:16:29,500 this amount of feather can be 548 00:16:29,500 --> 00:16:32,100 in the positive or the negative direction 549 00:16:32,100 --> 00:16:35,766 so if you feel that you wanna go back or forward 550 00:16:36,000 --> 00:16:38,033 you can so we're gonna push it forward a little bit 551 00:16:38,333 --> 00:16:39,866 and that for now is our core 552 00:16:39,866 --> 00:16:42,066 now we still have this not nonsense up here 553 00:16:42,066 --> 00:16:43,833 which if we go back to 554 00:16:44,166 --> 00:16:46,800 our key light and crush our blacks a little bit 555 00:16:46,800 --> 00:16:48,366 we'll probably clean that out pretty good 556 00:16:48,366 --> 00:16:49,066 there we go 557 00:16:49,066 --> 00:16:49,766 so that's a good 558 00:16:49,766 --> 00:16:51,866 nice core for the alternative key light 559 00:16:52,300 --> 00:16:53,400 um we're not doing that 560 00:16:53,400 --> 00:16:54,366 we're gonna use Primat 561 00:16:54,366 --> 00:16:55,500 which is again 562 00:16:55,500 --> 00:16:58,933 the favorite because Primat will handle 563 00:16:58,933 --> 00:17:01,433 with those Swiss cheese holes a lot better 564 00:17:01,500 --> 00:17:03,500 and not have us do a lot of dilation 565 00:17:03,500 --> 00:17:05,866 I think the big reason why using a core 566 00:17:05,866 --> 00:17:08,833 for Primat as opposed to key light is to avoid 567 00:17:09,333 --> 00:17:12,766 the need to dilate out and then a rode back in 568 00:17:12,766 --> 00:17:15,100 that's what I assume 569 00:17:15,200 --> 00:17:17,433 so I'm gonna go to the prime ad here 570 00:17:17,866 --> 00:17:20,200 and let's go ahead and go back to RGB 571 00:17:20,200 --> 00:17:22,833 I'm gonna go ahead and sample the background 572 00:17:24,366 --> 00:17:25,166 here we go 573 00:17:27,300 --> 00:17:29,900 and that's gonna put a viewer to that 574 00:17:31,333 --> 00:17:34,533 oops it's first select error actually sorry 575 00:17:34,533 --> 00:17:35,633 let me erase that 576 00:17:36,533 --> 00:17:38,233 I'm gonna go ahead and make another one 577 00:17:38,333 --> 00:17:39,733 I had it under the wrong option 578 00:17:39,733 --> 00:17:43,200 your smart select click shift control Alts 579 00:17:43,900 --> 00:17:46,400 and just click put your viewer to it 580 00:17:51,533 --> 00:17:52,433 there we go 581 00:17:53,466 --> 00:17:55,566 so again you can hold down shift control Alt 582 00:17:55,566 --> 00:17:58,266 try to find a middle ground here as you can see 583 00:17:58,266 --> 00:18:02,200 this is gonna be a problem area up here so 584 00:18:03,766 --> 00:18:05,233 lasso grabbing 585 00:18:05,366 --> 00:18:07,166 see if you can pull that out a little bit 586 00:18:07,366 --> 00:18:08,200 if you come up here 587 00:18:08,200 --> 00:18:09,066 you can see 588 00:18:09,666 --> 00:18:11,766 we grab this area around the hair 589 00:18:12,500 --> 00:18:13,900 you know it might be a better bet 590 00:18:13,900 --> 00:18:15,833 even though you're not getting everything 591 00:18:16,166 --> 00:18:18,500 it's very difficult to kind of deal with those areas 592 00:18:18,500 --> 00:18:19,700 up there in the darkness 593 00:18:19,866 --> 00:18:22,733 so the prime at we say select background noise 594 00:18:22,733 --> 00:18:24,200 and then we hold down again 595 00:18:24,200 --> 00:18:26,833 shift control Alt and Lasso grab 596 00:18:27,533 --> 00:18:29,200 and that allows us to 597 00:18:29,266 --> 00:18:32,866 grab all these areas here like that 598 00:18:32,866 --> 00:18:34,866 and then of course you're gonna slam your gamma 599 00:18:34,866 --> 00:18:37,200 but I'm gonna do that 600 00:18:37,700 --> 00:18:39,366 and you can see all first off 601 00:18:39,366 --> 00:18:40,466 let me go ahead and get up here 602 00:18:40,466 --> 00:18:41,866 I've got to get some of this 603 00:18:42,300 --> 00:18:44,066 this stuff up here by the way 604 00:18:45,000 --> 00:18:46,966 and grab this area 605 00:18:48,400 --> 00:18:51,000 and just gobble gobble okay 606 00:18:51,000 --> 00:18:52,766 so now we're gonna slam our gamma 607 00:18:52,766 --> 00:18:54,800 and now we're gonna be very careful 608 00:18:55,000 --> 00:18:55,900 when we do this 609 00:18:55,900 --> 00:18:58,533 we're actually gonna jump over to our foreground noise 610 00:18:58,533 --> 00:19:01,033 and I'm just going to click little areas first 611 00:19:01,600 --> 00:19:03,233 not gonna do the whole 612 00:19:03,466 --> 00:19:05,866 process where people like to uh 613 00:19:06,600 --> 00:19:08,400 come in here and they like to 614 00:19:09,366 --> 00:19:11,466 shift and grab and lasso grabs of a girl girl 615 00:19:11,466 --> 00:19:12,533 girl like that 616 00:19:12,533 --> 00:19:13,633 and let's see if I can 617 00:19:14,166 --> 00:19:16,566 get away with this by just grabbing and maybe lasso 618 00:19:16,566 --> 00:19:18,466 grabbing just a couple of little areas here 619 00:19:18,466 --> 00:19:19,866 because the more we fiddle with this 620 00:19:19,866 --> 00:19:20,833 you're gonna notice 621 00:19:21,100 --> 00:19:23,366 stuffs gonna pair like if I lasso grab everything 622 00:19:23,366 --> 00:19:26,066 watch like I got it all right 623 00:19:26,333 --> 00:19:28,100 um holding up pretty well 624 00:19:29,466 --> 00:19:30,600 let's go ahead and see our file 625 00:19:30,600 --> 00:19:31,366 you can see we're starting 626 00:19:31,366 --> 00:19:32,533 introduce something back there 627 00:19:32,533 --> 00:19:34,700 so again where this is a three dimensional Keeler 628 00:19:34,700 --> 00:19:36,266 clean background noise 629 00:19:37,133 --> 00:19:40,466 and then go back and see is something that I wanna grab 630 00:19:41,133 --> 00:19:45,200 uh yeah I think I'm gonna grab it 631 00:19:45,200 --> 00:19:47,666 so I'm gonna go clean background noise 632 00:19:49,566 --> 00:19:51,133 so I can grab some of that 633 00:19:51,133 --> 00:19:51,900 the more you do this 634 00:19:51,900 --> 00:19:53,766 the more goofier your edge is gonna get 635 00:19:53,766 --> 00:19:54,766 you're gonna get these 636 00:19:55,100 --> 00:19:57,133 fragments of pieces that stick out 637 00:19:57,133 --> 00:19:58,266 so you gotta be 638 00:19:58,866 --> 00:20:01,933 careful when you do this um again 639 00:20:01,933 --> 00:20:05,866 go back to your original footage and just look like 640 00:20:05,866 --> 00:20:07,400 should I get rid of that background noise 641 00:20:07,400 --> 00:20:09,100 yeah when in doubt 642 00:20:09,200 --> 00:20:10,833 erase into the edge 643 00:20:11,133 --> 00:20:12,566 um if you feel you need to 644 00:20:12,566 --> 00:20:14,566 so I'm gonna go ahead and grab as much as I can 645 00:20:14,566 --> 00:20:15,666 I'm gonna look around 646 00:20:15,666 --> 00:20:18,266 slam the gamma right 647 00:20:18,933 --> 00:20:19,566 looking good 648 00:20:19,566 --> 00:20:21,200 so we wanna make sure we got all that noise 649 00:20:21,200 --> 00:20:22,000 out of there 650 00:20:22,566 --> 00:20:23,800 and we're good to go 651 00:20:25,000 --> 00:20:26,566 so looking pretty good alright 652 00:20:26,566 --> 00:20:28,200 so the next thing we're gonna do is 653 00:20:28,200 --> 00:20:29,566 we're gonna grade this 654 00:20:30,066 --> 00:20:30,800 this case I 655 00:20:30,800 --> 00:20:32,533 I went ahead and just 656 00:20:32,533 --> 00:20:33,366 I don't think in this case 657 00:20:33,366 --> 00:20:35,466 I need to grade blacks any more than they are 658 00:20:35,466 --> 00:20:37,100 so I think I'll leave that at zero 659 00:20:37,700 --> 00:20:39,900 um and then if you have the gradient here 660 00:20:39,900 --> 00:20:41,566 you can play with the gamma again 661 00:20:41,566 --> 00:20:43,100 you can see I have this set to alpha 662 00:20:43,100 --> 00:20:44,700 so I can the 663 00:20:45,666 --> 00:20:47,066 gray the gamma is good at 664 00:20:47,066 --> 00:20:48,666 kind of shrinking the mat a little bit 665 00:20:48,666 --> 00:20:49,366 but it does 666 00:20:49,366 --> 00:20:51,233 as you can see here sharpen it 667 00:20:52,000 --> 00:20:53,400 so be aware of that 668 00:20:53,400 --> 00:20:55,600 and some people will clamp the white and play with the 669 00:20:55,600 --> 00:20:58,100 multiply a little bit to extend it out 670 00:20:59,100 --> 00:21:00,400 so it's up to you 671 00:21:01,666 --> 00:21:03,566 here we go alright 672 00:21:03,566 --> 00:21:05,866 so do you need to um 673 00:21:05,866 --> 00:21:07,300 in this case dilate out 674 00:21:07,300 --> 00:21:09,100 which is a negative one unfilter row no 675 00:21:09,100 --> 00:21:10,000 we don't okay 676 00:21:10,000 --> 00:21:11,366 so that's the benefit of that 677 00:21:11,366 --> 00:21:12,233 so we don't have to 678 00:21:12,266 --> 00:21:14,000 we're not messing with the edge 679 00:21:14,066 --> 00:21:16,700 melting the edge together and then receding it back 680 00:21:16,900 --> 00:21:17,866 via a dilated row 681 00:21:17,866 --> 00:21:19,066 we're just eroding 682 00:21:19,166 --> 00:21:21,066 so I'm gonna come to this E road here 683 00:21:21,066 --> 00:21:23,566 and this is where we're gonna decide to punch it back 684 00:21:23,566 --> 00:21:26,000 so I'm gonna choose about 10 units back here 685 00:21:26,000 --> 00:21:27,700 um throughout this 686 00:21:27,900 --> 00:21:30,033 and then add a feather to this 687 00:21:30,733 --> 00:21:31,933 so you can see there's a feather 688 00:21:31,933 --> 00:21:33,900 and it's a negative feather going in 689 00:21:34,900 --> 00:21:36,666 again the gamma will adjust 690 00:21:37,466 --> 00:21:39,366 the extension of the feather 691 00:21:39,466 --> 00:21:40,666 another great tool 692 00:21:41,866 --> 00:21:44,166 now one of the other things you'll notice in here 693 00:21:44,166 --> 00:21:45,000 if I do the feather 694 00:21:45,000 --> 00:21:47,400 we've got some information here 695 00:21:48,000 --> 00:21:50,900 if I go ahead and see if I can sample these areas here 696 00:21:50,900 --> 00:21:52,833 you see we're getting values 697 00:21:53,866 --> 00:21:55,666 yeah we're getting holes okay 698 00:21:55,666 --> 00:21:56,966 so what's going on there 699 00:21:56,966 --> 00:21:58,400 well there might be 700 00:21:58,400 --> 00:22:00,233 let's go ahead and just poke around here 701 00:22:00,800 --> 00:22:02,600 there might still be holes in here 702 00:22:02,600 --> 00:22:03,566 oh there is 703 00:22:04,600 --> 00:22:05,700 cause if we dilate it 704 00:22:05,700 --> 00:22:07,900 that's when we're gonna start to see something right 705 00:22:07,966 --> 00:22:10,500 so by shrinking it down 706 00:22:10,566 --> 00:22:11,900 this is what we done 707 00:22:12,066 --> 00:22:14,166 we've exposed these holes so again 708 00:22:14,166 --> 00:22:15,133 what I what can I do 709 00:22:15,133 --> 00:22:15,666 well I mean 710 00:22:15,666 --> 00:22:17,266 you can go back to your prime at 711 00:22:17,666 --> 00:22:20,600 and choose foreground noise and just try to 712 00:22:21,400 --> 00:22:23,633 isolate these areas if you can 713 00:22:25,666 --> 00:22:28,000 and it doesn't look like it's doing it too well 714 00:22:29,266 --> 00:22:32,800 again I'll come back to my prime hat here 715 00:22:34,166 --> 00:22:36,466 see if I can grab as much as I can 716 00:22:38,366 --> 00:22:41,100 and let's see if that solved it 717 00:22:44,600 --> 00:22:48,100 alright so we got this and then we got the feather 718 00:22:49,533 --> 00:22:51,966 let's turn the feather off there it seems 719 00:22:52,600 --> 00:22:53,900 let's take a look here 720 00:22:55,366 --> 00:22:57,200 got that we got this 721 00:22:57,666 --> 00:23:00,166 so this is a tricky part and then you might like I said 722 00:23:00,166 --> 00:23:01,766 you might need to come in here 723 00:23:02,333 --> 00:23:05,600 add a filter road set to just a negative one value 724 00:23:06,900 --> 00:23:09,366 to dilate you can also use a dilate here 725 00:23:09,366 --> 00:23:11,866 and that's gonna clean up the little dots 726 00:23:11,866 --> 00:23:13,100 as you can see here 727 00:23:13,500 --> 00:23:16,833 so just you kind of blowing it out to kind of 728 00:23:17,200 --> 00:23:19,733 kind of melt in all the little holes okay 729 00:23:19,733 --> 00:23:23,000 and then finally shrinking it back in will be good 730 00:23:23,600 --> 00:23:25,266 so there is our core 731 00:23:25,400 --> 00:23:26,000 I want you to know 732 00:23:26,000 --> 00:23:28,900 this is interesting little offshoot I have here 733 00:23:29,000 --> 00:23:31,833 um I have the core 734 00:23:32,166 --> 00:23:34,166 uh you know 735 00:23:34,166 --> 00:23:35,633 moving in and going here 736 00:23:35,900 --> 00:23:38,066 um but when it comes to my actual mat 737 00:23:38,066 --> 00:23:39,666 which I'm building over here 738 00:23:39,966 --> 00:23:42,300 um I've got this extra little stencil here 739 00:23:42,300 --> 00:23:43,333 so the stencil 740 00:23:43,333 --> 00:23:46,600 is gonna be used for these areas right here 741 00:23:46,800 --> 00:23:48,333 that obviously got 742 00:23:48,333 --> 00:23:49,500 as you can see 743 00:23:49,933 --> 00:23:50,366 chewed away 744 00:23:50,366 --> 00:23:51,733 we knew there was an empty hole there 745 00:23:51,733 --> 00:23:53,633 so if I go ahead and take a look at my stencil 746 00:23:53,966 --> 00:23:54,800 I've added these 747 00:23:54,800 --> 00:23:57,166 a couple holes to where I know there is 748 00:23:57,400 --> 00:23:58,400 actual real holes 749 00:23:58,400 --> 00:23:59,266 so let's go and take a look 750 00:23:59,266 --> 00:24:01,233 we don't want the core to fill those up 751 00:24:01,266 --> 00:24:03,266 so those are these little holes right here 752 00:24:03,266 --> 00:24:04,233 that I've added 753 00:24:04,733 --> 00:24:06,666 and the reason it was 754 00:24:06,666 --> 00:24:07,333 or get into this 755 00:24:07,333 --> 00:24:08,133 this is gonna be 756 00:24:08,133 --> 00:24:09,366 this core mat 757 00:24:09,366 --> 00:24:12,466 is what's gonna be used as the feathering between 758 00:24:12,700 --> 00:24:14,966 the Core d spill on the Edge d spill 759 00:24:15,166 --> 00:24:17,600 but I don't want this stencil to be included in it 760 00:24:17,600 --> 00:24:19,566 because it'll basically 761 00:24:19,566 --> 00:24:20,600 give me weird results 762 00:24:20,600 --> 00:24:21,366 and I don't want that 763 00:24:21,366 --> 00:24:23,466 so I'm not too worried about that 764 00:24:23,466 --> 00:24:24,333 and that respect okay 765 00:24:24,333 --> 00:24:27,133 so the next step is shuffling this information 766 00:24:27,133 --> 00:24:28,533 to the red um 767 00:24:28,533 --> 00:24:29,200 the alpha channel 768 00:24:29,200 --> 00:24:30,466 to the RGB channel 769 00:24:30,466 --> 00:24:32,200 and one of the reasons by doing this 770 00:24:32,366 --> 00:24:33,966 is by staying in RGB 771 00:24:33,966 --> 00:24:37,500 I can swap very quickly back and forth to my original 772 00:24:37,700 --> 00:24:38,800 just so I can 773 00:24:38,800 --> 00:24:39,800 switch back and forth 774 00:24:39,800 --> 00:24:42,100 I don't have to go up here and go okay 775 00:24:42,100 --> 00:24:43,066 turn itself 776 00:24:43,666 --> 00:24:45,400 you know that's one of the reasons why 777 00:24:45,466 --> 00:24:46,533 we kind of jump into 778 00:24:46,533 --> 00:24:48,266 RGB mode okay 779 00:24:48,266 --> 00:24:51,333 so let's talk about the actual edge mat um 780 00:24:51,333 --> 00:24:52,100 in this edge mat 781 00:24:52,100 --> 00:24:54,133 I find that a lot of artists will try to 782 00:24:54,133 --> 00:24:55,633 as best as they can 783 00:24:55,666 --> 00:24:58,966 avoid the screen clean if they don't need it 784 00:24:59,100 --> 00:25:00,166 but if you do need it 785 00:25:00,166 --> 00:25:01,000 you can actually 786 00:25:01,000 --> 00:25:02,133 you know use it 787 00:25:02,133 --> 00:25:03,366 um the best you can 788 00:25:03,366 --> 00:25:05,300 another cool thing you can do 789 00:25:05,800 --> 00:25:08,166 is you can actually use the screen clean 790 00:25:08,166 --> 00:25:11,166 and actually do a dissolve between 791 00:25:11,366 --> 00:25:12,733 um the originalness 792 00:25:12,733 --> 00:25:13,700 if you wish 793 00:25:13,700 --> 00:25:14,766 which is kind of cool 794 00:25:14,766 --> 00:25:15,400 and you can get 795 00:25:15,400 --> 00:25:16,066 like you can 796 00:25:16,066 --> 00:25:18,666 you can get a little bit of what the benefits are 797 00:25:18,666 --> 00:25:19,600 the screen clean here 798 00:25:19,600 --> 00:25:21,466 but we're not gonna do that for the edge mat 799 00:25:22,800 --> 00:25:25,200 so I went ahead and did a whole 800 00:25:25,533 --> 00:25:27,166 daisy chain version of this 801 00:25:27,166 --> 00:25:30,066 and I found in the process that it actually 802 00:25:30,066 --> 00:25:31,500 didn't help my situation 803 00:25:31,500 --> 00:25:33,000 and daisy chaining 804 00:25:33,166 --> 00:25:35,966 the actual IBK colors is 805 00:25:36,000 --> 00:25:37,300 can be beneficial 806 00:25:37,566 --> 00:25:39,466 for areas like this okay 807 00:25:39,466 --> 00:25:40,566 but here's the problem 808 00:25:40,566 --> 00:25:44,000 this is so dark here 809 00:25:44,000 --> 00:25:47,700 right that if I did get a little sample of this 810 00:25:47,866 --> 00:25:49,666 it would sample a darker color 811 00:25:49,666 --> 00:25:51,366 and not get me a good result okay 812 00:25:51,366 --> 00:25:53,100 so that's why I stuck with 813 00:25:53,200 --> 00:25:56,766 a single IBK color here 814 00:25:57,400 --> 00:25:58,900 as opposed to a daisy chain 815 00:25:58,900 --> 00:26:00,300 you can see the results if you wish 816 00:26:00,300 --> 00:26:01,000 I have it here 817 00:26:01,000 --> 00:26:02,566 I have the two different options 818 00:26:02,566 --> 00:26:04,233 later on we're gonna talk about why 819 00:26:04,300 --> 00:26:07,166 this edge mat has this weird system here 820 00:26:07,466 --> 00:26:10,300 um that way I don't have to literally build 821 00:26:10,300 --> 00:26:11,800 and copy paste this color node 822 00:26:11,800 --> 00:26:13,200 this is connected 823 00:26:13,366 --> 00:26:15,800 these darks and lights are connected to every 824 00:26:15,800 --> 00:26:17,600 one of these darks and lights nodes 825 00:26:17,600 --> 00:26:19,933 so whatever input I put into my master 826 00:26:19,933 --> 00:26:22,600 is actually plugged into these and it propagates down 827 00:26:22,600 --> 00:26:24,733 so we're gonna deal with this later on 828 00:26:24,733 --> 00:26:25,600 and use this later on 829 00:26:25,600 --> 00:26:26,366 so don't worry about it 830 00:26:26,366 --> 00:26:27,433 but you can see 831 00:26:27,466 --> 00:26:28,900 I just gave up on that 832 00:26:28,900 --> 00:26:31,466 and came over here and use the IBK color 833 00:26:32,166 --> 00:26:34,100 from which in this circumstance 834 00:26:34,100 --> 00:26:35,700 I did a 5.5 835 00:26:35,700 --> 00:26:36,766 uh you know 836 00:26:36,766 --> 00:26:39,166 point zero seven on the reds 837 00:26:39,400 --> 00:26:40,900 uh point zero three 838 00:26:40,900 --> 00:26:42,300 and I got a good result again 839 00:26:42,300 --> 00:26:44,300 you can cross compare the two as if it 840 00:26:44,300 --> 00:26:46,466 does it look like Jack got out of the way 841 00:26:46,866 --> 00:26:47,966 you know it does 842 00:26:47,966 --> 00:26:48,800 look at the color there 843 00:26:48,800 --> 00:26:50,300 matches pretty well 844 00:26:51,600 --> 00:26:53,400 see here this is if Jack got out of the way 845 00:26:53,400 --> 00:26:55,100 and then look at the color luminance 846 00:26:55,100 --> 00:26:56,900 it's the same right 847 00:26:57,100 --> 00:26:58,533 very very well done 848 00:26:58,533 --> 00:27:00,533 these these are gonna be a fun issue right here 849 00:27:00,533 --> 00:27:03,766 as you can see green reflecting in the eyes 850 00:27:03,966 --> 00:27:05,600 so with that said 851 00:27:05,600 --> 00:27:08,833 we can go ahead and take a look and I graded it 852 00:27:10,533 --> 00:27:12,500 so I did a little bit of grading in here 853 00:27:13,700 --> 00:27:14,533 to the image 854 00:27:14,533 --> 00:27:15,300 so let me go ahead 855 00:27:15,300 --> 00:27:16,766 and just show you what that looks like 856 00:27:16,766 --> 00:27:18,533 so here is the information 857 00:27:18,533 --> 00:27:20,566 you can see we are losing information 858 00:27:20,800 --> 00:27:22,300 um in the uh 859 00:27:22,300 --> 00:27:25,000 extreme highlights here and areas where there's green 860 00:27:25,266 --> 00:27:27,066 I went ahead and graded the image 861 00:27:27,066 --> 00:27:29,133 uh as you can see here 862 00:27:29,133 --> 00:27:29,866 now the question is 863 00:27:29,866 --> 00:27:32,366 did we lose any information in the grade 864 00:27:32,533 --> 00:27:35,100 I didn't do much of a black point grade change here 865 00:27:35,100 --> 00:27:36,266 point zero one 866 00:27:36,466 --> 00:27:38,966 um but you can see we did maybe lose 867 00:27:39,066 --> 00:27:40,333 a little bit of information 868 00:27:40,333 --> 00:27:41,300 but not a lot 869 00:27:41,366 --> 00:27:42,366 and then the white point 870 00:27:42,366 --> 00:27:44,400 I always like to take it and bring it to like 871 00:27:44,400 --> 00:27:46,400 point nine eight or point nine nine 872 00:27:46,566 --> 00:27:48,266 to help fill in those Swiss cheese holes 873 00:27:48,266 --> 00:27:48,700 you can see 874 00:27:48,700 --> 00:27:50,333 if I look at this 875 00:27:50,333 --> 00:27:52,466 I mean the core is supposed to fill in the holes 876 00:27:52,466 --> 00:27:54,300 but if I take a look at this 877 00:27:54,300 --> 00:27:55,466 and bring it all the way down 878 00:27:55,466 --> 00:27:55,700 you can see 879 00:27:55,700 --> 00:27:58,533 look at all this area that's been kind of taken out 880 00:27:58,533 --> 00:28:00,166 but if I just do a simple 881 00:28:00,466 --> 00:28:03,000 grade of just two values here 882 00:28:03,000 --> 00:28:06,000 right of crushing though the white values 883 00:28:06,266 --> 00:28:07,266 you see it did a lot 884 00:28:07,266 --> 00:28:11,166 it did filled in a lot of those issues okay 885 00:28:11,166 --> 00:28:12,800 we still have this here and this here 886 00:28:12,800 --> 00:28:14,300 and I don't wanna over crank it anymore 887 00:28:14,300 --> 00:28:17,266 so I'm gonna leave that to the format to deal with 888 00:28:17,733 --> 00:28:18,566 so with that 889 00:28:18,566 --> 00:28:21,066 I've also added a key light and again 890 00:28:21,066 --> 00:28:23,066 this is whatever suits your fancy right 891 00:28:23,066 --> 00:28:24,633 so if you go to the key light 892 00:28:25,000 --> 00:28:25,600 off the side 893 00:28:25,600 --> 00:28:27,833 I've made a key here right 894 00:28:28,266 --> 00:28:31,466 and then I've added a roto here for this side over here 895 00:28:31,466 --> 00:28:32,566 in the key mix 896 00:28:32,700 --> 00:28:35,200 because I found that regardless of how 897 00:28:35,600 --> 00:28:37,800 hard I try with the IBK color 898 00:28:38,266 --> 00:28:41,366 the key mix actually did a better job 899 00:28:42,066 --> 00:28:43,200 of actually 900 00:28:43,200 --> 00:28:45,566 keeping the information the best that I want it 901 00:28:45,566 --> 00:28:48,166 including dealing with these little holes over here 902 00:28:48,933 --> 00:28:50,066 so you can see here 903 00:28:50,066 --> 00:28:51,533 I wanted to maintain these holes 904 00:28:51,533 --> 00:28:53,000 so I just did a key 905 00:28:53,000 --> 00:28:54,266 a key light again 906 00:28:54,266 --> 00:28:56,500 the key light is simply dealing with the color 907 00:28:56,666 --> 00:28:57,966 bringing up the gain a little bit 908 00:28:57,966 --> 00:28:59,966 crushing the blacks just a hair 909 00:29:00,266 --> 00:29:01,100 um you know 910 00:29:01,100 --> 00:29:02,966 this might be a little too much actually 911 00:29:04,500 --> 00:29:05,566 I pull that back 912 00:29:05,566 --> 00:29:07,900 and then a little bit of softening if I want 913 00:29:07,900 --> 00:29:08,866 not a good idea 914 00:29:08,866 --> 00:29:10,900 but I'll just maybe put a little bit in there 915 00:29:11,333 --> 00:29:12,900 not much and that gets that 916 00:29:12,900 --> 00:29:15,466 that area is added in here to 917 00:29:15,466 --> 00:29:17,133 so this area was done by the key light 918 00:29:17,133 --> 00:29:19,166 this area was done by the IPK gizmo 919 00:29:19,766 --> 00:29:22,000 again go with what works 920 00:29:22,000 --> 00:29:23,666 don't trust in what someone says 921 00:29:23,666 --> 00:29:25,800 always use this you know 922 00:29:26,000 --> 00:29:30,300 and then I shuffle out again the actually RGBA here 923 00:29:31,800 --> 00:29:33,066 now here's the cool little plug in 924 00:29:33,066 --> 00:29:33,900 I talked about earlier 925 00:29:33,900 --> 00:29:35,333 the core versus edge analysis 926 00:29:35,333 --> 00:29:36,400 this is where I can 927 00:29:36,400 --> 00:29:38,000 we we basically take the core 928 00:29:38,000 --> 00:29:39,600 and plug it into the red channel 929 00:29:40,000 --> 00:29:40,800 and then we 930 00:29:40,900 --> 00:29:43,466 do the edge matt or fringe matt into the blue channel 931 00:29:43,466 --> 00:29:45,066 we merge them together 932 00:29:45,333 --> 00:29:47,266 now you'll notice we're getting some very interesting 933 00:29:47,266 --> 00:29:48,633 artifacts here 934 00:29:48,900 --> 00:29:50,866 so I've added an expression here 935 00:29:50,866 --> 00:29:53,233 which basically says if uh 936 00:29:53,566 --> 00:29:56,400 if red is greater than uh blue 937 00:29:56,400 --> 00:29:58,400 then make red blue 938 00:29:58,666 --> 00:30:00,100 uh value blue to red 939 00:30:00,100 --> 00:30:02,166 so that's basically a numeric value 940 00:30:02,266 --> 00:30:04,966 and what that does is it cleans up all that information 941 00:30:04,966 --> 00:30:08,300 so this is a nice visual representation to show you 942 00:30:08,733 --> 00:30:12,233 uh what exactly is the core mat and what exactly is 943 00:30:12,533 --> 00:30:14,200 the uh fringe mat 944 00:30:14,333 --> 00:30:15,466 and you know 945 00:30:15,466 --> 00:30:16,533 and what is it combines 946 00:30:16,533 --> 00:30:18,800 the combination of both is purple 947 00:30:18,966 --> 00:30:20,133 um the area here 948 00:30:20,133 --> 00:30:20,600 for instance 949 00:30:20,600 --> 00:30:24,200 that is blue is considered to be your fringe mat 950 00:30:24,500 --> 00:30:27,166 and if for some reason as you 951 00:30:27,166 --> 00:30:29,200 what I would do is I would even play this through 952 00:30:29,200 --> 00:30:31,600 and see if you have any issues where you see red 953 00:30:31,600 --> 00:30:32,300 if you see red 954 00:30:32,300 --> 00:30:35,000 that means the core has spilled on over 955 00:30:35,000 --> 00:30:36,833 and I can show that to you 956 00:30:37,100 --> 00:30:40,366 if I come over here to my filter erode here 957 00:30:40,933 --> 00:30:42,566 right and here's where we wrote 958 00:30:42,566 --> 00:30:44,466 if I go ahead and turn that off 959 00:30:45,000 --> 00:30:45,933 actually let's leave it on 960 00:30:45,933 --> 00:30:47,000 it was a 10.5 961 00:30:47,000 --> 00:30:48,633 let me go ahead and take that 962 00:30:48,933 --> 00:30:52,033 pull it out even more right 963 00:30:53,333 --> 00:30:55,500 see if we can kind of pull that out there we go 964 00:31:00,266 --> 00:31:02,400 and I'll go ahead and disable my expression 965 00:31:02,400 --> 00:31:03,200 really quick 966 00:31:03,466 --> 00:31:05,666 you can see that what we had 967 00:31:05,666 --> 00:31:08,600 the problem we have here is this area 968 00:31:08,600 --> 00:31:10,966 um again you can just use the merge or the expression 969 00:31:10,966 --> 00:31:12,733 um at the merge node 970 00:31:12,733 --> 00:31:15,133 you can see if it's gone overboard or out 971 00:31:15,133 --> 00:31:16,166 the expression is gone out 972 00:31:16,166 --> 00:31:18,133 so the red means the core is like an 973 00:31:18,133 --> 00:31:19,266 almost like a warning sign 974 00:31:19,266 --> 00:31:20,766 red meaning bad bad bad 975 00:31:20,933 --> 00:31:22,266 um it is what it is 976 00:31:22,266 --> 00:31:25,233 so again I'll come back to my filtery road 977 00:31:25,766 --> 00:31:29,233 bring this back until I'm comfortable 978 00:31:29,866 --> 00:31:31,533 with where it's at 979 00:31:31,533 --> 00:31:34,166 again I'll look at this with the expression this time 980 00:31:35,300 --> 00:31:37,100 and you can see it's comfortably away 981 00:31:37,100 --> 00:31:39,366 now you wanna stay away from motion blur areas 982 00:31:39,366 --> 00:31:42,100 so there might be an area when his face 983 00:31:42,100 --> 00:31:43,600 his face turns very dramatically 984 00:31:43,600 --> 00:31:45,666 and this is gonna be too close for comfort 985 00:31:45,666 --> 00:31:46,966 in regards to 986 00:31:47,366 --> 00:31:48,533 allowing the core to be there 987 00:31:48,533 --> 00:31:51,266 because it will create this cut off in the motion blur 988 00:31:51,266 --> 00:31:52,466 it look really weird 989 00:31:52,900 --> 00:31:56,200 so this is a great chance for you just take a look 990 00:31:56,200 --> 00:32:00,833 and play through and see if there's an issue over here 991 00:32:01,366 --> 00:32:03,300 under here is where we screen together 992 00:32:03,300 --> 00:32:04,866 the core mat and the edge mat 993 00:32:04,866 --> 00:32:07,500 so this is the combination of both worlds 994 00:32:07,500 --> 00:32:09,700 so we get all those nice juicy details 995 00:32:09,700 --> 00:32:11,200 he is really out of focus again 996 00:32:11,200 --> 00:32:12,266 we come up here 997 00:32:12,500 --> 00:32:13,700 we can sample 998 00:32:13,966 --> 00:32:17,300 this here and we can see the values are still below 999 00:32:17,766 --> 00:32:19,000 uh point zero five 1000 00:32:19,000 --> 00:32:22,033 so it's okay to have that information there 1001 00:32:22,566 --> 00:32:24,133 now here's where we deal with the garbage mask 1002 00:32:24,133 --> 00:32:25,966 which is a combo of 1003 00:32:25,966 --> 00:32:28,000 two different types of garbage masks 1004 00:32:28,266 --> 00:32:31,200 so the way this works is rather interesting 1005 00:32:31,300 --> 00:32:32,800 the first thing you can see 1006 00:32:32,800 --> 00:32:33,600 and removing down 1007 00:32:33,600 --> 00:32:36,366 the pipe is just a regular roto that you would animate 1008 00:32:36,366 --> 00:32:37,200 which is this 1009 00:32:37,200 --> 00:32:38,433 if I go to this roto 1010 00:32:38,700 --> 00:32:41,066 we've animated this sort of rhodo mask 1011 00:32:41,266 --> 00:32:42,200 around our character 1012 00:32:42,200 --> 00:32:44,333 right and again 1013 00:32:44,333 --> 00:32:45,600 if we come to the blur 1014 00:32:45,600 --> 00:32:47,700 we blurt it a little bit right 1015 00:32:47,700 --> 00:32:49,466 I can blur it even more if I want 1016 00:32:49,466 --> 00:32:50,433 and just to kind of 1017 00:32:51,000 --> 00:32:52,400 give it a nice strong edge 1018 00:32:52,400 --> 00:32:53,666 and the mask 1019 00:32:54,066 --> 00:32:55,366 it's just masking it out 1020 00:32:55,366 --> 00:32:56,566 so you can see what it's doing 1021 00:32:56,566 --> 00:32:58,833 it's cutting off this information here 1022 00:32:59,566 --> 00:33:01,266 so the good news about that is 1023 00:33:01,266 --> 00:33:03,266 the infant that this mask 1024 00:33:03,266 --> 00:33:07,800 is being plugged in to mask out this from the core 1025 00:33:08,200 --> 00:33:09,966 okay so now we're taking the core 1026 00:33:09,966 --> 00:33:12,633 here's the core information coming down the pipe right 1027 00:33:13,000 --> 00:33:14,833 and coming to the garbage mask 1028 00:33:15,333 --> 00:33:17,066 and now I can go ahead and take that 1029 00:33:17,066 --> 00:33:18,500 and it's dilated 1030 00:33:18,966 --> 00:33:20,433 okay which is 1031 00:33:20,466 --> 00:33:22,233 pumped out very heavily 1032 00:33:22,300 --> 00:33:23,566 it's blurred 1033 00:33:24,566 --> 00:33:27,466 and then it's used as a mask input for this 1034 00:33:27,466 --> 00:33:29,200 so this is now the mask 1035 00:33:29,666 --> 00:33:31,300 that's used to mask out this 1036 00:33:31,300 --> 00:33:32,966 so let's go ahead and see what happens 1037 00:33:32,966 --> 00:33:34,166 at that stage 1038 00:33:34,533 --> 00:33:36,233 so I disable and enable 1039 00:33:37,200 --> 00:33:39,800 you can see it's isolated itself 1040 00:33:39,800 --> 00:33:42,666 to a moving dilation based on an off die 1041 00:33:42,666 --> 00:33:44,000 an off shoot 1042 00:33:44,166 --> 00:33:47,466 or extension out of the original mat itself 1043 00:33:47,800 --> 00:33:49,533 you might wanna increase this 1044 00:33:49,533 --> 00:33:50,366 even bigger 1045 00:33:50,366 --> 00:33:52,666 so you might wanna dilate this even more 1046 00:33:52,666 --> 00:33:55,833 you can see if it starts to get too close on your 1047 00:33:56,500 --> 00:33:57,666 object you don't want that 1048 00:33:57,666 --> 00:33:58,166 so you really 1049 00:33:58,166 --> 00:34:00,266 you might have to extend this out pretty heavily 1050 00:34:00,900 --> 00:34:03,500 so that it doesn't touch anything here 1051 00:34:03,500 --> 00:34:04,266 so you can see 1052 00:34:04,266 --> 00:34:05,266 and always just double check 1053 00:34:05,266 --> 00:34:05,766 cause this could 1054 00:34:05,766 --> 00:34:07,633 might be causing issues here 1055 00:34:07,800 --> 00:34:10,566 you'll notice the version we chose for this is not 1056 00:34:10,566 --> 00:34:11,966 the one with the stencil 1057 00:34:12,200 --> 00:34:13,200 chopped out 1058 00:34:13,600 --> 00:34:14,833 so keep that 1059 00:34:14,866 --> 00:34:15,900 be aware of that 1060 00:34:16,366 --> 00:34:17,933 so um in that case 1061 00:34:17,933 --> 00:34:18,500 let's go ahead 1062 00:34:18,500 --> 00:34:19,900 before we continue on 1063 00:34:19,900 --> 00:34:22,400 um it down here would be the combined mats 1064 00:34:22,400 --> 00:34:24,333 everything looking beautiful alright 1065 00:34:24,333 --> 00:34:25,133 and then of course 1066 00:34:25,133 --> 00:34:26,333 the core mat 1067 00:34:26,333 --> 00:34:28,433 minus this stencil process 1068 00:34:28,566 --> 00:34:30,200 is being brought into 1069 00:34:30,200 --> 00:34:31,733 the thing we show you earlier 1070 00:34:31,733 --> 00:34:33,366 which is the exponential blur 1071 00:34:33,866 --> 00:34:36,500 which is the mass between the core d spill 1072 00:34:36,500 --> 00:34:37,766 and the Edge d spill 1073 00:34:37,766 --> 00:34:40,366 so let's go ahead and jump into those two 1074 00:34:40,500 --> 00:34:41,700 so here's the core d spill 1075 00:34:41,700 --> 00:34:42,733 and again I have your 1076 00:34:42,733 --> 00:34:44,700 you know the top hits 1077 00:34:44,700 --> 00:34:45,533 of top favorites 1078 00:34:45,533 --> 00:34:46,366 Expression Key 1079 00:34:46,366 --> 00:34:47,466 Light Kill spill 1080 00:34:47,466 --> 00:34:48,300 and of course 1081 00:34:49,900 --> 00:34:52,300 there's also d spill madness and so forth 1082 00:34:53,533 --> 00:34:55,166 um I might show you guys 1083 00:34:55,166 --> 00:34:55,766 Diesel Manus 1084 00:34:55,766 --> 00:34:57,300 I do have and I just don't wanna 1085 00:34:57,300 --> 00:34:58,966 show it because it won't load up in your 1086 00:34:58,966 --> 00:35:00,400 expression that you have installed 1087 00:35:00,600 --> 00:35:03,100 so here's the expression uh 1088 00:35:03,100 --> 00:35:05,366 the atypical expression that is the favorite 1089 00:35:05,366 --> 00:35:07,533 uh before and again 1090 00:35:07,533 --> 00:35:08,566 the big difference between the core d 1091 00:35:08,566 --> 00:35:10,500 spill and the Edge d spill is we don't add back 1092 00:35:10,500 --> 00:35:12,866 the luminance information for the object 1093 00:35:12,866 --> 00:35:13,866 for the green information 1094 00:35:13,866 --> 00:35:16,033 that was lost only in the Edge d spill 1095 00:35:16,066 --> 00:35:17,266 because the edge d spill 1096 00:35:17,266 --> 00:35:19,800 I'm sorry the core d spill is all about 1097 00:35:20,133 --> 00:35:21,833 the core d spell is all about 1098 00:35:21,866 --> 00:35:24,133 maintaining the skin tones and the luminance values 1099 00:35:24,133 --> 00:35:25,100 whereas the edge d spell 1100 00:35:25,100 --> 00:35:26,600 we can go crazy with 1101 00:35:26,800 --> 00:35:27,700 and you know 1102 00:35:27,700 --> 00:35:29,600 not add back the luminance information 1103 00:35:29,600 --> 00:35:30,766 but just you know 1104 00:35:30,766 --> 00:35:32,700 try to match the foreground of the background 1105 00:35:32,700 --> 00:35:33,800 that's the whole point 1106 00:35:33,966 --> 00:35:37,966 so the Core d spill is pretty straightforward 1107 00:35:38,000 --> 00:35:38,766 you can see just 1108 00:35:38,766 --> 00:35:39,866 this is the skin tones 1109 00:35:39,866 --> 00:35:42,666 and I'm only worried about the interior of Jack here 1110 00:35:42,866 --> 00:35:44,000 so if I take a look at it 1111 00:35:44,000 --> 00:35:45,300 I go to this hue correct 1112 00:35:45,300 --> 00:35:47,966 and I've added this little mask here 1113 00:35:48,133 --> 00:35:49,533 which I'm not sure 1114 00:35:49,533 --> 00:35:51,266 might have been under a different frame 1115 00:35:51,766 --> 00:35:53,066 but if you take a look at his skin 1116 00:35:53,066 --> 00:35:55,666 do you see anything that might need some work 1117 00:35:55,666 --> 00:35:57,266 like maybe underneath his 1118 00:35:58,400 --> 00:35:59,800 actual I uh 1119 00:35:59,800 --> 00:36:00,533 this little 1120 00:36:00,533 --> 00:36:02,666 this area right here might be a little bit too green 1121 00:36:02,666 --> 00:36:04,266 or something could be yellow 1122 00:36:04,733 --> 00:36:06,500 you know but you know that you can sit here 1123 00:36:06,500 --> 00:36:08,666 and maybe I need to kind of pump out some green 1124 00:36:08,800 --> 00:36:10,366 so here I added 1125 00:36:10,366 --> 00:36:11,166 the hue correct 1126 00:36:11,166 --> 00:36:13,266 and did some green suppression there 1127 00:36:13,733 --> 00:36:14,533 and you know 1128 00:36:14,533 --> 00:36:15,600 how much do you want 1129 00:36:15,600 --> 00:36:16,666 you take too much out 1130 00:36:16,666 --> 00:36:17,766 it's gonna it's 1131 00:36:17,766 --> 00:36:19,066 you're gonna move away from the yellow 1132 00:36:19,066 --> 00:36:19,800 the golden orange 1133 00:36:19,800 --> 00:36:21,066 yellow right 1134 00:36:21,066 --> 00:36:23,400 but if you feel that there is some green tinge in there 1135 00:36:23,400 --> 00:36:25,233 which you can see here there is 1136 00:36:25,533 --> 00:36:27,000 you can dial this 1137 00:36:27,300 --> 00:36:29,100 just before it starts to 1138 00:36:29,100 --> 00:36:30,666 it kind of loses its green 1139 00:36:30,666 --> 00:36:32,400 uh complexity here 1140 00:36:32,800 --> 00:36:35,433 and then of course we do the minus here 1141 00:36:35,600 --> 00:36:36,766 so there it is 1142 00:36:37,400 --> 00:36:38,466 and here is again 1143 00:36:38,466 --> 00:36:40,166 this is only for the core saturate 1144 00:36:40,166 --> 00:36:41,433 desaturate it 1145 00:36:42,366 --> 00:36:44,166 and you can see we plus it back in 1146 00:36:44,166 --> 00:36:45,500 so now we have maintained 1147 00:36:45,500 --> 00:36:47,333 the original luminance of the character 1148 00:36:47,333 --> 00:36:49,300 so if I go before the cord e spell 1149 00:36:49,300 --> 00:36:50,800 and here at the finish 1150 00:36:51,166 --> 00:36:52,866 and I zoom up on his face and I 1151 00:36:52,866 --> 00:36:55,033 hit the letter y to go in luminance mode 1152 00:36:55,200 --> 00:36:56,100 you can see 1153 00:36:56,100 --> 00:36:58,600 there hasn't been any change in luminance information 1154 00:36:58,600 --> 00:37:01,100 this is uh this is basically 1155 00:37:01,466 --> 00:37:03,633 keeping the skin tones 1156 00:37:04,933 --> 00:37:06,066 okay so with that 1157 00:37:06,066 --> 00:37:08,066 let's go ahead and jump over to the 1158 00:37:08,600 --> 00:37:10,666 rough and tumble edge de spill area 1159 00:37:10,966 --> 00:37:12,266 where we're gonna play around 1160 00:37:12,266 --> 00:37:14,100 so I use that wonderful expression again 1161 00:37:14,100 --> 00:37:15,400 which kind of gets me 1162 00:37:15,533 --> 00:37:16,600 started again 1163 00:37:16,600 --> 00:37:19,466 you could use key light if you wish um 1164 00:37:19,466 --> 00:37:21,000 you can see I've also done a key light 1165 00:37:21,000 --> 00:37:22,466 for a specific area 1166 00:37:22,500 --> 00:37:23,300 and I wanted to 1167 00:37:23,300 --> 00:37:25,600 get that sort of nice orange complexion there 1168 00:37:26,133 --> 00:37:29,200 and I've key mixed it in here 1169 00:37:29,333 --> 00:37:30,366 and in this case 1170 00:37:30,366 --> 00:37:32,866 my mask is over here 1171 00:37:33,133 --> 00:37:34,966 so the question is 1172 00:37:34,966 --> 00:37:36,466 what is this being used for 1173 00:37:36,466 --> 00:37:38,633 well I found that his actual 1174 00:37:38,933 --> 00:37:39,800 chin here and again 1175 00:37:39,800 --> 00:37:41,733 in that when you're dealing with the edgy spill 1176 00:37:41,733 --> 00:37:43,333 you're worried about the edges 1177 00:37:43,333 --> 00:37:44,900 you're not really worried about the interior of 1178 00:37:44,900 --> 00:37:45,700 the character 1179 00:37:46,000 --> 00:37:48,500 and you can see he's got this weird green 1180 00:37:48,666 --> 00:37:51,900 like thing going on with his chin okay 1181 00:37:51,900 --> 00:37:52,600 so this can have 1182 00:37:52,600 --> 00:37:54,333 this has a lot to do also with 1183 00:37:54,333 --> 00:37:55,766 you know the expression 1184 00:37:56,166 --> 00:37:58,600 um but if I come in here with the alternative 1185 00:37:58,600 --> 00:38:00,600 and this would be have to be tracked in here 1186 00:38:00,966 --> 00:38:04,033 um you can see I can kind of get away 1187 00:38:04,566 --> 00:38:06,966 with dealing with this here 1188 00:38:06,966 --> 00:38:08,400 it's gonna be very tricky 1189 00:38:08,966 --> 00:38:10,900 um again I can come to my key light 1190 00:38:10,900 --> 00:38:12,333 and just play around the key light 1191 00:38:12,333 --> 00:38:14,700 I can change my alpha biased up a little bit 1192 00:38:15,266 --> 00:38:19,033 start to pull out that green before it turns into 1193 00:38:19,133 --> 00:38:20,500 you know reddish purple 1194 00:38:20,766 --> 00:38:21,733 it's gonna be very tricky 1195 00:38:21,733 --> 00:38:23,466 I can also use a hue correct note 1196 00:38:23,466 --> 00:38:24,666 so that's what I did here 1197 00:38:25,366 --> 00:38:27,500 and I've isolated it to this area 1198 00:38:27,500 --> 00:38:28,933 right here on his face so again 1199 00:38:28,933 --> 00:38:30,466 I might wanna pull this out 1200 00:38:30,466 --> 00:38:32,566 this was probably a different frame that I used 1201 00:38:32,966 --> 00:38:34,366 through the process here 1202 00:38:34,366 --> 00:38:36,466 but you can see what we're doing um 1203 00:38:36,466 --> 00:38:37,933 you're doing spot checking on here 1204 00:38:37,933 --> 00:38:39,466 and you're gonna have to track the stuff in 1205 00:38:39,466 --> 00:38:41,100 maybe track a portion of his face 1206 00:38:41,100 --> 00:38:43,000 or if his face is moving fast enough 1207 00:38:43,000 --> 00:38:45,500 you just be very careful with your animation 1208 00:38:45,500 --> 00:38:46,066 so you don't get 1209 00:38:46,066 --> 00:38:48,400 swimming of changes of color correction along 1210 00:38:48,400 --> 00:38:49,633 the edges of his face 1211 00:38:50,200 --> 00:38:51,533 um and then of course 1212 00:38:51,533 --> 00:38:53,600 we minus this information out 1213 00:38:53,800 --> 00:38:55,166 to show us the areas that 1214 00:38:55,166 --> 00:38:56,700 are gonna need color correction 1215 00:38:56,933 --> 00:38:59,000 we add this expression here 1216 00:38:59,100 --> 00:39:00,266 which basically 1217 00:39:00,333 --> 00:39:02,600 clamps the max values of RGB 1218 00:39:03,366 --> 00:39:04,166 just to be safe 1219 00:39:04,166 --> 00:39:05,533 and that gets copied into 1220 00:39:05,533 --> 00:39:07,766 the d spill channel that we created earlier 1221 00:39:07,766 --> 00:39:09,300 remember we created this 1222 00:39:09,700 --> 00:39:11,133 um channel for d spill 1223 00:39:11,133 --> 00:39:13,233 so if I put my viewer to this 1224 00:39:13,566 --> 00:39:15,466 and take a look to my d spill 1225 00:39:15,466 --> 00:39:17,066 we flooded this r information 1226 00:39:17,066 --> 00:39:19,166 cause we only need one channel to do this 1227 00:39:19,400 --> 00:39:21,933 and this information is the area 1228 00:39:21,933 --> 00:39:22,966 that has been d spilled 1229 00:39:22,966 --> 00:39:24,133 or the green area 1230 00:39:24,133 --> 00:39:26,600 this will be used later as a mask 1231 00:39:26,866 --> 00:39:29,166 to add in the areas 1232 00:39:29,200 --> 00:39:32,066 where we want to blend in the background 1233 00:39:32,166 --> 00:39:33,533 now you gotta be careful with that 1234 00:39:33,533 --> 00:39:34,600 because you can literally 1235 00:39:34,600 --> 00:39:36,133 if we put the sun behind Jack 1236 00:39:36,133 --> 00:39:37,300 and we did this with the process 1237 00:39:37,300 --> 00:39:38,533 I'm gonna show you later on the chain 1238 00:39:38,533 --> 00:39:39,900 you would actually see 1239 00:39:40,300 --> 00:39:42,000 um actual sun 1240 00:39:42,000 --> 00:39:43,666 you know the edge of the sun here in his face 1241 00:39:43,666 --> 00:39:46,800 so you might have to blur the image a little bit um 1242 00:39:46,800 --> 00:39:48,266 it's a way to marriage 1243 00:39:48,266 --> 00:39:51,333 both the background plate and the uh 1244 00:39:51,333 --> 00:39:53,133 the foreground plate and the background image that 1245 00:39:53,133 --> 00:39:54,733 you're gonna be putting on to this 1246 00:39:54,733 --> 00:39:56,166 or the back plate or the 1247 00:39:56,566 --> 00:39:57,166 backing region 1248 00:39:57,166 --> 00:39:58,800 whatever you wanna call it um 1249 00:39:58,800 --> 00:40:00,166 so I'm gonna go ahead and jump over 1250 00:40:00,166 --> 00:40:01,900 back to RGBA here 1251 00:40:02,066 --> 00:40:03,833 so we have our work done 1252 00:40:04,566 --> 00:40:05,533 and of course 1253 00:40:05,533 --> 00:40:06,566 I have this 1254 00:40:06,566 --> 00:40:07,800 filter erode 1255 00:40:07,800 --> 00:40:09,533 I'm just show you um 1256 00:40:09,533 --> 00:40:11,000 this is the core 1257 00:40:11,100 --> 00:40:11,700 go back here 1258 00:40:11,700 --> 00:40:12,400 this is the core 1259 00:40:12,400 --> 00:40:13,633 minus the stencil 1260 00:40:14,333 --> 00:40:16,866 and I do an exponential blur 1261 00:40:17,166 --> 00:40:18,466 and blur it 1262 00:40:18,566 --> 00:40:19,366 which is a log 1263 00:40:19,366 --> 00:40:20,500 rhythmic blur here 1264 00:40:20,933 --> 00:40:22,166 key mix it in 1265 00:40:23,200 --> 00:40:24,500 and what you get 1266 00:40:24,500 --> 00:40:26,000 is this you have 1267 00:40:26,000 --> 00:40:28,400 we maintain the original uh 1268 00:40:28,400 --> 00:40:30,466 you can see the color correction break going on here 1269 00:40:30,466 --> 00:40:30,966 the original 1270 00:40:30,966 --> 00:40:32,200 luminance values 1271 00:40:32,533 --> 00:40:34,800 here and at the same time 1272 00:40:34,800 --> 00:40:36,900 we managed to pull that green out of his 1273 00:40:36,933 --> 00:40:38,000 beard which is 1274 00:40:38,000 --> 00:40:39,066 along the edge 1275 00:40:39,400 --> 00:40:42,566 so we have a good d spill um 1276 00:40:42,566 --> 00:40:44,166 but it's not perfect in 1277 00:40:44,166 --> 00:40:45,566 as far as matching the background 1278 00:40:45,566 --> 00:40:46,500 the background is all red 1279 00:40:46,500 --> 00:40:48,033 and this is white and bright 1280 00:40:48,133 --> 00:40:49,966 so uh what are we gonna do about that 1281 00:40:49,966 --> 00:40:52,066 well the next process 1282 00:40:52,066 --> 00:40:53,666 and I'm gonna go into a further tutorial 1283 00:40:53,666 --> 00:40:54,766 about how we can 1284 00:40:54,766 --> 00:40:56,933 use this thing called the Alpha Paint cleanup 1285 00:40:56,933 --> 00:40:58,500 and so we can use Roto Paint tools 1286 00:40:58,500 --> 00:40:59,566 I'm gonna disable this for now 1287 00:40:59,566 --> 00:40:59,933 cause we're 1288 00:40:59,933 --> 00:41:00,733 not using it 1289 00:41:00,966 --> 00:41:03,366 but if you did have an area where Jack 1290 00:41:03,366 --> 00:41:04,600 was moving across 1291 00:41:04,600 --> 00:41:07,000 a actual piece of uh 1292 00:41:07,600 --> 00:41:10,000 uh like a black line or something in there 1293 00:41:10,000 --> 00:41:11,066 that was keyed 1294 00:41:11,066 --> 00:41:12,300 maybe like a black Mark on 1295 00:41:12,300 --> 00:41:13,500 the green screen behind him 1296 00:41:13,500 --> 00:41:14,466 you can actually come in here 1297 00:41:14,466 --> 00:41:15,866 and paint the Alpha out 1298 00:41:16,266 --> 00:41:17,533 if that doesn't work 1299 00:41:17,533 --> 00:41:18,666 and the actual 1300 00:41:18,666 --> 00:41:19,400 image is too 1301 00:41:19,400 --> 00:41:19,966 embedded into 1302 00:41:19,966 --> 00:41:21,400 the color information 1303 00:41:21,766 --> 00:41:22,700 you can go past 1304 00:41:22,700 --> 00:41:23,866 the copy information 1305 00:41:23,866 --> 00:41:24,966 where we take the 1306 00:41:25,333 --> 00:41:26,100 RGB information 1307 00:41:26,100 --> 00:41:27,133 and marriage it to the 1308 00:41:27,133 --> 00:41:28,300 new Alpha Fringe 1309 00:41:28,466 --> 00:41:29,866 Fringe mat or 1310 00:41:29,866 --> 00:41:30,500 the mat itself 1311 00:41:30,500 --> 00:41:31,733 final mat and 1312 00:41:31,733 --> 00:41:33,700 you can use an RGB 1313 00:41:34,100 --> 00:41:36,166 based rotopaint node here 1314 00:41:36,300 --> 00:41:38,466 or RGBA work 1315 00:41:38,466 --> 00:41:40,200 which not only 1316 00:41:40,533 --> 00:41:41,966 will paint the red 1317 00:41:41,966 --> 00:41:42,800 green blue but the 1318 00:41:42,800 --> 00:41:44,066 Elf information 1319 00:41:44,400 --> 00:41:46,366 uh to paint out that 1320 00:41:46,366 --> 00:41:47,166 little Mark 1321 00:41:47,166 --> 00:41:47,866 or you know 1322 00:41:47,866 --> 00:41:49,866 black Mark that might be pushing into 1323 00:41:49,866 --> 00:41:50,533 his actual skin 1324 00:41:50,533 --> 00:41:51,400 I'm gonna do this with 1325 00:41:51,400 --> 00:41:53,200 the demonstration of Stirling 1326 00:41:53,300 --> 00:41:54,200 as he runs across 1327 00:41:54,200 --> 00:41:54,866 the green screen 1328 00:41:54,866 --> 00:41:55,700 so don't worry about it 1329 00:41:55,700 --> 00:41:55,933 we're gonna 1330 00:41:55,933 --> 00:41:56,800 get into that 1331 00:41:57,066 --> 00:41:58,100 then comes a process 1332 00:41:58,100 --> 00:41:59,633 of your color correction 1333 00:41:59,666 --> 00:42:01,766 now most compositors will 1334 00:42:01,766 --> 00:42:02,933 use this technique 1335 00:42:02,933 --> 00:42:03,466 I kind of talked 1336 00:42:03,466 --> 00:42:04,400 about before 1337 00:42:04,733 --> 00:42:05,533 which is if 1338 00:42:05,533 --> 00:42:06,266 you kind of 1339 00:42:06,266 --> 00:42:07,300 hover over it 1340 00:42:07,900 --> 00:42:09,366 this is called a 1341 00:42:09,666 --> 00:42:11,466 hypo diagonal square 1342 00:42:11,966 --> 00:42:12,766 square root 1343 00:42:13,133 --> 00:42:15,066 and what that does is it takes 1344 00:42:15,166 --> 00:42:15,666 what you do is 1345 00:42:15,666 --> 00:42:16,533 you take a constant 1346 00:42:16,533 --> 00:42:17,200 just throw a 1347 00:42:17,200 --> 00:42:18,300 constant in here 1348 00:42:18,733 --> 00:42:20,200 right and you color correct 1349 00:42:20,200 --> 00:42:21,233 you just grab 1350 00:42:21,733 --> 00:42:22,200 you know like 1351 00:42:22,200 --> 00:42:23,500 sort of the darks 1352 00:42:23,500 --> 00:42:24,866 of your actual 1353 00:42:25,266 --> 00:42:25,966 background plate 1354 00:42:25,966 --> 00:42:27,266 so if I go ahead and 1355 00:42:27,800 --> 00:42:28,333 let's go all 1356 00:42:28,333 --> 00:42:29,533 the way up here to 1357 00:42:29,533 --> 00:42:30,466 the sun here right 1358 00:42:30,466 --> 00:42:31,966 so here's this sun shot 1359 00:42:31,966 --> 00:42:33,000 let me go to the final 1360 00:42:33,000 --> 00:42:33,933 image that we're gonna be 1361 00:42:33,933 --> 00:42:35,000 compositing 1362 00:42:35,200 --> 00:42:37,000 I can come in here 1363 00:42:37,600 --> 00:42:39,866 to this constant color 1364 00:42:40,400 --> 00:42:41,566 click on here 1365 00:42:41,566 --> 00:42:43,366 and maybe just sample 1366 00:42:44,133 --> 00:42:45,466 something like that right 1367 00:42:45,466 --> 00:42:47,066 so I get this kind of pukey 1368 00:42:48,666 --> 00:42:49,666 kind of brown 1369 00:42:49,666 --> 00:42:51,833 and if I go ahead and merge it 1370 00:42:52,166 --> 00:42:54,800 you can see it's pretty dramatic right 1371 00:42:54,800 --> 00:42:55,933 it's only affecting 1372 00:42:55,933 --> 00:42:57,300 it's staying away from the highlights 1373 00:42:57,300 --> 00:43:00,066 but it's basically affecting or it being added into 1374 00:43:00,466 --> 00:43:03,333 the actual shadow areas so how 1375 00:43:03,333 --> 00:43:05,466 how crazy can you get with this 1376 00:43:05,600 --> 00:43:07,066 well the grade node 1377 00:43:07,500 --> 00:43:08,400 you can come in here 1378 00:43:08,400 --> 00:43:10,800 and start to crush this away with the black point 1379 00:43:10,800 --> 00:43:12,000 and then slowly introduce it 1380 00:43:12,000 --> 00:43:15,100 so you're getting this sort of coloring into the 1381 00:43:15,500 --> 00:43:16,700 actual shadow areas 1382 00:43:16,700 --> 00:43:19,300 so besides adjusting your blacks and whites 1383 00:43:19,533 --> 00:43:22,333 um and color grading via a grade after this 1384 00:43:22,333 --> 00:43:23,800 this helps tremendously 1385 00:43:23,800 --> 00:43:25,900 and kind of blending to the background 1386 00:43:26,200 --> 00:43:27,266 if you have a transform 1387 00:43:27,266 --> 00:43:28,600 here's where is the time to do it 1388 00:43:28,600 --> 00:43:29,733 so you could add a transform 1389 00:43:29,733 --> 00:43:31,466 you wanna move Jack forward or backward 1390 00:43:31,466 --> 00:43:32,600 we can do that 1391 00:43:33,500 --> 00:43:35,500 now comes the edge extension 1392 00:43:35,800 --> 00:43:37,466 these are just examples 1393 00:43:37,466 --> 00:43:38,600 you don't need them in the 1394 00:43:38,600 --> 00:43:40,366 not particular to this example 1395 00:43:40,366 --> 00:43:41,700 but you can see how 1396 00:43:42,300 --> 00:43:43,400 we can have certain areas 1397 00:43:43,400 --> 00:43:44,666 and I did this in the last lesson 1398 00:43:44,666 --> 00:43:46,700 how you can do edge extension 1399 00:43:47,000 --> 00:43:48,766 per area if you wish 1400 00:43:48,933 --> 00:43:52,966 I have this other general overall edge extension okay 1401 00:43:52,966 --> 00:43:55,900 this is this is like a sort of a per area work 1402 00:43:55,900 --> 00:43:58,033 you do multiple edge extensions by the way 1403 00:43:58,600 --> 00:44:02,500 and this is a nice little test setup that I did for him 1404 00:44:02,500 --> 00:44:04,133 so let me go ahead and just show you how this works 1405 00:44:04,133 --> 00:44:05,666 I'm gonna come over here to 1406 00:44:06,100 --> 00:44:07,466 the finished product here 1407 00:44:09,066 --> 00:44:10,966 and if we take a look 1408 00:44:11,066 --> 00:44:13,200 I'll do the premult test so you can see it 1409 00:44:13,200 --> 00:44:14,666 so this is basically premults 1410 00:44:14,666 --> 00:44:16,566 this is just a premultification 1411 00:44:16,766 --> 00:44:18,733 this is the same thing I showed you in the last lesson 1412 00:44:18,733 --> 00:44:19,900 except this is really cool 1413 00:44:19,900 --> 00:44:21,100 I've done a little bit of 1414 00:44:21,266 --> 00:44:23,266 color correction work on the line 1415 00:44:23,266 --> 00:44:25,700 so if I put the smear line in here 1416 00:44:25,933 --> 00:44:27,700 this green area is 1417 00:44:27,700 --> 00:44:30,866 defining the edge that is actually going to smear 1418 00:44:30,866 --> 00:44:32,200 so I can visually have a 1419 00:44:32,200 --> 00:44:34,866 I could have a visual representation of what's going to 1420 00:44:34,866 --> 00:44:36,066 smear outward 1421 00:44:36,300 --> 00:44:38,200 in the normal direction 1422 00:44:38,266 --> 00:44:39,266 so you can see here 1423 00:44:39,266 --> 00:44:41,266 I can see that this is gonna smear out 1424 00:44:41,266 --> 00:44:44,533 where am I gonna have issues around sharp corners here 1425 00:44:44,533 --> 00:44:46,000 where you have like v shaped corners 1426 00:44:46,000 --> 00:44:47,766 those are the areas that are gonna get fishy 1427 00:44:47,766 --> 00:44:49,866 because this uh 1428 00:44:49,866 --> 00:44:51,300 mustache is gonna come down 1429 00:44:51,300 --> 00:44:53,733 and maybe blend into the actual bottom lip 1430 00:44:53,733 --> 00:44:55,333 which make it make no sense 1431 00:44:55,333 --> 00:44:57,566 why would the bottom lip be actually brown 1432 00:44:57,900 --> 00:44:59,966 so let's go and see how that works 1433 00:44:59,966 --> 00:45:01,366 I'll turn it off and on 1434 00:45:02,600 --> 00:45:04,000 and see here 1435 00:45:04,000 --> 00:45:05,300 actually I'll just put this 1436 00:45:05,300 --> 00:45:06,566 the premode and I'll turn it off and on 1437 00:45:06,566 --> 00:45:08,200 so you can see what it's done 1438 00:45:08,533 --> 00:45:09,566 it's extended it out 1439 00:45:09,566 --> 00:45:13,266 but this still doesn't solve the problem of the edge 1440 00:45:13,266 --> 00:45:14,733 it does a halfway decent job 1441 00:45:14,733 --> 00:45:16,600 and I've done it extremely conservatively 1442 00:45:16,600 --> 00:45:19,466 you can see these are very small numbers right 1443 00:45:19,566 --> 00:45:21,566 it's giving us a slight blur along the edges 1444 00:45:21,566 --> 00:45:24,466 it's done a little bit in fixing this gradient here 1445 00:45:24,466 --> 00:45:26,833 that would be motion blur or depth of feel blur 1446 00:45:27,300 --> 00:45:29,366 and here this might be a little bit overboard 1447 00:45:29,366 --> 00:45:31,300 because we're starting to get into blurry land right 1448 00:45:31,300 --> 00:45:32,800 it's a little bit too blurry 1449 00:45:32,933 --> 00:45:35,666 so again I can probably clean this up a little bit more 1450 00:45:35,666 --> 00:45:38,033 I can extend it even more if I want 1451 00:45:38,200 --> 00:45:40,066 um the pre blur amounts 1452 00:45:40,100 --> 00:45:41,866 um I can increase that 1453 00:45:41,866 --> 00:45:42,533 but as I do that 1454 00:45:42,533 --> 00:45:45,100 I'm gonna start to get a streaky blurry edge 1455 00:45:45,500 --> 00:45:47,466 so let's see if we can kind of 1456 00:45:48,300 --> 00:45:49,700 and see you pull this 1457 00:45:49,700 --> 00:45:51,500 you know just play around a little bit 1458 00:45:51,766 --> 00:45:53,100 add some splices 1459 00:45:55,066 --> 00:45:56,500 see if we can kind of get that going 1460 00:45:56,500 --> 00:45:57,300 there we go 1461 00:45:58,766 --> 00:46:01,300 so yeah you can see how this is basically 1462 00:46:01,566 --> 00:46:04,133 something that we can either use or not use 1463 00:46:04,133 --> 00:46:07,800 it's gonna be very difficult to deal with so again 1464 00:46:07,800 --> 00:46:08,566 the question is 1465 00:46:08,566 --> 00:46:10,200 maybe we should just not use it at all 1466 00:46:10,200 --> 00:46:12,166 so I can go ahead and turn that off 1467 00:46:12,300 --> 00:46:13,800 we still have our 1468 00:46:14,100 --> 00:46:17,200 you know silhouette of a white line around Jack 1469 00:46:17,200 --> 00:46:18,900 you can see it over here and here 1470 00:46:19,166 --> 00:46:20,533 and you can say to yourself 1471 00:46:20,533 --> 00:46:21,366 what do I do 1472 00:46:21,366 --> 00:46:23,166 I mean I don't want that 1473 00:46:23,666 --> 00:46:24,333 and you know 1474 00:46:24,333 --> 00:46:25,700 I tried to fix it 1475 00:46:25,700 --> 00:46:27,500 say over here in the Core d spill 1476 00:46:27,500 --> 00:46:28,866 or in the Edge d spill 1477 00:46:28,866 --> 00:46:30,766 and I talked about how darkening 1478 00:46:30,766 --> 00:46:31,700 taking a bright 1479 00:46:31,700 --> 00:46:33,666 obviously when you shoot in front of a green screen 1480 00:46:33,666 --> 00:46:35,466 and your actors in front of a green screen 1481 00:46:35,900 --> 00:46:38,866 the background image of the green screen 1482 00:46:39,000 --> 00:46:40,333 because it's the green channel 1483 00:46:40,333 --> 00:46:41,400 is gonna be very bright 1484 00:46:41,400 --> 00:46:43,366 so to color correct 1485 00:46:43,666 --> 00:46:46,266 the Edge d spill okay 1486 00:46:46,366 --> 00:46:48,700 to have a darker background 1487 00:46:48,766 --> 00:46:51,466 can introduce a lot of noise values along the edge 1488 00:46:51,466 --> 00:46:53,733 so it's very difficult to do this right 1489 00:46:53,733 --> 00:46:56,600 in your animating rotos to match up with the face 1490 00:46:57,066 --> 00:46:58,566 well one way of 1491 00:46:58,566 --> 00:47:01,700 really taking care of that problem is this real cool 1492 00:47:01,966 --> 00:47:04,400 background d spill edge blending 1493 00:47:04,400 --> 00:47:06,100 and what this is going to use 1494 00:47:06,100 --> 00:47:08,466 when you don't realize is coming down the pipe 1495 00:47:08,466 --> 00:47:09,966 if I put my viewer here 1496 00:47:10,200 --> 00:47:11,466 coming down the pipe 1497 00:47:11,733 --> 00:47:14,800 is the wonderful d spill information 1498 00:47:14,800 --> 00:47:17,166 and this is the information that is the edge right 1499 00:47:17,166 --> 00:47:18,033 you can see it 1500 00:47:18,500 --> 00:47:21,633 we're going to use this as a transparency 1501 00:47:21,866 --> 00:47:24,566 to bring in the background image 1502 00:47:24,566 --> 00:47:26,400 to brighten up where it needs to be bright 1503 00:47:26,400 --> 00:47:28,466 and darken up where it needs to be dark 1504 00:47:28,866 --> 00:47:31,300 so that is a pretty monumental task 1505 00:47:31,300 --> 00:47:32,866 but this actually takes care of it 1506 00:47:32,866 --> 00:47:34,866 so let's look what's coming down the pipeline here 1507 00:47:34,866 --> 00:47:35,966 so we have our 1508 00:47:36,400 --> 00:47:38,800 actual sun here right 1509 00:47:39,100 --> 00:47:40,766 let's go back to RGB here 1510 00:47:42,200 --> 00:47:43,000 there we go 1511 00:47:43,000 --> 00:47:44,600 and make sure I'm in RGBA 1512 00:47:44,600 --> 00:47:46,000 so here's the sun 1513 00:47:46,266 --> 00:47:47,266 we grade it 1514 00:47:47,266 --> 00:47:48,633 we reform at it 1515 00:47:48,733 --> 00:47:49,933 we add another gradient 1516 00:47:49,933 --> 00:47:51,400 we defocus it like crazy 1517 00:47:51,400 --> 00:47:55,333 cause he I think Jack was shot with a 2.0 F stop 1518 00:47:55,333 --> 00:47:57,333 so that that should be a very blurry background 1519 00:47:57,333 --> 00:47:59,966 if we're considering the uh 1520 00:47:59,966 --> 00:48:01,066 rules of the 1521 00:48:01,133 --> 00:48:03,900 you know deep focus and um 1522 00:48:03,933 --> 00:48:05,966 all types of realities of Boca and all that 1523 00:48:05,966 --> 00:48:07,166 so again there's other 1524 00:48:07,166 --> 00:48:09,700 there's better plug ins and so forth for that 1525 00:48:09,900 --> 00:48:11,933 so here is the background image 1526 00:48:11,933 --> 00:48:13,200 and that goes in 1527 00:48:13,200 --> 00:48:15,366 and I decided to blur it a little bit 1528 00:48:15,366 --> 00:48:17,300 um you don't have to blur it by the way 1529 00:48:17,300 --> 00:48:19,800 but you I like to blur it just a little bit 1530 00:48:20,266 --> 00:48:22,400 um fact that's a little bit too much 1531 00:48:22,400 --> 00:48:24,266 I'm gonna blur it even more 14 1532 00:48:24,866 --> 00:48:26,000 and then I'm gonna go over here 1533 00:48:26,000 --> 00:48:27,700 and there's this thing called the grade 1534 00:48:27,700 --> 00:48:29,000 so you can see what this is 1535 00:48:29,000 --> 00:48:30,966 is I'm grading this information 1536 00:48:30,966 --> 00:48:33,400 and you can see this grade specifically 1537 00:48:33,400 --> 00:48:37,133 um has black clamp and white clamp turned off okay 1538 00:48:37,133 --> 00:48:38,033 very important 1539 00:48:38,300 --> 00:48:40,266 um because we want positive and 1540 00:48:40,400 --> 00:48:42,800 values outside the normalized range of 0 to 1 1541 00:48:42,800 --> 00:48:43,966 so if I put my viewer here 1542 00:48:43,966 --> 00:48:46,466 the dark areas you can see have a negative value 1543 00:48:47,100 --> 00:48:50,133 and the bright areas have an over positive value 1544 00:48:50,133 --> 00:48:51,566 so they're above 1 1545 00:48:51,566 --> 00:48:52,900 that's what you want 1546 00:48:52,900 --> 00:48:54,400 that's definitely what you want 1547 00:48:54,400 --> 00:48:57,000 um and by fiddling with the black point 1548 00:48:57,000 --> 00:48:58,200 and the white point 1549 00:48:58,466 --> 00:49:00,133 you can do that okay 1550 00:49:00,133 --> 00:49:01,300 so let's go ahead 1551 00:49:01,800 --> 00:49:04,500 and jump over here to the multiplier 1552 00:49:04,600 --> 00:49:06,733 and I have an additional one over here just in case 1553 00:49:06,733 --> 00:49:07,633 so you have this 1554 00:49:07,666 --> 00:49:09,366 in case this gets screwed up 1555 00:49:09,733 --> 00:49:11,600 you can just take this and throw one in there 1556 00:49:11,600 --> 00:49:12,200 you can see all it is 1557 00:49:12,200 --> 00:49:13,800 is a unclamp to black clamp 1558 00:49:13,800 --> 00:49:14,300 white clamp 1559 00:49:14,300 --> 00:49:15,700 so um actually 1560 00:49:15,800 --> 00:49:18,400 why don't we go ahead and just pop that baby out 1561 00:49:20,066 --> 00:49:22,933 and let's go ahead and just take this guy 1562 00:49:22,933 --> 00:49:24,066 and pop them in 1563 00:49:24,066 --> 00:49:25,966 so we're getting a fresh start right 1564 00:49:25,966 --> 00:49:27,533 so let's go and take a look at the values here 1565 00:49:27,533 --> 00:49:30,466 the darks are not in a negative value 1566 00:49:30,700 --> 00:49:33,733 and the brights are not really in a positive value 1567 00:49:33,733 --> 00:49:34,900 they're coming close to 1 1568 00:49:34,900 --> 00:49:38,166 a blue has a positive value or a value greater than 1 1569 00:49:38,166 --> 00:49:40,133 so these values should be greater than 1 1570 00:49:40,133 --> 00:49:41,766 and the dark areas should be 1571 00:49:41,800 --> 00:49:43,966 uh actually negative 1572 00:49:43,966 --> 00:49:45,400 so the way you do that is by 1573 00:49:45,400 --> 00:49:48,166 fiddling with the black points and the white points 1574 00:49:48,266 --> 00:49:50,933 with black clamp and white clamp turned off 1575 00:49:50,933 --> 00:49:53,066 because this is what's gonna drive the darkening 1576 00:49:53,066 --> 00:49:55,000 and the brightening of the edge 1577 00:49:55,766 --> 00:49:58,566 now a lot of what you see here is like 1578 00:49:58,566 --> 00:50:00,533 what I call unnecessary um 1579 00:50:00,533 --> 00:50:02,066 there's a little area here where it says 1580 00:50:02,066 --> 00:50:03,666 you might wanna desaturate 1581 00:50:03,666 --> 00:50:06,500 uh the d spill to avoid unnatural colors 1582 00:50:06,666 --> 00:50:08,700 I get that and then you can desaturate 1583 00:50:08,700 --> 00:50:10,466 that from your plate or whatever 1584 00:50:10,800 --> 00:50:12,100 but you can see here 1585 00:50:12,200 --> 00:50:13,766 this this is basically 1586 00:50:13,766 --> 00:50:16,566 kind of a working and tandem with this 1587 00:50:16,733 --> 00:50:18,233 but here's where we actually 1588 00:50:18,333 --> 00:50:19,766 this is where we 1589 00:50:19,900 --> 00:50:22,466 shuffle out the actual d spill information 1590 00:50:23,366 --> 00:50:25,800 and then we remove all the channels just to 1591 00:50:25,800 --> 00:50:27,933 save ourselves the calculations going down here 1592 00:50:27,933 --> 00:50:29,166 so you can see there 1593 00:50:29,266 --> 00:50:32,000 is no real extra channels um 1594 00:50:32,000 --> 00:50:33,066 and then the 1595 00:50:33,066 --> 00:50:34,266 we grade it 1596 00:50:35,200 --> 00:50:35,933 you can see here 1597 00:50:35,933 --> 00:50:36,866 you can do if you want to 1598 00:50:36,866 --> 00:50:37,300 you can just 1599 00:50:37,300 --> 00:50:39,100 the d spill amount necessary 1600 00:50:39,533 --> 00:50:40,833 gets shuffled again 1601 00:50:41,700 --> 00:50:43,066 there's some grading additional 1602 00:50:43,066 --> 00:50:44,900 and then you can desaturate so 1603 00:50:45,100 --> 00:50:48,400 what this is doing is taking this area in the white 1604 00:50:48,400 --> 00:50:49,700 that would be 1605 00:50:50,066 --> 00:50:51,700 obviously there is the d spill 1606 00:50:52,000 --> 00:50:53,300 I can come over here 1607 00:50:53,300 --> 00:50:54,266 the saturate 1608 00:50:54,266 --> 00:50:56,900 desaturation here and set to zero 1609 00:50:57,400 --> 00:50:59,966 so you can see it's desaturating 1610 00:51:00,200 --> 00:51:01,466 these areas 1611 00:51:01,466 --> 00:51:05,400 and it when you desaturate these areas okay 1612 00:51:05,566 --> 00:51:07,666 it'll work better with this 1613 00:51:07,733 --> 00:51:08,933 this plus here 1614 00:51:08,933 --> 00:51:10,866 which will involve the actual you know 1615 00:51:10,866 --> 00:51:13,000 blending in the background image along the edges 1616 00:51:13,133 --> 00:51:14,800 so it's recommended 1617 00:51:14,900 --> 00:51:16,300 but not always needed 1618 00:51:16,300 --> 00:51:18,166 to desaturate 1619 00:51:18,400 --> 00:51:19,866 as much as you can around 1620 00:51:19,866 --> 00:51:21,166 you know those areas 1621 00:51:21,166 --> 00:51:22,900 okay so finally 1622 00:51:22,900 --> 00:51:23,900 let's get down to this 1623 00:51:23,900 --> 00:51:26,500 which just basically is moving down this pipeline 1624 00:51:26,500 --> 00:51:27,533 so just imagine this 1625 00:51:27,533 --> 00:51:28,366 ignore all this here 1626 00:51:28,366 --> 00:51:30,266 just imagine this is coming down the pipeline 1627 00:51:30,266 --> 00:51:31,800 this is by itself right 1628 00:51:32,133 --> 00:51:33,566 so you can see here 1629 00:51:33,566 --> 00:51:36,666 um this gets multiplied 1630 00:51:37,266 --> 00:51:38,766 upon this right 1631 00:51:38,766 --> 00:51:40,233 so here is your 1632 00:51:40,700 --> 00:51:41,900 actual information 1633 00:51:41,900 --> 00:51:43,666 which is your d spell 1634 00:51:44,000 --> 00:51:45,700 gets multiplied by 1635 00:51:46,100 --> 00:51:48,300 the image that you've color corrected here 1636 00:51:48,400 --> 00:51:50,733 and because this is dealing with positive values 1637 00:51:50,733 --> 00:51:52,100 you're not gonna really see a visual 1638 00:51:52,100 --> 00:51:53,900 visual representation of what's going on 1639 00:51:53,900 --> 00:51:54,833 to a certain degree 1640 00:51:55,366 --> 00:51:57,800 and then that gets shuffled to your RGBA 1641 00:51:58,566 --> 00:52:00,666 and then this gets plus over 1642 00:52:01,166 --> 00:52:02,900 so as of right now 1643 00:52:02,900 --> 00:52:05,633 this may look a little confusing right 1644 00:52:06,266 --> 00:52:08,066 but it is what it is 1645 00:52:08,066 --> 00:52:10,166 it's actually blending the edges in 1646 00:52:10,166 --> 00:52:13,566 so I really don't wanna look at uh 1647 00:52:13,566 --> 00:52:15,000 this over here 1648 00:52:15,000 --> 00:52:16,866 I don't wanna look at the backing region 1649 00:52:16,866 --> 00:52:20,766 I wanna actually try to concentrate and say 1650 00:52:21,200 --> 00:52:22,300 let's start right here 1651 00:52:22,300 --> 00:52:23,433 right by the chin 1652 00:52:23,800 --> 00:52:24,700 and at this point 1653 00:52:24,700 --> 00:52:26,866 I can go into my grade here 1654 00:52:26,866 --> 00:52:27,700 and as you can see 1655 00:52:27,700 --> 00:52:29,466 I start playing with the black point 1656 00:52:29,866 --> 00:52:31,733 you see how as I increase the black point 1657 00:52:31,733 --> 00:52:34,000 it's flooding the information of the 1658 00:52:34,000 --> 00:52:35,866 into the actual edge 1659 00:52:35,866 --> 00:52:37,600 isn't that awesome 1660 00:52:37,766 --> 00:52:38,866 if I go too overboard 1661 00:52:38,866 --> 00:52:39,900 I get these nasty 1662 00:52:39,900 --> 00:52:41,600 oversaturated colors 1663 00:52:41,600 --> 00:52:44,066 so I'm basically just introducing a little 1664 00:52:44,066 --> 00:52:44,966 bit in there 1665 00:52:45,133 --> 00:52:47,133 okay like that 1666 00:52:47,133 --> 00:52:48,800 and then I have my white point 1667 00:52:48,800 --> 00:52:51,100 which if I come over here to my 1668 00:52:51,900 --> 00:52:54,300 these values here right 1669 00:52:55,200 --> 00:52:56,366 if I push that 1670 00:52:56,366 --> 00:52:57,900 see how the brightness is being 1671 00:52:57,900 --> 00:53:00,000 is going into his mustache 1672 00:53:00,400 --> 00:53:01,866 I'm gonna bring that in just a little bit 1673 00:53:01,866 --> 00:53:03,633 so let's take a look at this plus 1674 00:53:04,133 --> 00:53:05,466 with and without 1675 00:53:05,533 --> 00:53:06,766 the color correction 1676 00:53:07,000 --> 00:53:07,533 now we went 1677 00:53:07,533 --> 00:53:08,866 may went a little bit overboard 1678 00:53:08,866 --> 00:53:10,000 but let's face it 1679 00:53:10,000 --> 00:53:12,166 when you're dealing with very bright backgrounds 1680 00:53:12,166 --> 00:53:13,600 they do flood 1681 00:53:13,700 --> 00:53:17,100 over and actually spill and um 1682 00:53:17,966 --> 00:53:19,700 kind of push over the edge here 1683 00:53:19,800 --> 00:53:21,300 that's just the way it is 1684 00:53:21,533 --> 00:53:23,800 so if you take a look at this plus 1685 00:53:24,333 --> 00:53:26,833 okay versus the original plate shot 1686 00:53:28,266 --> 00:53:30,066 it's getting pretty close 1687 00:53:30,066 --> 00:53:32,000 right let's see 1688 00:53:32,000 --> 00:53:33,800 how we're dealing with those pocket holes over here 1689 00:53:33,800 --> 00:53:35,466 so let's go ahead and just take a look 1690 00:53:35,466 --> 00:53:37,166 so I go ahead and jump over here 1691 00:53:38,333 --> 00:53:39,766 and let's go ahead and take a look 1692 00:53:39,766 --> 00:53:42,466 so I go over here to the final plus here 1693 00:53:43,133 --> 00:53:46,933 and it's not grabbing a hold of these areas now why 1694 00:53:46,933 --> 00:53:48,966 well if we come to our grade node 1695 00:53:49,000 --> 00:53:50,200 you can see 1696 00:53:50,700 --> 00:53:52,566 why that is right 1697 00:53:53,200 --> 00:53:57,100 now the reason being is it's basically masking 1698 00:53:57,100 --> 00:53:58,900 there should be little white areas here 1699 00:53:58,900 --> 00:54:00,500 so why is that the case 1700 00:54:00,500 --> 00:54:05,066 well probably has to do with something we maybe did 1701 00:54:05,066 --> 00:54:07,433 let's go ahead and go all the way back here to 1702 00:54:07,733 --> 00:54:08,333 our edge man 1703 00:54:08,333 --> 00:54:09,766 so we do have holes here 1704 00:54:09,766 --> 00:54:11,266 but they're so small 1705 00:54:11,666 --> 00:54:12,466 as you can see 1706 00:54:12,466 --> 00:54:13,566 so in the next lesson 1707 00:54:13,566 --> 00:54:15,366 I'm gonna show you how we're gonna fiddle with these 1708 00:54:15,366 --> 00:54:16,600 we're gonna deal with these 1709 00:54:16,600 --> 00:54:17,733 we can see the elf edge 1710 00:54:17,733 --> 00:54:19,500 it's it's barely there 1711 00:54:19,500 --> 00:54:22,266 and that is the reality 1712 00:54:22,266 --> 00:54:24,100 and that came forth in the d spill 1713 00:54:24,100 --> 00:54:27,466 remember the information was printed here right 1714 00:54:27,466 --> 00:54:29,266 if we take a look at the d spill 1715 00:54:29,266 --> 00:54:30,333 let's go ahead and take a look at it 1716 00:54:30,333 --> 00:54:31,333 this is it right 1717 00:54:31,333 --> 00:54:32,366 so here it is 1718 00:54:32,766 --> 00:54:33,466 right this is 1719 00:54:33,466 --> 00:54:34,800 this is the information 1720 00:54:35,500 --> 00:54:38,266 you know if we're taking a look at it right 1721 00:54:38,266 --> 00:54:40,400 this is what's been defined as quote unquote 1722 00:54:40,400 --> 00:54:41,366 the d spill 1723 00:54:41,700 --> 00:54:43,566 and when we get over here 1724 00:54:43,566 --> 00:54:44,866 come all the way down the pipeline 1725 00:54:44,866 --> 00:54:46,100 and we shuffle it out 1726 00:54:47,200 --> 00:54:48,300 there it is 1727 00:54:48,900 --> 00:54:50,266 so there's a d spill 1728 00:54:52,466 --> 00:54:55,766 the reason why is something happened to those holes 1729 00:54:55,766 --> 00:54:57,000 somewhere in the pipeline again 1730 00:54:57,000 --> 00:54:59,366 this is where we can kind of backpedal and find out 1731 00:54:59,366 --> 00:55:00,533 so I'm gonna go ahead and backpedal 1732 00:55:00,533 --> 00:55:04,600 I've got descent to d spill and somewhere down the pipe 1733 00:55:04,600 --> 00:55:06,066 this actually got blended together 1734 00:55:06,066 --> 00:55:08,000 so I'm gonna move back move back 1735 00:55:08,000 --> 00:55:09,133 keep moving down the pipeline 1736 00:55:09,133 --> 00:55:10,200 this is very common 1737 00:55:10,200 --> 00:55:12,633 uh kind of like diagnostic work 1738 00:55:12,800 --> 00:55:15,566 go to the copy node and then come to key mix node 1739 00:55:15,566 --> 00:55:17,333 and now if I come back to the edge d spill 1740 00:55:17,333 --> 00:55:18,666 this is where we built it 1741 00:55:18,766 --> 00:55:20,500 oh look there it is 1742 00:55:20,700 --> 00:55:21,800 what happened 1743 00:55:22,300 --> 00:55:24,066 well go to the key mix 1744 00:55:24,066 --> 00:55:28,033 the key mix is set to key mix all channels 1745 00:55:28,333 --> 00:55:29,966 we do not wanna do that 1746 00:55:29,966 --> 00:55:32,400 we just wanna have it affect the RGBA 1747 00:55:33,133 --> 00:55:36,700 so now we are maintaining down the pipeliner 1748 00:55:37,300 --> 00:55:39,500 those holes right 1749 00:55:41,366 --> 00:55:43,833 so now when we come to this merge 1750 00:55:44,733 --> 00:55:47,000 right let me jump back to my RGBA 1751 00:55:47,566 --> 00:55:50,366 now those holes are actually being affected not by much 1752 00:55:50,366 --> 00:55:53,166 but they are being affected right 1753 00:55:54,700 --> 00:55:57,066 now the question is 1754 00:55:57,400 --> 00:56:00,600 can you come in here and do an isolated grade 1755 00:56:00,600 --> 00:56:02,666 like we can maybe do another grade here 1756 00:56:02,666 --> 00:56:05,200 make sure we have black and white clamped off 1757 00:56:05,700 --> 00:56:10,666 and I can do a roto for this area here 1758 00:56:11,900 --> 00:56:15,700 and what if we isolate to these areas here 1759 00:56:15,700 --> 00:56:18,766 so I mean real sloppy here but I just wanna show you 1760 00:56:19,100 --> 00:56:22,700 and I can come over here and push these areas 1761 00:56:22,700 --> 00:56:27,433 see that I can push those areas more intensely right 1762 00:56:28,500 --> 00:56:31,366 just kind of fiddle with it and obviously add a blur 1763 00:56:31,766 --> 00:56:33,400 so add a blur to this 1764 00:56:38,166 --> 00:56:39,966 and just blur that edge a little bit 1765 00:56:39,966 --> 00:56:41,366 now obviously that's a little nasty 1766 00:56:41,366 --> 00:56:43,500 but again you can see how this is 1767 00:56:43,500 --> 00:56:46,200 basically taking care of all of our problems almost 1768 00:56:46,366 --> 00:56:48,100 we still have an edge blur 1769 00:56:48,100 --> 00:56:50,066 which I usually only put maybe 1770 00:56:50,200 --> 00:56:52,500 two or one pixels on and not too much 1771 00:56:52,666 --> 00:56:53,733 but look at that 1772 00:56:53,733 --> 00:56:55,733 look at the pre multiplied reality 1773 00:56:55,733 --> 00:56:58,533 now we've got all those beautiful edges in there 1774 00:56:58,533 --> 00:56:59,500 matching the background 1775 00:56:59,500 --> 00:57:00,866 it's incredible 1776 00:57:01,166 --> 00:57:02,733 okay so the sharpening 1777 00:57:02,733 --> 00:57:04,466 let's talk about sharpening in here 1778 00:57:04,500 --> 00:57:06,333 and again if you're a little bit confused by this 1779 00:57:06,333 --> 00:57:07,500 don't be surprised 1780 00:57:07,666 --> 00:57:10,133 um I'm gonna go through it again in another demo 1781 00:57:10,133 --> 00:57:11,233 so don't freak out 1782 00:57:11,566 --> 00:57:13,133 um so let's talk about sharpening 1783 00:57:13,133 --> 00:57:14,000 so here's sharpening 1784 00:57:14,000 --> 00:57:16,566 now we are currently in a pre multiplied position right 1785 00:57:16,566 --> 00:57:19,866 so what we have to do is I like 1786 00:57:19,900 --> 00:57:21,100 you don't wanna just sharpen the image 1787 00:57:21,100 --> 00:57:22,400 you don't wanna unpree multiply it 1788 00:57:22,400 --> 00:57:23,900 sharpen it and then pre multiply it 1789 00:57:23,900 --> 00:57:26,200 because you're gonna get weird artifacts 1790 00:57:26,200 --> 00:57:28,000 so one way to get the image sharper 1791 00:57:28,000 --> 00:57:30,366 through the degradation of the uh 1792 00:57:30,366 --> 00:57:33,000 non existent contamination during the process here 1793 00:57:33,000 --> 00:57:36,500 because you can see if I put my viewer here 1794 00:57:36,500 --> 00:57:37,733 and I go back to the original plate 1795 00:57:37,733 --> 00:57:39,100 which we should always do 1796 00:57:39,566 --> 00:57:42,466 we have lost some quality 1797 00:57:42,466 --> 00:57:43,400 very little 1798 00:57:44,166 --> 00:57:46,800 but the image has been slightly blurred in 1799 00:57:46,800 --> 00:57:48,033 all this work 1800 00:57:48,400 --> 00:57:51,166 okay so we need to maybe bring him back 1801 00:57:51,166 --> 00:57:53,000 or maybe the characters out of focus or something 1802 00:57:53,000 --> 00:57:54,700 and we need to do our best 1803 00:57:55,066 --> 00:57:57,266 again we're tampering in God's domain 1804 00:57:57,266 --> 00:57:59,400 um we are not allowed to get too goofy with this 1805 00:57:59,400 --> 00:58:02,966 so what this does is it dilates the edge 1806 00:58:03,600 --> 00:58:04,333 in a little bit 1807 00:58:04,333 --> 00:58:05,700 so I have a dilation 1808 00:58:05,700 --> 00:58:08,300 as you put this dilation set 1809 00:58:08,300 --> 00:58:08,800 the negative 6 1810 00:58:08,800 --> 00:58:10,233 which is basically in a road 1811 00:58:10,500 --> 00:58:11,533 it rodes it in 1812 00:58:11,533 --> 00:58:12,800 blurs the edge 1813 00:58:13,200 --> 00:58:14,000 and in this case 1814 00:58:14,000 --> 00:58:16,766 we sharpen it with this based off of a mask 1815 00:58:16,766 --> 00:58:19,100 so the the whole image gets sharpen 1816 00:58:19,466 --> 00:58:20,566 you can see if we kind of 1817 00:58:21,566 --> 00:58:22,866 look the viewer here 1818 00:58:22,866 --> 00:58:24,000 this sharpen is 1819 00:58:24,000 --> 00:58:25,766 I don't think there's any sharpening in here 1820 00:58:26,900 --> 00:58:28,166 see if I can take a look 1821 00:58:28,166 --> 00:58:30,200 I think there's a little bit of sharpening 1822 00:58:31,733 --> 00:58:32,533 just a hair 1823 00:58:32,533 --> 00:58:33,800 so you can increase this 1824 00:58:33,800 --> 00:58:35,000 but obviously 1825 00:58:35,400 --> 00:58:36,566 the more you increase sharpening 1826 00:58:36,566 --> 00:58:39,600 the more due to the matrix that is it is 1827 00:58:39,600 --> 00:58:41,900 you'll get these black edges along here 1828 00:58:42,266 --> 00:58:44,266 right which can cause weird artifacts 1829 00:58:44,266 --> 00:58:45,700 so I you know 1830 00:58:45,700 --> 00:58:47,966 let's put this maybe up to two pixels if we feel it 1831 00:58:47,966 --> 00:58:50,166 I only think we need one pixel for this 1832 00:58:50,166 --> 00:58:51,166 because Jake's pretty 1833 00:58:51,166 --> 00:58:52,800 pretty well established 1834 00:58:52,933 --> 00:58:59,266 this basically is kind of a retreatment of the original 1835 00:59:00,200 --> 00:59:00,900 footage here 1836 00:59:00,900 --> 00:59:02,200 just by sharpening out just 1837 00:59:02,200 --> 00:59:03,566 just a touch if you need to 1838 00:59:03,566 --> 00:59:04,433 doesn't matter 1839 00:59:04,533 --> 00:59:07,466 but it doesn't sharpen the outer edges 1840 00:59:07,466 --> 00:59:09,400 so there's no sharpening happening out here 1841 00:59:09,400 --> 00:59:10,766 let's go ahead and just show you 1842 00:59:11,733 --> 00:59:12,833 put my viewer here 1843 00:59:13,200 --> 00:59:14,400 there's no sharpening out here 1844 00:59:14,400 --> 00:59:16,566 but there is sharpening going on in the center 1845 00:59:17,500 --> 00:59:19,866 okay so now that we've done that 1846 00:59:19,866 --> 00:59:20,933 we add a G wrap 1847 00:59:20,933 --> 00:59:21,966 what the heck is a G wrap 1848 00:59:21,966 --> 00:59:24,866 well this is a plug in slash thing you can get off of 1849 00:59:24,866 --> 00:59:26,766 uh Wikipedia 1850 00:59:27,133 --> 00:59:29,300 um I'm gonna go into a further example is later 1851 00:59:29,300 --> 00:59:30,966 but color bleeding 1852 00:59:31,066 --> 00:59:34,466 um again it's using the background um file 1853 00:59:34,466 --> 00:59:36,700 so you can see it's feeding this background input 1854 00:59:36,700 --> 00:59:38,033 that's coming down the pipe 1855 00:59:38,500 --> 00:59:39,400 into the background 1856 00:59:39,400 --> 00:59:41,333 and we have this set to a mix 1857 00:59:41,333 --> 00:59:42,666 such a low value 1858 00:59:43,100 --> 00:59:44,766 but it gives it a nice little touch 1859 00:59:44,766 --> 00:59:47,066 it kind of washes the background 1860 00:59:47,066 --> 00:59:48,166 I'm gonna do a demo this later 1861 00:59:48,166 --> 00:59:50,566 but it washes the background over the foreground 1862 00:59:51,166 --> 00:59:52,866 does a little bit of color bleeding 1863 00:59:52,866 --> 00:59:54,800 you can do a whole bunch of it if you want again 1864 00:59:54,800 --> 00:59:56,700 let me take the mix and bring it up really high 1865 00:59:57,333 --> 00:59:58,600 so you can do that 1866 00:59:58,600 --> 01:00:00,200 then there's an overall wrap 1867 01:00:00,200 --> 01:00:03,466 and then there's an isolated luminance based wrap again 1868 01:00:03,466 --> 01:00:04,966 I think I'm gonna go over this later on 1869 01:00:04,966 --> 01:00:06,666 I wanna do a whole little tutorial on this 1870 01:00:06,666 --> 01:00:08,166 cause we're already at the hour Mark here 1871 01:00:08,166 --> 01:00:09,866 for this video um 1872 01:00:09,866 --> 01:00:12,300 the light wrap is just your atypical light wrap 1873 01:00:12,300 --> 01:00:14,266 we talked about the light wraps before 1874 01:00:14,266 --> 01:00:15,800 if you haven't seen a demo of them 1875 01:00:15,800 --> 01:00:17,466 all they do is 1876 01:00:17,600 --> 01:00:18,733 again I'm gonna do a whole 1877 01:00:18,733 --> 01:00:19,333 this whole area 1878 01:00:19,333 --> 01:00:21,500 I'll do a whole demo so you guys don't freak out 1879 01:00:21,666 --> 01:00:23,900 so it basically creates the areas that are 1880 01:00:23,900 --> 01:00:25,666 obviously in the real world 1881 01:00:25,666 --> 01:00:27,100 when you are 1882 01:00:27,533 --> 01:00:28,733 behind the sun 1883 01:00:28,733 --> 01:00:29,666 someone takes a photograph 1884 01:00:29,666 --> 01:00:31,966 you and the sun is basically on your cheek 1885 01:00:32,166 --> 01:00:33,533 um in this case 1886 01:00:33,533 --> 01:00:35,733 same thing with the Jack um 1887 01:00:35,733 --> 01:00:37,666 the light will wrap more around your object 1888 01:00:37,666 --> 01:00:40,433 dark areas will not wrap around your face more 1889 01:00:40,766 --> 01:00:42,200 it's just photographically the way it is 1890 01:00:42,200 --> 01:00:44,200 so this takes this information 1891 01:00:44,700 --> 01:00:46,633 obviously and pluses it over 1892 01:00:47,300 --> 01:00:48,766 so we can go ahead and take a look 1893 01:00:48,766 --> 01:00:51,766 and it's increased a little bit more information here 1894 01:00:51,766 --> 01:00:53,200 you don't wanna go too overboard with this 1895 01:00:53,200 --> 01:00:56,600 I usually keep it very low finally um 1896 01:00:56,600 --> 01:00:58,300 I'm gonna talk a little bit about these pieces 1897 01:00:58,300 --> 01:00:59,766 these are extra bits 1898 01:00:59,766 --> 01:01:00,766 they're not necessary 1899 01:01:00,766 --> 01:01:02,233 but they help in the comp 1900 01:01:02,500 --> 01:01:03,500 so what this is 1901 01:01:03,500 --> 01:01:05,766 it's a luminance based uh 1902 01:01:06,566 --> 01:01:07,133 system here 1903 01:01:07,133 --> 01:01:09,700 where we're keying the luminance information 1904 01:01:09,733 --> 01:01:10,500 so you can see here 1905 01:01:10,500 --> 01:01:13,033 I just pulled back the information and grab the sun 1906 01:01:13,200 --> 01:01:14,433 I've eroded it 1907 01:01:15,400 --> 01:01:18,166 I've graded it blurred it 1908 01:01:19,000 --> 01:01:20,000 create it again 1909 01:01:20,000 --> 01:01:21,700 I've created a stencil 1910 01:01:22,300 --> 01:01:24,433 here based on a blur 1911 01:01:25,166 --> 01:01:25,866 of the original 1912 01:01:25,866 --> 01:01:27,200 so the original mat is being 1913 01:01:27,200 --> 01:01:28,266 is stenciling out 1914 01:01:28,266 --> 01:01:29,800 so you can see this is his nose 1915 01:01:30,400 --> 01:01:32,500 and I had two different types of blurs 1916 01:01:32,500 --> 01:01:33,733 which are screened together 1917 01:01:33,733 --> 01:01:35,666 so you can see you have the outer Halo here 1918 01:01:35,666 --> 01:01:37,000 and then the inner glow 1919 01:01:37,166 --> 01:01:38,733 you can change these up if you prefer 1920 01:01:38,733 --> 01:01:39,866 so you can have one 1921 01:01:40,366 --> 01:01:42,300 that maybe is a little bit more intense 1922 01:01:42,300 --> 01:01:43,700 and this blur here 1923 01:01:43,866 --> 01:01:45,066 kind of blur that up 1924 01:01:45,266 --> 01:01:46,366 that gets screened together 1925 01:01:46,366 --> 01:01:48,033 brought back into the alpha 1926 01:01:49,366 --> 01:01:51,800 and you can see here we grade it 1927 01:01:51,800 --> 01:01:53,266 pre multiply it 1928 01:01:53,766 --> 01:01:56,466 blur it and finally we use what's called the atop 1929 01:01:56,466 --> 01:01:57,966 so what does the atop do 1930 01:01:58,466 --> 01:01:59,700 if you look at your RGB 1931 01:01:59,700 --> 01:02:02,133 it just basically fills in the matte area 1932 01:02:02,133 --> 01:02:04,200 so the area that's matted in here 1933 01:02:04,400 --> 01:02:05,900 it comes in here and 1934 01:02:06,400 --> 01:02:07,366 basically overs it 1935 01:02:07,366 --> 01:02:08,733 so you can see the sun is 1936 01:02:08,733 --> 01:02:11,000 adding more of a flare around here 1937 01:02:11,000 --> 01:02:13,400 and you can color correct this very important 1938 01:02:13,733 --> 01:02:16,200 you will wanna color correct the sunlight color 1939 01:02:16,666 --> 01:02:18,066 um it's not gonna be white 1940 01:02:18,066 --> 01:02:19,200 it'll be more of a yellow 1941 01:02:19,200 --> 01:02:19,700 so you can see 1942 01:02:19,700 --> 01:02:21,700 I've added a little bit of color of yellow here 1943 01:02:21,933 --> 01:02:23,800 so this is uh 1944 01:02:23,800 --> 01:02:25,333 this is the sparkles 1945 01:02:25,333 --> 01:02:26,933 if I go ahead and merge that on 1946 01:02:26,933 --> 01:02:28,333 I am not gonna show that 1947 01:02:28,333 --> 01:02:30,633 it's basically adds like a little bit of a 1948 01:02:30,666 --> 01:02:32,000 sparkling or lens flare 1949 01:02:32,000 --> 01:02:33,066 whatever you can add lens flares 1950 01:02:33,066 --> 01:02:35,600 but don't ever go overboard with it and voila 1951 01:02:35,600 --> 01:02:37,833 we come to the end with the merge node 1952 01:02:38,366 --> 01:02:40,100 and there is Jack and all his glory 1953 01:02:40,100 --> 01:02:42,500 and a lot of that edge work has been taken care of by 1954 01:02:42,500 --> 01:02:43,300 our actual setup 1955 01:02:43,300 --> 01:02:45,066 is there work needed to be done here 1956 01:02:45,066 --> 01:02:46,700 yes you can see 1957 01:02:46,700 --> 01:02:49,400 we have some artifacts here that are red here 1958 01:02:49,400 --> 01:02:51,900 we've got the chin here that's gone ballistic 1959 01:02:52,333 --> 01:02:53,666 one of the reasons that might be 1960 01:02:53,666 --> 01:02:56,800 is because we need to desaturate more of the edge here 1961 01:02:56,800 --> 01:02:59,066 right so we talked about that before right 1962 01:02:59,066 --> 01:03:00,700 what is the whole purpose of this 1963 01:03:00,900 --> 01:03:01,500 whole purpose is 1964 01:03:01,500 --> 01:03:04,300 this is so that by the time you get to the plusing 1965 01:03:04,566 --> 01:03:06,833 of your actual edge blending 1966 01:03:06,866 --> 01:03:08,366 you don't have any saturated edges 1967 01:03:08,366 --> 01:03:09,733 because you can see what it's doing 1968 01:03:09,733 --> 01:03:11,866 it's compounding the color information 1969 01:03:12,200 --> 01:03:12,933 overboard here 1970 01:03:12,933 --> 01:03:15,466 so if we go back here to our saturation 1971 01:03:15,666 --> 01:03:19,500 this whole color here with the red is something that um 1972 01:03:19,500 --> 01:03:21,400 is cool but it's causing issues 1973 01:03:21,400 --> 01:03:22,633 in regards to 1974 01:03:23,066 --> 01:03:24,266 the scene so 1975 01:03:24,400 --> 01:03:27,833 um one of the things you can do is you know 1976 01:03:27,900 --> 01:03:28,733 for the heck of it 1977 01:03:28,733 --> 01:03:29,700 I mean let's 1978 01:03:29,900 --> 01:03:31,266 let's go back to our 1979 01:03:31,366 --> 01:03:32,700 edge d spill here 1980 01:03:33,100 --> 01:03:34,500 and what if we were to 1981 01:03:35,066 --> 01:03:36,566 kind of lessen this a little bit 1982 01:03:36,566 --> 01:03:37,666 turn all that off right 1983 01:03:37,666 --> 01:03:38,966 leave the green in there 1984 01:03:40,333 --> 01:03:42,600 and let's go back and see again 1985 01:03:42,600 --> 01:03:44,000 you can desaturate it here 1986 01:03:44,000 --> 01:03:46,000 could use these grades to kind of get that area 1987 01:03:46,000 --> 01:03:48,633 and desaturate the red in the background later 1988 01:03:48,966 --> 01:03:50,666 or in the diesel area I should say 1989 01:03:50,866 --> 01:03:52,800 and now if I come over here to the over 1990 01:03:54,000 --> 01:03:55,166 voila we don't have the issue 1991 01:03:55,166 --> 01:03:57,866 we still might need to do some work here as far as 1992 01:03:58,600 --> 01:04:01,366 dealing with this green edge on here and so forth 1993 01:04:01,933 --> 01:04:03,666 and also maybe color correcting this area 1994 01:04:03,666 --> 01:04:05,466 just doesn't make any sense with the background 1995 01:04:05,466 --> 01:04:07,100 which would require some masking 1996 01:04:07,100 --> 01:04:10,566 and color correction work over here okay 1997 01:04:11,266 --> 01:04:13,500 um or maybe in your d spell doesn't matter 1998 01:04:13,500 --> 01:04:16,800 I've also added this little shuffle slash contact sheet 1999 01:04:16,800 --> 01:04:19,200 so if you put your viewer to it and talked about before 2000 01:04:19,533 --> 01:04:21,800 you can cross compare the two together obviously 2001 01:04:21,800 --> 01:04:23,166 I need some work here 2002 01:04:23,366 --> 01:04:25,333 uh work here um 2003 01:04:25,333 --> 01:04:28,533 check to see that your elf is not bleeding through here 2004 01:04:28,533 --> 01:04:30,866 maybe you might have to do some rhodo paint work again 2005 01:04:30,866 --> 01:04:32,833 we're gonna cover that in the extra episode 2006 01:04:33,000 --> 01:04:34,600 there's some work here that's needed 2007 01:04:34,733 --> 01:04:36,800 we have you know issue here 2008 01:04:36,800 --> 01:04:39,100 maybe we need to blend this nose in a little bit better 2009 01:04:39,366 --> 01:04:41,200 this is highlight to blown out again 2010 01:04:41,200 --> 01:04:44,233 the Black Magic 4K has terrible dynamic range 2011 01:04:44,366 --> 01:04:46,100 um compared to what it is 2012 01:04:46,100 --> 01:04:48,100 but you can see from the original plate is big 2013 01:04:48,100 --> 01:04:50,100 no big difference um 2014 01:04:50,100 --> 01:04:52,600 in regards to what was handed to us versus what we have 2015 01:04:52,600 --> 01:04:55,133 we didn't degrade or break the color correction 2016 01:04:55,133 --> 01:04:56,300 it's just bad 2017 01:04:56,700 --> 01:04:57,966 in general the original image is bad 2018 01:04:57,966 --> 01:05:00,266 there is a there is a slighter different gradient 2019 01:05:00,266 --> 01:05:01,700 so there's that gradient here 2020 01:05:01,733 --> 01:05:04,700 so the light wraps and so forth might be an issue 2021 01:05:04,700 --> 01:05:07,300 that might be massed out or dealt with 2022 01:05:07,566 --> 01:05:08,366 but in general 2023 01:05:08,366 --> 01:05:10,266 you can see we have a pretty good result 2024 01:05:10,366 --> 01:05:12,000 just off the bat and again 2025 01:05:12,000 --> 01:05:13,933 I did this all at frame 26 2026 01:05:13,933 --> 01:05:15,733 I'm not going to go through this entire video 2027 01:05:15,733 --> 01:05:18,366 I will in future videos to animate Rotos 2028 01:05:18,366 --> 01:05:19,533 but for this demonstration 2029 01:05:19,533 --> 01:05:21,366 this is a quick way through the Uber tutorial 2030 01:05:21,366 --> 01:05:23,866 I do have a template in the folder 2031 01:05:23,933 --> 01:05:25,333 that comes with this whole package 2032 01:05:25,333 --> 01:05:27,766 you can get off my website that you can start with 2033 01:05:27,766 --> 01:05:28,933 it's a beautiful template 2034 01:05:28,933 --> 01:05:30,300 it's a great place to start 2035 01:05:30,300 --> 01:05:32,666 and will have you running as a pro in no time 141555

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