Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.