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These are the user uploaded subtitles that are being translated: 1 00:00:05,766 --> 00:00:06,566 hello everybody 2 00:00:06,566 --> 00:00:07,466 Charles Le Page here 3 00:00:07,466 --> 00:00:08,200 welcome back 4 00:00:08,200 --> 00:00:10,400 and today we're gonna discuss keying 5 00:00:10,566 --> 00:00:14,233 uh kings of very romanticized uh process 6 00:00:14,333 --> 00:00:17,133 but I'm sure as all of you have figured out by now 7 00:00:17,133 --> 00:00:19,500 that it is generally pretty horrific 8 00:00:19,533 --> 00:00:22,166 so I have cleverly chosen 9 00:00:23,066 --> 00:00:24,333 this little shot here 10 00:00:24,333 --> 00:00:25,866 which involves a 11 00:00:25,866 --> 00:00:28,400 romantic couple that is shot horrifically 12 00:00:28,400 --> 00:00:29,966 so let's take a look at this 13 00:00:31,066 --> 00:00:33,600 oh yuck okay 14 00:00:33,933 --> 00:00:37,400 so we have quite a few problems here 15 00:00:37,400 --> 00:00:39,166 that we can notice right off the bat 16 00:00:39,166 --> 00:00:40,866 um typically when you're keying 17 00:00:40,866 --> 00:00:42,500 you want a shot that is 18 00:00:42,933 --> 00:00:45,366 uh nice and even across the background 19 00:00:45,600 --> 00:00:47,066 Chroma and uh 20 00:00:47,066 --> 00:00:48,700 your subjects stand out from 21 00:00:48,900 --> 00:00:49,900 from the background 22 00:00:49,900 --> 00:00:52,033 and you don't want gradients in your blue screen 23 00:00:52,300 --> 00:00:53,966 as you can see when we play through this 24 00:00:53,966 --> 00:00:55,900 we have none of that 25 00:00:56,366 --> 00:01:00,166 so today we're gonna discuss some techniques for how to 26 00:01:00,166 --> 00:01:03,000 uh get this shot to a keyable state 27 00:01:03,000 --> 00:01:05,966 and then we'll discuss some of the keying techniques 28 00:01:06,200 --> 00:01:07,866 uh that I use 29 00:01:07,900 --> 00:01:10,233 uh more often than not when I'm keying shots 30 00:01:10,700 --> 00:01:13,300 so we'll discuss a few gears and 31 00:01:13,300 --> 00:01:14,566 a few different techniques 32 00:01:14,566 --> 00:01:16,700 that should hopefully make 33 00:01:16,900 --> 00:01:19,300 keying a little bit more black and white okay 34 00:01:19,300 --> 00:01:20,300 so first things first 35 00:01:20,300 --> 00:01:21,600 when you get into a shot 36 00:01:22,133 --> 00:01:23,266 we're gonna wanna analyze it 37 00:01:23,266 --> 00:01:25,166 and see exactly what we have to do 38 00:01:25,400 --> 00:01:27,800 um in order to key this properly 39 00:01:27,800 --> 00:01:30,200 we're gonna wanna try and get to uh 40 00:01:30,200 --> 00:01:32,333 as even a gradient as we can in the background 41 00:01:32,333 --> 00:01:34,033 or at least keep it consistent 42 00:01:34,166 --> 00:01:36,966 um some of these dark areas would be very hard to key 43 00:01:37,166 --> 00:01:39,166 uh just cause the values are so low 44 00:01:39,500 --> 00:01:41,600 so we're gonna wanna pick a frame 45 00:01:42,166 --> 00:01:43,133 say around here 46 00:01:43,133 --> 00:01:44,800 we'll probably go with something like 4 47 00:01:44,800 --> 00:01:46,200 one of the brighter frames with a 48 00:01:46,200 --> 00:01:48,800 with a pretty decent background um 49 00:01:48,800 --> 00:01:50,966 this shot also has a lot of noise in the blue channel 50 00:01:50,966 --> 00:01:51,733 unfortunately 51 00:01:51,733 --> 00:01:54,433 which is an ideal for keying but uh 52 00:01:54,533 --> 00:01:55,200 we'll go over 53 00:01:55,200 --> 00:01:57,666 a quick method to take care of that as well 54 00:01:58,400 --> 00:01:59,100 and typically 55 00:01:59,100 --> 00:02:01,000 you'd want to also 56 00:02:01,300 --> 00:02:03,133 paint this out or clean up this background 57 00:02:03,133 --> 00:02:05,066 any sort of creases like that and 58 00:02:05,166 --> 00:02:06,800 put this woman back on top 59 00:02:06,933 --> 00:02:08,000 but I'm gonna try 60 00:02:08,000 --> 00:02:09,466 uh to leave that in there 61 00:02:09,466 --> 00:02:10,166 and we'll use 62 00:02:10,166 --> 00:02:12,200 uh the IBK um 63 00:02:12,200 --> 00:02:14,666 to try and key that out by itself 64 00:02:14,666 --> 00:02:16,433 to save us a little bit of paint work 65 00:02:17,466 --> 00:02:18,733 alright so with that 66 00:02:18,733 --> 00:02:19,900 we're gonna wanna bring up a 67 00:02:19,900 --> 00:02:21,366 a grade node here 68 00:02:22,500 --> 00:02:23,900 and a frame hold 69 00:02:26,766 --> 00:02:27,466 and the reason for 70 00:02:27,466 --> 00:02:30,066 the framehold is that I just wanna want some 71 00:02:30,066 --> 00:02:33,000 something to refer to that I can wipe between uh 72 00:02:33,000 --> 00:02:36,300 and match my grade 2 on a frame by frame basis 73 00:02:36,700 --> 00:02:39,700 so I think we saw shot 4 was pretty good 74 00:02:39,700 --> 00:02:41,000 come out of the blue channel 75 00:02:42,333 --> 00:02:44,666 yep so frame 4 I'm sorry 76 00:02:44,666 --> 00:02:48,466 so frame 4 we'll use and 77 00:02:49,900 --> 00:02:52,866 we'll use our wipe with the W key here 78 00:02:54,166 --> 00:02:55,500 and begin to grade 79 00:02:58,600 --> 00:03:00,566 okay so let's talk about what we're looking for 80 00:03:00,566 --> 00:03:01,633 in this grade 81 00:03:02,133 --> 00:03:04,700 what we wanna do is we wanna match the blue screen 82 00:03:04,733 --> 00:03:07,000 uh to this bright frame that we've chosen 83 00:03:07,000 --> 00:03:08,200 so that we get this 84 00:03:08,200 --> 00:03:10,766 sort of nice blue screen throughout the entire shot 85 00:03:10,766 --> 00:03:13,100 and then we'll need to animate it so that uh 86 00:03:13,100 --> 00:03:15,066 the flashing light doesn't occur anymore 87 00:03:15,300 --> 00:03:16,066 so we're not 88 00:03:16,066 --> 00:03:17,700 uh too concerned with the color of 89 00:03:17,700 --> 00:03:20,200 the foreground characters because we'll be using the 90 00:03:20,200 --> 00:03:21,366 original plate anyway 91 00:03:21,366 --> 00:03:22,800 uh once we pulled the key 92 00:03:23,000 --> 00:03:24,000 so we wanna 93 00:03:24,000 --> 00:03:25,900 just pay special attention to the blue screen 94 00:03:25,900 --> 00:03:28,033 especially between our two lovebirds here 95 00:03:28,300 --> 00:03:31,866 and uh see how close we can get it to match 96 00:03:31,866 --> 00:03:33,900 so we're gonna start by um 97 00:03:33,900 --> 00:03:35,533 it'll be mostly a gamma shift 98 00:03:35,533 --> 00:03:37,633 I believe so bring our gamma up 99 00:03:38,533 --> 00:03:40,800 and we'll bring our gain up a little bit too 100 00:03:43,200 --> 00:03:45,233 and probably I multiply a little bit 101 00:03:46,266 --> 00:03:47,500 here we go right off the bat 102 00:03:47,500 --> 00:03:49,166 we're getting some pretty good results 103 00:03:49,200 --> 00:03:52,466 um we can check our blue channel and see how that looks 104 00:03:52,466 --> 00:03:54,900 and our green channel is our green channel as well 105 00:03:54,900 --> 00:03:56,066 just to make sure 106 00:03:56,733 --> 00:03:58,866 we're not causing any differences anywhere 107 00:03:59,366 --> 00:04:01,900 and blue channels a little bit different 108 00:04:01,900 --> 00:04:02,900 so maybe we could 109 00:04:03,866 --> 00:04:05,900 mess around with our game a little bit there 110 00:04:07,066 --> 00:04:08,400 bring in some more blues 111 00:04:09,100 --> 00:04:10,366 and whenever I'm grading something I I 112 00:04:10,366 --> 00:04:12,966 I try to break it first and then come back from there 113 00:04:12,966 --> 00:04:15,000 just so I'm not being too timid 114 00:04:15,100 --> 00:04:17,300 and taking forever to get to my values 115 00:04:17,766 --> 00:04:19,466 uh because after all 116 00:04:19,466 --> 00:04:21,100 we are not using this for a final colour 117 00:04:21,100 --> 00:04:23,166 so we can be pretty quick with it 118 00:04:23,800 --> 00:04:25,700 and when we go back into our blue channel 119 00:04:25,700 --> 00:04:27,766 we've got a pretty good thing going on there 120 00:04:27,766 --> 00:04:29,266 we do have a fair amount of difference 121 00:04:29,266 --> 00:04:30,366 in the shadows here 122 00:04:30,366 --> 00:04:34,266 so maybe we could try adjust that by our black point 123 00:04:34,266 --> 00:04:37,166 um you have to be very sensitive with the black point 124 00:04:37,766 --> 00:04:40,866 so we'll start really nice and low 125 00:04:41,933 --> 00:04:43,833 and that's not at all what we want 126 00:04:51,300 --> 00:04:54,600 but we just bring it up to uh point zero zero one 127 00:04:54,600 --> 00:04:55,866 we get a nice uh 128 00:04:57,300 --> 00:04:58,500 a nice value there 129 00:04:58,500 --> 00:04:59,400 that's pretty consistent 130 00:04:59,400 --> 00:05:01,300 so if we go back to zero you can see 131 00:05:01,933 --> 00:05:03,100 uh it doesn't do a whole lot 132 00:05:03,100 --> 00:05:04,400 but it does do a little bit 133 00:05:04,400 --> 00:05:07,000 so I'm gonna keep it yeah 134 00:05:07,000 --> 00:05:08,366 I'm happy with it 135 00:05:08,466 --> 00:05:10,300 and now we're gonna go on to talking about 136 00:05:10,300 --> 00:05:12,466 animating this grade and getting rid of that 137 00:05:12,533 --> 00:05:14,200 uh flicker once and for all 138 00:05:15,666 --> 00:05:17,466 okay so now we're gonna wanna go in here 139 00:05:17,466 --> 00:05:18,600 and animate our grade 140 00:05:18,600 --> 00:05:20,300 uh so get rid of that flicker 141 00:05:20,566 --> 00:05:23,066 um we could go through here and set keys on our 142 00:05:23,066 --> 00:05:25,366 our grade values and and animate those 143 00:05:25,366 --> 00:05:27,100 but that'll take quite a long time 144 00:05:27,133 --> 00:05:29,400 so I'm gonna use our trusty old 145 00:05:30,100 --> 00:05:31,266 dissolve node 146 00:05:32,000 --> 00:05:35,466 and I will animate the slider in here 147 00:05:35,766 --> 00:05:37,366 so that uh oops 148 00:05:37,733 --> 00:05:39,766 get our white back on our frame hold there 149 00:05:40,066 --> 00:05:42,333 so that we can uh mix our values 150 00:05:42,333 --> 00:05:44,866 uh to match the light as it comes and goes 151 00:05:44,900 --> 00:05:47,400 in the scene so 152 00:05:48,500 --> 00:05:51,133 just that's a shift x right there to change your input 153 00:05:51,133 --> 00:05:51,966 I really like that 154 00:05:51,966 --> 00:05:53,533 that's a handy one um 155 00:05:53,533 --> 00:05:55,533 I'll have my 0 on my original plate 156 00:05:55,533 --> 00:05:57,066 and my 1 on my changed one 157 00:05:57,066 --> 00:05:59,866 just to help me make sense of the situation 158 00:06:00,666 --> 00:06:02,900 so we'll start by setting a key here 159 00:06:03,466 --> 00:06:05,133 and we're gonna probably 100% 160 00:06:05,133 --> 00:06:07,100 since that's the frame we originally graded 161 00:06:08,000 --> 00:06:10,966 and we'll work our way through this timeline here 162 00:06:10,966 --> 00:06:13,200 up for that's when the light flashes on 163 00:06:13,200 --> 00:06:16,066 so we can probably get rid of everything there 164 00:06:17,133 --> 00:06:18,000 and carry on 165 00:06:18,000 --> 00:06:18,333 and actually 166 00:06:18,333 --> 00:06:20,966 we're gonna wanna check the frame beforehand 167 00:06:21,133 --> 00:06:22,300 because yep 168 00:06:22,300 --> 00:06:23,933 that's just like I expected 169 00:06:23,933 --> 00:06:25,500 the slider started animating 170 00:06:25,500 --> 00:06:27,966 so we need to set another keyframe on three 171 00:06:28,333 --> 00:06:29,833 that keeps us at one 172 00:06:30,000 --> 00:06:32,666 and then get a much smoother 173 00:06:33,266 --> 00:06:34,633 transition right there 174 00:06:35,566 --> 00:06:38,400 and then we'll go on with it 175 00:06:38,766 --> 00:06:39,800 slide it up a little bit 176 00:06:39,800 --> 00:06:42,300 and we can go down to our next darkest frame 177 00:06:45,600 --> 00:06:48,466 animate back up to one there we go 178 00:06:49,333 --> 00:06:52,966 and scrub between here and see what happens 179 00:06:53,400 --> 00:06:56,966 we're a little bit off there so go to maybe frame six 180 00:06:57,400 --> 00:07:01,466 see if we can blend that a little bit better and we can 181 00:07:06,200 --> 00:07:07,600 so you get the idea there 182 00:07:07,600 --> 00:07:09,333 I'm not gonna make you watch me do 183 00:07:09,333 --> 00:07:11,200 this whole animated grade 184 00:07:11,366 --> 00:07:13,566 but I will carry on with it and 185 00:07:13,766 --> 00:07:15,433 catch up with you guys when I'm finished 186 00:07:19,466 --> 00:07:21,300 and through the magic of television 187 00:07:21,333 --> 00:07:23,633 I finished animating my dissolve node 188 00:07:23,900 --> 00:07:26,466 um so if I play that back for you here 189 00:07:27,100 --> 00:07:28,866 you see there's a little bit of flickering in the front 190 00:07:28,866 --> 00:07:30,666 uh but not too much in the 191 00:07:30,666 --> 00:07:31,466 in the back 192 00:07:31,466 --> 00:07:33,600 which is what we were most concerned about 193 00:07:33,600 --> 00:07:35,466 I wanna point out that I did make some 194 00:07:35,466 --> 00:07:38,266 adjustments to my grade note as well quickly 195 00:07:38,266 --> 00:07:41,033 uh in my gain I uh 196 00:07:41,400 --> 00:07:43,766 cooled it down a little bit and then added some greens 197 00:07:43,766 --> 00:07:45,966 uh and in my multiply 198 00:07:46,400 --> 00:07:50,733 I warmed up my multiply and added some magenta so uh 199 00:07:50,733 --> 00:07:53,966 that I thought just helped me get a little bit closer 200 00:07:53,966 --> 00:07:55,333 uh just some small adjustments 201 00:07:55,333 --> 00:07:56,966 we may go back and change those later 202 00:07:56,966 --> 00:07:58,800 uh I have not decided yet 203 00:07:59,333 --> 00:08:01,966 so now we've got our animated grade going um 204 00:08:01,966 --> 00:08:05,633 we're gonna look at our next problem and uh 205 00:08:05,866 --> 00:08:07,300 that's the amount of grain that's in 206 00:08:07,300 --> 00:08:09,733 the blue channel that we mentioned earlier um 207 00:08:09,733 --> 00:08:11,700 we're gonna wanna try and soften that up a little bit 208 00:08:11,700 --> 00:08:12,933 and just help with our key 209 00:08:12,933 --> 00:08:15,600 on our edges so that we don't get any sizzling 210 00:08:15,600 --> 00:08:17,900 because uh that is 211 00:08:18,300 --> 00:08:21,000 the bane of my existence when it comes to keying 212 00:08:21,000 --> 00:08:24,500 um we can't use the same method that we use beforehand 213 00:08:24,500 --> 00:08:27,766 um a frame blend because our subjects are moving 214 00:08:27,766 --> 00:08:30,033 and now we won't be able to maintain a good edge 215 00:08:30,900 --> 00:08:35,000 so we're gonna use the furnace node called the d noise 216 00:08:36,700 --> 00:08:37,933 and the reason we're using d 217 00:08:37,933 --> 00:08:41,100 noise and not d grain is because the d grain tool 218 00:08:41,100 --> 00:08:44,100 typically works better on single frames um 219 00:08:44,100 --> 00:08:46,233 whereas the d noise tool 220 00:08:46,666 --> 00:08:47,866 works on sequences 221 00:08:47,866 --> 00:08:51,733 or at least that's what I always use for sequences um 222 00:08:51,733 --> 00:08:54,766 we plug that guy into the chain here and we'll move 223 00:08:54,766 --> 00:08:57,833 the source over to a clean area of the screen 224 00:08:58,300 --> 00:09:00,333 uh if you do have a sample noise plate 225 00:09:00,333 --> 00:09:01,966 you can plug it in here and that works uh 226 00:09:01,966 --> 00:09:03,000 really really well 227 00:09:03,000 --> 00:09:04,333 but unfortunately 228 00:09:04,333 --> 00:09:06,733 uh Christmas only comes once a year 229 00:09:06,733 --> 00:09:08,433 so we don't have that 230 00:09:08,500 --> 00:09:10,200 um so instead 231 00:09:10,200 --> 00:09:12,800 we're gonna set our original color space to SRGV 232 00:09:12,800 --> 00:09:14,466 which is what we have piping in here 233 00:09:14,500 --> 00:09:17,233 and our plate size was pal or NTSC 234 00:09:18,000 --> 00:09:18,700 put those together 235 00:09:18,700 --> 00:09:21,266 and you can see that drastically improves our results 236 00:09:21,366 --> 00:09:24,933 um we do have some outlining here uh 237 00:09:24,933 --> 00:09:26,600 that we want to be careful of 238 00:09:26,866 --> 00:09:29,700 uh there's a suppress ringing check box 239 00:09:29,700 --> 00:09:31,900 which may help us out a little bit 240 00:09:32,800 --> 00:09:34,400 check it out and 241 00:09:36,166 --> 00:09:38,066 does help a little bit doesn't do a whole lot 242 00:09:38,066 --> 00:09:40,766 um and doesn't seem to be slowing it down too much 243 00:09:40,766 --> 00:09:42,966 so we'll leave it on for the time being 244 00:09:43,266 --> 00:09:46,300 uh now you can go in here to the fine tuning tab 245 00:09:46,300 --> 00:09:47,633 and or the tune tab 246 00:09:48,000 --> 00:09:50,000 and you want this to be as close as you 247 00:09:50,000 --> 00:09:52,000 can to getting rid of all the noise 248 00:09:52,166 --> 00:09:54,000 but without causing any 249 00:09:54,000 --> 00:09:55,666 uh artifacting or anything 250 00:09:55,666 --> 00:09:56,933 so we can go in here and 251 00:09:56,933 --> 00:09:59,266 and mess around with our values a little bit 252 00:09:59,400 --> 00:10:02,166 and see what will give us the fastest 253 00:10:02,266 --> 00:10:04,400 d noise node and 254 00:10:04,600 --> 00:10:06,000 the best results 255 00:10:07,766 --> 00:10:09,766 and typically one works pretty well 256 00:10:10,000 --> 00:10:12,800 not always but sometimes 257 00:10:14,566 --> 00:10:17,633 and today it's not looking like it's doing too bad 258 00:10:19,600 --> 00:10:21,966 so we can start from there and go on to keying 259 00:10:21,966 --> 00:10:22,666 and if we need to 260 00:10:22,666 --> 00:10:24,600 we can come back and adjust those values later 261 00:10:24,600 --> 00:10:27,666 cause that's the beauty of node based compositing 262 00:10:30,266 --> 00:10:31,466 so look at our color channel 263 00:10:31,466 --> 00:10:32,900 and we got a pretty clean color channel 264 00:10:32,900 --> 00:10:35,466 look at that handsome man right there alright 265 00:10:38,400 --> 00:10:41,666 so now we'll move on to the actual keying stage 266 00:10:41,666 --> 00:10:45,500 now that our our plate is nice and clean and uh 267 00:10:45,733 --> 00:10:46,600 deflickered 268 00:10:48,500 --> 00:10:50,666 okay and just before I move on to the king 269 00:10:50,666 --> 00:10:52,166 I'd like to mention that if you 270 00:10:52,166 --> 00:10:54,366 there's another tab in here I didn't really cover 271 00:10:54,366 --> 00:10:55,833 which is the analysis 272 00:10:55,933 --> 00:10:58,466 um if you want to use this region right here 273 00:10:58,466 --> 00:11:02,566 you can use uh sample region and uh select that 274 00:11:02,566 --> 00:11:04,866 and that will give you an alternate result 275 00:11:04,866 --> 00:11:06,666 as opposed to autoanalyse 276 00:11:06,866 --> 00:11:09,466 um that'll leave a little bit of grain in there 277 00:11:09,700 --> 00:11:13,600 um I was having better results with the 278 00:11:14,500 --> 00:11:16,933 auto analysis and I typically do 279 00:11:16,933 --> 00:11:19,700 so I will leave it on that for the time being 280 00:11:19,700 --> 00:11:20,933 but I just wanted to bring that up 281 00:11:20,933 --> 00:11:23,200 and you can mess around with these settings and uh 282 00:11:23,266 --> 00:11:24,666 the size of the region and 283 00:11:24,666 --> 00:11:26,800 and what specific frame you want 284 00:11:27,066 --> 00:11:30,066 um if you feel like 285 00:11:30,066 --> 00:11:31,766 you're getting better results that way 286 00:11:33,466 --> 00:11:35,133 but for now I'm happy with this result uh 287 00:11:35,133 --> 00:11:37,066 we can always come back and change it like I said 288 00:11:37,200 --> 00:11:39,766 uh so we're gonna move on to doing some keying 289 00:11:41,966 --> 00:11:43,866 okay so to key the shot today 290 00:11:43,866 --> 00:11:46,900 I'm gonna attempt to use the IBK um 291 00:11:46,900 --> 00:11:48,533 no promises that it'll work 292 00:11:48,533 --> 00:11:51,300 I often end up switching keys uh halfway 293 00:11:52,100 --> 00:11:52,966 halfway through 294 00:11:52,966 --> 00:11:54,733 sometimes before I leap into keying 295 00:11:54,733 --> 00:11:55,833 I like to spend 296 00:11:56,266 --> 00:11:58,566 two or three minutes with each key that I can 297 00:11:58,600 --> 00:12:00,266 that I have access to through nuke 298 00:12:00,300 --> 00:12:02,300 and see which one yields the best results 299 00:12:02,300 --> 00:12:03,766 and then I'll typically try to find 300 00:12:03,766 --> 00:12:06,166 tune it from there um 301 00:12:06,166 --> 00:12:09,366 keying is meant to be an efficient way of making a mat 302 00:12:09,366 --> 00:12:13,100 so I like to not spend too much time on messing about 303 00:12:13,466 --> 00:12:16,000 but it doesn't hurt to see which 304 00:12:16,000 --> 00:12:18,100 one gives you a good result and work from there 305 00:12:18,733 --> 00:12:20,566 um we're gonna go with the IBK today 306 00:12:20,566 --> 00:12:22,266 because this blue screen in 307 00:12:22,266 --> 00:12:24,466 the background has a nice little gradient there 308 00:12:24,466 --> 00:12:26,233 it has some variation in colour 309 00:12:26,466 --> 00:12:30,300 and uh that's just really what the IBK thrives with 310 00:12:30,300 --> 00:12:31,933 it's an image base Kia 311 00:12:31,933 --> 00:12:34,400 so it pretty much comes up with a difference man 312 00:12:34,733 --> 00:12:37,633 you provide a clean blue frame that 313 00:12:37,700 --> 00:12:39,366 has similar variation to the 314 00:12:39,366 --> 00:12:41,466 blue screen that you have in the shot 315 00:12:41,933 --> 00:12:47,066 and uh the IBK cleverly spits out a beautiful mat 316 00:12:47,366 --> 00:12:49,700 but not without a little bit of effort 317 00:12:50,066 --> 00:12:51,400 so with that we'll dive 318 00:12:51,400 --> 00:12:53,066 right into the IBK 319 00:12:55,300 --> 00:12:57,600 alright so now we'll move on to keying 320 00:12:57,600 --> 00:13:00,200 I'll bring in the IVK gizmo here 321 00:13:01,666 --> 00:13:03,933 alright we're not gonna get to the color just yet 322 00:13:03,933 --> 00:13:05,666 but we'll discuss that in a few seconds 323 00:13:05,666 --> 00:13:07,433 we'll put that into our pipe 324 00:13:07,666 --> 00:13:09,366 and bring in a background plate 325 00:13:11,300 --> 00:13:13,300 I typically use a checkerboard uh 326 00:13:13,300 --> 00:13:15,933 cause it has a nice variation of values 327 00:13:15,933 --> 00:13:18,566 and that way when your background comes in 328 00:13:18,866 --> 00:13:21,533 um and it ends up being white instead of the black 329 00:13:21,533 --> 00:13:22,500 you expected 330 00:13:22,666 --> 00:13:24,866 you don't have to finesse your key too much 331 00:13:24,966 --> 00:13:27,500 unplug the background in there and uh 332 00:13:27,900 --> 00:13:29,100 I'll show you one way 333 00:13:29,100 --> 00:13:31,066 a common way that people use the IBK 334 00:13:31,066 --> 00:13:31,533 they'll use 335 00:13:31,533 --> 00:13:32,600 use it as a 336 00:13:32,800 --> 00:13:35,833 standalone without having a color plate come in here 337 00:13:36,400 --> 00:13:37,766 and to do that they'll 338 00:13:38,000 --> 00:13:40,000 adjust the screen type to pick 339 00:13:40,366 --> 00:13:41,966 select your colour picker here 340 00:13:42,333 --> 00:13:45,500 and then alt click on the background 341 00:13:45,500 --> 00:13:47,300 and you can see we get some funky results 342 00:13:47,300 --> 00:13:49,433 it sort of jumps between the blue and the 343 00:13:50,133 --> 00:13:51,666 and then back to the 344 00:13:51,666 --> 00:13:52,166 to the plate 345 00:13:52,166 --> 00:13:53,300 and if you're gonna shift select it 346 00:13:53,300 --> 00:13:55,166 it pops all over the place 347 00:13:55,166 --> 00:13:56,133 and the reason for that is 348 00:13:56,133 --> 00:13:57,500 you're not selecting from your source 349 00:13:57,500 --> 00:14:00,500 you're selecting from the image there so uh 350 00:14:00,500 --> 00:14:02,166 you wanna select from the input pipe 351 00:14:02,166 --> 00:14:04,333 so hold down the alt key while doing that 352 00:14:04,333 --> 00:14:05,266 and then you can 353 00:14:05,900 --> 00:14:08,000 I have more control over it 354 00:14:08,000 --> 00:14:09,866 and it'll be a little less sporadic 355 00:14:09,933 --> 00:14:12,100 so we go into our alpha channel here 356 00:14:12,400 --> 00:14:13,900 and click around 357 00:14:13,900 --> 00:14:15,400 some of these values here and 358 00:14:15,400 --> 00:14:16,200 and just make sure we're 359 00:14:16,200 --> 00:14:18,633 not barking up the wrong tree by using the IVK 360 00:14:18,933 --> 00:14:19,533 and you can see we're 361 00:14:19,533 --> 00:14:21,166 getting some pretty good results here 362 00:14:21,766 --> 00:14:24,566 so that makes me feel good about sticking with this 363 00:14:24,566 --> 00:14:26,466 as a cure uh 364 00:14:26,466 --> 00:14:28,500 if we're having a lot of trouble with this and 365 00:14:28,933 --> 00:14:31,966 uh look like we're having holes all over the place and 366 00:14:31,966 --> 00:14:32,900 not getting good results 367 00:14:32,900 --> 00:14:34,600 maybe I'd abandon the IBK 368 00:14:34,900 --> 00:14:37,066 but I'm pretty confident with what we're getting here 369 00:14:37,066 --> 00:14:41,500 so um I will show you some clean plate uh 370 00:14:41,500 --> 00:14:43,300 techniques that I use uh 371 00:14:43,300 --> 00:14:45,366 that don't involve the IBK colour 372 00:14:45,400 --> 00:14:46,833 that's an alternate method 373 00:14:47,266 --> 00:14:50,000 um but I found it to be pretty successful in a 374 00:14:50,000 --> 00:14:50,966 number of scenarios 375 00:14:50,966 --> 00:14:52,833 so hopefully you guys will too 376 00:14:52,866 --> 00:14:54,133 so we'll move on to that 377 00:14:54,133 --> 00:14:55,033 at the moment 378 00:14:55,100 --> 00:14:58,033 change this back to sea blue and 379 00:14:58,500 --> 00:15:01,100 start making a sea blue 380 00:15:04,800 --> 00:15:08,566 I'm gonna talk a little bit about generating my own uh 381 00:15:09,000 --> 00:15:10,366 clean plate input 382 00:15:10,366 --> 00:15:13,100 if I had uh a shot of 383 00:15:14,000 --> 00:15:16,066 this scene without the actors in it 384 00:15:16,066 --> 00:15:19,500 um that would be ideal to use because the IVK would 385 00:15:19,500 --> 00:15:21,900 pretty much spit out a perfect key with little effort 386 00:15:22,066 --> 00:15:24,966 um but like I said before uh 387 00:15:24,966 --> 00:15:28,200 Christmas does only come once a year and that is a very 388 00:15:28,533 --> 00:15:30,000 rare occasion that you'll have 389 00:15:30,000 --> 00:15:31,900 a clean plate without the actors in it 390 00:15:32,566 --> 00:15:34,533 so or one that matches 391 00:15:34,533 --> 00:15:38,200 the lighting without the actors in it as well so um 392 00:15:38,200 --> 00:15:40,633 I like to try and use what I have to create a clean 393 00:15:40,666 --> 00:15:41,566 clean frame uh 394 00:15:41,566 --> 00:15:43,533 they do have the IBK color 395 00:15:43,533 --> 00:15:45,166 which I'll bring in here to 396 00:15:45,166 --> 00:15:46,866 talk about for a few seconds 397 00:15:47,900 --> 00:15:53,066 um which does pretty much what I'm saying however 398 00:15:53,300 --> 00:15:54,200 when you plug it in 399 00:15:54,200 --> 00:15:55,566 you can see right away that 400 00:15:55,866 --> 00:15:58,500 it softens up a lot of that background there 401 00:15:58,666 --> 00:16:00,700 and uh when we look at our 402 00:16:00,733 --> 00:16:01,966 our plate that we've 403 00:16:01,966 --> 00:16:03,233 we've made to key 404 00:16:03,400 --> 00:16:05,133 we've got a nice solid line here 405 00:16:05,133 --> 00:16:07,833 we got really good gradient that matches 406 00:16:08,500 --> 00:16:11,633 matches the original plate pretty well um 407 00:16:11,733 --> 00:16:13,800 so that's what I wanna try to preserve 408 00:16:13,800 --> 00:16:15,600 the IVK color gets rid of that a lot 409 00:16:15,600 --> 00:16:17,166 so you'll find that uh 410 00:16:17,166 --> 00:16:18,133 this really 411 00:16:18,133 --> 00:16:20,800 hard edge will still show up in your key sometimes 412 00:16:21,133 --> 00:16:22,866 so I'm gonna show you an alternate route 413 00:16:22,866 --> 00:16:24,433 besides the IBK color 414 00:16:24,466 --> 00:16:26,000 that can give you a pretty good result 415 00:16:26,000 --> 00:16:29,200 you can plug into your C input and uh 416 00:16:29,200 --> 00:16:30,566 get a decent amount out of 417 00:16:30,566 --> 00:16:32,066 and this work for me in a 418 00:16:32,066 --> 00:16:32,966 in a few scenarios 419 00:16:32,966 --> 00:16:35,300 so hopefully it'll work for you guys as well 420 00:16:35,666 --> 00:16:38,000 uh it may seem a little confusing to begin with 421 00:16:38,000 --> 00:16:40,000 but bear with me and uh 422 00:16:40,000 --> 00:16:40,866 I'm sure I've 423 00:16:40,866 --> 00:16:42,833 managed to tie it together towards the end 424 00:16:46,000 --> 00:16:48,666 so we're gonna start with just a nuke here 425 00:16:51,133 --> 00:16:52,866 and we're gonna set this guy aside 426 00:16:52,866 --> 00:16:54,500 the IBK gizmo for a little while 427 00:16:54,500 --> 00:16:57,800 since we're not gonna need him until we get back 428 00:16:57,800 --> 00:17:00,300 with our clean plate so this uh 429 00:17:00,300 --> 00:17:02,700 key that comes standard with nuke is a great little key 430 00:17:02,733 --> 00:17:04,833 um I use it all the time 431 00:17:04,966 --> 00:17:07,400 uh especially when I just need to uh 432 00:17:07,500 --> 00:17:08,900 pull quick keys for 433 00:17:09,100 --> 00:17:11,100 um clean plates and things like that 434 00:17:11,100 --> 00:17:14,133 you saw me use it with the helicopter um 435 00:17:14,133 --> 00:17:15,700 it's a it's a good one to explore 436 00:17:15,700 --> 00:17:17,100 and see what you can get with it 437 00:17:17,100 --> 00:17:18,400 the red key is a 438 00:17:19,066 --> 00:17:19,700 really handy 439 00:17:19,700 --> 00:17:21,800 especially when you're trying to bring some detail back 440 00:17:21,866 --> 00:17:24,600 from an original plate to put it on top of a key 441 00:17:25,000 --> 00:17:26,700 you've been trying to get like hairs and 442 00:17:26,700 --> 00:17:28,366 and little amounts of detail that 443 00:17:28,366 --> 00:17:30,933 you sometimes lose when you're pulling the key uh 444 00:17:30,933 --> 00:17:33,100 but right now we're gonna use this uh 445 00:17:33,100 --> 00:17:35,733 to help us get our uh 446 00:17:35,733 --> 00:17:36,700 clean plate 447 00:17:36,933 --> 00:17:38,766 for the IBK 448 00:17:38,766 --> 00:17:40,100 so we're gonna go to 449 00:17:40,100 --> 00:17:41,933 we're not gonna use a blue key or we're gonna try 450 00:17:41,933 --> 00:17:45,500 the blue screen key and see what happens um 451 00:17:45,733 --> 00:17:47,300 it doesn't look too promising right now 452 00:17:47,300 --> 00:17:48,500 but if we bring uh 453 00:17:48,933 --> 00:17:50,100 bring up this 454 00:17:50,166 --> 00:17:51,266 this bottom slider 455 00:17:51,266 --> 00:17:53,900 it'll start pulling some of that blue out of our 456 00:17:53,900 --> 00:17:54,833 out of our shot 457 00:17:55,166 --> 00:17:57,300 and uh we just wanna 458 00:17:57,400 --> 00:17:59,300 we wanna a kind of a dirty key here 459 00:17:59,300 --> 00:18:00,233 cause we're gonna 460 00:18:00,400 --> 00:18:01,400 use it for something else 461 00:18:01,400 --> 00:18:02,300 and then our 462 00:18:02,400 --> 00:18:05,266 our real key will be coming from our IVK 463 00:18:05,333 --> 00:18:07,700 so what we're using this key for is we wanna 464 00:18:07,700 --> 00:18:09,933 put blue over the top of our plate in order 465 00:18:09,933 --> 00:18:11,733 to generate that that clean plate 466 00:18:11,733 --> 00:18:14,533 so we don't wanna go too tight on this key because 467 00:18:14,533 --> 00:18:15,933 we needed to overlap a little bit 468 00:18:15,933 --> 00:18:18,233 we needed to bring in some of those values of blue 469 00:18:18,400 --> 00:18:20,066 uh so the IBK can 470 00:18:20,066 --> 00:18:21,300 uh do the rest of the detail 471 00:18:21,300 --> 00:18:23,200 and refine the edges and things like that 472 00:18:23,300 --> 00:18:25,000 so we'll try something like this 473 00:18:25,000 --> 00:18:27,466 uh slide it up around here and uh 474 00:18:27,466 --> 00:18:28,900 see how these values do 475 00:18:29,466 --> 00:18:32,733 so go back into our color channel 476 00:18:32,733 --> 00:18:34,866 and bring in our friendly copy note 477 00:18:35,566 --> 00:18:37,366 and uh for our B 478 00:18:37,366 --> 00:18:39,666 for our B pipe or our RGB 479 00:18:39,766 --> 00:18:41,700 we're gonna wanna bring in a constant 480 00:18:45,366 --> 00:18:46,966 and we'll connect that to our B pipe 481 00:18:46,966 --> 00:18:48,300 and we want our constant colour 482 00:18:48,300 --> 00:18:51,733 grab our colour picker here to be something 483 00:18:51,733 --> 00:18:54,000 something like the blue around our characters 484 00:18:54,100 --> 00:18:56,900 so we'll go for just a quick click there 485 00:18:57,133 --> 00:18:58,500 and see how that looks 486 00:18:59,666 --> 00:19:00,500 we'll need a 487 00:19:00,500 --> 00:19:03,166 our friend the premult to throw under there 488 00:19:06,300 --> 00:19:08,200 all right and then we'll over this 489 00:19:08,200 --> 00:19:11,866 back over our plate and see what it looks like oops 490 00:19:11,900 --> 00:19:13,900 we still want that to stay up there 491 00:19:14,100 --> 00:19:15,666 and leave our color attachment 492 00:19:16,966 --> 00:19:18,933 okay so what you can see 493 00:19:18,933 --> 00:19:19,900 now where we're going with this 494 00:19:19,900 --> 00:19:22,200 it's giving us a pretty good clean plate um 495 00:19:22,200 --> 00:19:24,366 bring that IVK colour back in here 496 00:19:26,600 --> 00:19:28,100 uh to compare the two 497 00:19:29,133 --> 00:19:32,266 so you can see our differences there 498 00:19:32,533 --> 00:19:35,600 um especially around these areas 499 00:19:35,600 --> 00:19:38,533 uh so we'll try to stick with ours and see 500 00:19:38,533 --> 00:19:41,433 see how it goes um whoops 501 00:19:43,866 --> 00:19:46,266 we may need to mess around with an 502 00:19:46,266 --> 00:19:48,400 erode or something to try and to try 503 00:19:49,000 --> 00:19:51,300 and cover those edges and we can kind of work 504 00:19:51,300 --> 00:19:53,800 simultaneously while we're pulling our IBK 505 00:19:53,900 --> 00:19:55,866 so we'll bring it in a road here 506 00:19:56,966 --> 00:19:58,266 just a simple one 507 00:19:59,000 --> 00:20:00,666 and whoops that's the wrong way 508 00:20:07,766 --> 00:20:11,500 so just try cover up some of those edges and make it um 509 00:20:11,500 --> 00:20:14,066 as blue as possible without losing 510 00:20:14,566 --> 00:20:15,800 too much of what we 511 00:20:15,900 --> 00:20:17,500 what we're hoping to get there 512 00:20:17,500 --> 00:20:19,300 we don't want to lose too much of that detail 513 00:20:19,366 --> 00:20:20,166 so we don't go 514 00:20:20,166 --> 00:20:21,600 don't want to go nuts with it 515 00:20:21,600 --> 00:20:23,300 still be pretty careful but 516 00:20:24,200 --> 00:20:26,733 so we can come over here and see how our IBK is doing 517 00:20:26,733 --> 00:20:28,166 uh looks pretty good over black 518 00:20:28,166 --> 00:20:29,766 which is generally the case 519 00:20:29,866 --> 00:20:31,800 but if we take a peek at our alpha channel 520 00:20:31,800 --> 00:20:34,866 we'll see we've got a long way to go with our 521 00:20:35,100 --> 00:20:36,266 key over here 522 00:20:36,333 --> 00:20:38,666 so we can move into uh 523 00:20:38,700 --> 00:20:39,600 into the IBK 524 00:20:39,600 --> 00:20:41,800 and start messing around with some of these sliders 525 00:20:41,800 --> 00:20:44,466 uh we got our screen type and stuff selected already 526 00:20:44,666 --> 00:20:46,800 colour doesn't matter because that's only uh 527 00:20:46,800 --> 00:20:48,200 for when we're set to pick 528 00:20:48,500 --> 00:20:51,566 um our red weight and green weight that uh 529 00:20:51,566 --> 00:20:53,533 it'll be a green weight in this scenario 530 00:20:53,533 --> 00:20:54,866 cause we're using a blue screen 531 00:20:54,866 --> 00:20:57,466 these sliders will determine how much uh 532 00:20:57,466 --> 00:21:00,800 each channel is weighted in the uh 533 00:21:01,300 --> 00:21:02,366 keying algorithm 534 00:21:02,366 --> 00:21:04,100 so uh you can see if we 535 00:21:04,100 --> 00:21:05,400 if we bring our red down 536 00:21:05,400 --> 00:21:06,966 here we'll start to get some holes 537 00:21:06,966 --> 00:21:08,866 uh in areas that 538 00:21:08,866 --> 00:21:11,333 uh contain uh 539 00:21:11,333 --> 00:21:13,233 reds and greens 540 00:21:14,666 --> 00:21:16,533 so you can see if we bring our cider down here 541 00:21:16,533 --> 00:21:17,533 we'll start to get holes in 542 00:21:17,533 --> 00:21:19,566 the areas that contain a lot of blues and greens 543 00:21:19,566 --> 00:21:22,700 I like the highlights on this woman's chest here 544 00:21:23,600 --> 00:21:26,333 uh so we wanna mess around with those and find uh 545 00:21:26,333 --> 00:21:28,333 find a comfortable medium that doesn't 546 00:21:28,333 --> 00:21:29,866 introduce too many holes 547 00:21:29,966 --> 00:21:32,966 um but most of all doesn't affect the edge 548 00:21:32,966 --> 00:21:34,200 uh cause while we're keying 549 00:21:34,200 --> 00:21:35,766 the most important part are these 550 00:21:35,766 --> 00:21:36,766 edge pixels right here 551 00:21:36,766 --> 00:21:39,566 we can go in and fill in any holes that might be caused 552 00:21:39,766 --> 00:21:43,766 uh in the middle while with hold out mats and uh 553 00:21:43,766 --> 00:21:45,266 if Roto if need be 554 00:21:45,366 --> 00:21:47,933 but uh the key component 555 00:21:47,933 --> 00:21:48,400 if you will 556 00:21:48,400 --> 00:21:50,466 is these very edge pixels 557 00:21:50,933 --> 00:21:54,400 so uh we can also come down here to the luminance match 558 00:21:54,400 --> 00:21:57,366 which will add luminance math into the king 559 00:21:57,366 --> 00:21:59,733 uh into the difference mat algorithm 560 00:21:59,733 --> 00:22:01,600 so turn that on 561 00:22:02,266 --> 00:22:04,566 and uh this can sometimes affect 562 00:22:04,700 --> 00:22:06,566 the alpha channel pretty significantly 563 00:22:06,566 --> 00:22:09,133 so if we pull this slider down 564 00:22:09,133 --> 00:22:09,966 you can see 565 00:22:10,000 --> 00:22:12,466 uh there are results are pretty good up there we're 566 00:22:12,566 --> 00:22:15,100 losing a lot of that dark blue that we didn't want and 567 00:22:15,100 --> 00:22:17,533 uh still maintaining some of that detail in the 568 00:22:17,533 --> 00:22:19,000 hair and stuff here 569 00:22:20,933 --> 00:22:22,333 uh which brings me to another point 570 00:22:22,333 --> 00:22:24,600 uh the whole reason we'd created that uh 571 00:22:24,600 --> 00:22:27,500 clean plate over there was to help us with this uh 572 00:22:27,500 --> 00:22:28,733 dark blue line here 573 00:22:28,733 --> 00:22:31,500 um and we it's still showing up in our key 574 00:22:31,733 --> 00:22:34,566 so we're gonna wanna go back and address 575 00:22:34,566 --> 00:22:40,433 uh that I have brought in uh roto paint tracker here um 576 00:22:41,166 --> 00:22:43,000 and I am going to 577 00:22:43,966 --> 00:22:48,633 uh include that in my uh in my key here so 578 00:22:49,300 --> 00:22:50,800 I want this key 579 00:22:51,333 --> 00:22:52,700 but I want it outside 580 00:22:52,700 --> 00:22:54,833 of this rotor shape that I've made 581 00:22:56,766 --> 00:22:57,666 so 582 00:22:59,500 --> 00:23:00,966 what I want to do 583 00:23:01,866 --> 00:23:03,400 is I want shift X 584 00:23:03,400 --> 00:23:06,866 I want a outside of the 585 00:23:07,066 --> 00:23:09,866 so I use some techniques that we used in the 586 00:23:09,900 --> 00:23:13,066 uh Clean Plate tutorial to get this just tracked uh the 587 00:23:13,066 --> 00:23:17,633 the blue screen uh off of this point here and um 588 00:23:17,800 --> 00:23:19,966 just drew a rotto shape and tracked it in 589 00:23:19,966 --> 00:23:22,300 so now you can see that we have 590 00:23:23,000 --> 00:23:24,666 our our desired result 591 00:23:24,666 --> 00:23:26,466 we have our main key 592 00:23:27,866 --> 00:23:29,266 outside of that area 593 00:23:29,266 --> 00:23:31,300 so when we come into our merge here 594 00:23:31,766 --> 00:23:33,666 you see that we got that nice solid line 595 00:23:33,666 --> 00:23:36,033 and then when we revisit our IBK 596 00:23:37,200 --> 00:23:40,166 you can see that that's completely gone out of our IBK 597 00:23:40,166 --> 00:23:41,966 which is exactly what we wanted 598 00:23:42,900 --> 00:23:45,733 so we'll leave that in there and see how that works out 599 00:23:45,733 --> 00:23:47,700 and we can go back and address it if we need to 600 00:23:47,700 --> 00:23:48,766 at a later date 601 00:23:49,666 --> 00:23:52,566 and we'll get back over to our IBK 602 00:23:52,566 --> 00:23:55,800 and maybe pull on these values a little harder now 603 00:23:57,966 --> 00:24:00,433 and we wanna check our original make sure 604 00:24:00,500 --> 00:24:03,600 what we're getting in is actually hair and not fuzz 605 00:24:04,700 --> 00:24:07,866 so you can still probably pull on that 606 00:24:07,866 --> 00:24:09,800 guy a little bit more 607 00:24:11,400 --> 00:24:13,300 break it and then go back 608 00:24:15,333 --> 00:24:17,500 excellent and we can start from there 609 00:24:19,333 --> 00:24:22,566 okay so now we're gonna wanna 610 00:24:22,566 --> 00:24:25,266 it's difficult to tell what's happening with the key 611 00:24:25,266 --> 00:24:27,000 uh over black like this 612 00:24:27,000 --> 00:24:29,766 so we're gonna wanna start uh putting our comp together 613 00:24:29,766 --> 00:24:32,066 uh roughly now 614 00:24:32,166 --> 00:24:35,500 one thing you can do with the IBK is you can do a comp 615 00:24:35,500 --> 00:24:36,700 through the IBK 616 00:24:36,700 --> 00:24:38,766 so let me give you an example 617 00:24:39,100 --> 00:24:40,900 uh say we wanna merge these guys 618 00:24:40,900 --> 00:24:42,966 we wanna merge a with B 619 00:24:42,966 --> 00:24:44,066 press our m key 620 00:24:45,600 --> 00:24:46,266 and right there 621 00:24:46,266 --> 00:24:48,700 you can see our results that we would be getting uh 622 00:24:48,700 --> 00:24:51,666 and right there is starting to be a comp however 623 00:24:51,666 --> 00:24:53,500 I strongly recommend 624 00:24:53,500 --> 00:24:55,666 not doing a comp through the IBK 625 00:24:55,766 --> 00:24:57,966 uh I have run into scenarios where 626 00:24:57,966 --> 00:24:59,200 I thought it would be a good idea 627 00:24:59,200 --> 00:25:00,566 and it turned out not to be 628 00:25:00,800 --> 00:25:01,866 uh for instance 629 00:25:01,866 --> 00:25:04,800 if I wanted to reposition my foreground plate and uh 630 00:25:04,800 --> 00:25:06,333 not my background and stuff 631 00:25:06,333 --> 00:25:09,900 it was uh becoming more tricky than it needed to be 632 00:25:09,933 --> 00:25:11,966 and with other people working with your comps 633 00:25:11,966 --> 00:25:13,566 especially in a pipe pipeline 634 00:25:13,566 --> 00:25:14,900 when you maybe have to hand off your 635 00:25:14,900 --> 00:25:15,966 key to someone else 636 00:25:16,300 --> 00:25:18,333 last thing you wanna do is have to explain 637 00:25:18,333 --> 00:25:19,500 how you put your comp together 638 00:25:19,500 --> 00:25:22,300 and what tricky way you have to have a work around 639 00:25:22,300 --> 00:25:24,566 so typically the way I'll put these together is I'll 640 00:25:24,666 --> 00:25:25,166 use our friend 641 00:25:25,166 --> 00:25:26,400 the copy note again 642 00:25:26,766 --> 00:25:28,100 and I'll take my alpha channel 643 00:25:28,100 --> 00:25:30,266 from all the mats that I will compile 644 00:25:30,533 --> 00:25:32,300 and I will take my 645 00:25:32,300 --> 00:25:33,166 colour plate 646 00:25:33,300 --> 00:25:35,033 from our original 647 00:25:36,366 --> 00:25:38,833 and I will over that over my background 648 00:25:39,466 --> 00:25:42,533 and you can see we get some funky discoloration here 649 00:25:42,533 --> 00:25:43,200 and the reason 650 00:25:43,200 --> 00:25:46,166 for that is probably because we don't have a 651 00:25:46,500 --> 00:25:47,700 premult in there 652 00:25:48,300 --> 00:25:51,200 and it is so you can see that if we do it this way 653 00:25:51,200 --> 00:25:52,933 we get a very similar result 654 00:25:52,933 --> 00:25:55,200 uh however it's much easier to work with 655 00:25:55,200 --> 00:25:58,300 especially if someone is coming in to continue the comp 656 00:25:58,300 --> 00:26:00,666 and maybe do some repositioning or something 657 00:26:01,333 --> 00:26:04,066 so I would strongly recommend 658 00:26:04,100 --> 00:26:06,266 using it only your alpha from your IBK 659 00:26:06,966 --> 00:26:08,366 alright that being said 660 00:26:08,366 --> 00:26:11,233 let's get back to the IBK 661 00:26:11,666 --> 00:26:15,066 and we'll start to get these edges as close as we can 662 00:26:15,600 --> 00:26:19,166 uh without bringing in any 663 00:26:19,400 --> 00:26:20,500 uh contamination 664 00:26:20,500 --> 00:26:22,466 and then we'll start uh 665 00:26:22,800 --> 00:26:24,566 blocking in some holdout mats and uh 666 00:26:24,566 --> 00:26:26,266 maybe doing some reto if need be 667 00:26:28,133 --> 00:26:30,666 so I'm gonna shuffle out my alpha channel here 668 00:26:30,666 --> 00:26:32,900 so I can look at my over and see what's coming 669 00:26:32,900 --> 00:26:34,066 out of my IBK 670 00:26:35,700 --> 00:26:37,200 bring in our shuffle again 671 00:26:39,566 --> 00:26:41,600 this is just temporary uh 672 00:26:41,600 --> 00:26:42,900 so that when we look at our 673 00:26:43,100 --> 00:26:45,233 our merge we can see what's going on there 674 00:26:45,666 --> 00:26:47,966 and I'm gonna start messing around with our uh 675 00:26:47,966 --> 00:26:49,166 with our IBK 676 00:26:49,400 --> 00:26:52,666 uh maybe uh use our luminance level enable here 677 00:26:52,666 --> 00:26:55,100 and this will bring out some values of our 678 00:26:55,300 --> 00:26:58,200 our luminance that we don't want added to our algorithm 679 00:26:58,500 --> 00:27:01,566 um and see if that's doing much for me 680 00:27:01,566 --> 00:27:03,133 it probably won't till we get close 681 00:27:03,133 --> 00:27:04,066 like I said 682 00:27:04,900 --> 00:27:06,266 and we can maybe just pull 683 00:27:06,266 --> 00:27:08,566 off some of that ringing that happens around the nose 684 00:27:08,666 --> 00:27:09,800 with that slider 685 00:27:10,066 --> 00:27:11,966 which is extremely helpful 686 00:27:12,666 --> 00:27:14,766 and just bring these guys in as close as we 687 00:27:14,766 --> 00:27:15,600 can get them 688 00:27:16,666 --> 00:27:19,700 we like to fly by the seat of our pants here 689 00:27:20,333 --> 00:27:21,766 and like I said 690 00:27:21,766 --> 00:27:23,300 I'm not too worried about areas like that 691 00:27:23,300 --> 00:27:24,800 that we can roto out uh 692 00:27:24,800 --> 00:27:25,866 I typically 693 00:27:26,200 --> 00:27:27,366 Wanna focus uh 694 00:27:27,366 --> 00:27:29,133 eye areas are very noticeable 695 00:27:29,133 --> 00:27:31,133 any noise you get around people's eyes 696 00:27:31,133 --> 00:27:33,766 or these guys are kissing so near their lips 697 00:27:33,866 --> 00:27:36,500 uh the center of focus is really what you wanna 698 00:27:36,566 --> 00:27:38,066 wanna pay attention to 699 00:27:38,466 --> 00:27:40,866 so you can see we're getting some pretty good results 700 00:27:40,866 --> 00:27:42,166 for our edges here 701 00:27:42,166 --> 00:27:44,333 but we're gonna need a holdout mat 702 00:27:44,333 --> 00:27:45,933 I know we're not gonna be able to get this 703 00:27:45,933 --> 00:27:46,933 all with one key 704 00:27:46,933 --> 00:27:48,400 uh you rarely can 705 00:27:48,666 --> 00:27:50,866 so I'm gonna explain a little bit about 706 00:27:50,866 --> 00:27:52,633 making a hold out key 707 00:27:52,866 --> 00:27:54,933 uh to fill in some of these areas here 708 00:27:54,933 --> 00:27:56,433 and then we can uh 709 00:27:56,566 --> 00:27:58,666 see what else we need to add on top with our 710 00:27:58,666 --> 00:27:59,833 our detail key 711 00:28:01,700 --> 00:28:04,766 so we're gonna do our holdout mat with Primet 712 00:28:05,000 --> 00:28:07,333 uh cause we can probably get a pretty decent key 713 00:28:07,333 --> 00:28:08,200 quickly with it 714 00:28:08,200 --> 00:28:12,000 we're gonna wanna hook that up to our original d noise 715 00:28:12,933 --> 00:28:15,200 and uh for the most 716 00:28:15,200 --> 00:28:17,733 part all the all the default stuff that we have is 717 00:28:17,733 --> 00:28:19,566 is gonna be just fine for here 718 00:28:19,566 --> 00:28:21,866 we've already done our degrade and everything like that 719 00:28:21,866 --> 00:28:24,966 we'll use our algorithm as uh normal primeant 720 00:28:25,333 --> 00:28:27,033 and uh we'll just come in here and 721 00:28:27,700 --> 00:28:29,100 select our background colour 722 00:28:29,100 --> 00:28:31,366 so we wanna select a colour that we think is 723 00:28:31,366 --> 00:28:33,266 very representative of our background 724 00:28:33,466 --> 00:28:35,633 um that one looks pretty good there 725 00:28:36,800 --> 00:28:40,433 so we'll command click on that 726 00:28:41,566 --> 00:28:43,300 and we can look in our alpha channel 727 00:28:43,300 --> 00:28:44,800 and see what else we need to do 728 00:28:45,166 --> 00:28:46,666 and since this is a hold out mat 729 00:28:46,666 --> 00:28:48,666 we don't need to be too careful with it 730 00:28:48,733 --> 00:28:50,066 we come down to our drop 731 00:28:50,133 --> 00:28:53,033 drop down menu and start cleaning our background noise 732 00:28:56,500 --> 00:28:58,700 so we wanna be careful with this 733 00:28:58,700 --> 00:29:00,566 you don't wanna just sweep select a bunch of colours 734 00:29:00,566 --> 00:29:02,800 cause then you might reintroduce something that 735 00:29:03,066 --> 00:29:03,766 you don't want 736 00:29:03,766 --> 00:29:07,666 so I uh typically stay close to the edge that I want 737 00:29:08,066 --> 00:29:11,333 um we could probably get all of this out uh 738 00:29:11,333 --> 00:29:12,633 pretty quickly there 739 00:29:13,700 --> 00:29:16,066 and just select a few colours at a time 740 00:29:19,200 --> 00:29:19,900 and make sure 741 00:29:19,900 --> 00:29:22,433 you're not affecting your overall edges too much 742 00:29:22,766 --> 00:29:24,600 and you're including all the 743 00:29:24,766 --> 00:29:26,900 naughty colour values that you don't want 744 00:29:28,166 --> 00:29:29,300 like those ones 745 00:29:29,766 --> 00:29:31,766 and since this is for a holdout mat uh 746 00:29:31,766 --> 00:29:33,500 we can be a little more aggressive than we 747 00:29:33,500 --> 00:29:36,266 typically would be if we were uh 748 00:29:36,966 --> 00:29:40,500 using Prime Mat for the overall end result 749 00:29:41,466 --> 00:29:43,500 uh accidentally change frames there 750 00:29:43,500 --> 00:29:45,100 which isn't too bad because 751 00:29:45,700 --> 00:29:48,700 we wanna keep an eye on the whole picture 752 00:29:48,700 --> 00:29:49,600 not just one frame 753 00:29:49,600 --> 00:29:51,733 it's easy to get a key looking good on one frame 754 00:29:51,733 --> 00:29:55,100 and it's difficult to get it looking good overall 755 00:29:55,566 --> 00:29:56,933 and since this is a hold out mat 756 00:29:56,933 --> 00:29:57,866 we're gonna wanna make sure we 757 00:29:57,866 --> 00:29:59,533 don't have many of these values there 758 00:29:59,533 --> 00:30:02,266 so we'll select clean foreground noise 759 00:30:03,133 --> 00:30:06,633 and start Control command clicking on here 760 00:30:08,600 --> 00:30:10,333 and really getting those values that we know 761 00:30:10,333 --> 00:30:11,466 are gonna be troublesome 762 00:30:12,366 --> 00:30:14,433 so that's pretty good for a uh 763 00:30:15,000 --> 00:30:16,666 for a holdout mat or 764 00:30:16,733 --> 00:30:18,200 uh even maybe a key 765 00:30:18,200 --> 00:30:20,266 but we'll use it for a holdout mat 766 00:30:20,266 --> 00:30:22,800 will maybe add a little bit of an erode 767 00:30:23,133 --> 00:30:24,600 blur under there 768 00:30:24,800 --> 00:30:28,466 so uh the erode a road blur note is cool because uh 769 00:30:28,466 --> 00:30:30,700 you can erode a certain amount and then 770 00:30:31,333 --> 00:30:34,933 blur out to the pixel you eroded from uh 771 00:30:34,933 --> 00:30:38,166 this is almost like a percentage that would be 100% uh 772 00:30:38,366 --> 00:30:40,266 to fifty percent etcetera 773 00:30:40,566 --> 00:30:44,900 so we'll adjust that accordingly and 774 00:30:45,733 --> 00:30:48,400 put those together as probably a little bit big 775 00:30:50,266 --> 00:30:52,000 but we'll just bring it back a little bit 776 00:30:52,000 --> 00:30:53,633 blur it back out to itself 777 00:30:53,966 --> 00:30:55,766 so we get some uh nice 778 00:30:56,266 --> 00:30:58,866 soft edges blending back into our soft key 779 00:30:58,866 --> 00:31:03,000 and we'll combine those two together with a max 780 00:31:06,366 --> 00:31:10,900 I'll keep my B pipe as my IBK so when I disable that 781 00:31:11,166 --> 00:31:12,566 when I disable that 782 00:31:13,466 --> 00:31:17,066 it still comes through with my IBK alright 783 00:31:17,066 --> 00:31:19,566 so if we look at our alpha there we should uh 784 00:31:19,700 --> 00:31:22,033 not have those holes in there that we had before 785 00:31:23,333 --> 00:31:26,266 and we don't so that's good news 786 00:31:28,733 --> 00:31:33,200 um the best way to check that would be in our over here 787 00:31:33,500 --> 00:31:34,333 yep and you see it 788 00:31:34,333 --> 00:31:35,900 we see that uh our 789 00:31:36,133 --> 00:31:37,966 our woman's chest and uh 790 00:31:38,666 --> 00:31:41,366 and the man's shoulder have been filled in uh 791 00:31:41,533 --> 00:31:45,200 much better than they were before alright 792 00:31:45,200 --> 00:31:47,900 so we're uh back with our newly organized script 793 00:31:47,900 --> 00:31:50,900 um I kept our prep work here 794 00:31:50,900 --> 00:31:54,933 our clean plate work here and our hold down mat uh here 795 00:31:54,933 --> 00:31:56,900 so we keep our down into the right workflow 796 00:31:56,900 --> 00:31:58,600 and also I like to keep my 797 00:31:58,666 --> 00:32:01,566 uh background coming in with a straight pipe uh 798 00:32:01,933 --> 00:32:03,600 as often as I can 799 00:32:04,200 --> 00:32:06,566 uh I also added a little bit of paint work here 800 00:32:06,566 --> 00:32:10,300 uh same technique as we used in uh the paint class 801 00:32:10,800 --> 00:32:12,933 uh from last time 802 00:32:12,933 --> 00:32:14,133 just transform mass 803 00:32:14,133 --> 00:32:17,433 got rid of those guys so they don't appear in 804 00:32:18,066 --> 00:32:19,400 our end shot here 805 00:32:19,666 --> 00:32:22,400 so the keys looking pretty good at the moment um 806 00:32:22,900 --> 00:32:24,866 can't really complain about too many of the edges 807 00:32:24,866 --> 00:32:27,433 uh with the exception of uh this woman's hair 808 00:32:27,600 --> 00:32:29,333 uh they're getting uh 809 00:32:29,333 --> 00:32:31,466 we're losing a little bit of of detail there 810 00:32:31,466 --> 00:32:32,866 and they're just looking a little too soft 811 00:32:32,866 --> 00:32:33,900 for my liking 812 00:32:33,966 --> 00:32:38,266 so earlier I talked about using the red channel as uh 813 00:32:38,266 --> 00:32:39,966 a channel to bring in some details 814 00:32:39,966 --> 00:32:41,166 especially for hair 815 00:32:41,166 --> 00:32:44,400 so let's see whether I was telling the truth or not 816 00:32:44,500 --> 00:32:48,500 so I'm gonna bring in a uh normal Kia here 817 00:32:50,733 --> 00:32:54,666 and now we'll just take a look there what we have 818 00:32:56,533 --> 00:32:59,566 probably gonna wanna bring it in from from the dissolve 819 00:32:59,566 --> 00:33:02,800 so that everything looks pretty similar 820 00:33:04,500 --> 00:33:05,300 and 821 00:33:07,400 --> 00:33:08,666 we'll take a look at our 822 00:33:08,666 --> 00:33:10,233 alpha channel and we're gonna wanna 823 00:33:10,666 --> 00:33:11,866 use the red channel 824 00:33:11,866 --> 00:33:13,533 so we're gonna need a red key 825 00:33:13,533 --> 00:33:15,800 cause that pretty much just shuffles us into 826 00:33:15,800 --> 00:33:16,800 the red channel 827 00:33:16,933 --> 00:33:18,433 and puts it in our alpha 828 00:33:18,500 --> 00:33:21,366 so that we don't have to add an extra node 829 00:33:21,866 --> 00:33:25,100 um and we're gonna wanna just bring this top 830 00:33:25,100 --> 00:33:28,466 top part down just to bring up those those light values 831 00:33:28,733 --> 00:33:31,866 and we'll bring them quite always down 832 00:33:33,100 --> 00:33:36,166 quite a ways down till we're 833 00:33:36,400 --> 00:33:38,666 somewhere around here where they're nice and bright 834 00:33:38,933 --> 00:33:40,266 and then we'll 835 00:33:40,300 --> 00:33:45,900 add those into the mix down here with another max so 836 00:33:47,900 --> 00:33:49,300 throw those in there 837 00:33:51,800 --> 00:33:53,533 and we can take a look at what they're doing 838 00:33:53,533 --> 00:33:54,100 you see they're 839 00:33:54,100 --> 00:33:54,900 they're bringing 840 00:33:54,900 --> 00:33:57,233 uh bringing a lot of those hairs back in 841 00:33:57,300 --> 00:33:59,900 however uh something to be concerned about is 842 00:33:59,900 --> 00:34:02,466 they're bringing this forehead edge up on the guy 843 00:34:02,466 --> 00:34:04,333 and uh the throat on the girl 844 00:34:04,333 --> 00:34:05,833 so we wanna take a look at our 845 00:34:06,133 --> 00:34:08,200 end result and see what we're getting there 846 00:34:08,566 --> 00:34:11,466 and it's looking a little harsh at the moment um 847 00:34:11,466 --> 00:34:12,500 so maybe we can go back 848 00:34:12,500 --> 00:34:13,700 and play with those curves a little 849 00:34:13,700 --> 00:34:16,100 bit until we have what we want in the hair 850 00:34:16,566 --> 00:34:19,066 and uh not anywhere else 851 00:34:19,333 --> 00:34:20,100 but it looks like 852 00:34:20,100 --> 00:34:21,100 we're getting a pretty 853 00:34:21,100 --> 00:34:22,066 pretty solid line 854 00:34:22,066 --> 00:34:23,166 let's make sure it's 855 00:34:24,533 --> 00:34:26,633 it's coming from these guys 856 00:34:27,933 --> 00:34:29,566 uh and we could try 857 00:34:29,566 --> 00:34:33,466 mess around with where we're plugging it into um 858 00:34:35,133 --> 00:34:36,700 I'd like to try to get it from there 859 00:34:36,700 --> 00:34:38,466 but maybe this would be a better option 860 00:34:38,966 --> 00:34:41,500 see if we're getting any new information with that 861 00:34:44,900 --> 00:34:46,866 yeah so maybe it's not too bad to bring from our 862 00:34:46,866 --> 00:34:48,866 our clean plate um 863 00:34:49,700 --> 00:34:51,800 but I don't want it affecting these edges here 864 00:34:51,800 --> 00:34:54,200 it's bringing in way too much blue around the edges 865 00:34:54,200 --> 00:34:54,900 and the chins 866 00:34:54,900 --> 00:34:55,400 and that's just 867 00:34:55,400 --> 00:34:57,566 really ruining what we spend all that time on 868 00:34:57,566 --> 00:35:00,266 so I'm gonna add a uh 869 00:35:00,266 --> 00:35:01,666 roto node here 870 00:35:04,566 --> 00:35:08,833 and I'm gonna just try to isolate this woman's hair um 871 00:35:11,666 --> 00:35:13,533 oops sorry okay 872 00:35:13,533 --> 00:35:15,900 I just wanna isolate this woman's hair here 873 00:35:17,733 --> 00:35:21,300 so that we don't bring in anything from anywhere else 874 00:35:24,333 --> 00:35:26,800 so we'll start with a quick basic shape there 875 00:35:27,966 --> 00:35:29,166 at an extra point 876 00:35:32,000 --> 00:35:34,766 just fade it off up to her head 877 00:35:35,500 --> 00:35:38,800 and then we're gonna wanna go into our colour 878 00:35:40,966 --> 00:35:47,233 and we want to turn some of the shape colour black 879 00:35:48,533 --> 00:35:50,733 and invert okay 880 00:35:50,733 --> 00:35:52,233 so now when we look at this 881 00:35:52,700 --> 00:35:55,200 we have our key only inside this roto shape 882 00:35:55,200 --> 00:35:58,033 so what I did there was I made the roto shape 883 00:35:58,700 --> 00:36:00,766 then I went into the shape tab 884 00:36:00,766 --> 00:36:02,300 turn the color to black 885 00:36:02,566 --> 00:36:04,166 or just to demonstrate we can leave 886 00:36:04,166 --> 00:36:06,366 what happens if you just invert it when it's white 887 00:36:06,366 --> 00:36:07,100 that's the shape 888 00:36:07,100 --> 00:36:09,866 we want and we want the key just inside there 889 00:36:09,866 --> 00:36:12,700 so we wanna invert this and we want that 890 00:36:12,766 --> 00:36:14,500 uh to be the only part of the key 891 00:36:14,566 --> 00:36:17,466 so then we bring this guy down to black and uh 892 00:36:17,466 --> 00:36:19,466 we're left with only what we want there 893 00:36:19,700 --> 00:36:21,800 then we can take a look farther down the pipe 894 00:36:21,800 --> 00:36:23,433 and see how that worked out 895 00:36:24,333 --> 00:36:25,600 pretty well I'd say 896 00:36:26,800 --> 00:36:28,166 there's still a lot of blue in the hair 897 00:36:28,166 --> 00:36:29,766 which is making this look a little funky 898 00:36:29,766 --> 00:36:32,833 so let's add a hue correct node 899 00:36:35,266 --> 00:36:36,966 and we'll drop it in right there 900 00:36:38,400 --> 00:36:39,600 and actually 901 00:36:39,600 --> 00:36:42,166 I've got a good setup here with uh 902 00:36:42,200 --> 00:36:43,500 with my pre molten over 903 00:36:43,500 --> 00:36:45,966 but typically when I'm working with keys 904 00:36:45,966 --> 00:36:48,066 I like to have a little bit of control over my edges 905 00:36:48,066 --> 00:36:48,800 when I'm uh 906 00:36:48,800 --> 00:36:50,366 putting them back over the background 907 00:36:50,366 --> 00:36:52,800 so let's get rid of that premult and that merge 908 00:36:52,800 --> 00:36:54,600 and we'll use an add mix 909 00:36:55,666 --> 00:36:58,466 an ad mix does the premult 910 00:36:58,566 --> 00:36:59,733 uh internally 911 00:36:59,733 --> 00:37:01,266 so we're not gonna need to 912 00:37:01,266 --> 00:37:03,266 add a premult in this situation 913 00:37:03,600 --> 00:37:06,300 uh but the ad mix gives us 914 00:37:07,100 --> 00:37:08,800 the option to control 915 00:37:09,500 --> 00:37:12,066 our edges and pull our background through on our edges 916 00:37:12,066 --> 00:37:13,466 and just darken them or light them 917 00:37:13,466 --> 00:37:16,300 lighten them a little bit with our a and B input 918 00:37:16,300 --> 00:37:17,400 as you can see 919 00:37:17,766 --> 00:37:20,533 it gives us control over those edges that uh 920 00:37:20,533 --> 00:37:22,200 we really wouldn't get any other way 921 00:37:22,200 --> 00:37:23,300 so when I'm keying I 922 00:37:23,300 --> 00:37:25,633 I that sometimes helps to uh 923 00:37:26,200 --> 00:37:26,900 just to really 924 00:37:26,900 --> 00:37:28,833 mix your key nicely with the background 925 00:37:29,066 --> 00:37:31,066 so we'll go back to this hue correct here 926 00:37:31,066 --> 00:37:32,533 so I got a little sidetracked 927 00:37:32,533 --> 00:37:33,366 bring it up 928 00:37:33,366 --> 00:37:34,866 and we just wanna suppress 929 00:37:35,266 --> 00:37:37,166 Wanna find what colour this is in her hair 930 00:37:37,166 --> 00:37:38,900 so apple click up there 931 00:37:39,133 --> 00:37:40,666 and it's pretty much just the blue 932 00:37:40,666 --> 00:37:43,433 so we're gonna grab that and just drag it right down 933 00:37:43,966 --> 00:37:46,000 and bring that blue right out of her hair 934 00:37:51,100 --> 00:37:53,133 so that she's looking a little bit better 935 00:37:53,133 --> 00:37:57,600 and it's not so obtrusive um alright 936 00:37:58,200 --> 00:38:01,166 so we can play with our admix curves if we want to 937 00:38:01,300 --> 00:38:05,000 uh we don't yet but uh the option is there for us 938 00:38:05,600 --> 00:38:08,100 so we're gonna come back 939 00:38:10,000 --> 00:38:13,100 to our key here and make sure that that's what we want 940 00:38:13,100 --> 00:38:14,000 the result we want 941 00:38:14,000 --> 00:38:17,100 we can disable that and enable that 942 00:38:17,100 --> 00:38:19,300 and you can see now it's just affecting her 943 00:38:19,366 --> 00:38:22,066 hair and not so much uh his chin or anything 944 00:38:22,066 --> 00:38:25,466 we're gonna wanna go back to a lighter frame and uh 945 00:38:26,066 --> 00:38:27,766 see how everything's sitting in there 946 00:38:28,333 --> 00:38:29,233 and you can see 947 00:38:29,766 --> 00:38:30,866 her hair is uh 948 00:38:30,933 --> 00:38:34,000 bringing back that detail when we're at one here 949 00:38:35,133 --> 00:38:37,300 her hair really gets that detail we were hoping for 950 00:38:37,333 --> 00:38:38,533 and his face does not 951 00:38:38,533 --> 00:38:40,566 so we can continue adding to this and 952 00:38:40,566 --> 00:38:43,600 uh maybe adding our road blur again 953 00:38:43,700 --> 00:38:45,800 a road that ever so slightly 954 00:38:47,100 --> 00:38:49,400 and soften those edges back up 955 00:38:55,100 --> 00:38:56,300 and just gets rid of those 956 00:38:56,300 --> 00:38:58,600 hard edges that we had there at one point 957 00:39:04,200 --> 00:39:05,400 and let's take a look 958 00:39:11,166 --> 00:39:12,900 now I think our admix curves are 959 00:39:13,500 --> 00:39:15,100 pulling on those a little bit too much 960 00:39:15,100 --> 00:39:17,700 so we'll reset those 961 00:39:18,966 --> 00:39:21,366 yeah that looks much better 962 00:39:22,733 --> 00:39:25,400 okay so we're gonna play that through and uh 963 00:39:25,400 --> 00:39:27,300 I'll just go through and right out of this girl's head 964 00:39:27,300 --> 00:39:28,200 cause we just wanna 965 00:39:28,200 --> 00:39:31,166 keep a nice loose garbage mat around her hair and uh 966 00:39:31,166 --> 00:39:32,566 follow her through to the end 967 00:39:33,166 --> 00:39:34,666 and then we'll play it back and 968 00:39:34,666 --> 00:39:37,300 and see how we're feeling okay 969 00:39:37,300 --> 00:39:38,100 so I finished uh 970 00:39:38,100 --> 00:39:39,933 retowing this woman's hair and uh 971 00:39:39,933 --> 00:39:42,466 we would be ready to continue um 972 00:39:42,500 --> 00:39:44,400 but I ran into some problems 973 00:39:44,400 --> 00:39:46,066 uh opening uh 974 00:39:46,066 --> 00:39:48,400 this script up again after I'd saved it uh 975 00:39:48,400 --> 00:39:49,600 and that's because of the 976 00:39:49,600 --> 00:39:50,766 the d noise here is 977 00:39:50,766 --> 00:39:53,700 is not not working as the way it should be 978 00:39:53,966 --> 00:39:56,666 and that's a good thing for me to point out 979 00:39:56,666 --> 00:39:58,033 typically when I've made a 980 00:39:58,533 --> 00:39:59,866 plate preparation of some kind 981 00:39:59,866 --> 00:40:01,466 whether it be a d noise or paint 982 00:40:01,466 --> 00:40:03,100 or whatever it might be 983 00:40:03,166 --> 00:40:06,466 I'll render out a plate and read it as a read node 984 00:40:06,500 --> 00:40:08,066 and there's a couple reasons for that 985 00:40:08,066 --> 00:40:09,900 one is so that stuff like this doesn't happen 986 00:40:09,900 --> 00:40:11,933 in case someone just wants to open up a comp 987 00:40:11,933 --> 00:40:13,900 change one thing and render it out quickly 988 00:40:14,266 --> 00:40:17,200 and the other is because sometimes these furnace nodes 989 00:40:17,200 --> 00:40:18,766 can be uh pretty heavy 990 00:40:18,766 --> 00:40:21,066 uh and slow your script down quite a lot 991 00:40:21,100 --> 00:40:22,800 so by just having the read note there 992 00:40:22,800 --> 00:40:23,700 you save a lot 993 00:40:23,700 --> 00:40:25,366 of time and headaches for everyone 994 00:40:25,366 --> 00:40:28,000 and if you have to fire off a quick render uh 995 00:40:28,000 --> 00:40:29,500 that's usually the best way to do it 996 00:40:29,500 --> 00:40:32,033 anytime you have heavy nodes like that uh 997 00:40:32,166 --> 00:40:33,300 for the sake of the pipeline 998 00:40:33,300 --> 00:40:36,033 you'll wanna render them out as separate plates and 999 00:40:36,166 --> 00:40:37,366 and plug them in 1000 00:40:38,266 --> 00:40:40,366 so that's what I'm gonna do now is I'm just gonna 1001 00:40:40,366 --> 00:40:43,233 replace this furnace node and um 1002 00:40:43,300 --> 00:40:44,200 once I get it working 1003 00:40:44,200 --> 00:40:45,166 I'll render out uh 1004 00:40:45,166 --> 00:40:48,166 a d noise plate and we'll plug it in here 1005 00:40:48,266 --> 00:40:51,600 so I will see you in a few minutes after I've done that 1006 00:40:52,500 --> 00:40:53,800 so I'm back with my uh 1007 00:40:53,800 --> 00:40:54,900 d noise plate 1008 00:40:55,100 --> 00:40:55,966 that I rendered out 1009 00:40:55,966 --> 00:40:57,700 sorry for not mentioning that earlier 1010 00:40:57,700 --> 00:41:01,033 but uh sometimes those things just come up as we go 1011 00:41:01,333 --> 00:41:03,366 um and I also took a little 1012 00:41:03,366 --> 00:41:05,266 bit of time to reorganize the script 1013 00:41:05,700 --> 00:41:08,133 I put our plate prep work up here 1014 00:41:08,133 --> 00:41:10,666 uh before we get into our camp down here 1015 00:41:10,800 --> 00:41:11,866 or uh sorry 1016 00:41:11,866 --> 00:41:12,900 key prep down here 1017 00:41:12,900 --> 00:41:13,466 and then uh 1018 00:41:13,466 --> 00:41:17,266 I have our hair key off to the left to hold out and our 1019 00:41:17,333 --> 00:41:21,200 uh C plate for our uh IBK 1020 00:41:21,266 --> 00:41:23,133 and that just sort of makes it 1021 00:41:23,133 --> 00:41:25,366 easy when you come back to this camp a couple 1022 00:41:25,366 --> 00:41:28,100 weeks later or whenever it might be uh 1023 00:41:28,100 --> 00:41:30,200 helps navigate to pick up right where you left off 1024 00:41:30,200 --> 00:41:30,966 so you're not like oh 1025 00:41:30,966 --> 00:41:32,133 what does this snow do 1026 00:41:32,133 --> 00:41:33,200 and things like that 1027 00:41:33,566 --> 00:41:35,000 uh I also wanted to point out that 1028 00:41:35,000 --> 00:41:36,700 I do have a background attachment here 1029 00:41:36,700 --> 00:41:38,066 but uh it doesn't actually 1030 00:41:38,066 --> 00:41:39,333 it's not actually doing anything 1031 00:41:39,333 --> 00:41:41,166 I sometimes just like to keep that 1032 00:41:41,200 --> 00:41:43,666 stuff connected so that when I'm dragging nodes around 1033 00:41:43,666 --> 00:41:45,833 um stuff doesn't 1034 00:41:46,066 --> 00:41:47,866 get crossed over or anything like that 1035 00:41:47,866 --> 00:41:50,066 and just makes a little bit more sense to me 1036 00:41:50,300 --> 00:41:52,333 um anyway uh 1037 00:41:52,333 --> 00:41:54,400 we're starting to get a good little key going here 1038 00:41:54,400 --> 00:41:55,766 uh we got a 1039 00:41:56,333 --> 00:41:58,033 a solid mat coming up 1040 00:41:58,333 --> 00:41:59,666 uh before I leave you 1041 00:41:59,666 --> 00:42:00,666 I would like to uh 1042 00:42:00,666 --> 00:42:02,400 demonstrate one more uh 1043 00:42:02,400 --> 00:42:03,466 keying technique 1044 00:42:03,600 --> 00:42:04,666 for example 1045 00:42:05,200 --> 00:42:07,933 uh so you just wanted to pull some of this green out of 1046 00:42:07,933 --> 00:42:11,100 this guy's back and maybe some hair and uh 1047 00:42:11,100 --> 00:42:12,200 some of the highlights there 1048 00:42:12,200 --> 00:42:14,200 but you don't really wanna affect anything else 1049 00:42:14,200 --> 00:42:16,500 or maybe you just wanna pull reflections off of 1050 00:42:16,500 --> 00:42:18,300 the water or something like that 1051 00:42:18,566 --> 00:42:20,400 I'm gonna show you a pretty useful 1052 00:42:20,766 --> 00:42:22,566 trick that I use um 1053 00:42:22,566 --> 00:42:25,366 and we'll use the Color Warper 1054 00:42:26,400 --> 00:42:27,966 I'm sorry Color Lookup 1055 00:42:28,166 --> 00:42:30,566 which is similar to um 1056 00:42:30,566 --> 00:42:33,466 the curves node in Photoshop 1057 00:42:33,866 --> 00:42:36,400 so we'll just kind of hook this up to our 1058 00:42:36,400 --> 00:42:38,266 our clean plate for the time being 1059 00:42:38,466 --> 00:42:39,766 and take a look at it 1060 00:42:40,533 --> 00:42:42,066 and what you have here is 1061 00:42:42,066 --> 00:42:43,666 I'll bring it up for full view 1062 00:42:43,666 --> 00:42:45,266 it's a big big node 1063 00:42:45,966 --> 00:42:49,100 so you've got a master curve here 1064 00:42:49,200 --> 00:42:50,166 where you can 1065 00:42:50,400 --> 00:42:52,700 control sort of gamma 1066 00:42:52,700 --> 00:42:53,466 things like that 1067 00:42:53,466 --> 00:42:55,533 and then you got your red 1068 00:42:55,533 --> 00:42:57,700 green blue and alpha 1069 00:42:57,700 --> 00:42:59,033 should you choose it 1070 00:43:00,200 --> 00:43:00,933 and we were 1071 00:43:00,933 --> 00:43:02,133 talking about maybe isolating 1072 00:43:02,133 --> 00:43:03,733 the greens or something like that 1073 00:43:03,733 --> 00:43:06,566 so if you go into the green curve here 1074 00:43:06,566 --> 00:43:08,066 and you're looking at your 1075 00:43:08,866 --> 00:43:10,000 green channel 1076 00:43:10,000 --> 00:43:11,366 you wanna switch into your green channel 1077 00:43:11,366 --> 00:43:13,033 so you show you why in a second 1078 00:43:13,200 --> 00:43:16,666 uh you can start tugging on this curve and uh 1079 00:43:17,266 --> 00:43:18,833 seeing what you can get out of it 1080 00:43:19,066 --> 00:43:21,166 now uh this technique 1081 00:43:21,266 --> 00:43:23,000 for this particular frame might work 1082 00:43:23,000 --> 00:43:24,600 better if you were trying to get a mat 1083 00:43:24,600 --> 00:43:27,600 for these areas on the red channel uh 1084 00:43:27,700 --> 00:43:30,266 but I have a little bit more in store for you 1085 00:43:30,266 --> 00:43:31,633 that's what happens if you 1086 00:43:31,700 --> 00:43:32,600 on the color channel 1087 00:43:32,600 --> 00:43:33,666 when you're messing with these 1088 00:43:33,666 --> 00:43:35,933 you're uh ruining it huh 1089 00:43:35,933 --> 00:43:37,100 so you wanna 1090 00:43:37,466 --> 00:43:39,766 uh keep the black and white in mind here 1091 00:43:40,066 --> 00:43:42,166 now just kind of the theme for the day 1092 00:43:42,166 --> 00:43:42,933 and you can 1093 00:43:42,933 --> 00:43:44,666 slide these points around and 1094 00:43:45,500 --> 00:43:46,833 kind of close in the 1095 00:43:46,933 --> 00:43:47,733 in the curves 1096 00:43:47,733 --> 00:43:50,633 for the particular value of green that you want 1097 00:43:50,800 --> 00:43:52,200 and maybe even 1098 00:43:52,766 --> 00:43:53,700 select it there 1099 00:43:53,700 --> 00:43:55,066 and it'll plot on 1100 00:43:55,066 --> 00:43:56,700 on the curves here where your 1101 00:43:56,700 --> 00:43:57,866 where your green is 1102 00:43:58,266 --> 00:43:59,466 that you're aiming for 1103 00:43:59,900 --> 00:44:01,000 and as you move that 1104 00:44:01,000 --> 00:44:03,266 it'll in turn move 1105 00:44:03,600 --> 00:44:05,466 um so you can get 1106 00:44:05,466 --> 00:44:06,866 close here and maybe 1107 00:44:07,066 --> 00:44:08,600 you gotta adjust 1108 00:44:08,600 --> 00:44:09,666 this one here 1109 00:44:10,000 --> 00:44:11,266 looks like it's not doing much 1110 00:44:11,266 --> 00:44:11,966 but it's not hurting 1111 00:44:11,966 --> 00:44:13,200 so we can bring it down 1112 00:44:13,566 --> 00:44:15,966 and what you're looking for is 1113 00:44:16,800 --> 00:44:17,566 pretty much just 1114 00:44:17,566 --> 00:44:19,600 the whites in the area that you want here 1115 00:44:20,100 --> 00:44:21,133 and so you could keep tugging 1116 00:44:21,133 --> 00:44:22,166 around on that 1117 00:44:22,700 --> 00:44:23,700 until you have what you want 1118 00:44:23,700 --> 00:44:27,633 and then you could come down here and use it 1119 00:44:28,566 --> 00:44:29,866 and so now that we have this 1120 00:44:29,866 --> 00:44:31,800 we're gonna wanna shuffle it into a channel that we 1121 00:44:31,800 --> 00:44:33,100 can use like an alpha 1122 00:44:33,100 --> 00:44:34,833 so bring up a shuffle 1123 00:44:37,000 --> 00:44:40,600 and we'll quickly drop the alpha into our green channel 1124 00:44:40,600 --> 00:44:42,900 so that way the alpha piping in is no longer 1125 00:44:42,900 --> 00:44:44,066 the alpha that was coming in 1126 00:44:44,066 --> 00:44:45,600 it is now the green channel 1127 00:44:45,600 --> 00:44:48,766 so you can tell by up here that you're looking between 1128 00:44:48,966 --> 00:44:52,100 the green channel and the alpha 1129 00:44:54,133 --> 00:44:56,833 and now we're in luck since we had 1130 00:44:58,333 --> 00:45:01,433 a mat for our people here we can 1131 00:45:03,166 --> 00:45:04,000 bring in say 1132 00:45:04,000 --> 00:45:06,000 we wanted to grade it or something like that 1133 00:45:06,000 --> 00:45:09,066 and put it below our Q correct um 1134 00:45:10,600 --> 00:45:13,033 you can plug this into the mat 1135 00:45:13,500 --> 00:45:15,466 and it's still not quite what we want 1136 00:45:15,466 --> 00:45:17,466 cause we just want it inside the people mat 1137 00:45:17,466 --> 00:45:21,900 so you would need to bring in a multiply here 1138 00:45:24,900 --> 00:45:27,133 and multiply those two together 1139 00:45:27,133 --> 00:45:28,600 and see what our result is 1140 00:45:28,600 --> 00:45:30,466 nope so shift x 1141 00:45:31,100 --> 00:45:32,133 uh we're not looking through it 1142 00:45:32,133 --> 00:45:32,566 there we go 1143 00:45:32,566 --> 00:45:34,700 so we're multiplying 1144 00:45:35,266 --> 00:45:36,366 those two channels together 1145 00:45:36,366 --> 00:45:38,333 and now we have a nice little mat there that uh 1146 00:45:38,333 --> 00:45:40,500 mats out a lot of the green areas uh 1147 00:45:40,500 --> 00:45:42,600 or areas that contain a lot of green 1148 00:45:42,666 --> 00:45:46,266 so from there we can maybe add a a saturation node 1149 00:45:48,133 --> 00:45:51,833 and pipe the mask input into our mask down here 1150 00:45:52,700 --> 00:45:54,000 and perhaps since we're just 1151 00:45:54,000 --> 00:45:55,233 getting rid of the green 1152 00:45:55,366 --> 00:45:57,300 go back into our colour channel here 1153 00:45:57,300 --> 00:45:58,266 not that one 1154 00:45:58,500 --> 00:45:59,600 but our output 1155 00:46:00,133 --> 00:46:01,600 since we just wanna get rid of the green 1156 00:46:01,600 --> 00:46:03,200 we can leave it on green here 1157 00:46:04,100 --> 00:46:07,700 desaturate and you can see what's happening just in 1158 00:46:07,766 --> 00:46:10,833 just in these regions here um 1159 00:46:11,466 --> 00:46:12,800 you're bringing some of that green out 1160 00:46:12,800 --> 00:46:15,466 or if you wanted to grade it like I had mentioned 1161 00:46:16,200 --> 00:46:18,500 go a little extreme here just to demonstrate 1162 00:46:18,500 --> 00:46:18,966 you can see 1163 00:46:18,966 --> 00:46:20,866 you're getting those colours where you need to 1164 00:46:20,966 --> 00:46:23,533 so that's a great technique that can help with 1165 00:46:23,533 --> 00:46:26,200 colour correction and adding detail to keys 1166 00:46:26,266 --> 00:46:28,100 etcetera um 1167 00:46:28,100 --> 00:46:29,000 and like I said 1168 00:46:29,000 --> 00:46:29,866 pulling water 1169 00:46:29,866 --> 00:46:33,800 ripples off the water or reflections out of windows um 1170 00:46:33,866 --> 00:46:35,400 strongly recommend that one 1171 00:46:36,333 --> 00:46:40,100 it's a cool trick to wow your friends and yeah 1172 00:46:40,100 --> 00:46:42,600 so from there we can pretty much go in and 1173 00:46:42,600 --> 00:46:44,200 and finish our camp here 1174 00:46:44,300 --> 00:46:46,400 maybe we don't like them being over 1175 00:46:46,533 --> 00:46:48,200 a checkered background so 1176 00:46:48,533 --> 00:46:51,133 you guys feel free to put them over whatever you want 1177 00:46:51,133 --> 00:46:52,866 something nice and romantic please 1178 00:46:52,866 --> 00:46:54,500 maybe a rainstorm 1179 00:46:55,000 --> 00:46:58,700 Paris or perhaps even Venice 1180 00:46:58,733 --> 00:47:01,166 something like that huh 1181 00:47:01,166 --> 00:47:02,700 and then you can go in here and 1182 00:47:02,700 --> 00:47:05,300 and do additional color correction if you need 1183 00:47:06,166 --> 00:47:09,400 so maybe we wanna just 1184 00:47:10,400 --> 00:47:13,100 adjust our gain so they're 1185 00:47:13,400 --> 00:47:15,466 more in the right colour space 1186 00:47:18,366 --> 00:47:19,966 see what we wanna do with that 1187 00:47:21,866 --> 00:47:23,066 and then we can 1188 00:47:23,100 --> 00:47:25,366 bring our multiply down a little bit or I'm sorry 1189 00:47:25,366 --> 00:47:26,800 our gamma down a little bit 1190 00:47:28,366 --> 00:47:29,566 just so those 1191 00:47:30,700 --> 00:47:32,500 values seem to make more sense 1192 00:47:33,300 --> 00:47:35,366 maybe we match them into the background 1193 00:47:35,366 --> 00:47:36,700 just a little bit by 1194 00:47:37,700 --> 00:47:39,266 sliding our colors around 1195 00:47:39,400 --> 00:47:39,966 like I said 1196 00:47:39,966 --> 00:47:41,300 break it go back 1197 00:47:41,300 --> 00:47:42,100 see what you like 1198 00:47:42,100 --> 00:47:43,166 see what you don't 1199 00:47:43,333 --> 00:47:45,266 and I'll let you guys mess around with it from there 1200 00:47:45,566 --> 00:47:47,133 cause now you can start uh 1201 00:47:47,133 --> 00:47:49,566 experimenting with some comp techniques that will go 1202 00:47:49,566 --> 00:47:52,800 over uh later on in the semester 1203 00:47:53,066 --> 00:47:55,500 but might as well have fun now while you can 1204 00:47:55,800 --> 00:48:00,333 while you're still young and yeah 1205 00:48:00,333 --> 00:48:03,700 so we wanted to still keep that saturation going 1206 00:48:03,700 --> 00:48:05,766 maybe adjust those a little 1207 00:48:05,766 --> 00:48:09,400 bit warmer or something like that um 1208 00:48:11,533 --> 00:48:14,700 really see what we can get out of there and maybe 1209 00:48:16,133 --> 00:48:17,566 draw a light wrap 1210 00:48:20,366 --> 00:48:22,333 or something of that nature 1211 00:48:22,333 --> 00:48:26,433 and you want to light wrap a with B 1212 00:48:28,766 --> 00:48:29,966 plug it in there 1213 00:48:30,166 --> 00:48:35,000 bring up our intensity whoa way too much bring it down 1214 00:48:37,300 --> 00:48:38,700 maybe it's a little more 1215 00:48:39,700 --> 00:48:41,800 it's not quite as big as that 1216 00:48:42,566 --> 00:48:44,266 you know something nice and romantic 1217 00:48:44,266 --> 00:48:46,633 just keep romanticism in mind there 1218 00:48:47,766 --> 00:48:49,700 and have fun with it 1219 00:48:49,700 --> 00:48:50,966 maybe play with your add 1220 00:48:50,966 --> 00:48:53,266 add mix curves to see how your premult's affecting your 1221 00:48:53,266 --> 00:48:54,100 edges there 1222 00:48:54,766 --> 00:48:57,100 and uh you've got yourself a nice little key to 1223 00:48:57,100 --> 00:48:57,933 to get going with 1224 00:48:57,933 --> 00:49:00,000 you can go back and tweak it as much as you need 1225 00:49:00,800 --> 00:49:02,600 and so just as we finish up here 1226 00:49:02,600 --> 00:49:05,566 um I would like to uh 1227 00:49:05,666 --> 00:49:06,766 just sum up what we've Learned 1228 00:49:06,766 --> 00:49:08,400 we've Learned a few different types of keys 1229 00:49:08,400 --> 00:49:09,900 here and how to complete uh 1230 00:49:09,900 --> 00:49:14,400 how to come up with a a decent clean plate for uh 1231 00:49:14,400 --> 00:49:17,166 the IBK when you don't have one um 1232 00:49:17,400 --> 00:49:19,166 do a quick hold out with prime at 1233 00:49:19,166 --> 00:49:22,900 some keying techniques using the color look up 1234 00:49:22,933 --> 00:49:25,600 and what I just want to emphasize is when you're keying 1235 00:49:25,700 --> 00:49:28,233 typically there's no one key fits all 1236 00:49:28,600 --> 00:49:29,733 be creative with it 1237 00:49:29,733 --> 00:49:32,266 come up with some clever techniques to solve 1238 00:49:33,266 --> 00:49:34,633 similar problems 1239 00:49:34,933 --> 00:49:37,600 and don't forget to have a little bit of fun with it 1240 00:49:37,600 --> 00:49:40,300 because it sometimes will take you a little while 1241 00:49:40,566 --> 00:49:42,833 and now that you guys are key masters 1242 00:49:43,066 --> 00:49:45,100 remember that with great power 1243 00:49:45,100 --> 00:49:47,066 comes great responsibility 1244 00:49:47,566 --> 00:49:52,900 um so we'll play through and see how the key holds up 1245 00:49:54,600 --> 00:49:55,400 and 1246 00:49:58,600 --> 00:50:01,500 alright over a different background not too bad 1247 00:50:01,733 --> 00:50:04,733 uh comp needs a little bit of work but like I said 1248 00:50:04,733 --> 00:50:06,300 the power is in your hands 1249 00:50:06,466 --> 00:50:08,266 so carry on with it 1250 00:50:09,100 --> 00:50:10,733 um uh we could 1251 00:50:10,733 --> 00:50:13,633 match with our background as well if we want to 1252 00:50:13,733 --> 00:50:15,466 so what the tracker is there for 1253 00:50:17,500 --> 00:50:19,833 alright it looks like it holds up so 1254 00:50:20,533 --> 00:50:24,333 I hope you guys have found the key to success today 1255 00:50:24,333 --> 00:50:27,500 and as a mat or a fact 1256 00:50:27,733 --> 00:50:31,733 uh I hope you are not chromatose with boredom 1257 00:50:31,733 --> 00:50:34,033 I could go on all day with those ones 1258 00:50:34,166 --> 00:50:36,300 anyway I'm Charles Le Page 1259 00:50:36,300 --> 00:50:38,100 I enjoy the keying 1260 00:50:38,100 --> 00:50:40,300 and I look forward to seeing you guys on the forums 91974

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