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hello everybody
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Charles Le Page here
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welcome back
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and today we're gonna discuss keying
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uh kings of very romanticized uh process
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but I'm sure as all of you have figured out by now
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that it is generally pretty horrific
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so I have cleverly chosen
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this little shot here
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which involves a
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romantic couple that is shot horrifically
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so let's take a look at this
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oh yuck okay
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so we have quite a few problems here
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that we can notice right off the bat
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um typically when you're keying
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you want a shot that is
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uh nice and even across the background
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Chroma and uh
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your subjects stand out from
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from the background
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and you don't want gradients in your blue screen
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as you can see when we play through this
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we have none of that
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so today we're gonna discuss some techniques for how to
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uh get this shot to a keyable state
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and then we'll discuss some of the keying techniques
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uh that I use
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uh more often than not when I'm keying shots
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so we'll discuss a few gears and
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a few different techniques
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that should hopefully make
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keying a little bit more black and white okay
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so first things first
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when you get into a shot
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we're gonna wanna analyze it
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and see exactly what we have to do
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um in order to key this properly
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we're gonna wanna try and get to uh
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as even a gradient as we can in the background
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or at least keep it consistent
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um some of these dark areas would be very hard to key
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uh just cause the values are so low
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so we're gonna wanna pick a frame
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say around here
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we'll probably go with something like 4
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one of the brighter frames with a
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with a pretty decent background um
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this shot also has a lot of noise in the blue channel
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unfortunately
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which is an ideal for keying but uh
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we'll go over
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a quick method to take care of that as well
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and typically
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you'd want to also
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paint this out or clean up this background
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any sort of creases like that and
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put this woman back on top
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but I'm gonna try
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uh to leave that in there
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and we'll use
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uh the IBK um
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to try and key that out by itself
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to save us a little bit of paint work
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alright so with that
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we're gonna wanna bring up a
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a grade node here
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and a frame hold
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and the reason for
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the framehold is that I just wanna want some
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something to refer to that I can wipe between uh
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and match my grade 2 on a frame by frame basis
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so I think we saw shot 4 was pretty good
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come out of the blue channel
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yep so frame 4 I'm sorry
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so frame 4 we'll use and
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we'll use our wipe with the W key here
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and begin to grade
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okay so let's talk about what we're looking for
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in this grade
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what we wanna do is we wanna match the blue screen
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uh to this bright frame that we've chosen
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so that we get this
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sort of nice blue screen throughout the entire shot
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and then we'll need to animate it so that uh
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the flashing light doesn't occur anymore
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so we're not
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uh too concerned with the color of
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the foreground characters because we'll be using the
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original plate anyway
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uh once we pulled the key
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so we wanna
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just pay special attention to the blue screen
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especially between our two lovebirds here
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and uh see how close we can get it to match
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so we're gonna start by um
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it'll be mostly a gamma shift
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I believe so bring our gamma up
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and we'll bring our gain up a little bit too
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and probably I multiply a little bit
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here we go right off the bat
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we're getting some pretty good results
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um we can check our blue channel and see how that looks
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and our green channel is our green channel as well
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just to make sure
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we're not causing any differences anywhere
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and blue channels a little bit different
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so maybe we could
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mess around with our game a little bit there
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bring in some more blues
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and whenever I'm grading something I I
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I try to break it first and then come back from there
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just so I'm not being too timid
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and taking forever to get to my values
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uh because after all
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we are not using this for a final colour
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so we can be pretty quick with it
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and when we go back into our blue channel
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we've got a pretty good thing going on there
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we do have a fair amount of difference
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in the shadows here
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so maybe we could try adjust that by our black point
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um you have to be very sensitive with the black point
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so we'll start really nice and low
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and that's not at all what we want
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but we just bring it up to uh point zero zero one
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we get a nice uh
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a nice value there
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that's pretty consistent
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so if we go back to zero you can see
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uh it doesn't do a whole lot
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but it does do a little bit
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so I'm gonna keep it yeah
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I'm happy with it
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and now we're gonna go on to talking about
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animating this grade and getting rid of that
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uh flicker once and for all
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okay so now we're gonna wanna go in here
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and animate our grade
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uh so get rid of that flicker
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um we could go through here and set keys on our
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our grade values and and animate those
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but that'll take quite a long time
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so I'm gonna use our trusty old
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dissolve node
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and I will animate the slider in here
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so that uh oops
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get our white back on our frame hold there
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so that we can uh mix our values
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uh to match the light as it comes and goes
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in the scene so
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just that's a shift x right there to change your input
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I really like that
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that's a handy one um
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I'll have my 0 on my original plate
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and my 1 on my changed one
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just to help me make sense of the situation
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so we'll start by setting a key here
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and we're gonna probably 100%
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since that's the frame we originally graded
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and we'll work our way through this timeline here
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up for that's when the light flashes on
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so we can probably get rid of everything there
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and carry on
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and actually
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we're gonna wanna check the frame beforehand
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because yep
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that's just like I expected
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the slider started animating
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so we need to set another keyframe on three
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that keeps us at one
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and then get a much smoother
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transition right there
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and then we'll go on with it
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slide it up a little bit
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and we can go down to our next darkest frame
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animate back up to one there we go
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and scrub between here and see what happens
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we're a little bit off there so go to maybe frame six
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see if we can blend that a little bit better and we can
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so you get the idea there
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I'm not gonna make you watch me do
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this whole animated grade
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but I will carry on with it and
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catch up with you guys when I'm finished
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and through the magic of television
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I finished animating my dissolve node
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um so if I play that back for you here
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you see there's a little bit of flickering in the front
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uh but not too much in the
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in the back
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which is what we were most concerned about
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I wanna point out that I did make some
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adjustments to my grade note as well quickly
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uh in my gain I uh
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cooled it down a little bit and then added some greens
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uh and in my multiply
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I warmed up my multiply and added some magenta so uh
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that I thought just helped me get a little bit closer
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uh just some small adjustments
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we may go back and change those later
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uh I have not decided yet
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so now we've got our animated grade going um
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we're gonna look at our next problem and uh
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that's the amount of grain that's in
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the blue channel that we mentioned earlier um
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we're gonna wanna try and soften that up a little bit
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and just help with our key
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on our edges so that we don't get any sizzling
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because uh that is
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the bane of my existence when it comes to keying
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um we can't use the same method that we use beforehand
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um a frame blend because our subjects are moving
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and now we won't be able to maintain a good edge
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so we're gonna use the furnace node called the d noise
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and the reason we're using d
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noise and not d grain is because the d grain tool
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typically works better on single frames um
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whereas the d noise tool
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works on sequences
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or at least that's what I always use for sequences um
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we plug that guy into the chain here and we'll move
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the source over to a clean area of the screen
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uh if you do have a sample noise plate
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you can plug it in here and that works uh
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really really well
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but unfortunately
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uh Christmas only comes once a year
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so we don't have that
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um so instead
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we're gonna set our original color space to SRGV
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which is what we have piping in here
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and our plate size was pal or NTSC
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put those together
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and you can see that drastically improves our results
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um we do have some outlining here uh
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that we want to be careful of
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uh there's a suppress ringing check box
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which may help us out a little bit
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check it out and
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does help a little bit doesn't do a whole lot
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um and doesn't seem to be slowing it down too much
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so we'll leave it on for the time being
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uh now you can go in here to the fine tuning tab
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and or the tune tab
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and you want this to be as close as you
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can to getting rid of all the noise
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but without causing any
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uh artifacting or anything
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so we can go in here and
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and mess around with our values a little bit
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and see what will give us the fastest
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d noise node and
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the best results
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and typically one works pretty well
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not always but sometimes
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and today it's not looking like it's doing too bad
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so we can start from there and go on to keying
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and if we need to
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we can come back and adjust those values later
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cause that's the beauty of node based compositing
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so look at our color channel
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and we got a pretty clean color channel
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look at that handsome man right there alright
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so now we'll move on to the actual keying stage
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now that our our plate is nice and clean and uh
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deflickered
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okay and just before I move on to the king
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I'd like to mention that if you
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there's another tab in here I didn't really cover
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which is the analysis
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um if you want to use this region right here
273
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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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