Superior Keying with Delta Keyer in DaVinci Resolve & Fusion - Effective Workflow

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Welcome to an introduction to keying in fusion. In this tutorial, I want to guide you through a end to end process to take a, let's say, simple to medium complex shot, and we'll do all main aspects of the keying process and compositing and integration process, I will be using the Delta Keyer and show you the most important features there. I will show you how to approach the shot in general, how to work with additional masks and additional keys, how to, do the despair and bring it together in the composite thing with a little bit of integrations, it is more than. Throwing in the keying tool. That's more about the overall discipline at the same time, I will keep it simple. I will keep the flow relatively simple. so this should be beginner friendly. I do expect that you have some background with fusion. If you are completely starting out with fusion, I recommend my free beginner training on my website. But if you can get around and fusion in general, then this tutorial should be fine for you. So, if that sounds good to you let's have a look to follow along. Unfortunately, I don't have permission to share this particular clip. I have selected it based on the complexity and some varieties here I can use, I guess. Work on it still could take a screenshot if you want to follow along. But otherwise, if you have any other material of your own or if you have, if you're taking any of my courses, so this shot, for example, is in the fusion VFX calls, or if you're in the advanced compositing course, you would find this shot and you can use also any of these to follow along. I will still give you the flow here so you can, can apply it to any other. Footage as well, starting from the edit page, just to give you a few quick hints, it's not always the best approach to do like the most advanced keying right away, because it can take quite some time to do a really good solution. So if you are editing, you might either want to edit on the green footage, or you might want to edit with a like quick preview solutions, something you can do in 10 seconds and then later improve on it. Once you. U which parts you are actually using. So you don't waste too much time on VFX before your edit is reasonably final. If you want to do this, my suggestion is just go to the effects library under open FX. You can throw in a. From the key category and you can use the 3d Keyer for example, and just apply it to the clip here. I have already put it on top of a background and the background is just a still, so if I disable it D for disabling, you see the background, but now let's do a very quick key by using the open FX overlay here in the viewer overlay. So this is the color page, 3d Keyer, and you're in the inspector. You have the settings and you can just, you know, Something like this to, to clean out the background real quick and, and able to disperse like this. And this is probably already enough to get an idea for the edit, right. To get a first preview. Something like this is very fast. but then when I go to fusion, I must warn you. I do not. Recommend, or at least not always to, to create a few encrypt directly from the foreground and background. So you could take those two clips and right-click and create a fusion clip. However, in that case, you are limited to the resolution from the edit page. So right now, for example, I do have an HD timeline. That also means that the keying processing from the open FX effect here is happening on HD. But the. Key clip, et cetera. It's actually a higher resolution. And in fusion, I want to use that. So the kiosk can use the additional resolution. So in this case it would probably not be good to just combine it into a fusion clip. Then it works on the edit Patriot solution. In this case, I will, first of all, remove my preview again, and I would just head over to fusion on the top level clip and bring the background individually. So I have the full resolution from the foreground and the background in fusion let's get started. I have my two viewers. That's good for keying. I often tend to turn on the game, gamma sliders on one of them right away. This is also good to analyze a bit of what's going on. So sometimes you see more what's going on on the background. If you bring the gamma a bit down or a bit up, and you can see how even, or uneven the background is, which gives you a first idea, like how much work you might have. How difficult it will be. So you can, can see a bit this not, I mean, this is obvious, like this is obviously uneven here, but you also see if you bring it down, that there's a bit of like a halo here in the middle. And so backgrounds are rarely really. Completely even, even with the best lighting set up there, usually as soon as someone is standing in front of it, you usually have a little bit of change in lighting and a little bit of shadows and so on. So this is usually something to think about and we can analyze this correctly, but then I do want to start with the keying right away. So let me bring in the Deltek. And I bring it in shift space bar data Taqiyya is the name. So the default king tool, and it's okay to start with it right away and just sample a color. And when I do this, I tend to turn one viewer to alpha, just click here, turn it to alpha. So that right away, I see two images when I start sampling. So I click. Drag the whip over and let's see two images on the left side, I see a black and white image, which shows where I have transparency in the black areas and full opacity in the white areas. And gray is like in between. So you can see this right away and you can see how different sample points have an impact throughout this process. I would warn you not to always look for the highest quality. But also think about the details. So let me zoom in a little bit and look at her hair detail. That's presumably one of the most important and most difficult parts of this shot. So if I zoom in on this, you see if I sample here overall. You'll see this on the right side, you see this quite a lot of background left for now. If I sample somewhere down here, it seems clearer, but at the same time, you see what's happening to the hair. So we really are chopping in just by the selection already. We seem to be chopping in a little bit on the hair. So the sample point I would select not based on getting the highest contrast, but it based on retaining the detail that is most important to you. So in this. Probably the head detail. I would also suggest by dragging to press the control button. The sample, like an area rather than a single point. So this averages out noise a bit. So you're getting a color that is somewhat representative for the area. And then select a point like here to get started, where you can do, you can start with a little bit of tooling here right away if you want. So you can do a bit of gain, which helps the keying process a bit to, to separate out. You sometimes see with the Delta here sometimes. Please ignore all of them for now. This is something to look at later, but at the beginning you can safely ignore color completely, and just think about a detailed that you're retaining at this stage. I definitely don't want to go too far because everything I'm killing here will not come back. So I will, if at all, I go very gently. Yeah, without removing too much detail, there are additional steps later to crank it up. When I need to, I start gender. I can also use this balance slider here, which is the next one. I look at the balance. Slider is for the debt TaKeyer. Specifically, the Delta here does do a comparison between, the group. or green channel and the two other channels. If you're speaking of channels, it's not strictly limited to channels, but it's easier to think that way. So if you have green than the other two are red and blue, and it compares both red and green and blue and green in a way, and this balance can, to the balance modules and red or more towards blue, you can use the data key on other colors. You can use it on blue, et cetera. But just, this is the generous thinking of this balance. So when green is your, my main color, if you have more red content or more blue content in the foreground, then shifting this balance could help a bit. And you can see if I, if I bring it like towards the edge, this direction, you see that like the jacket, which is, I guess, a bit bluish. It's getting more transparent. And if I bring it in the other day, I, yeah, it's not doing that much in the other direction, but can get a little bit more possibly. You always have to zoom in and look into all areas for very detailed adjustments, but this should be a decent start. I have. I skipped the pre blur. This is often something that you see better once you have actually adjusted a little bit. But let's see if we do see a bit, let me zoom in on an edge and see, do we have some hard edge already? Not very much. I will skip ahead slightly. And just for demonstration, crank this mat up a little bit with these thresholds in the math section, I will do this actually later, but now I would just do like something brutal just for demonstration. Now, if you look at an edge. You see that? The edges often, you see that it's a bit like the exac and this is something that is mostly coming from noise. So if you have the noise impact on the footage, you may not notice it much in the full footage. But the Keyer notices noise when it looks at the edges. So there, the noise in the source footage does have impact on the edge quality and doing a bit of blur as a preprocessing step here would. Possibly counteract this a bit. So you see, if you look at the edge on the left side, see it's a bit jacket. And if I bring the blur up a bit, you see it's getting smoother, but this will also add blue everywhere. So the high risk is that you are ruining your head detail. And if I look at the hair detail here, you'll see that almost immediately. I'm losing hair details. So you could do this selectively, you could add a blurb before the Keyer. You could select a flea blur, like everything, except the hair. For example, in a more advanced flow, I will not do that here. So here I would just leave it off, but this is the idea. Let me undo the threshold to you. I will undo because I'm not there yet. This was just for the monster. So after I have set these parameters, I tend to ignore the ones down here. It's a bit more advanced towards these birds, but typically not needed. The next step I think about is thinking about the background. I have shown you, the background was quite uneven and it's the, is now in the key. You see much more how uneven that actually is, and you can see where the problems are. There is a pre-processing technique. Even out the background before the actual king. In more advanced flows. This has done with a clean plate. And I can show that in a separate video here, I will use the inbuilt tool. So here is a tool called pre mat. That is a good starting tool designed for pre-processing before the actual keying takes place. And to use it properly, I recommend that you switch the view mode to pre-med then you will see everything green and the alpha solid right now. But once you start selecting from the back. You can kind of sample from the background and yeah, then it kind of creates a heart. Matt, this is very hard math. It doesn't have like soft hair detail and so on, but it protects the areas of the foreground and cleans out the background, so to speak. I don't completely try to get rid of everything. For example, I won't try to get up here to sample here because up here I can easily mask it out. There are other techniques. So even here, let me reset this again. Even here, I'm careful to work in the areas which are most important, so I'm make sure that the subjects here that they are separated and well depends in some cases. Key the subject in individually, but here I will keep it simple. So I will just make sure that the subjects are separated, but the rest I don't care about. So I care about the subjects and immediately around them that I, I have kind of separated them and I care about not having removed any detail if it happened. And sometimes it's unavoidable by the selection. If you see like hair detail gone. So then you have to erode a little bit. And she, I should probably do this to protect the hair detail erode a bit. And you can, in some cases do a bit of a soft range. So this makes the mask here a bit softer. You can blur a little bit. Yeah. This is like pretty much the starting point here after you have done that. So within the green area is the part where the actual keying will take place. And outside is the part where the background is kind of even out. Once you have set this up and have made sure that you are as close as possible without destroying detail. After that, I go back to final result. I won't really use the other ones here in this tutorial that can be helpful for some purposes, but for. Keene workflow. It's not really required. So this way I see no, my final result and you see some hair detail and so on, they're still there. It can be quite tricky to see, especially blonde hair detail to really evaluate it over this checkerboard. So I tend to introduce an artificial background color. I could use the final background. In the beginning, I tend to use something with more contrast and to really see everything and see all detail. So I see a lot of detail in the black and white image here. that's great. But sometimes I want a color image. So I put the background note and send it often. I use something like this, just something very different from the foreground and yeah. Merge this one in, so let's merge it in just a merge node. Bring this up. So here we go. So sometimes this can really help to evaluate the hair detail and perhaps even see more than with the final background, but just in the beginning to set up my keying, look at the edges it's on. I can evaluate this a little bit. At some point you could have done it earlier. You can do it later. At some point you think about removing unwanted background, like stuff that is array from the subject. I use the Keyer for the head detail for the most important part. I don't need the Keyer for things like this. Also in many other cases, your green screen might not cover the whole image or your. Other props in the scene that are not, that needs to be excluded, that aren't green at all. So anything that needs to be excluded, but then it's Ray from the subject. I can quickly exclude with a mask. So here it's super simple. I take any mask, polygon, blind, whatever you like and just create a mask to go like around. And I might just do something like this to exclude the background, make sure. The kids are not moving in. You could go even close and exclude here, but I think the clean plate is working so well now. Or. Done it so aggressively that this may be enough for this particular case. I don't need to animate this mosque in this case, and I will attach it. If you all click, you see the options. So attach it by alt pressing all buttons while dragging. Then you see the options. I will attach it to the garbage. Which automatically removes the part in the garbage mat. Just a tip. If you need to animate the masks, which can often happen, sometimes you mask around the subject and need to animate. Keep in mind that masks are animated by default. So when you bring a mask in, you have a default shape animation here, there is a key frame wherever you drew the mask by default. This is great. If you need to animate this mosque, let's say the, if the boy is moving in the mosque area, I might, you know, need to animate this a bit. If you don't need to do this, you can right. Click remove. Polygon one 40 line, which is just the name of the animation path. So you can just remove this and now the mask, if you do any change, it won't be accidentally animated. Right? So garbage mask practically always needed in some form. I am not done with working on the details. So I will go back to my data Keyer and we'll work myself through the tabs here and go to the mat tab. Now, here you have the threshold parameters. Generally, the idea is that you can can see if you have any holes. You can easily verify if you bring the gamma slider a little bit down as best way to see if you have any holes in the foreground. Those. In principle food by bringing the high threshold down, then you can move in the opposite direction. See if there's any garbage around any problems around and go from the low side. If you do this, like from this distance and do that aggressively, you will totally ruin all your. So right now I have totally overdone it. I will reset it again. Instead I really need to be much, much, much more careful. So I will really zoom in on the head detail. And I even accept that I won't be able to solve everything right away, as long as I can maintain the detail. That is important to me. So here, the head detail I want to maintain. It's okay. If I can food this up a little bit here and here, but I don't want to feel. Between the hair. Right? So overall the head actually doesn't look so bad to start from the little bit of this transparency here I would want to get rid of. And I go very carefully maybe dragging in the number field, which is a bit more sensitive dragging, very carefully ups, one side, sorry, from the high end. Just a bit to make sure, okay. That I'm filling this, these holes without losing. Like, if I go like this, you see all the heads. Immediately gone. So just little bit, besides this, you can use the clean foreground. The clean foreground might work. If you have like individual little dots in the white area, little black dots, it kind of fits them up again. If you do this aggressively, look at the hair you see immediately, like it fills up the holes between the hair. So that would be wrong. Let's do a little bit less. And see this, there's a bit of these holes left and you can do a bit of combination of the high and the clean foreground here. It can sometimes work, but very, very, very gentle. Otherwise the holes are you, you lose your head detail. You see, there are still a lot of holes here, so that didn't work, but I will do this in a separate step, which is extremely. That you can't solve everything with the same contrast detail. Right? This is not about the keying too is with every king tourist. The there's just very subtle differences in the hair between the hair and the green background. If I look again at the original footage like here, it's very, very soft semi-transparent and this just requires a different treatment than it's. Yellow sweater here, the sweater yellow is close to green. So you might expect some problems here, but here, the semi-transparent is also close to green, but in this case you wanted semi-transparent in the other case, you don't. So it's not a problem of the keying tool. It's just a logical problem of the shot, which just requires different treatment in different areas for a good solution. All right. So let me go back to the alpha channel. For the alpha channel and bring the Delta Keyer back in and look a little bit from the other side. So let me bring this up and look a bit again at the hair and at the edges. So there are a bit of these speckles that come through on the background here. So here on the edges, you see also there's a bit of like background coming through. So I do try a bit from the low end. And once again, let's look at the hair. Yeah. So just a little bit, I might lose a little bit. I probably can't totally avoid it without going to extremes. And maybe also a little bit of clean background can help the hair. We don't see it so much here. We might see if there's noise. Let me undo this. No, there isn't much. No, I don't think, let me see the other side. Okay. Sometimes a little bit of this noise can, yeah. Go away with a tiny bit of clean background. Yeah. So we get a bit of a better solution here. All right. So I keep it at this. Let me bring this back to the middle and also review here. So great. A lot of transparency here left. I'll keep it like this for now. And I need to fill the inner area. In some simple cases. If you just have a hole in the middle, you could just quickly make a mask. That might be the fastest way. So. The yellow arms, if that was the only issue or let's say the apple was green instead of red, luckily it's not. But if it was, you know, I would just quickly make a mask in the middle, maybe animated, if she's moving a little bit and attach that mask to the solid mat in this case. The holes are going to the edge. So I can't do it that easily. I need to do a little bit more. And my approach here is actually to use a second Keyer. There are different techniques, but this is a simpler one that I want to show you. So I actually take the Delta Keyer. I will copy it. Attach the same government. So for now, if I take this in the left view, this is an exact copy of the exact same thing that I have here. And I will take this copy now and I would tune it differently so that it works for the inner areas. And I re in this case, I will just be much more aggressive. To fill them. Now, if I'm aggressive, then here at the hair, you see I'm filling the hair as well. I need to protect the hair. I only wanted filled here. So what I will do is I will, first of all, also go aggressively from the other side and you see that kind of counteracts this a bit and I might even erode the dilate a bit, bring this in. So this key I won't use on its own. It is just for the inner areas. Like. Perhaps a bit of blur and we can see in a second, so bit of blur. So I've made an inner key, something that is very hot, which is covering the inside. And I just need to make sure that this inside key is not interfering with the fine outside edges. And the way I want to use this then is let me bring this here to the side, the way I want to use this. I want to plug this key into the other key and plug it into the solid. And the best thing now is probably to show you both alpha channel side by side, just so you can see how it works. So this is the inner key, very aggressive away from the edges. This is the soft key, which gives great edges. And I do best of both worlds by plugging it in. And now as I plug it in, look on the right. And you see, I feel the inner areas, but at the edges, I keep the soft edges because I have brought this key in, I have eroded it inside. Um, I'm showing it here. Separate Keyer. This is strictly speaking, not necessary. It's also possible in this case to start with the soft key and then work on that via some mask manipulations I'm showing that in my training courses, I might show it in a separate video. I just want to keep things a bit easy and simple here. And sometimes thinking about one hard key, one soft key, it's like maybe easier than doing a lot of additional manipulation. Even though the flow might be a bit less efficient from a processing perspective. I think it's a simpler set up to get started with. All right. So this approach sometimes it's called like hot comp soft comp, because you do the soft key for outside and then fill it with the hot key. And you see, I can attach a key to the solid mask input, the same way I could attach a polygon. So in some cases, a polygon will do. In other cases, you might do this, how it comes off calm or second key approach back to the color view on the right side. So I, I see where. And now I have dealt with the edges and with this, I might have to really zoom in into every detail to make it perfect. But for the demonstration, it may be good enough. And now I will think a bit about the color and the Deltek here does automatically a dispar invert. So if you compare with the salsa. And I think I won't need the gamma sliders. Now let's say my key is good enough. So I removed them for now. If you compare here, you might see areas which are spurred. Actually let's do an AB comparison. I think that's even better. That's compare a B. So, if you look closely, let's only look on the foreground. Let me zoom in. So you're not distracted by the background. You see that there's a shift in color. So there's an automatic dispar. The original image had green spirit, which is just green light falling back on the subject from the green background. And this is being automatically taken care of both on the subject and on the transparent edges. So original. If you look in transparent areas, the green screen is shining through the edges that can often be a problem, but it's kind of taken care of to a certain extent automatically. Now the edges are actually grayish. If you look so these edges here and the semi-transparent edges are grayish by default. This is happening by default. It doesn't always work perfectly one problem with the dental here. And let me undo the AB comparison again. One problem can be. So sometimes I think if you look into darker areas, You sometimes see the things get a little bit of noisy. It's not very extreme here. So for this shot, I might keep it. But sometimes there is a problem with the Delta here where you start seeing noise in the disparate areas, the areas where the debtor modifies the color. And sometimes you see some awkward colors or something where It's just not entirely working. In those cases you can disabled this or disabled part of it. And a good start is to think about this color replace mode. There's one here in the match, refinement. It is basically replacing the spirit color in the areas where you are manipulating the mask shrinking in shrinking out you know, manipulating the mask with these settings in this area. It is replacing the. Spill with a soft gray approach. So soft color is kind of the algorithm. If you, if this is causing problems, you can set this to source, which will keep the original image in that area. That is one area. If you see those issues, second place is in the mask. So also there, if you're filling holes with. Solid mask here also in those areas, a dispel approach is done. And even here you can do the same. You can turn it off if you need to. So here in this case, actually here, you might see a difference. So if you see, if you look at her jacket, so you see this is the soft color, heart color gets much brighter and saw. It is doing a bit less of this spell color replacement. In this case, if you turn it off, you might see green edges here. Sometimes you see them even when it's on and you can apply additional dispel in this case. And a quick approach, which often works is a teaspoon, which is in this fringe taps or fringe does sound like edge treatment. And that is what it's mostly doing. But the first. Settings actually are not purely for the edge, but they are for this bill and you can do an additional dispar right away here. And if you just start by setting it to rare and then go down in the list, how far you think you might need to go. So I start with rare go down, down. Okay. So you see green in the hair. I go down again, medium. Okay. Getting better, getting better world underexposed. And then this is like the most extreme, but most likely that will hurt your skin colors. So you have to also go back to the skin colors and check how that is going. So this is too much so well done is the maximum, I think we can, we can go here. It might still be a little bit of greenish. So in some cases you do additional color corrections and other techniques. But on the other hand, we are retaining the skin color. So. This is like the basic you can do for, for these people. Try the internal ones from the Delta care. What is happening automatically. If you have problems, you have to disable it. And this is an easier approach to do some additional despair. There are more disparate techniques. You can do them separately from the keying. I we'll look at it in more advanced tutorials for this one I will stick to. With the disparate. I think this is a workable start. Let me now bring in the background and do some compositing. I have a background in the media pool. It is a photo background, which I'm bringing in here. Photos often have a different resolution. So keep that in mind. And that's good because I might just use part of it. I want to align it properly, make sure the perspective is working and so on a quick way to bring it towards amen. Resolution is to actually merge it over another background. So if you look at the image tab of a background note, it's takes a default auto resolution here, which is matching the resolution of the image that I took from. Edit page. So in this case, it's 3, 8 40 by 2, 1 60, which is the resolution from my media in one, from my original source footage. That is the default resolution of the background note. And if I emerge over it, the merchant always keep the background. So in this case, I have taken a bigger image and merged that over a smaller, and that rate I have directly taken care of the resolution here. Maybe I want to adjust the position a bit. Let's see. There's a bit of ground, but the camera is looking. Probably relatively straight. So I don't want to see too much ground. How far, or how close are they to maybe push it a bit back like this so you can align it to your preference. And then I need to start thinking about how things integrate. My first thought is probably. Overall color and see if black points and white points are matching those kinds of activities. I tend to do it directly in fusion. There are tricks to do it in the color page as well, but here, let me show you a fusion workflow. So you have like everything you are adjusting like in, in one area, which can be helpful. So let me bring in a color corrector and I bring it in on the foreground because I need to do something to the foreground. Now I will, first of all, give it a good amount. Again, to bring this up. So the background is much brighter. I assume the background is the style I want. Right. If not, you can of course color, correct the background before the merge. So bring this up, pay attention. If you are working with color correction on images with alpha channel, you have to go into the options and enable pre divide post multiply. Otherwise you might get edge artifacts. I did a separate video explaining this checkbox and what what's the mathematics behind it, but just. Yeah, for this color correction. So I make sure the brightest is matching. This is quite contrast in the background. So let's see in the shadows and it might even do side-by-side, you know, look at some, some dark areas here, dark. Oh, this is like really, really dark, maybe too dark, but let's bring the lift down here to, to make a good dark black shadows. And then how's the overall feeling maybe. Gamma tiny little bit. Don't this it's a good, good contrast. Same color, quite warm. So think about black and white point then I think about color. So in this case definitely want a bit more saturated. Like bring the saturation up a bit, just the tip. If you need to do additional spoon, removal or suppression, you can also use the suppress option in the color corrector where you can. I'm not sure if I don't think it's really necessary here, but you can bring the green end, things like that. But. Yeah, no, that will just ruin the lovely hair detail. So here there is actually no real full green component anymore, but this brings green towards neutral. So in some cases that can, can help instead of, or in addition to the dispo that I showed you in the data here, it's not necessarily, I stick to colors. Maybe you need to make it a bit warmer so you can push this. Towards yellow orange, and then we have the color integration look at the edges again. So I didn't do everything possible on the edges before, because it often depends on the final background, how the edges should integrate here. The background has very different colors in different areas. So there's probably nothing major I have to do in this case, but you can go back to this fringe tab here and you have a fringe gamma. Let me just exaggerate. So if I bring it all the way up, you see that the semi-transparent pixels on the edge there, you can do a gamma correction. You can make it brighter or darker. You see here, the impact, there is a fringe size, which removed like. So sometimes if you have color problems on the edge, you can bring this bit inwards like this, and then even you can shift the, the color between like the primary and secondary colors. So if you have a new background, which is dominant towards one color, like if your new background is blue sky or so then you can do some color correction on the edges towards shifting the overall edge. Buick tone. In this case, the background has all kinds of different colors. So one single color correction will probably not help much. There are more advanced options for edge manipulation. You can mask them off, do it separately. There is an a technique called adaptive dispar. That's really a bit more advanced. I am showing it in my compositing course. It's a bit more technical to set up, but there are additional ways to, to manipulate the edges. So here in this case, I probably don't need. Inside edge here, so can leave it like this and the gamma. I think the default is even looking fine. And the default color is the neutral gray from the data queue, which in this case is as an overall solution, probably the best. There's a bit of a risk with the data key, because there are so many features inside the keying tool. Not all of them have actually anything to do with the king. So the edges, I tend to look at it later because they relate to the composite thing. How does it fit at the end? How does the color fit at the end? And they are also impacted by additional. It's like what I did on the foreground to bring the foreground up in general, this has an impact on the edges as well. So if you just use the Delta Keyer, go through all the settings, do everything with the edges, but then you put in the background, then you change the color and so on. It may not fit anymore. Right? So that's why I'm separating in my mind, the actual keying and the compositing and edge quality, edge, color, brightness, et cetera, as part of the composite. Okay. So this is pretty much it from a color perspective. Now the background is very sharp, very detailed. So that's probably not what I want. It's it's like more detailed than the foreground. So I will definitely blur it a bit. You can use a blue or a D focus or from the results I've asked this lens blur effect. A simple blur is for me now enough, but if you want to try a bit more. Things, you can try the de-focus notes. So here let's just add a bit of blur so that there's a depth of field perception here. And then I. Practically always think about noise, especially when working with photographs because your, your footage always have animated noise and a photograph doesn't, it might have noise from a still camera, but not animated. Right? So that's something that is often noticeable. If you know, to look for. You kind of feel it if it's missing in many cases, even if it's not like super noticeable to evaluate the noise. What I tend to do is I take just a few frames, which I can can loop. Let's see. Yeah, maybe here and just take a few frames, maybe 10 frames or so, and I control drag here to limit my render range. And even if it now takes some time to compute, especially with two data cures, you know, it might take some time, but I can loop through those. And then I set both of my viewers to a high zoom level and I set them to the same school. So I can compare so zoom in and let's go to some dark area in the foreground. So here I have some dark area in the foreground where I can see the noise. So for digital footage, usually you can see it better on the dark area. And then I go on some similar colored area in the background and I try to get a matching noise. The background and the foreground and the tool for this, there are different tools, actually shift space bar. If you just enter grain, you see grain film, grain to film tools, one from fusion, one from results of X. I tend to use the fusion run, but both are good. So I add the film grain, and now you see there's now grain applied, and I can just see that this is. The experience is matching that it's not too strong. This case. It feels stronger here than here to my appearance. So I might reduce the strength of let's just the strength, sometimes the size, but often just reducing the strength of it might get you something that's not executive matching, but yeah, it might get you something very similar. So I think that's the spoon. Okay to go back, you can control a double click and it will extend the render range again to the full render range. Okay. So this is the grain not super obvious, but you will feel it. So this is pretty much it. Let me once again, have a quick look at the overall flow, just to get the workflow in. I started by looking at the original footage, see where the problems are, but then really focused on first a little bit of pre-processing. Cleaning out the background and only at the end, refining the mat on green, very gently, always focusing on the head detail. At the same time, I realized this won't fix everything. So I need a garbage mats and solid mats for additional areas. In one case I could do with a simple polygon mask to get rid of. Of this area. And in another case, I used a second Keyer to get rid of the inside. So this was the hot, calm, soft, calm, a soft key outside for the hair. Hard one to fill in the holes. I do color correction on the foreground to match it with the background I brought in the background separately made sure it's on a matching resolution. That's why I did this merge. And then blue and green are like some of the most common things you do the blue first. So. Blow the grain, right? First, the blue, then the grain. If I need to do color correction on the background, I would probably do it even before that. And then everything comes together and you have hopefully a decent reside depending on how much you do it might take a little while to render, especially now here with the two dedicate years. It does take a little while. So if you're on the edit page, you should have your fusion, cache and abled. So playback, render care. User or smart in both cases, fusion tips would be rendered and the background and the news I don't need anymore. This clip is now being rendered. And after a while, I can play it back. I hope you like this introduction. If you want more, let me know. I will probably do a few more key in tutorials on YouTube. There is a whole chapter on keying that like four hours of detailed discussions on every aspect in my composite. So there are more advanced techniques that you can do, but I'm happy to cover a few on YouTube as well. So let me know in the comments, what you need and what you think and otherwise see you again in one of the next tutorial. It's cheers.
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Channel: VFXstudy
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Length: 41min 44sec (2504 seconds)
Published: Sun Nov 07 2021
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