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Thank your so much Cyril! This is pretty damn good. I had a look at it in November, but no chance to really check out the method until now. I've also seen some other videos on how to do a "dry key" like this, but your method is by far the best I've seen. Will certainly try this trick out on my next green screen project. It looks so good that it makes me wonder if there are scenarios where this approach does not work well. If so, when?
like every blue/green screen shots, the quality depends on the differents factor : - keyscreen quality (uniform color, grading, shadows on it) - character to near of the color keyscreen - too much noise (even after the degrain) and don't forget, we don't have any alpha so difficult to grade or plate.
@@nuke_foundry_trick Yes, I noticed the issue with grading. Tried to grade before the clean plate stage and that works within limits and as long as you don't do too much to the greens. Which means that green spill (not on edges) will be an issue. I wonder if you have an idea as to how to deal with that in a decent manner?
@@nuke_foundry_trick awesome! But my question is more about what you would do with green spill that is not on the edge, but rather inside the fg talent. So, for example, when there is too much greenspill on, say, a character's face or clothing etc.? And, also, how do you determine what is an edge, when you do not have an alpha? Would you simply make an ibk key, using the same clean plate used for the "magic key?"
@@dagkjetsa8486 I never meet this case, I always use the IBK color to create a cleanplate really near to the plate. So you will have a transparency guy on some zone but you can add a keylight or a keyed plate over your result to fill the holes.
Cool video. Would this technique work for keying something that isn't green? I have a subject against a tan wall. I'm trying it now but I don't quite understand how you isolated the shuffle nodes like that. When I go into shuffle I see nodes so maybe this was using the old shuffle node. Can you explain a little more what we should do with the current shuffle interface to get this outcome please?
the setup works on greenscreen only. To convert it to a bluescreen, you just have to switch the shuffle nodes from red and blue channels only to red and green channels only ;)
@@SitinprettyProductions no cause we need a color who have a dedicated channel (red, blue or green). And tan wall is too close to skin color, so an other challenge.
@@burhanvfx Hi, with an IBK color, you should be able to create a clean screen which will follow the luma change. The two operations will interact together and compensate the changes
Really interesting video, thanks a lot for sharing! Also the despill looks quiet nice!
Thank your so much Cyril! This is pretty damn good. I had a look at it in November, but no chance to really check out the method until now. I've also seen some other videos on how to do a "dry key" like this, but your method is by far the best I've seen. Will certainly try this trick out on my next green screen project. It looks so good that it makes me wonder if there are scenarios where this approach does not work well. If so, when?
like every blue/green screen shots, the quality depends on the differents factor :
- keyscreen quality (uniform color, grading, shadows on it)
- character to near of the color keyscreen
- too much noise (even after the degrain)
and don't forget, we don't have any alpha so difficult to grade or plate.
@@nuke_foundry_trick Yes, I noticed the issue with grading. Tried to grade before the clean plate stage and that works within limits and as long as you don't do too much to the greens. Which means that green spill (not on edges) will be an issue. I wonder if you have an idea as to how to deal with that in a decent manner?
I made a tut where I extend color for edges ;)
@@nuke_foundry_trick awesome! But my question is more about what you would do with green spill that is not on the edge, but rather inside the fg talent. So, for example, when there is too much greenspill on, say, a character's face or clothing etc.? And, also, how do you determine what is an edge, when you do not have an alpha? Would you simply make an ibk key, using the same clean plate used for the "magic key?"
@@dagkjetsa8486 I never meet this case, I always use the IBK color to create a cleanplate really near to the plate. So you will have a transparency guy on some zone but you can add a keylight or a keyed plate over your result to fill the holes.
Cool video. Would this technique work for keying something that isn't green? I have a subject against a tan wall. I'm trying it now but I don't quite understand how you isolated the shuffle nodes like that. When I go into shuffle I see nodes so maybe this was using the old shuffle node. Can you explain a little more what we should do with the current shuffle interface to get this outcome please?
the setup works on greenscreen only. To convert it to a bluescreen, you just have to switch the shuffle nodes from red and blue channels only to red and green channels only ;)
@@nuke_foundry_trick Thanks - but if you don't have a blue or green screen (e.g. my tan wall) this additive method wouldn't work?
@@SitinprettyProductions no cause we need a color who have a dedicated channel (red, blue or green). And tan wall is too close to skin color, so an other challenge.
amazing tutorial, thank you for sharing :D
the color of my bg slightly changed, is there a way i can fix that ?
Did you find the solution?
@@burhanvfx no
@@burhanvfx do u have a non commercial nuke ?
@@amyraaa1 No
@@burhanvfx Hi, with an IBK color, you should be able to create a clean screen which will follow the luma change. The two operations will interact together and compensate the changes
Hey thanks for the tuts...any chance we can get this script:) i want to package this into a gizmo:)
I'm working on an advanced version for the Nukepedia. When it will be available, I will give you the link :)
www.nukepedia.com/gizmos/keyer/magickey
@@nuke_foundry_trick hey man thanks so much going to play around with this:):)
@@nuke_foundry_trick merci.